Mercurial > fife-parpg
view engine/core/eventchannel/eventmanager.h @ 624:b312d170ab0c
* Removed the "trigger" system as it was not in use and very incomplete. I couldn't come up with a good reason why it should be part of event channel either. The trigger system is scheduled for a future release anyway.
author | prock@33b003aa-7bff-0310-803a-e67f0ece8222 |
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date | Fri, 01 Oct 2010 19:25:40 +0000 |
parents | a1884665aa95 |
children |
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/*************************************************************************** * Copyright (C) 2005-2008 by the FIFE team * * http://www.fifengine.de * * This file is part of FIFE. * * * * FIFE 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., * * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA * ***************************************************************************/ #ifndef FIFE_EVENTCHANNEL_EVENTMANAGER_H #define FIFE_EVENTCHANNEL_EVENTMANAGER_H // Standard C++ library includes // #include <deque> #include <map> #include <list> // 3rd party library includes // // FIFE includes // These includes are split up in two parts, separated by one empty line // First block: files included from the FIFE root src directory // Second block: files included from the same folder // #include "eventchannel/command/ec_command.h" #include "eventchannel/command/ec_icommandcontroller.h" #include "eventchannel/command/ec_icommandlistener.h" #include "eventchannel/key/ec_ikeycontroller.h" #include "eventchannel/key/ec_ikeylistener.h" #include "eventchannel/key/ec_keyevent.h" #include "eventchannel/key/ec_key.h" #include "eventchannel/mouse/ec_imousecontroller.h" #include "eventchannel/mouse/ec_imouselistener.h" #include "eventchannel/mouse/ec_mouseevent.h" #include "eventchannel/sdl/ec_isdleventcontroller.h" #include "eventchannel/sdl/ec_isdleventlistener.h" namespace FIFE { class ICommandListener; class InputEvent; class MouseEvent; class KeyEvent; class IKeyFilter; /** Event Manager manages all events related to FIFE */ class EventManager: public ICommandController, public IKeyController, public IMouseController, public ISdlEventController, public IEventSource { public: /** Constructor. */ EventManager(); /** Destructor */ virtual ~EventManager(); void addCommandListener(ICommandListener* listener); void addCommandListenerFront(ICommandListener* listener); void removeCommandListener(ICommandListener* listener); void dispatchCommand(Command& command); void addKeyListener(IKeyListener* listener); void addKeyListenerFront(IKeyListener* listener); void removeKeyListener(IKeyListener* listener); void addMouseListener(IMouseListener* listener); void addMouseListenerFront(IMouseListener* listener); void removeMouseListener(IMouseListener* listener); void addSdlEventListener(ISdlEventListener* listener); void addSdlEventListenerFront(ISdlEventListener* listener); void removeSdlEventListener(ISdlEventListener* listener); EventSourceType getEventSourceType(); /** Process the SDL event queue. * This is to be called only by the engine itself once per frame. * It passes appropriate events to their listeners */ void processEvents(); void setKeyFilter(IKeyFilter* keyFilter); private: // Helpers for processEvents void processActiveEvent(SDL_Event event); void processKeyEvent(SDL_Event event); void processMouseEvent(SDL_Event event); bool combineEvents(SDL_Event& event1, const SDL_Event& event2); // Events dispatchers - only dispatchSdlevent may reject the event. bool dispatchSdlEvent(SDL_Event& evt); void dispatchKeyEvent(KeyEvent& evt); void dispatchMouseEvent(MouseEvent& evt); // Translate events void fillModifiers(InputEvent& evt); void fillKeyEvent(const SDL_Event& sdlevt, KeyEvent& keyevt); void fillMouseEvent(const SDL_Event& sdlevt, MouseEvent& mouseevt); std::deque<ICommandListener*> m_commandlisteners; std::deque<ICommandListener*> m_pending_commandlisteners; std::deque<ICommandListener*> m_pending_commandlisteners_front; std::deque<ICommandListener*> m_pending_cldeletions; std::deque<IKeyListener*> m_keylisteners; std::deque<IKeyListener*> m_pending_keylisteners; std::deque<IKeyListener*> m_pending_keylisteners_front; std::deque<IKeyListener*> m_pending_kldeletions; std::deque<IMouseListener*> m_mouselisteners; std::deque<IMouseListener*> m_pending_mouselisteners; std::deque<IMouseListener*> m_pending_mouselisteners_front; std::deque<IMouseListener*> m_pending_mldeletions; std::deque<ISdlEventListener*> m_sdleventlisteners; std::deque<ISdlEventListener*> m_pending_sdleventlisteners; std::deque<ISdlEventListener*> m_pending_sdleventlisteners_front; std::deque<ISdlEventListener*> m_pending_sdldeletions; std::map<int, bool> m_keystatemap; IKeyFilter* m_keyfilter; int m_mousestate; MouseEvent::MouseButtonType m_mostrecentbtn; }; } //FIFE #endif