Magic_Game/core/base/KeyEvent.h

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// Copyright (c) 2016-2018 Easy2D - 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"
#include "BaseTypes.h"
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namespace easy2d
{
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϣ
class KeyEvent
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{
public:
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϣ<EFBFBD><CFA2><EFBFBD><EFBFBD>
enum class Type : int
{
Down = 0x0100, // <20><><EFBFBD><EFBFBD>
Up // ̧<><CCA7>
};
public:
explicit KeyEvent(
UINT message,
WPARAM w_param,
LPARAM l_param
);
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// <20><>ȡ<EFBFBD>¼<EFBFBD><C2BC><EFBFBD><EFBFBD><EFBFBD>
KeyEvent::Type GetType() const;
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ֵ
KeyCode GetCode() const;
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
int GetCount() const;
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protected:
UINT message_;
WPARAM w_param_;
LPARAM l_param_;
};
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϣ<EFBFBD><CFA2><EFBFBD><EFBFBD><EFBFBD>ӿ<EFBFBD>
class KeyEventHandler
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{
public:
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϣ
virtual void Handle(KeyEvent e) = 0;
};
}