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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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