irrlicht/include/IEventReceiver.h

274 lines
7.2 KiB
C++

// Copyright (C) 2002-2008 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __I_EVENT_RECEIVER_H_INCLUDED__
#define __I_EVENT_RECEIVER_H_INCLUDED__
#include "ILogger.h"
#include "position2d.h"
#include "Keycodes.h"
namespace irr
{
//! Enumeration for all event types there are.
enum EEVENT_TYPE
{
//! An event of the graphical user interface.
/** GUI events are created by the GUI environment or the GUI elements in response
to mouse or keyboard events. When a GUI element receives an event it will either
process it and return true, or pass the event to its parent. If an event is not absorbed
before it reaches the root element then it will then be passed to the user receiver. */
EET_GUI_EVENT = 0,
//! A mouse input event.
/** Mouse events are created by the device and passed to IrrlichtDevice::postEventFromUser
in response to mouse input received from the operating system.
Mouse events are first passed to the user receiver, then to the GUI environment and its elements,
then finally the input receiving scene manager where it is passed to the active camera.
*/
EET_MOUSE_INPUT_EVENT,
//! A key input event.
/** Like mouse events, keyboard events are created by the device and passed to
IrrlichtDevice::postEventFromUser. They take the same path as mouse events. */
EET_KEY_INPUT_EVENT,
//! A log event
/** Log events are only passed to the user receiver if there is one. If they are absorbed by the
user receiver then no text will be sent to the console. */
EET_LOG_TEXT_EVENT,
//! A user event with user data.
/** This is not used by Irrlicht and can be used to send user specific data though the system. */
EET_USER_EVENT
};
//! Enumeration for all mouse input events
enum EMOUSE_INPUT_EVENT
{
//! Left mouse button was pressed down.
EMIE_LMOUSE_PRESSED_DOWN = 0,
//! Right mouse button was pressed down.
EMIE_RMOUSE_PRESSED_DOWN,
//! Middle mouse button was pressed down.
EMIE_MMOUSE_PRESSED_DOWN,
//! Left mouse button was left up.
EMIE_LMOUSE_LEFT_UP,
//! Right mouse button was left up.
EMIE_RMOUSE_LEFT_UP,
//! Middle mouse button was left up.
EMIE_MMOUSE_LEFT_UP,
//! The mouse cursor changed its position.
EMIE_MOUSE_MOVED,
//! The mouse wheel was moved. Use Wheel value in event data to find out
//! in what direction and how fast.
EMIE_MOUSE_WHEEL,
//! No real event. Just for convenience to get number of events
EMIE_COUNT
};
namespace gui
{
class IGUIElement;
//! Enumeration for all events which are sendable by the gui system
enum EGUI_EVENT_TYPE
{
//! A gui element has lost its focus.
/** GUIEvent.Caller is losing the focus to GUIEvent.Element.
If the event is absorbed then the focus will not be changed. */
EGET_ELEMENT_FOCUS_LOST = 0,
//! A gui element has got the focus.
/** If the event is absorbed then the focus will not be changed. */
EGET_ELEMENT_FOCUSED,
//! The mouse cursor hovered over a gui element.
EGET_ELEMENT_HOVERED,
//! The mouse cursor left the hovered element.
EGET_ELEMENT_LEFT,
//! An element would like to close.
/** Windows and context menus use this event when they would like to close,
this can be cancelled by absorbing the event. */
EGET_ELEMENT_CLOSED,
//! A button was clicked.
EGET_BUTTON_CLICKED,
//! A scrollbar has changed its position.
EGET_SCROLL_BAR_CHANGED,
//! A checkbox has changed its check state.
EGET_CHECKBOX_CHANGED,
//! A new item in a listbox was seleted.
EGET_LISTBOX_CHANGED,
//! An item in the listbox was selected, which was already selected.
EGET_LISTBOX_SELECTED_AGAIN,
//! A file has been selected in the file dialog
EGET_FILE_SELECTED,
//! A file open dialog has been closed without choosing a file
EGET_FILE_CHOOSE_DIALOG_CANCELLED,
//! 'Yes' was clicked on a messagebox
EGET_MESSAGEBOX_YES,
//! 'No' was clicked on a messagebox
EGET_MESSAGEBOX_NO,
//! 'OK' was clicked on a messagebox
EGET_MESSAGEBOX_OK,
//! 'Cancel' was clicked on a messagebox
EGET_MESSAGEBOX_CANCEL,
//! In an editbox was pressed 'ENTER'
EGET_EDITBOX_ENTER,
//! The tab was changed in an tab control
EGET_TAB_CHANGED,
//! A menu item was selected in a (context) menu
EGET_MENU_ITEM_SELECTED,
//! The selection in a combo box has been changed
EGET_COMBO_BOX_CHANGED,
//! The value of a spin box has changed
EGET_SPINBOX_CHANGED,
//! A table has changed
EGET_TABLE_CHANGED,
EGET_TABLE_HEADER_CHANGED,
EGET_TABLE_SELECTED_AGAIN
};
} // end namespace gui
//! SEvents hold information about an event. See irr::IEventReceiver for details on event handling.
struct SEvent
{
//! Any kind of GUI event.
struct SGUIEvent
{
//! IGUIElement who called the event
gui::IGUIElement* Caller;
//! If the event has something to do with another element, it will be held here.
gui::IGUIElement* Element;
//! Type of GUI Event
gui::EGUI_EVENT_TYPE EventType;
};
//! Any kind of mouse event.
struct SMouseInput
{
//! X position of mouse cursor
s32 X;
//! Y position of mouse cursor
s32 Y;
//! mouse wheel delta, usually 1.0 or -1.0.
/** Only valid if event was EMIE_MOUSE_WHEEL */
f32 Wheel;
//! Type of mouse event
EMOUSE_INPUT_EVENT Event;
};
//! Any kind of keyboard event.
struct SKeyInput
{
//! Character corresponding to the key (0, if not a character)
wchar_t Char;
//! Key which has been pressed or released
EKEY_CODE Key;
//! If not true, then the key was left up
bool PressedDown;
//! True if shift was also pressed
bool Shift;
//! True if ctrl was also pressed
bool Control;
};
//! Any kind of log event.
struct SLogEvent
{
//! Pointer to text which has been logged
const c8* Text;
//! Log level in which the text has been logged
ELOG_LEVEL Level;
};
//! Any kind of user event.
struct SUserEvent
{
//! Some user specified data as int
s32 UserData1;
//! Another user specified data as int
s32 UserData2;
//! Some user specified data as float
f32 UserData3;
};
EEVENT_TYPE EventType;
union
{
struct SGUIEvent GUIEvent;
struct SMouseInput MouseInput;
struct SKeyInput KeyInput;
struct SLogEvent LogEvent;
struct SUserEvent UserEvent;
};
};
//! Interface of an object which can receive events.
/** Many of the engine's classes inherit IEventReceiver so they are able to
process events. Events usually start at a postEventFromUser function and are
passed down through a chain of event receivers until OnEvent returns true. See
irr::EEVENT_TYPE for a description of where each type of event starts, and the
path it takes through the system. */
class IEventReceiver
{
public:
//! Destructor
virtual ~IEventReceiver() {}
//! Called if an event happened.
/** \return True if the event was processed. */
virtual bool OnEvent(const SEvent& event) = 0;
};
} // end namespace irr
#endif