📄 oasisinputsystem.cpp
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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.cpp
* DESCRIPTION : The input system
* AUTHOR : Zephie Greyvenstein
*****************************************************************************/
#include "oasisInputSystem.h"
#include "oasisInputSystemBase.h"
#include "oasisConfiguration.h"
#include "oasisFrameListenerSystem.h"
/// Include optional profiler
#if USE_PROFILER == 1
#include "OgreProfiler.h"
#endif
namespace Oasis {
template<> inputSystem *singleton< inputSystem >::singletonPtr = 0;
inputSystem::inputSystem( ) : system( "Input" ) {
base = new inputSystemBase( );
// Register ourselves with the frame listener
frameListenerSystem::get( ).addFrameListener( this );
}
inputSystem::~inputSystem( ) {
if ( base ) {
delete base;
}
}
inputSystem &inputSystem::get( void ) {
return singleton< inputSystem >::get( );
}
void inputSystem::reset( void ) {
}
void inputSystem::update( real time ) {
frameStarted( time );
}
void inputSystem::addKeyListener( keyListener *newKeyListener ) {
base->addKeyListener( newKeyListener );
}
void inputSystem::removeKeyListener( keyListener *oldKeyListener ) {
base->removeKeyListener( oldKeyListener );
}
void inputSystem::addMouseListener( mouseListener *newMouseListener ) {
base->addMouseListener( newMouseListener );
}
void inputSystem::removeMouseListener( mouseListener *oldMouseListener ) {
base->removeMouseListener( oldMouseListener );
}
const bool inputSystem::isKeyDown( keyListener::KeyCode code ) const {
return base->isKeyDown( code );
}
bool inputSystem::frameStarted( real time ) {
#if USE_PROFILER == 1
{
OgreProfile( "Oasis Input System" );
#endif
#if USE_PROFILER == 1
}
#endif
return true;
}
}
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