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84 lines
2.9 KiB
C++
84 lines
2.9 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#ifndef NL_INPUT_DEVICE_H
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#define NL_INPUT_DEVICE_H
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#include "types_nl.h"
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namespace NLMISC
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{
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class CEventServer;
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class CInputDeviceServer;
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struct IInputDeviceEvent;
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/**
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* Base class that wrap to a device
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* \author Nicolas Vizerie
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* \author Nevrax France
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* \date 2002
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*/
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struct IInputDevice
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{
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/** Set the buffer size for this device (the number of samples it can retains).
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* This return true if the size could be set
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*/
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virtual bool setBufferSize(uint size) = 0;
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/// Get the buffer size for this device
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virtual uint getBufferSize() const = 0;
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///\name Device server specifics. You usually don't want to call these
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//@{
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/** For device server usage :
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* Called at the beginning of each events retrieval.
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* If a device doesn't support buffered datas, the state changes can be directly send to the event server.
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* The default does nothing.
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*/
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virtual void begin(CEventServer * /* server */) {}
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/** For device server usage :
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* Poll all events from that device, and notify them to the given device server, so that they can be sorted between devices.
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* This retrieves messages, but do not process them.
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*/
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virtual void poll(CInputDeviceServer *dev) = 0;
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/** For device server usage :
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* Process an event (eventually update this device state), and translate the message to a IEventServerMessage
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*/
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virtual void submit(IInputDeviceEvent *deviceEvent, CEventServer *server) = 0;
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/** For device server usage :
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* Says that the next message is for another device, or that it is the last message that will be received.
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* This allow to pack several messages in one (for example, to sum up mouse moves until a click occurs)
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* The default does nothing.
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* The next message can be used to get a time stamp for example. It may be NULL is no next message is available
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*/
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virtual void transitionOccured(CEventServer * /* server */, const IInputDeviceEvent * /* nextMessage */) {}
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//@}
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// dtor
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virtual ~IInputDevice() {}
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};
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} // NLMISC
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#endif // NL_INPUT_DEVICE_H
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/* End of input_device.h */
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