git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/branches/irrlicht@4139 178a84e3-b1eb-0310-8ba1-8eac791a3b58
75 lines
2.6 KiB
C++
75 lines
2.6 KiB
C++
// SuperTuxKart - a fun racing game with go-kart
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// Copyright (C) 2009 Marianne Gagnon
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//
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License
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// as published by the Free Software Foundation; either version 3
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// of the License, or (at your option) any later version.
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//
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// This program 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 General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#ifndef HEADER_EVENT_HANDLER_HPP
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#define HEADER_EVENT_HANDLER_HPP
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#include "irrlicht.h"
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#include "input/input.hpp"
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namespace GUIEngine
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{
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enum EventPropagation
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{
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EVENT_BLOCK,
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EVENT_LET
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};
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class Widget;
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/**
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* Class to handle irrLicht events (GUI and input as well : input events will be redirected to the input
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* module in game mode). In menu mode, input is mapped to game actions with the help of the input
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* module, then calls are made to move focus / trigger an event / etc.
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*
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* This is really only the irrLicht events bit, not to be confused with my own simple events dispatched
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* mainly through AbstractStateManager, and also to widgets (this class is some kind of bridge between
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* the base irrLicht GUI engine and the STK layer on top of it)
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*/
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class EventHandler : public irr::IEventReceiver
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{
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EventPropagation onGUIEvent(const irr::SEvent& event);
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EventPropagation onWidgetActivated(Widget* w, const int playerID);
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void navigateUp(const int playerID, Input::InputType type, const bool pressedDown);
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void navigateDown(const int playerID, Input::InputType type, const bool pressedDown);
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public:
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EventHandler();
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~EventHandler();
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/**
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* All irrLicht events will go through this (input as well GUI; input events are
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* immediately delegated to the input module, GUI events are processed here)
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*/
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bool OnEvent (const irr::SEvent &event);
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/**
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* When the input module is done processing an input and mapped it to an action,
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* and this action needs to be applied to the GUI (e.g. fire pressed, left
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* pressed, etc.) this method is called back by the input module.
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*/
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void processAction(const int action, const unsigned int value, Input::InputType type, const int playerID);
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// singleton
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static EventHandler* get();
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};
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}
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#endif
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