Magic_Game/src/kiwano/base/Input.h

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// Copyright (c) 2016-2018 Kiwano - Nomango
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
#pragma once
#include "../macros.h"
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#include "../core/core.h"
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#include "../math/math.h"
#include "keys.hpp"
#include "Component.h"
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namespace kiwano
{
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class KGE_API Input
: public Singleton<Input>
, public Component
{
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KGE_DECLARE_SINGLETON(Input);
public:
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>̻<EFBFBD><CCBB><EFBFBD><EFBFBD><EFBFBD><EAB0B4><EFBFBD>Ƿ<EFBFBD><C7B7><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
bool IsDown(
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Int32 key_or_btn
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>̻<EFBFBD><CCBB><EFBFBD><EFBFBD><EFBFBD><EAB0B4><EFBFBD>Ƿ<EFBFBD><C7B7>ձ<EFBFBD><D5B1><EFBFBD><EFBFBD><EFBFBD>
bool WasPressed(
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Int32 key_or_btn
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>̻<EFBFBD><CCBB><EFBFBD><EFBFBD><EFBFBD><EAB0B4><EFBFBD>Ƿ<EFBFBD><C7B7><EFBFBD>̧<EFBFBD><CCA7>
bool WasReleased(
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Int32 key_or_btn
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> x <20><><EFBFBD><EFBFBD>
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Float32 GetMouseX();
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> y <20><><EFBFBD><EFBFBD>
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Float32 GetMouseY();
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
Point GetMousePos();
public:
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void SetupComponent() override {}
void DestroyComponent() override {}
void AfterUpdate() override;
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void HandleMessage(HWND hwnd, UInt32 msg, WPARAM wparam, LPARAM lparam) override;
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void UpdateKey(Int32, bool);
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void UpdateMousePos(Float32, Float32);
protected:
Input();
~Input();
protected:
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static const Int32 KEY_NUM = 256;
bool want_update_;
bool keys_[KEY_NUM];
bool keys_pressed_[KEY_NUM];
bool keys_released_[KEY_NUM];
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Float32 mouse_pos_x_;
Float32 mouse_pos_y_;
};
}