#pragma once #include #include #include #include #include namespace vr { // The event class here will both abstract out // the SFML sf::Event class, but will also provide // the ability to easily extend the class to contain // even more event types. // A result of getting rid of the union and extracting // event types into individual classes is the fact that // there is going to be a lot of repeat code i.e the // difference between KeyPressed and KeyReleased class Event { public: enum EventType { Closed, Resized, LostFocus, GainedFocus, TextEntered, KeyPressed, KeyReleased, MouseWheelMoved, MouseWheelScrolled, MouseButtonPressed, MouseButtonReleased, MouseMoved, MouseEntered, MouseLeft, JoystickButtonPressed, JoystickButtonReleased, JoystickMoved, JoystickConnected, JoystickDisconnected, TouchBegan, TouchMoved, TouchEnded, SensorChanged, NetworkJoystickButtonPressed, NetworkJoystickButtonReleased, NetworkJoystickMoved, NetworkJoystickConnected, NetworkJoystickDisconnected, Count }; Event(EventType type) : type(type) { }; EventType type; }; class Closed : public Event { public: Closed() : Event(vr::Event::EventType::Closed) {}; }; class Resized : public Event { public: Resized(unsigned int width, unsigned int height) : width(width), height(height), Event(vr::Event::EventType::Resized) {}; unsigned int width; unsigned int height; }; class LostFocus : public Event { public: LostFocus() : Event(vr::Event::EventType::LostFocus) { }; }; class GainedFocus : public Event { public: GainedFocus() : Event(vr::Event::EventType::GainedFocus) {}; }; class TextEntered : public Event { public: TextEntered(sf::Uint32 unicode) : unicode(unicode), Event(vr::Event::EventType::TextEntered) {}; sf::Uint32 unicode; }; class KeyPressed : public Event { public: KeyPressed(sf::Keyboard::Key code, bool alt, bool control, bool shift, bool system ) : code(code), alt(alt), control(control), shift(shift), system(system), Event(vr::Event::EventType::KeyPressed) {}; sf::Keyboard::Key code; bool alt; bool control; bool shift; bool system; }; class KeyReleased : public Event { public: KeyReleased(sf::Keyboard::Key code, bool alt, bool control, bool shift, bool system) : code(code), alt(alt), control(control), shift(shift), system(system), Event(vr::Event::EventType::KeyReleased) {}; sf::Keyboard::Key code; bool alt; bool control; bool shift; bool system; }; // This is depreciated, remove? class MouseWheelMoved : public Event { public: MouseWheelMoved() : Event(vr::Event::EventType::MouseWheelMoved) {}; }; class MouseWheelScrolled : public Event { public: MouseWheelScrolled(sf::Mouse::Wheel wheel, float delta, int x, int y) : wheel(wheel), delta(delta), x(x), y(y), Event(vr::Event::EventType::MouseWheelScrolled) {}; sf::Mouse::Wheel wheel; float delta; int x; int y; }; class MouseButtonPressed : public Event { public: MouseButtonPressed(sf::Mouse::Button button, int x, int y) : button(button), x(x), y(y), Event(vr::Event::EventType::MouseButtonPressed) {}; sf::Mouse::Button button; int x; int y; }; class MouseButtonReleased : public Event { public: MouseButtonReleased(sf::Mouse::Button button, int x, int y) : button(button), x(x), y(y), Event(vr::Event::EventType::MouseButtonReleased) {}; sf::Mouse::Button button; int x; int y; }; class MouseMoved : public Event { public: MouseMoved(int x, int y) : x(x), y(y), Event(vr::Event::EventType::MouseMoved) {}; int x; int y; }; class MouseEntered : public Event { public: MouseEntered(int x, int y) : x(x), y(y), Event(vr::Event::EventType::MouseEntered) {}; int x; int y; }; class MouseLeft : public Event { public: MouseLeft(int x, int y) : x(x), y(y), Event(vr::Event::EventType::MouseLeft) {}; int x; int y; }; class JoystickButtonPressed : public Event { public: JoystickButtonPressed(unsigned int joystickId, unsigned int button) : joystickId(joystickId), button(button), Event(vr::Event::EventType::JoystickButtonPressed) {}; unsigned int joystickId; unsigned int button; }; class JoystickButtonReleased : public Event { public: JoystickButtonReleased(unsigned int joystickId, unsigned int button) : joystickId(joystickId), button(button), Event(vr::Event::EventType::JoystickButtonReleased) {}; unsigned int joystickId; unsigned int button; }; class JoystickMoved : public Event { public: JoystickMoved(sf::Joystick::Axis axis, unsigned int joystickId, float position) : axis(axis), joystickId(joystickId), position(position), Event(vr::Event::EventType::JoystickMoved) {}; sf::Joystick::Axis axis; unsigned int joystickId; float position; }; class JoystickConnected : public Event { public: JoystickConnected(unsigned int joystickId) : joystickId(joystickId), Event(vr::Event::EventType::JoystickConnected) {}; unsigned int joystickId; }; class JoystickDisconnected : public Event { public: JoystickDisconnected(unsigned int joystickId) : joystickId(joystickId), Event(vr::Event::EventType::JoystickDisconnected) {}; unsigned int joystickId; }; class TouchBegan : public Event { public: TouchBegan(unsigned int finger, int x, int y) : finger(finger), x(x), y(y), Event(vr::Event::EventType::TouchBegan) {}; unsigned int finger; int x; int y; }; class TouchMoved : public Event { public: TouchMoved(unsigned int finger, int x, int y) : finger(finger), x(x), y(y), Event(vr::Event::EventType::TouchMoved) {}; unsigned int finger; int x; int y; }; class TouchEnded : public Event { public: TouchEnded(unsigned int finger, int x, int y) : finger(finger), x(x), y(y), Event(vr::Event::EventType::TouchEnded) {}; unsigned int finger; int x; int y; }; class SensorChanged : public Event { public: SensorChanged(sf::Sensor::Type type, float x, float y, float z) : type(type), x(x), y(y), z(z), Event(vr::Event::EventType::SensorChanged) {}; sf::Sensor::Type type; float x; float y; float z; }; // I'm moving this to it's own event type because // I don't want to have to mess with the static // sf::Joystick class and how it hits a good half // dozen impl files. class NetworkJoystickButtonPressed : public Event { public: NetworkJoystickButtonPressed(unsigned int joystickId, unsigned int button) : joystickId(joystickId), button(button), Event(vr::Event::EventType::NetworkJoystickButtonPressed) {}; unsigned int joystickId; unsigned int button; }; class NetworkJoystickButtonReleased : public Event { public: NetworkJoystickButtonReleased(unsigned int joystickId, unsigned int button) : joystickId(joystickId), button(button), Event(vr::Event::EventType::NetworkJoystickButtonReleased) {}; unsigned int joystickId; unsigned int button; }; class NetworkJoystickMoved : public Event { public: NetworkJoystickMoved(sf::Joystick::Axis axis, unsigned int joystickId, float position) : axis(axis), joystickId(joystickId), position(position), Event(vr::Event::EventType::NetworkJoystickMoved) {}; sf::Joystick::Axis axis; unsigned int joystickId; float position; }; class NetworkJoystickConnected : public Event { public: NetworkJoystickConnected(unsigned int joystickId) : joystickId(joystickId), Event(vr::Event::EventType::NetworkJoystickConnected) {}; unsigned int joystickId; }; class NetworkJoystickDisconnected : public Event { public: NetworkJoystickDisconnected(unsigned int joystickId) : joystickId(joystickId), Event(vr::Event::EventType::NetworkJoystickDisconnected) {}; unsigned int joystickId; }; }