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OISMouse.h - Hosted on DriveHQ Cloud IT Platform
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路径: \\game3dprogramming\materials\GameFactory\GameFactoryDemo\references\ogre\include\OIS\OISMouse.h
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/* The zlib/libpng License Copyright (c) 2006 Phillip Castaneda (pjcast -- www.wreckedgames.com) This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. */ #ifndef OIS_Mouse_H #define OIS_Mouse_H #include "OISObject.h" #include "OISEvents.h" namespace OIS { //! Button ID for mouse devices enum MouseButtonID { MB_Left = 0, MB_Right, MB_Middle, MB_Button3, MB_Button4, MB_Button5, MB_Button6, MB_Button7 }; /** Represents the state of the mouse All members are valid for both buffered and non buffered mode */ struct _OISExport MouseState { MouseState() : width(50), height(50), buttons(0) {}; /** Represents the height/width of your display area.. used if mouse clipping or mouse grabbed in case of X11 - defaults to 50.. Make sure to set this and change when your size changes.. */ mutable int width, height; //! X Axis component Axis X; //! Y Axis Component Axis Y; //! Z Axis Component Axis Z; //! represents all buttons - bit position indicates button down int buttons; //! Button down test inline bool buttonDown( MouseButtonID button ) const { return ((buttons & ( 1L << button )) == 0) ? false : true; } //! Clear all the values void clear() { X.clear(); Y.clear(); Z.clear(); buttons = 0; } }; /** Specialised for mouse events */ class _OISExport MouseEvent : public EventArg { public: MouseEvent( Object *obj, const MouseState &ms ) : EventArg(obj), state(ms) {} virtual ~MouseEvent() {} //! The state of the mouse - including buttons and axes const MouseState &state; }; /** To recieve buffered mouse input, derive a class from this, and implement the methods here. Then set the call back to your Mouse instance with Mouse::setEventCallback */ class _OISExport MouseListener { public: virtual ~MouseListener() {} virtual bool mouseMoved( const MouseEvent &arg ) = 0; virtual bool mousePressed( const MouseEvent &arg, MouseButtonID id ) = 0; virtual bool mouseReleased( const MouseEvent &arg, MouseButtonID id ) = 0; }; /** Mouse base class. To be implemented by specific system (ie. DirectX Mouse) This class is useful as you remain OS independent using this common interface. */ class _OISExport Mouse : public Object { public: virtual ~Mouse() {} /** @remarks Register/unregister a Mouse Listener - Only one allowed for simplicity. If broadcasting is neccessary, just broadcast from the callback you registered. @param mouseListener Send a pointer to a class derived from MouseListener or 0 to clear the callback */ virtual void setEventCallback( MouseListener *mouseListener ) {listener = mouseListener;} /** @remarks Returns currently set callback.. or 0 */ MouseListener* getEventCallback() {return listener;} /** @remarks Returns the state of the mouse - is valid for both buffered and non buffered mode */ const MouseState& getMouseState() const { return mState; } protected: Mouse() : listener(0) {} //! The state of the mouse MouseState mState; //! Used for buffered/actionmapping callback MouseListener *listener; }; } #endif
OISMouse.h
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