/* -*-c++-*- * testAnim - testaniminput (.h & .cpp) - Using 'The MIT License' * Copyright (C) 2007-2008, Alion Science and Technology Corporation * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN * THE SOFTWARE. * * Bradley Anderegg */ #ifndef DELTA_TEST_ANIM_INPUT #define DELTA_TEST_ANIM_INPUT #include "export.h" #include #include namespace dtAnim { class AnimationHelper; } class TestAnimHUD; class TEST_ANIM_EXPORT TestAnimInput : public dtGame::BaseInputComponent { public: // Constructor TestAnimInput(const std::string &name); // We're going to handle key presses! virtual bool HandleKeyPressed(const dtCore::Keyboard* keyboard, int key); // We're going to handle key releases! virtual bool HandleKeyReleased(const dtCore::Keyboard* keyboard, int key); // Handle messages from the GM virtual void ProcessMessage(const dtGame::Message &message); /** * Sets the player actor that this component access * @param gap The new actor proxy */ void SetPlayerActor(dtGame::GameActorProxy &gap); void SetAnimationHelper(dtAnim::AnimationHelper& pHelper); //the walking speed in m/s void SetSpeed(float speed); void SetTurnRate(float turn); protected: /// Destructor virtual ~TestAnimInput(); private: void TickLocal(float dt); float mSpeed, mTurnRate, mTurnDirection; bool mKeyIsPressed, mIsWalking, mIsTurning; dtCore::RefPtr mPlayer; dtCore::RefPtr mAnimationHelper; }; #endif