📄 oasisinputsystem.h
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/******************************************************************************
* This source file is part of Bad Camel Gaming
* Copyright (C) 2003 Zephie Greyvenstein
* See Readme.html for acknowledgements
*
* This library 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 2.1 of the License, or (at your option) any later version.
*
* This library 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 this library; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*****************************************************************************/
/******************************************************************************
* FILENAME : oasisInputSystem.h
* DESCRIPTION : The input system
* AUTHOR : Zephie Greyvenstein
*****************************************************************************/
/// Avoid double inclusion
#ifndef __INPUTSYSTEM_H__
#define __INPUTSYSTEM_H__
/// Include common stuff
#include "oasisCommon.h"
/// Include the rest of the needed oasis stuff
#include "oasisSystem.h"
#include "oasisFrameListener.h"
#include "oasisSingleton.h"
#include "oasisKeyListener.h"
namespace Oasis {
/// Forward declaration of input system base
class inputSystemBase;
/// The input system
class _oasisExport inputSystem : public system,
public frameListener,
public singleton< inputSystem > {
public:
/// Constructor
inputSystem( );
/// Deconstructor
virtual ~inputSystem( );
/// Get singleton
static inputSystem &get( void );
/// Get singleton pointer
static inputSystem *getPtr( void );
/// Reset this system
void reset( void );
/// Update this system
void update( real time = 0 );
/// Register a key listener
void addKeyListener( keyListener *newKeyListener );
/// Remove a key listener
void removeKeyListener( keyListener *oldKeyListener );
/// Register a mouse listenr
void addMouseListener( mouseListener *newMouseListener );
/// Remove a mouse listener
void removeMouseListener( mouseListener *oldMouseListener );
/// Get the state of a key
const bool isKeyDown( keyListener::KeyCode code ) const;
private:
/// Handle to the input system base
inputSystemBase *base;
/// Listener event for frame started
bool frameStarted( real time );
};
};
#endif
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