blender/source/gameengine/GameLogic/SCA_MouseManager.h

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/**
* Manager for mouse events
*
* $Id$
*
* ***** BEGIN GPL LICENSE BLOCK *****
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*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
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*
* This program 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 General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
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*/
#ifndef __KX_MOUSEMANAGER
#define __KX_MOUSEMANAGER
#include "SCA_EventManager.h"
#include <vector>
using namespace std;
#include "SCA_IInputDevice.h"
class SCA_MouseManager : public SCA_EventManager
{
class SCA_IInputDevice* m_mousedevice;
unsigned short m_xpos; // Cached location of the mouse pointer
unsigned short m_ypos;
public:
SCA_MouseManager(class SCA_LogicManager* logicmgr,class SCA_IInputDevice* mousedev);
virtual ~SCA_MouseManager();
/**
* Checks whether a mouse button is depressed. Ignores requests on non-
* mouse related evenst. Can also flag mouse movement.
*/
bool IsPressed(SCA_IInputDevice::KX_EnumInputs inputcode);
virtual void NextFrame();
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SCA_IInputDevice* GetInputDevice();
#ifdef WITH_CXX_GUARDEDALLOC
public:
void *operator new( unsigned int num_bytes) { return MEM_mallocN(num_bytes, "GE:SCA_MouseManager"); }
void operator delete( void *mem ) { MEM_freeN(mem); }
#endif
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};
#endif //__KX_MOUSEMANAGER