topical media & game development
lib-game-delta3d-sdk-examples-testAnim-testaniminput.h / h
/* -*-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 <dtGame/baseinputcomponent.h>
include <dtCore/refptr.h>
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
parameter: 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<dtGame::GameActorProxy> mPlayer;
dtCore::RefPtr<dtAnim::AnimationHelper> mAnimationHelper;
};
endif
(C) Æliens
04/09/2009
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