stk-code_catmod/src/guiengine/event_handler.hpp
auria 0f775b8a8c More event propagation cleanup
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/branches/irrlicht@4139 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2009-10-20 18:25:14 +00:00

75 lines
2.6 KiB
C++

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