209 lines
5.7 KiB
C++
209 lines
5.7 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#ifndef NL_GAME_DEVICE_EVENT_H
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#define NL_GAME_DEVICE_EVENT_H
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#include "types_nl.h"
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#include "events.h"
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#include "game_device.h"
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namespace NLMISC
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{
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struct IMouseDevice;
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struct IGameDevice;
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const CClassId EventGDMouseMove(0x12142bc4, 0x43c73e74);
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const CClassId EventGDButtonDownId(0x57141957, 0x3efb143a);
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const CClassId EventGDButtonUpId(0x16105e06, 0x302536b2);
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const CClassId EventGDAxisMovedId(0x073306, 0x41173626);
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const CClassId EventGDSliderMovedId(0x68776586, 0x394a6916);
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const CClassId EventGDPOVChanged(0x362851b9, 0x395c4d61);
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//==========================================================================================
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/// A raw mouse move message, expressed in mickeys (relative values)
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class CGDMouseMove : public CEvent
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{
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public:
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IMouseDevice *MD;
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sint X, Y;
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public:
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CGDMouseMove(IEventEmitter *emitter, IMouseDevice *md, sint x, sint y) : CEvent(emitter, EventGDMouseMove), MD(md), X(x), Y(y)
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{}
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virtual CEvent *clone() const {return new CGDMouseMove(*this);}
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};
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//==========================================================================================
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/**
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* An event from a game device (joystick, joypad ...)
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*/
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class CGameDeviceEvent : public CEvent
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{
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public:
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/// the game device this event come from
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IGameDevice *GameDevice;
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public:
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CGameDeviceEvent(
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IGameDevice *gameDevice,
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IEventEmitter *emitter,
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const CClassId &classId
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)
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: CEvent(emitter, classId),
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GameDevice(gameDevice)
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{}
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};
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//==========================================================================================
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/** A button state has changed
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*/
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class CGDButton : public CGameDeviceEvent
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{
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public:
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// index of the buttons that has been pushed
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uint ButtonIndex;
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bool Pushed;
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public:
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///
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CGDButton(
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uint buttonIndex,
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bool pushed,
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IGameDevice *gameDevice,
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IEventEmitter *emitter,
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const CClassId &classId
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)
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: CGameDeviceEvent(gameDevice, emitter, classId),
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ButtonIndex(buttonIndex),
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Pushed(pushed)
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{}
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};
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//==========================================================================================
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/** A button has been pushed
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*/
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class CGDButtonDown : public CGDButton
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{
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public:
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///
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CGDButtonDown(uint buttonIndex, IGameDevice *gameDevice, IEventEmitter *emitter)
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: CGDButton(buttonIndex, true, gameDevice, emitter, EventGDButtonDownId)
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{}
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virtual CEvent *clone() const {return new CGDButtonDown(*this);}
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};
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//==========================================================================================
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/** A button has been released
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*/
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class CGDButtonUp : public CGDButton
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{
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public:
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///
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CGDButtonUp(uint buttonIndex, IGameDevice *gameDevice, IEventEmitter *emitter)
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: CGDButton(buttonIndex, false, gameDevice, emitter, EventGDButtonUpId)
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{}
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virtual CEvent *clone() const {return new CGDButtonUp(*this);}
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};
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//==========================================================================================
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/// An axis has moved
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class CGDAxisMoved : public CGameDeviceEvent
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{
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public:
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IGameDevice::TAxis Axis;
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// current position of the axis, ranges from -1.f to 1.f
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float Value;
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public:
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CGDAxisMoved(
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IGameDevice::TAxis axis,
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float value,
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IGameDevice *gameDevice,
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IEventEmitter *emitter
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)
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: CGameDeviceEvent(gameDevice, emitter, EventGDAxisMovedId),
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Axis(axis),
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Value(value)
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{}
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virtual CEvent *clone() const {return new CGDAxisMoved(*this);}
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};
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//==========================================================================================
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/// A slider position has changed
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class CGDSliderMoved : public CGameDeviceEvent
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{
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public:
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uint SliderIndex;
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// current position of the slider, ranges from 0.f to 1.f
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float SliderPos;
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public:
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CGDSliderMoved(
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float sliderPos,
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uint sliderIndex,
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IGameDevice *gameDevice,
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IEventEmitter *emitter
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)
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: CGameDeviceEvent(gameDevice, emitter, EventGDSliderMovedId),
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SliderIndex(sliderIndex),
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SliderPos(sliderPos)
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{}
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virtual CEvent *clone() const {return new CGDSliderMoved(*this);}
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};
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//==========================================================================================
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/// A point of view control changed
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class CGDPOVChanged : public CGameDeviceEvent
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{
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public:
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uint POVIndex;
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bool Centered;
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// The POV angle, in degrees (CW)
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float POVAngle;
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public:
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CGDPOVChanged(
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bool centered,
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float povAngle,
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uint povIndex,
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IGameDevice *gameDevice,
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IEventEmitter *emitter
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)
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: CGameDeviceEvent(gameDevice, emitter, EventGDPOVChanged),
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POVIndex(povIndex),
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Centered(centered),
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POVAngle(povAngle)
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{}
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virtual CEvent *clone() const {return new CGDPOVChanged(*this);}
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};
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} // NLMISC
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#endif // NL_GAME_DEVICE_EVENT_H
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/* End of game_device_event.h */
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