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events.cpp
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// events.cpp
#include <iostream>
#include <irrlicht.h>
#include "events.h"
#include "gui_ids.h"
using namespace irr;
namespace ic = irr::core;
namespace is = irr::scene;
namespace iv = irr::video;
namespace ig = irr::gui;
/**************************************************************************\
* EventReceiver::EventReceiver *
\**************************************************************************/
EventReceiver::EventReceiver()
: gui(nullptr), node(nullptr), button_pressed(false), current_texture(0)
{
}
/*------------------------------------------------------------------------*\
* EventReceiver::keyboard *
\*------------------------------------------------------------------------*/
bool EventReceiver::keyboard(const SEvent &event)
{
if (event.KeyInput.PressedDown)
{
ic::vector3df position = node->getPosition();
ic::vector3df rotation = node->getRotation();
switch (event.KeyInput.Key)
{
case KEY_ESCAPE:
exit(0);
case KEY_KEY_Z: // Avance
position.X += 1 * cos(rotation.Y * M_PI / 180.0);
position.Z += -1 * sin(rotation.Y * M_PI / 180.0);
break;
case KEY_KEY_S: // Recule
position.X += -1 * cos(rotation.Y * M_PI / 180.0);
position.Z += 1 * sin(rotation.Y * M_PI / 180.0);
break;
case KEY_KEY_D: // Tourne à droite
rotation.Y += 10;
break;
case KEY_KEY_Q: // Tourne à gauche
rotation.Y -= 10;
break;
default:;
}
node->setPosition(position);
node->setRotation(rotation);
}
return false;
}
/*------------------------------------------------------------------------*\
* EventReceiver::mouse *
\*------------------------------------------------------------------------*/
bool EventReceiver::mouse(const SEvent &event)
{
switch(event.MouseInput.Event)
{
case EMIE_LMOUSE_PRESSED_DOWN:
button_pressed = true;
old_x = event.MouseInput.X;
old_y = event.MouseInput.Y;
break;
case EMIE_LMOUSE_LEFT_UP:
button_pressed = false;
break;
case EMIE_MOUSE_MOVED:
if (button_pressed)
{
ic::vector3df rotation = node->getRotation();
rotation.Y -= (event.MouseInput.X - old_x);
old_x = event.MouseInput.X;
old_y = event.MouseInput.Y;
node->setRotation(rotation);
}
break;
case EMIE_MOUSE_WHEEL:
current_texture = (current_texture + 1) % textures.size();
node->setMaterialTexture(0, textures[current_texture]);
break;
default:
;
}
return false;
}
/*------------------------------------------------------------------------*\
* EventReceiver::gui_handler *
\*------------------------------------------------------------------------*/
bool EventReceiver::gui_handler(const SEvent &event)
{
if (!node) return false;
switch(event.GUIEvent.EventType)
{
// Gestion des menus de la barre de menu
case ig::EGET_MENU_ITEM_SELECTED:
{
ig::IGUIContextMenu *menu = (ig::IGUIContextMenu*)event.GUIEvent.Caller;
s32 item = menu->getSelectedItem();
s32 id = menu->getItemCommandId(item);
u32 debug_info = node->isDebugDataVisible();
switch(id)
{
case MENU_NEW_GAME:
// Faire quelque chose ici !
break;
case MENU_QUIT:
exit(0);
case MENU_BOUNDING_BOX:
menu->setItemChecked(item, !menu->isItemChecked(item));
node->setDebugDataVisible(debug_info ^ is::EDS_BBOX);
break;
case MENU_NORMALS:
menu->setItemChecked(item, !menu->isItemChecked(item));
node->setDebugDataVisible(debug_info ^ is::EDS_NORMALS);
break;
case MENU_TRIANGLES:
menu->setItemChecked(item, !menu->isItemChecked(item));
node->setDebugDataVisible(debug_info ^ is::EDS_MESH_WIRE_OVERLAY);
break;
case MENU_TRANSPARENCY:
menu->setItemChecked(item, !menu->isItemChecked(item));
node->setDebugDataVisible(debug_info ^ is::EDS_HALF_TRANSPARENCY);
break;
case MENU_ABOUT:
gui->addMessageBox(L"Boite About", L"Texte présentant ce super jeu\nd'un intérêt incroyable");
break;
}
}
break;
// gestion des boites d'édition de texte
case ig::EGET_EDITBOX_CHANGED:
{
s32 id = event.GUIEvent.Caller->getID();
if (id == WINDOW_VALUE)
{
ic::stringc s = event.GUIEvent.Caller->getText();
std::cout << "editbox changed:" << s.c_str() << std::endl;
}
}
break;
// gestion des boutons
case ig::EGET_BUTTON_CLICKED:
{
s32 id = event.GUIEvent.Caller->getID();
if (id == WINDOW_BUTTON)
std::cout << "Button clicked\n";
}
break;
// gestion des cases à cocher
case ig::EGET_CHECKBOX_CHANGED:
{
s32 id = event.GUIEvent.Caller->getID();
if (id == WINDOW_CHECK_BOX)
{
std::cout << "Check box clicked: ";
bool checked = ((ig::IGUICheckBox*)event.GUIEvent.Caller)->isChecked();
if (!checked) std::cout << "un";
std::cout << "checked\n";
}
}
break;
// gestion des combo-box
case ig::EGET_COMBO_BOX_CHANGED:
{
s32 id = event.GUIEvent.Caller->getID();
if (id == WINDOW_COMBO_BOX)
{
ig::IGUIComboBox *cbox = (ig::IGUIComboBox*)event.GUIEvent.Caller;
s32 item = cbox->getSelected();
u32 elem_id = cbox->getItemData(item);
std::cout << "Combo box changed: item " << item << ", id " << elem_id << std::endl;
}
}
break;
// Gestion des listes
case ig::EGET_LISTBOX_CHANGED:
{
s32 id = event.GUIEvent.Caller->getID();
if (id == WINDOW_LIST_BOX)
{
ig::IGUIListBox *lbox = (ig::IGUIListBox*)event.GUIEvent.Caller;
s32 item = lbox->getSelected();
std::cout << "List box changed: item " << item << std::endl;
}
}
break;
// Gestion des barres de défilement
case ig::EGET_SCROLL_BAR_CHANGED:
{
s32 id = event.GUIEvent.Caller->getID();
if (id == WINDOW_SCROLLBAR)
{
ig::IGUIScrollBar *scroll = (ig::IGUIScrollBar*)event.GUIEvent.Caller;
s32 value = scroll->getPos();
std::cout << "Scrollbar moved: " << value << std::endl;
}
}
break;
// Gestion des spinbox
case ig::EGET_SPINBOX_CHANGED:
{
s32 id = event.GUIEvent.Caller->getID();
if (id == WINDOW_SPIN_BOX)
{
ig::IGUISpinBox *spin = (ig::IGUISpinBox*)event.GUIEvent.Caller;
f32 value = spin->getValue();
std::cout << "Spin Box changed: " << value << std::endl;
}
}
break;
default:;
}
return false;
}
/**************************************************************************\
* EventReceiver::OnEvent *
\**************************************************************************/
bool EventReceiver::OnEvent(const SEvent &event)
{
if (!node) return false;
switch (event.EventType)
{
case EET_KEY_INPUT_EVENT:
return keyboard(event);
case EET_MOUSE_INPUT_EVENT:
return mouse(event);
case EET_GUI_EVENT:
return gui_handler(event);
default:;
}
return false;
}
/**************************************************************************\
* EventReceiver::set_node *
\**************************************************************************/
void EventReceiver::set_node(irr::scene::ISceneNode *n)
{
node = n;
}
/**************************************************************************\
* EventReceiver::set_gui *
\**************************************************************************/
void EventReceiver::set_gui(irr::gui::IGUIEnvironment *g)
{
gui = g;
}