branch jumping
This commit is contained in:
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fa2c4455f1
commit
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@ -14,13 +14,13 @@
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#include <GameServerAPI.h>
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#include "../WindowManager/WindowShell.h"
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#include "Win32\Win32Input.h"
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#include "WinTimer.h"
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#include "vld.h"
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#include "EventHandler/EventHandler.h"
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#include "GameClientState\SharedStateContent.h"
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#include "GameClientState/SharedStateContent.h"
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#include "Win32/Win32ApplicationKeyboard.h"
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using namespace ::Oyster;
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using namespace ::Oyster::Event;
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@ -38,13 +38,13 @@ namespace DanBias
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{
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public:
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WindowShell* window;
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InputClass inputObj;
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Utility::WinTimer timer;
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UniquePointer<Client::GameClientState> state;
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SharedStateContent sharedStateContent;
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NetworkClient networkClient;
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SharedStateContent sharedStateContent;
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::Input::Win32ApplicationKeyboard *keyboardDevice_application;
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bool serverOwner;
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float capFrame;
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@ -61,7 +61,7 @@ namespace DanBias
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//--------------------------------------------------------------------------------------
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// Interface API functions
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//--------------------------------------------------------------------------------------
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DanBiasClientReturn DanBiasGame::Initiate(DanBiasGameDesc& desc)
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DanBiasClientReturn DanBiasGame::Initiate( DanBiasGameDesc& desc )
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{
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WindowShell::CreateConsoleWindow();
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//if(! data.window->CreateWin(WindowShell::WINDOW_INIT_DESC(L"Window", cPOINT(1600, 900), cPOINT())))
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@ -77,7 +77,7 @@ namespace DanBias
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if( FAILED( InitDirect3D() ) )
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return DanBiasClientReturn_Error;
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if( FAILED( InitInput() ) )
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if( FAILED( InitInput(&desc.hinst) ) )
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return DanBiasClientReturn_Error;
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data.serverOwner = false;
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@ -85,7 +85,6 @@ namespace DanBias
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data.networkClient.SetMessagePump( ClientEventFunction );
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data.sharedStateContent.network = &data.networkClient;
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data.sharedStateContent.input = &data.inputObj;
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// Start in main menu state
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data.state = new Client::MainState();
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@ -155,35 +154,50 @@ namespace DanBias
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//--------------------------------------------------------------------------------------
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// Init the input
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//-------------------------------------------------------------------------------------
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HRESULT DanBiasGame::InitInput()
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HRESULT DanBiasGame::InitInput( HINSTANCE *handle )
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{
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if(!data.inputObj.Initialize(data.window->GetHINSTANCE(), data.window->GetHWND(), data.window->GetHeight(), data.window->GetWidth()))
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data.sharedStateContent.mouseDevice = (Input::Mouse*)::Input::InputManager::Instance()->CreateDevice( Input::Enum::SAIType_Mouse, handle );
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if( !data.sharedStateContent.mouseDevice )
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{
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MessageBox(0, L"Could not initialize the input object.", L"Error", MB_OK);
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data.sharedStateContent.mouseDevice = nullptr;
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MessageBox( 0, L"Could not initialize the mouseDevice.", L"Error", MB_OK );
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return E_FAIL;
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}
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data.sharedStateContent.keyboardDevice_raw = (Input::Keyboard*)::Input::InputManager::Instance()->CreateDevice( Input::Enum::SAIType_Keyboard, handle );
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if( !data.sharedStateContent.keyboardDevice_raw )
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{
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delete data.sharedStateContent.mouseDevice;
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data.sharedStateContent.mouseDevice = nullptr;
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data.sharedStateContent.keyboardDevice_raw = nullptr;
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MessageBox( 0, L"Could not initialize the raw keyboard device.", L"Error", MB_OK );
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return E_FAIL;
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}
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data.keyboardDevice_application = (Input::Win32ApplicationKeyboard*)::Input::InputManager::Instance()->CreateDevice( Input::Enum::SAIType_ApplicationKeyboard, handle );
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data.sharedStateContent.keyboardDevice_application = data.keyboardDevice_application;
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if( !data.sharedStateContent.keyboardDevice_application )
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{
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delete data.sharedStateContent.mouseDevice;
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data.sharedStateContent.mouseDevice = nullptr;
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delete data.sharedStateContent.keyboardDevice_raw;
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data.sharedStateContent.keyboardDevice_raw = nullptr;
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data.sharedStateContent.keyboardDevice_application = data.keyboardDevice_application = nullptr;
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MessageBox( 0, L"Could not initialize the application keyboard device.", L"Error", MB_OK );
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return E_FAIL;
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}
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data.keyboardDevice_application->Disable();
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return S_OK;
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}
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DanBiasGame::Result DanBiasGame::Update(float deltaTime)
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{
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{ // updating mouse input
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// TODO: Is obosolete when Dennis's input system is wired in
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POINT mousePos;
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GetCursorPos( &mousePos );
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RECT windowVertex;
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GetWindowRect( data.window->GetHWND(), &windowVertex );
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float mouseNormalisedX = (float)(mousePos.x - windowVertex.left);
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mouseNormalisedX /= (float)(windowVertex.right - windowVertex.left);
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float mouseNormalisedY = (float)(mousePos.y - windowVertex.top);
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mouseNormalisedY /= (float)(windowVertex.bottom - windowVertex.top);
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data.inputObj.Update( mouseNormalisedX, mouseNormalisedY );
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}
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if( data.serverOwner )
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{
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DanBias::GameServerAPI::ServerUpdate();
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@ -253,6 +267,11 @@ namespace DanBias
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data.networkClient.Disconnect();
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data.state = nullptr;
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delete data.sharedStateContent.network;
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delete data.sharedStateContent.mouseDevice;
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delete data.sharedStateContent.keyboardDevice_raw;
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delete data.sharedStateContent.keyboardDevice_application;
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EventHandler::Instance().Clean();
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Graphics::API::Clean();
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@ -24,7 +24,9 @@ struct GameState::MyData
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MyData(){}
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GameClientState::ClientState nextState;
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NetworkClient *nwClient;
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InputClass *input;
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::Input::Mouse *mouseInput;
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::Input::Keyboard *keyboardInput_raw;
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::Input::ApplicationKeyboard *keyboardInput_app;
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::std::map<int, ::Utility::DynamicMemory::UniquePointer<::DanBias::Client::C_StaticObj>> *staticObjects;
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::std::map<int, ::Utility::DynamicMemory::UniquePointer<::DanBias::Client::C_DynamicObj>> *dynamicObjects;
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@ -80,11 +82,15 @@ bool GameState::Init( SharedStateContent &shared )
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this->privData->nextState = GameClientState::ClientState_Same;
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this->privData->nwClient = shared.network;
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this->privData->input = shared.input;
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this->privData->mouseInput = shared.mouseDevice;
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this->privData->keyboardInput_raw = shared.keyboardDevice_raw;
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this->privData->keyboardInput_app = shared.keyboardDevice_application;
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this->privData->staticObjects = &shared.staticObjects;
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this->privData->dynamicObjects = &shared.dynamicObjects;
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this->privData->lights = &shared.lights;
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this->privData->keyboardInput_app->Deactivate();
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Graphics::API::Option gfxOp = Graphics::API::GetOption();
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Float aspectRatio = gfxOp.Resolution.x / gfxOp.Resolution.y;
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this->privData->camera.SetPerspectiveProjection( Utility::Value::Radian(90.0f), aspectRatio, 0.1f, 1000.0f );
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@ -285,29 +291,19 @@ void GameState::ChangeState( ClientState next )
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void GameState::ReadKeyInput()
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{
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if( this->privData->input->IsKeyPressed(DIK_W) )
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if( this->privData->keyboardInput_raw->IsKeyDown(::Input::Enum::SAKI_W) )
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{
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//if(!this->privData->key_forward)
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{
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this->privData->nwClient->Send( Protocol_PlayerMovementForward() );
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this->privData->key_forward = true;
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}
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this->privData->nwClient->Send( Protocol_PlayerMovementForward() );
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this->privData->key_forward = true;
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}
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else
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this->privData->key_forward = false;
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if( this->privData->input->IsKeyPressed(DIK_S) )
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if( this->privData->keyboardInput_raw->IsKeyDown(::Input::Enum::SAKI_S) )
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{
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//if( !this->privData->key_backward )
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{
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this->privData->nwClient->Send( Protocol_PlayerMovementBackward() );
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this->privData->key_backward = true;
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}
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this->privData->nwClient->Send( Protocol_PlayerMovementBackward() );
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this->privData->key_backward = true;
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}
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else
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this->privData->key_backward = false;
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if( this->privData->input->IsKeyPressed(DIK_A) )
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if( this->privData->mouseInput->IsKeyPressed(DIK_A) )
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{
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//if( !this->privData->key_strafeLeft )
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{
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@ -318,7 +314,7 @@ void GameState::ReadKeyInput()
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else
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this->privData->key_strafeLeft = false;
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if( this->privData->input->IsKeyPressed(DIK_D) )
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if( this->privData->mouseInput->IsKeyPressed(DIK_D) )
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{
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//if( !this->privData->key_strafeRight )
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{
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//send delta mouse movement
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{
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static const float mouseSensitivity = Radian( 1.0f );
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this->privData->camera.PitchDown( this->privData->input->GetPitch() * mouseSensitivity );
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float yaw = this->privData->input->GetYaw();
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this->privData->camera.PitchDown( this->privData->mouseInput->GetPitch() * mouseSensitivity );
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float yaw = this->privData->mouseInput->GetYaw();
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//if( yaw != 0.0f ) //This made the camera reset to a specific rotation.
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{
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this->privData->nwClient->Send( Protocol_PlayerLeftTurn(yaw * mouseSensitivity) );
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}
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// shoot
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if( this->privData->input->IsKeyPressed(DIK_Z) )
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if( this->privData->mouseInput->IsKeyPressed(DIK_Z) )
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{
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if( !this->privData->key_Shoot )
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{
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@ -355,7 +351,7 @@ void GameState::ReadKeyInput()
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}
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else
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this->privData->key_Shoot = false;
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if( this->privData->input->IsKeyPressed(DIK_X) )
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if( this->privData->mouseInput->IsKeyPressed(DIK_X) )
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{
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if( !this->privData->key_Shoot )
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{
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}
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else
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this->privData->key_Shoot = false;
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if( this->privData->input->IsKeyPressed(DIK_C) )
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if( this->privData->mouseInput->IsKeyPressed(DIK_C) )
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{
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if( !this->privData->key_Shoot )
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{
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this->privData->key_Shoot = false;
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// jump
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if( this->privData->input->IsKeyPressed(DIK_SPACE) )
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if( this->privData->mouseInput->IsKeyPressed(DIK_SPACE) )
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{
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if(!this->privData->key_Jump)
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{
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// DEGUG KEYS
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// Reload shaders
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if( this->privData->input->IsKeyPressed(DIK_R) )
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if( this->privData->mouseInput->IsKeyPressed(DIK_R) )
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{
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if( !this->privData->key_Reload_Shaders )
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{
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@ -414,7 +410,7 @@ void GameState::ReadKeyInput()
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this->privData->key_Reload_Shaders = false;
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// toggle wire frame render
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if( this->privData->input->IsKeyPressed(DIK_T) )
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if( this->privData->mouseInput->IsKeyPressed(DIK_T) )
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{
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if( !this->privData->key_Wireframe_Toggle )
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{
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@ -28,7 +28,8 @@ struct LanMenuState::MyData
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GameClientState::ClientState nextState;
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NetworkClient *nwClient;
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InputClass *input;
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::Input::Mouse *mouseInput;
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::Input::ApplicationKeyboard *keyboardInput;
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Graphics::API::Texture background;
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EventButtonCollection guiElements;
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@ -53,7 +54,9 @@ bool LanMenuState::Init( SharedStateContent &shared )
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this->privData->nextState = GameClientState::ClientState_Same;
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this->privData->nwClient = shared.network;
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this->privData->input = shared.input;
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this->privData->mouseInput = shared.mouseDevice;
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this->privData->keyboardInput = shared.keyboardDevice_application;
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this->privData->keyboardInput->Activate();
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this->privData->background = Graphics::API::CreateTexture( L"color_white.png" );
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@ -80,6 +83,9 @@ bool LanMenuState::Init( SharedStateContent &shared )
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this->privData->connectPort = 15151;
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this->privData->keyboardInput->BindTextTarget( &(*this->privData->connectIP)[0] );
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this->privData->keyboardInput->Activate();
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return true;
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}
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@ -87,10 +93,13 @@ GameClientState::ClientState LanMenuState::Update( float deltaTime )
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{
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MouseInput mouseState;
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{
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this->privData->input->GetMousePos( mouseState.x, mouseState.y );
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mouseState.mouseButtonPressed = this->privData->input->IsMousePressed();
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}
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::Input::Struct::SAIPoint2D pos;
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this->privData->mouseInput->GetPixelPosition( pos );
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mouseState.x = pos.x;
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mouseState.y = pos.y;
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mouseState.mouseButtonPressed = this->privData->mouseInput->IsBtnDown( ::Input::Enum::SAMI_MouseLeftBtn );
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}
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EventHandler::Instance().Update( mouseState );
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return this->privData->nextState;
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@ -22,7 +22,7 @@ struct LobbyAdminState::MyData
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GameClientState::ClientState nextState;
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NetworkClient *nwClient;
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InputClass *input;
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::Input::Mouse *mouseInput;
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Graphics::API::Texture background;
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EventButtonCollection guiElements;
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} privData;
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@ -43,7 +43,7 @@ bool LobbyAdminState::Init( SharedStateContent &shared )
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this->privData->nextState = GameClientState::ClientState_Same;
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this->privData->nwClient = shared.network;
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this->privData->input = shared.input;
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this->privData->mouseInput = shared.mouseDevice;
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this->privData->background = Graphics::API::CreateTexture( L"grass_md.png" );
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@ -61,21 +61,15 @@ bool LobbyAdminState::Init( SharedStateContent &shared )
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GameClientState::ClientState LobbyAdminState::Update( float deltaTime )
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{
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// Wishlist:
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// picking
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// mouse events
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// different menus
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// play sounds
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// update animation
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// send data to server
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// check data from server
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MouseInput mouseState;
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{
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this->privData->input->GetMousePos( mouseState.x, mouseState.y );
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mouseState.mouseButtonPressed = this->privData->input->IsMousePressed();
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}
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::Input::Struct::SAIPoint2D pos;
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this->privData->mouseInput->GetPixelPosition( pos );
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mouseState.x = pos.x;
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mouseState.y = pos.y;
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mouseState.mouseButtonPressed = this->privData->mouseInput->IsBtnDown( ::Input::Enum::SAMI_MouseLeftBtn );
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}
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EventHandler::Instance().Update( mouseState );
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return this->privData->nextState;
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@ -22,7 +22,7 @@ struct LobbyState::MyData
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GameClientState::ClientState nextState;
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NetworkClient *nwClient;
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InputClass *input;
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::Input::Mouse *mouseInput;
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Graphics::API::Texture background;
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EventButtonCollection guiElements;
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} privData;
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@ -43,7 +43,7 @@ bool LobbyState::Init( SharedStateContent &shared )
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this->privData->nextState = GameClientState::ClientState_Same;
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this->privData->nwClient = shared.network;
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this->privData->input = shared.input;
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this->privData->mouseInput = shared.mouseDevice;
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this->privData->background = Graphics::API::CreateTexture( L"grass_md.png" );
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@ -61,21 +61,15 @@ bool LobbyState::Init( SharedStateContent &shared )
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GameClientState::ClientState LobbyState::Update( float deltaTime )
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{
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// Wishlist:
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// picking
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// mouse events
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// different menus
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// play sounds
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// update animation
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// send data to server
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// check data from server
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MouseInput mouseState;
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{
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this->privData->input->GetMousePos( mouseState.x, mouseState.y );
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mouseState.mouseButtonPressed = this->privData->input->IsMousePressed();
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}
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::Input::Struct::SAIPoint2D pos;
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this->privData->mouseInput->GetPixelPosition( pos );
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mouseState.x = pos.x;
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mouseState.y = pos.y;
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mouseState.mouseButtonPressed = this->privData->mouseInput->IsBtnDown( ::Input::Enum::SAMI_MouseLeftBtn );
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}
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EventHandler::Instance().Update( mouseState );
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return this->privData->nextState;
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@ -24,7 +24,7 @@ struct MainState::MyData
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GameClientState::ClientState nextState;
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NetworkClient *nwClient;
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InputClass *input;
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::Input::Mouse *mouseInput;
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Graphics::API::Texture background;
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EventButtonCollection guiElements;
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};
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@ -47,7 +47,7 @@ bool MainState::Init( SharedStateContent &shared )
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this->privData->nextState = GameClientState::ClientState_Same;
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this->privData->nwClient = shared.network;
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this->privData->input = shared.input;
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this->privData->mouseInput = shared.mouseDevice;
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this->privData->background = Graphics::API::CreateTexture( L"color_white.png" );
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@ -77,16 +77,13 @@ GameClientState::ClientState MainState::Update( float deltaTime )
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{
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MouseInput mouseState;
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{
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bool test = this->privData->input->IsMousePressed();
|
||||
if(test)
|
||||
{ // HACK: debug trap still in use?
|
||||
int i = 0;
|
||||
};
|
||||
::Input::Struct::SAIPoint2D pos;
|
||||
this->privData->mouseInput->GetPixelPosition( pos );
|
||||
|
||||
this->privData->input->GetMousePos( mouseState.x, mouseState.y );
|
||||
mouseState.mouseButtonPressed = this->privData->input->IsMousePressed();
|
||||
mouseState.x = pos.x;
|
||||
mouseState.y = pos.y;
|
||||
mouseState.mouseButtonPressed = this->privData->mouseInput->IsBtnDown( ::Input::Enum::SAMI_MouseLeftBtn );
|
||||
}
|
||||
|
||||
EventHandler::Instance().Update( mouseState );
|
||||
|
||||
return this->privData->nextState;
|
||||
|
|
|
@ -15,7 +15,7 @@
|
|||
#include "C_obj\C_DynamicObj.h"
|
||||
#include "C_Light.h"
|
||||
#include "NetworkClient.h"
|
||||
#include "L_inputClass.h"
|
||||
#include "Input.h"
|
||||
|
||||
namespace DanBias { namespace Client
|
||||
{
|
||||
|
@ -26,7 +26,10 @@ namespace DanBias { namespace Client
|
|||
::std::map<int, ::Utility::DynamicMemory::UniquePointer<::DanBias::Client::C_DynamicObj>> dynamicObjects;
|
||||
::std::map<int, ::Utility::DynamicMemory::UniquePointer<::DanBias::Client::C_Light>> lights;
|
||||
::Oyster::Network::NetworkClient *network;
|
||||
InputClass* input;
|
||||
|
||||
::Input::Mouse *mouseDevice;
|
||||
::Input::Keyboard *keyboardDevice_raw;
|
||||
::Input::ApplicationKeyboard *keyboardDevice_application;
|
||||
};
|
||||
} }
|
||||
|
||||
|
|
|
@ -55,7 +55,7 @@ namespace DanBias
|
|||
};
|
||||
|
||||
static HRESULT InitDirect3D();
|
||||
static HRESULT InitInput();
|
||||
static HRESULT InitInput( HINSTANCE *handle );
|
||||
|
||||
static Result Update(float deltaTime);
|
||||
static HRESULT Render();
|
||||
|
|
|
@ -12,6 +12,8 @@ namespace Input
|
|||
class ApplicationKeyboard : public InputObject
|
||||
{
|
||||
public:
|
||||
virtual ~ApplicationKeyboard();
|
||||
|
||||
bool IsActive() const;
|
||||
|
||||
void Activate();
|
||||
|
@ -25,7 +27,6 @@ namespace Input
|
|||
::std::wstring::size_type writePos;
|
||||
|
||||
ApplicationKeyboard();
|
||||
~ApplicationKeyboard();
|
||||
|
||||
private:
|
||||
bool active;
|
||||
|
|
|
@ -7,6 +7,7 @@
|
|||
#include "InputManager.h"
|
||||
#include "InputObject.h"
|
||||
#include "Keyboard.h"
|
||||
#include "ApplicationKeyboard.h"
|
||||
#include "Mouse.h"
|
||||
|
||||
#endif // !INPUT_INPUT_H
|
||||
|
|
|
@ -151,6 +151,8 @@ namespace Input
|
|||
};
|
||||
|
||||
public: /* Manual check functions */
|
||||
virtual ~Keyboard();
|
||||
|
||||
virtual bool IsKeyUp (Enum::SAKI key) = 0;
|
||||
virtual bool IsKeyDown (Enum::SAKI key) = 0;
|
||||
virtual const wchar_t* GetAsText(Enum::SAKI key) = 0;
|
||||
|
@ -170,7 +172,6 @@ namespace Input
|
|||
|
||||
protected:
|
||||
Keyboard();
|
||||
~Keyboard();
|
||||
|
||||
protected:
|
||||
struct KeyboardCallbackList
|
||||
|
|
|
@ -66,6 +66,8 @@ namespace Input
|
|||
};
|
||||
|
||||
public:
|
||||
virtual ~Mouse();
|
||||
|
||||
virtual bool IsBtnUp(Enum::SAMI key) = 0;
|
||||
virtual bool IsBtnDown(Enum::SAMI key) = 0;
|
||||
virtual int GetWheelDelta() = 0;
|
||||
|
@ -93,7 +95,6 @@ namespace Input
|
|||
|
||||
protected:
|
||||
Mouse();
|
||||
~Mouse();
|
||||
|
||||
protected:
|
||||
struct MouseCallbackList
|
||||
|
|
Loading…
Reference in New Issue