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📄 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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