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Zeni::Gamestate_II Class Reference

A new Gamestate base with an Integrated Input technique. More...

#include <Gamestate_II.h>

Inherits Zeni::Gamestate_Base.

Public Member Functions

 Gamestate_II ()
 
void fire_missed_events ()
 
virtual int get_action (const Zeni_Input_ID &event)
 
virtual Zeni_Input_ID get_event (const int &action)
 
const intget_joyball_max () const
 
const intget_joyball_min () const
 
const float & get_joystick_max () const
 
const float & get_joystick_min () const
 
const intget_mouse_max () const
 
const intget_mouse_min () const
 
const bool & is_firing_missed_events () const
 
virtual void on_event (const SDL_Event &event)
 First check for events. Called by Game as part of the main gameloop. More...
 
virtual void on_event (const Zeni_Input_ID &id, const float &confidence, const int &action)
 
virtual void on_push ()
 Called when the Gamestate is pushed onto the stack in Game. More...
 
virtual void on_uncover ()
 Called when a Gamestate is popped off Game, making this Gamestate on top. More...
 
virtual void set_action (const Zeni_Input_ID &event, const int &action)
 
void set_firing_missed_events (const bool &firing)
 true if missed events should be handled normally; false if they should be discarded More...
 
void set_joyball_max (const int &max)
 Should be (1, inf) and greater than min. More...
 
void set_joyball_min (const int &min)
 Should be (0, inf) and less than max. More...
 
void set_joystick_max (const float &max)
 Should be (0.0, 1.0] and greater than min. More...
 
void set_joystick_min (const float &min)
 Should be [0.0, 1.0) and less than max. More...
 
void set_mouse_max (const int &max)
 Should be (1, inf) and greater than min. More...
 
void set_mouse_min (const int &min)
 Should be (0, inf) and less than max. More...
 
- Public Member Functions inherited from Zeni::Gamestate_Base
 Gamestate_Base ()
 
virtual ~Gamestate_Base ()
 
const bool & is_pausable () const
 
virtual void on_cover ()
 Called when a Gamestate is pushed on top of this Gamestate in Game. More...
 
virtual void on_pop ()
 Called when the Gamestate is popped off the stack in Game. More...
 
virtual void perform_logic ()
 Then perform logic. Called by Game as part of the main gameloop. More...
 
virtual void prerender ()
 No actual rendering, but any logic strictly necessary for rendering. More...
 
virtual void render ()
 Then render. Called by Game as part of the main gameloop. More...
 
void set_pausable (const bool &pausable_)
 

Additional Inherited Members

- Static Public Member Functions inherited from Zeni::Gamestate_Base
static char to_char (const SDL_Keysym &ks)
 Returns a character key corresponding to the current combination of keys pressed or the null character (0). More...
 
static SDL_Keycode to_sym (const String &text_version)
 Convert a text representation to an actual sym. More...
 
static String to_text (const SDL_Keycode &sym)
 Convert a sym to a text representation. More...
 
- Protected Member Functions inherited from Zeni::Gamestate_Base
virtual void on_active (const SDL_ActiveEvent &event)
 Override this input callback in your Gamestates. See SDL documentation for details. More...
 
virtual void on_controller_axis (const SDL_ControllerAxisEvent &event)
 Override this input callback in your Gamestates. See SDL documentation for details. More...
 
virtual void on_controller_button (const SDL_ControllerButtonEvent &event)
 Override this input callback in your Gamestates. See SDL documentation for details. More...
 
virtual void on_controller_device (const SDL_ControllerDeviceEvent &event)
 Override this input callback in your Gamestates. See SDL documentation for details. More...
 
virtual void on_key (const SDL_KeyboardEvent &event)
 Override this input callback in your Gamestates. See SDL documentation for details. More...
 
virtual void on_mouse_button (const SDL_MouseButtonEvent &event)
 Override this input callback in your Gamestates. See SDL documentation for details. More...
 
virtual void on_mouse_motion (const SDL_MouseMotionEvent &event)
 Override this input callback in your Gamestates. See SDL documentation for details. More...
 
virtual void on_quit (const SDL_QuitEvent &event)
 Override this input callback in your Gamestates. See SDL documentation for details. More...
 
virtual void on_system_wm_event (const SDL_SysWMEvent &event)
 Override this input callback in your Gamestates. See SDL documentation for details. More...
 
virtual void on_user_event (const SDL_UserEvent &event)
 Override this input callback in your Gamestates. See SDL documentation for details. More...
 
virtual void on_video_expose (const SDL_ExposeEvent &event)
 Override this input callback in your Gamestates. See SDL documentation for details. More...
 
virtual void on_video_resize (const SDL_ResizeEvent &event)
 Override this input callback in your Gamestates. See SDL documentation for details. More...
 

Detailed Description

A new Gamestate base with an Integrated Input technique.

All user input excluding mouse motion and joyhat events are abstracted away. A keydown, mousebuttondown, or joybuttondown event will yield a specfied action identifier with confidence 1.0f. The respective up event will yield the same action identifier with confidence 0.0f. Similarly, joyaxis movement will yield an action identifier with confidence -1.0f to 1.0f. This makes it easier to treat different types of input nearly identically, and to make it possible to use different control schemes. If no action id has been specified for a given input, it will report an action id of 0. It is then possible to tie an action to the input or to ignore it.

Author
bazald

Contact: bazal.nosp@m.d@ze.nosp@m.nipex.nosp@m..com

Definition at line 58 of file Gamestate_II.h.

Constructor & Destructor Documentation

Zeni::Gamestate_II::Gamestate_II ( )

Definition at line 48 of file Gamestate_II.cpp.

Member Function Documentation

int Zeni::Gamestate_II::get_action ( const Zeni_Input_ID event)
virtual

Definition at line 134 of file Gamestate_II.cpp.

Zeni_Input_ID Zeni::Gamestate_II::get_event ( const int action)
virtual

Definition at line 141 of file Gamestate_II.cpp.

const int & Zeni::Gamestate_II::get_joyball_max ( ) const
inline

Definition at line 29 of file Gamestate_II.hxx.

const int & Zeni::Gamestate_II::get_joyball_min ( ) const
inline

Definition at line 25 of file Gamestate_II.hxx.

const float & Zeni::Gamestate_II::get_joystick_max ( ) const
inline

Definition at line 37 of file Gamestate_II.hxx.

const float & Zeni::Gamestate_II::get_joystick_min ( ) const
inline

Definition at line 33 of file Gamestate_II.hxx.

const int & Zeni::Gamestate_II::get_mouse_max ( ) const
inline

Definition at line 45 of file Gamestate_II.hxx.

const int & Zeni::Gamestate_II::get_mouse_min ( ) const
inline

Definition at line 41 of file Gamestate_II.hxx.

const bool & Zeni::Gamestate_II::is_firing_missed_events ( ) const
inline

Definition at line 49 of file Gamestate_II.hxx.

void Zeni::Gamestate_II::on_event ( const Zeni_Input_ID id,
const float &  confidence,
const int action 
)
virtual
void Zeni::Gamestate_II::on_push ( )
virtual

Called when the Gamestate is pushed onto the stack in Game.

Reimplemented from Zeni::Gamestate_Base.

Definition at line 126 of file Gamestate_II.cpp.

References fire_missed_events().

void Zeni::Gamestate_II::on_uncover ( )
virtual

Called when a Gamestate is popped off Game, making this Gamestate on top.

Reimplemented from Zeni::Gamestate_Base.

Definition at line 130 of file Gamestate_II.cpp.

References fire_missed_events().

void Zeni::Gamestate_II::set_action ( const Zeni_Input_ID event,
const int action 
)
virtual

Definition at line 148 of file Gamestate_II.cpp.

void Zeni::Gamestate_II::set_firing_missed_events ( const bool &  firing)
inline

true if missed events should be handled normally; false if they should be discarded

Definition at line 95 of file Gamestate_II.hxx.

void Zeni::Gamestate_II::set_joyball_max ( const int max)
inline

Should be (1, inf) and greater than min.

Definition at line 60 of file Gamestate_II.hxx.

References max.

void Zeni::Gamestate_II::set_joyball_min ( const int min)
inline

Should be (0, inf) and less than max.

Definition at line 53 of file Gamestate_II.hxx.

References min.

void Zeni::Gamestate_II::set_joystick_max ( const float &  max)
inline

Should be (0.0, 1.0] and greater than min.

Definition at line 74 of file Gamestate_II.hxx.

References max.

void Zeni::Gamestate_II::set_joystick_min ( const float &  min)
inline

Should be [0.0, 1.0) and less than max.

Definition at line 67 of file Gamestate_II.hxx.

References min.

void Zeni::Gamestate_II::set_mouse_max ( const int max)
inline

Should be (1, inf) and greater than min.

Definition at line 88 of file Gamestate_II.hxx.

References max.

void Zeni::Gamestate_II::set_mouse_min ( const int min)
inline

Should be (0, inf) and less than max.

Definition at line 81 of file Gamestate_II.hxx.

References min.


The documentation for this class was generated from the following files: