Magic_Game/core/base/KeyEvent.h

69 lines
1.7 KiB
C++

// 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.hpp"
namespace easy2d
{
// 按键消息
class KeyEvent
{
public:
// 按键消息类型
enum class Type : int
{
Down = 0x0100, // 按下
Up // 抬起
};
public:
explicit KeyEvent(
UINT message,
WPARAM w_param,
LPARAM l_param
);
// 获取事件类型
KeyEvent::Type GetType() const;
// 获取按键键值
KeyCode GetCode() const;
// 获取按键次数
int GetCount() const;
protected:
UINT message_;
WPARAM w_param_;
LPARAM l_param_;
};
// 按键消息处理接口
class KeyEventHandler
{
public:
// 处理按键消息
virtual void Handle(KeyEvent e) = 0;
};
}