Controls.h 2.2 KB

1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768
  1. //
  2. // Urho3D Engine
  3. // Copyright (c) 2008-2011 Lasse Öörni
  4. //
  5. // Permission is hereby granted, free of charge, to any person obtaining a copy
  6. // of this software and associated documentation files (the "Software"), to deal
  7. // in the Software without restriction, including without limitation the rights
  8. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  9. // copies of the Software, and to permit persons to whom the Software is
  10. // furnished to do so, subject to the following conditions:
  11. //
  12. // The above copyright notice and this permission notice shall be included in
  13. // all copies or substantial portions of the Software.
  14. //
  15. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  16. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  17. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  18. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  19. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  20. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  21. // THE SOFTWARE.
  22. //
  23. #pragma once
  24. #include "Variant.h"
  25. class XMLElement;
  26. /// %Controls sent over the network.
  27. class Controls
  28. {
  29. public:
  30. /// Construct.
  31. Controls();
  32. /// Destruct.
  33. ~Controls();
  34. /// Reset to initial state.
  35. void Reset();
  36. /// %Set or release buttons.
  37. void Set(unsigned buttons, bool down = true)
  38. {
  39. if (down)
  40. buttons_ |= buttons;
  41. else
  42. buttons_ &= ~buttons;
  43. }
  44. /// Check if a button is held down.
  45. bool IsDown(unsigned button) const
  46. {
  47. return (buttons_ & button) != 0;
  48. }
  49. /// Check if a button was pressed on this frame. Requires previous frame's controls.
  50. bool IsPressed(unsigned button, const Controls& previousControls) const { return (buttons_ & button) != 0 && (previousControls.buttons_ & button) == 0; }
  51. /// Button state.
  52. unsigned buttons_;
  53. /// Mouse yaw.
  54. float yaw_;
  55. /// Mouse pitch.
  56. float pitch_;
  57. /// Extra control data.
  58. VariantMap extraData_;
  59. };