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144 lines
4.1 KiB
C
144 lines
4.1 KiB
C
2 years ago
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/*
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The zlib/libpng License
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Copyright (c) 2005-2007 Phillip Castaneda (pjcast -- www.wreckedgames.com)
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This software is provided 'as-is', without any express or implied warranty. In no event will
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the authors be held liable for any damages arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose, including commercial
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applications, and to alter it and redistribute it freely, subject to the following
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restrictions:
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1. The origin of this software must not be misrepresented; you must not claim that
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you wrote the original software. If you use this software in a product,
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an acknowledgment in the product documentation would be appreciated but is
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not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#ifndef OIS_Mouse_H
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#define OIS_Mouse_H
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#include "OISObject.h"
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#include "OISEvents.h"
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namespace OIS
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{
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//! Button ID for mouse devices
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enum MouseButtonID
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{
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MB_Left = 0, MB_Right, MB_Middle,
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MB_Button3, MB_Button4, MB_Button5, MB_Button6, MB_Button7
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};
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/**
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Represents the state of the mouse
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All members are valid for both buffered and non buffered mode
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*/
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class _OISExport MouseState
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{
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public:
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MouseState() : width(50), height(50), buttons(0) {};
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/** Represents the height/width of your display area.. used if mouse clipping
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or mouse grabbed in case of X11 - defaults to 50.. Make sure to set this
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and change when your size changes.. */
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mutable int width, height;
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//! X Axis component
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Axis X;
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//! Y Axis Component
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Axis Y;
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//! Z Axis Component
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Axis Z;
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//! represents all buttons - bit position indicates button down
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int buttons;
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//! Button down test
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inline bool buttonDown( MouseButtonID button ) const
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{
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return ((buttons & ( 1L << button )) == 0) ? false : true;
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}
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//! Clear all the values
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void clear()
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{
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X.clear();
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Y.clear();
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Z.clear();
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buttons = 0;
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}
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};
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/** Specialised for mouse events */
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class _OISExport MouseEvent : public EventArg
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{
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public:
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MouseEvent( Object *obj, const MouseState &ms ) : EventArg(obj), state(ms) {}
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virtual ~MouseEvent() {}
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//! The state of the mouse - including buttons and axes
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const MouseState &state;
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private:
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// Prevent copying.
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MouseEvent(const MouseEvent&);
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MouseEvent& operator=(MouseEvent);
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};
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/**
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To recieve buffered mouse input, derive a class from this, and implement the
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methods here. Then set the call back to your Mouse instance with Mouse::setEventCallback
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*/
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class _OISExport MouseListener
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{
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public:
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virtual ~MouseListener() {}
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virtual bool mouseMoved( const MouseEvent &arg ) = 0;
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virtual bool mousePressed( const MouseEvent &arg, MouseButtonID id ) = 0;
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virtual bool mouseReleased( const MouseEvent &arg, MouseButtonID id ) = 0;
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};
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/**
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Mouse base class. To be implemented by specific system (ie. DirectX Mouse)
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This class is useful as you remain OS independent using this common interface.
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*/
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class _OISExport Mouse : public Object
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{
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public:
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virtual ~Mouse() {}
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/**
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@remarks
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Register/unregister a Mouse Listener - Only one allowed for simplicity. If broadcasting
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is neccessary, just broadcast from the callback you registered.
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@param mouseListener
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Send a pointer to a class derived from MouseListener or 0 to clear the callback
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*/
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virtual void setEventCallback( MouseListener *mouseListener ) {mListener = mouseListener;}
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/** @remarks Returns currently set callback.. or 0 */
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MouseListener* getEventCallback() const {return mListener;}
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/** @remarks Returns the state of the mouse - is valid for both buffered and non buffered mode */
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const MouseState& getMouseState() const { return mState; }
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protected:
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Mouse(const std::string &vendor, bool buffered, int devID, InputManager* creator)
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: Object(vendor, OISMouse, buffered, devID, creator), mListener(0) {}
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//! The state of the mouse
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MouseState mState;
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//! Used for buffered/actionmapping callback
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MouseListener *mListener;
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};
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}
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#endif
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