// // Copyright (c) 2008-2014 the Urho3D project. // // 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 "Sample.h" /// Console input example. /// This sample demonstrates: /// - Implementing a crude text adventure game, which accepts input both through the engine console, /// and standard input. class ConsoleInput : public Sample { OBJECT(ConsoleInput); public: /// Construct. ConsoleInput(Context* context); /// Setup after engine initialization and before running the main loop. virtual void Start(); protected: /// Return XML patch instructions for screen joystick layout for a specific sample app, if any. virtual String GetScreenJoystickPatchString() const { return "" " " " " " " " " " " " " ""; } private: /// Handle console command event. void HandleConsoleCommand(StringHash eventType, VariantMap& eventData); /// Handle frame update event. void HandleUpdate(StringHash eventType, VariantMap& eventData); /// Handle ESC key down event to quit the engine. void HandleEscKeyDown(StringHash eventType, VariantMap& eventData); /// Print intro message and initialize the game state. void StartGame(); /// Print game over message. void EndGame(const String& message); /// Advance the game state. void Advance(); /// Handle user input either from the engine console or standard input. void HandleInput(const String& input); /// Print text to the engine console and standard output. void Print(const String& output); /// Game on flag. bool gameOn_; /// Food dispensed flag. bool foodAvailable_; /// Whether ate on the previous turn. bool eatenLastTurn_; /// Number of turns survived. int numTurns_; /// Player's hunger level. int hunger_; /// Threat of Urho level. int urhoThreat_; };