Vegastrike 0.5.1 rc1  1.0
Original sources for Vegastrike Evolved
 All Classes Namespaces Files Functions Variables Typedefs Enumerations Enumerator Friends Macros Groups Pages
eventresponder.h
Go to the documentation of this file.
1 /*
2  * Vega Strike
3  * Copyright (C) 2003 Mike Byron
4  *
5  * http://vegastrike.sourceforge.net/
6  *
7  * This program is free software; you can redistribute it and/or
8  * modify it under the terms of the GNU General Public License
9  * as published by the Free Software Foundation; either version 2
10  * of the License, or (at your option) any later version.
11  *
12  * This program is distributed in the hope that it will be useful,
13  * but WITHOUT ANY WARRANTY; without even the implied warranty of
14  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15  * GNU General Public License for more details.
16  *
17  * You should have received a copy of the GNU General Public License
18  * along with this program; if not, write to the Free Software
19  * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
20  */
21 
22 #ifndef __EVENTRESPONDER_H__
23 #define __EVENTRESPONDER_H__
24 
25 //See cpp file for detailed descriptions of classes, functions, etc.
26 
27 #include "guidefs.h"
28 #include <string>
29 
30 //The type of a command
31 typedef std::string EventCommandId;
32 
33 //Forward reference
34 class Control;
35 
36 //The EventResponder class is a virtual base class that allows objects
37 //to intercept and respond to input and command events. This class is
38 //used in conjunction with the EventManager.
39 
41 {
42 public:
43 //PROCESS COMMAND
44 //Process a command event.
45  virtual bool processCommand( const EventCommandId &command, Control *control );
46 
47 //PROCESS KEYBOARD
48 //Process a key pressed down.
49  virtual bool processKeyDown( const InputEvent &event );
50 
51 //Process a key released.
52  virtual bool processKeyUp( const InputEvent &event );
53 
54 //PROCESS MOUSE
55 //Process a mouse button pressed down.
56  virtual bool processMouseDown( const InputEvent &event );
57 
58 //Called for every click except those landing on the control.
59  virtual void processUnfocus( const InputEvent &event );
60 
61 //Process a mouse button released.
62  virtual bool processMouseUp( const InputEvent &event );
63 
64 //Process a mouse location change.
65  virtual bool processMouseMove( const InputEvent &event );
66 
67 //Process a mouse location change when at least one mouse button is down.
68  virtual bool processMouseDrag( const InputEvent &event );
69 
70 //CODE-GENERATED EVENTS.
71 //Send a command event into the event chain.
72  virtual void sendCommand( const EventCommandId &command, Control *control );
73 
74 //Set a specified target for commands. Commands aren't forwarded into the
75 //event chain, they are sent to this specific target. This can be used, for
76 //instance, to tie two controls tightly together.
77 //Use NULL to clear the target and forward commands into the event chain.
78  virtual void setCommandTarget( EventResponder *responder );
79 
80 //BEHAVIOR
81 //Handle all input events. Don't forward anything down the event chain.
82  virtual void setModal( bool modal );
83 
84 //CONSTRUCTION
85 public: EventResponder( void );
86  virtual ~EventResponder( void );
87 
88 //VARIABLES
89 protected:
90  bool m_modal; //true = This window "traps" all events -- events don't go to other windows.
91  EventResponder *m_commandTarget; //Forward events to this particular responder, not the event chain.
92 };
93 
94 #endif //__EVENTRESPONDER_H__
95