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-
- #ifndef __INPUTENGINE_H_
- #define __INPUTENGINE_H_
- /*
- Peon - Win32 Games Programming Library
- Copyright (C) 2002-2005 Erik Yuzwa
-
- This library is free software; you can redistribute it and/or
- modify it under the terms of the GNU Library General Public
- License as published by the Free Software Foundation; either
- version 2 of the License, or (at your option) any later version.
-
- This library is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- Library General Public License for more details.
-
- You should have received a copy of the GNU Library General Public
- License along with this library; if not, write to the Free
- Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
-
- Erik Yuzwa
- peon AT wazooinc DOT com
- */
-
- #include "ISingleton.h"
-
- #define JOYSTICK_DEAD_ZONE 32768.0f
-
-
- namespace peon
- {
- /**
- * This object keeps an eye on the input received by SDL
- *
- * This singleton object is a manager "of sorts" for the input
- * devices available on the system.
- */
- class PEONMAIN_API InputEngine : public ISingleton<InputEngine>
- {
- protected:
- /** handle to the joystick */
- SDL_Joystick* m_pJoystick;
-
- /** is there a joystick connected? */
- bool m_bJoystickConnected;
-
- public:
- /**
- * Constructor
- */
- InputEngine();
-
- /**
- * Destructor
- */
- ~InputEngine();
-
- /** Override standard Singleton retrieval.
- @remarks
- Why do we do this? Well, it's because the Singleton
- implementation is in a .h file, which means it gets compiled
- into anybody who includes it. This is needed for the
- Singleton template to work, but we actually only want it
- compiled into the implementation of the class based on the
- Singleton, not all of them. If we don't change this, we get
- link errors when trying to use the Singleton-based class from
- an outside dll.
- @par
- This method just delegates to the template version anyway,
- but the implementation stays in this single compilation unit,
- preventing link errors.
- */
- static InputEngine& getSingleton(void);
- /** Override standard Singleton retrieval.
- @remarks
- Why do we do this? Well, it's because the Singleton
- implementation is in a .h file, which means it gets compiled
- into anybody who includes it. This is needed for the
- Singleton template to work, but we actually only want it
- compiled into the implementation of the class based on the
- Singleton, not all of them. If we don't change this, we get
- link errors when trying to use the Singleton-based class from
- an outside dll.
- @par
- This method just delegates to the template version anyway,
- but the implementation stays in this single compilation unit,
- preventing link errors.
- */
- static InputEngine* getSingletonPtr(void);
-
-
- /**
- * This method loads up and configures our input devices. SDL
- * will automagically create our handles to the keyboard and
- * mouse device, so we're really only talking about initializing
- * a handle to the joystick.
- *
- * I always return true, as I feel the game should not bail just
- * because the joystick was not found/inited properly. Feel free
- * to modify depending upon your game's needs.
- *
- * @param pConfig - a valid IniConfigReader instance
- * @return bool - always true
- */
- bool loadEngine( IniConfigReader* pConfig );
-
- /**
- * This method just unloads and frees any allocated input devices
- */
- void unloadEngine();
-
- /**
- * This method returns the current X axis of the joystick
- * @return Sint16 - value of our x axis
- */
- Sint16 getJoyXAxis();
-
- /**
- * This method returns the current Y axis of the joystick
- * @return Sint16 - value of our y axis
- */
- Sint16 getJoyYAxis();
-
- };
- }
-
- #endif
-