/* This file is part of Daydream Engine. Copyright 2014 Adam Byléhn, Tobias Dahl, Simon Holmberg, Viktor Ljung Daydream Engine is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. Daydream Engine is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with Daydream Engine. If not, see . */ #ifndef InputController_h__ #define InputController_h__ #include #include "EventBroker.h" #include "EMouseMove.h" #include "Input/EInputCommand.h" namespace dd { template class InputController { public: InputController(std::shared_ptr eventBroker) : EventBroker(eventBroker) , InGame(true) { Initialize(); } virtual void Initialize() { EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &InputController::_OnCommand); EVENT_SUBSCRIBE_MEMBER(m_EMouseMove, &InputController::_OnMouseMove); EVENT_SUBSCRIBE_MEMBER(m_EGameStart, &InputController::OnGameStart); EVENT_SUBSCRIBE_MEMBER(m_EGameOver, &InputController::OnGameOver); } virtual bool OnCommand(const Events::InputCommand &event) { return false; } virtual bool OnMouseMove(const Events::MouseMove &event) { return false; } virtual bool OnGameStart(const Events::GameStart &event) { InGame = true; return true; } virtual bool OnGameOver(const Events::GameOver &event) { InGame = false; return true; } protected: std::shared_ptr EventBroker; bool InGame; private: EventRelay m_EInputCommand; EventRelay m_EMouseMove; EventRelay m_EGameStart; EventRelay m_EGameOver; virtual bool _OnCommand(const Events::InputCommand &event) { if (InGame || event.Value == 0) return OnCommand(event); else return false; } virtual bool _OnMouseMove(const Events::MouseMove &event) { if (InGame) return OnMouseMove(event); else return false; } }; } #endif // InputController_h__