90 lines
2.4 KiB
C++
90 lines
2.4 KiB
C++
/*
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This file is part of Daydream Engine.
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Copyright 2014 Adam Byléhn, Tobias Dahl, Simon Holmberg, Viktor Ljung
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Daydream Engine is free software: you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Daydream Engine 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 Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License
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along with Daydream Engine. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef InputController_h__
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#define InputController_h__
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#include <memory>
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#include "EventBroker.h"
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#include "EMouseMove.h"
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#include "Input/EInputCommand.h"
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namespace dd
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{
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template <typename EventContext>
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class InputController
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{
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public:
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InputController(std::shared_ptr<dd::EventBroker> eventBroker)
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: EventBroker(eventBroker)
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, InGame(true)
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{ Initialize(); }
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virtual void Initialize()
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{
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EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &InputController::_OnCommand);
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EVENT_SUBSCRIBE_MEMBER(m_EMouseMove, &InputController::_OnMouseMove);
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EVENT_SUBSCRIBE_MEMBER(m_EGameStart, &InputController::OnGameStart);
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EVENT_SUBSCRIBE_MEMBER(m_EGameOver, &InputController::OnGameOver);
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}
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virtual bool OnCommand(const Events::InputCommand &event) { return false; }
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virtual bool OnMouseMove(const Events::MouseMove &event) { return false; }
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virtual bool OnGameStart(const Events::GameStart &event)
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{
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InGame = true;
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return true;
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}
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virtual bool OnGameOver(const Events::GameOver &event)
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{
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InGame = false;
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return true;
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}
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protected:
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std::shared_ptr<dd::EventBroker> EventBroker;
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bool InGame;
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private:
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EventRelay<EventContext, Events::InputCommand> m_EInputCommand;
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EventRelay<EventContext, Events::MouseMove> m_EMouseMove;
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EventRelay<EventContext, Events::GameStart> m_EGameStart;
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EventRelay<EventContext, Events::GameOver> m_EGameOver;
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virtual bool _OnCommand(const Events::InputCommand &event)
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{
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if (InGame || event.Value == 0)
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return OnCommand(event);
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else
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return false;
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}
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virtual bool _OnMouseMove(const Events::MouseMove &event)
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{
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if (InGame)
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return OnMouseMove(event);
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else
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return false;
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}
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};
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}
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#endif // InputController_h__
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