/*! * \file include/System.h * \brief Mostly defines the interface of System implementations. * * Currently only SDL is used, but there was a GLUT implementation. * * \author Mongoose * \author xythobuz */ #ifndef _SYSTEM_H_ #define _SYSTEM_H_ #include #include "Vector.h" #include "utils/strings.h" //! \todo Replace with unicode compatible key codes #define SYS_MOUSE_LEFT 6000 #define SYS_MOUSE_RIGHT 6001 #define SYS_MOUSE_MIDDLE 6002 #define SYS_KEY_ESC 27 #define SYS_KEY_ENTER 13 #define SYS_KEY_UP 5000 #define SYS_KEY_DOWN 5001 #define SYS_KEY_RIGHT 5002 #define SYS_KEY_LEFT 5003 #define SYS_KEY_PAGEDOWN 5004 #define SYS_KEY_PAGEUP 5005 #define SYS_KEY_F1 1000 #define SYS_KEY_F2 1001 #define SYS_KEY_F3 1002 #define SYS_KEY_F4 1003 #define SYS_KEY_F5 1004 #define SYS_KEY_F6 1005 #define SYS_KEY_F7 1006 #define SYS_KEY_F8 1007 #define SYS_KEY_F9 1008 #define SYS_KEY_F10 1009 #define SYS_KEY_F11 1010 #define SYS_KEY_F12 1011 typedef enum { SYS_MOD_KEY_LSHIFT = 1, SYS_MOD_KEY_RSHIFT = 2, SYS_MOD_KEY_LCTRL = 4, SYS_MOD_KEY_RCTRL = 8, SYS_MOD_KEY_LALT = 16, SYS_MOD_KEY_RALT = 32, SYS_MOD_KEY_LMETA = 64, SYS_MOD_KEY_RMETA = 128 } sdl_sys_mod_key_t; /*! * \brief Basic Interface for System implementations (SDLSystem) */ class System { public: /*! * \brief Constructs an object of System */ System(); /*! * \brief Deconstructs an object of System */ virtual ~System(); /*! * \brief Gets the game tick * \returns number of milliseconds since start of program */ virtual unsigned int getTicks(); /*! * \brief Created a directory * \param path Directory to create * \returns -1 on error */ static int createDir(char *path); /*! * \brief Created a new Command Mode. * \param command valid command mode for the resource file, eg "[Engine.OpenGL.Driver]" * \returns id given to mode */ virtual unsigned int addCommandMode(const char *command); /*! * \brief Binds a key to a command * \param cmd valid command string for event * \param key valid keyboard code * \param event valid game event id */ virtual void bindKeyCommand(const char *cmd, unsigned int key, int event); /*! * \brief Executes a command string * \param cmd valid command string, cmd sets its var */ virtual void command(const char *cmd); virtual void gameFrame() = 0; virtual void handleMouseMotionEvent(float x, float y) = 0; /*! * \brief Receives the event bound to the command from the key press * \param key key pressed */ virtual void handleBoundKeyPressEvent(unsigned int key) = 0; /*! * \brief Receives the event bound to the command from the key release * \param key key released */ virtual void handleBoundKeyReleaseEvent(unsigned int key) = 0; /*! * \brief Executes valid command based on keyword * \param command valid keyword, optionally followed by space separated arguments * \param mode current type or resource mode */ virtual void handleCommand(char *command, unsigned int mode) = 0; /*! * \brief Receives key code from text input in console mode * \param key is a valid keyboard code * \param mod modifier key */ virtual void handleConsoleKeyPressEvent(unsigned int key, unsigned int mod) = 0; virtual void handleKeyPressEvent(unsigned int key, unsigned int mod) = 0; virtual void handleKeyReleaseEvent(unsigned int key, unsigned int mod) = 0; virtual void initGL(); virtual void initVideo(unsigned int width, unsigned int height, bool fullscreen) = 0; /*! * \brief Init the resource vars * \param filename resource file * \returns < 0 on error */ virtual int loadResourceFile(const char *filename); static void resetTicks(); virtual void resizeGL(unsigned int width, unsigned int height); virtual void runGame() = 0; /*! * \brief Turns console key events on/off * Mostly for allowing text entry vs key impulse commands * \param on new state */ void setConsoleMode(bool on); void setDriverGL(const char *driver); virtual void shutdown(int code) = 0; virtual void swapBuffersGL() = 0; virtual void toggleFullscreen() = 0; protected: unsigned int m_width; //!< Width of the viewport unsigned int m_height; //!< Height of the viewport char *m_driver; //!< String for dynamic use of GL library float m_clipNear; //!< Clip near distance float m_clipFar; //!< Clip far distance float m_fovY; //!< Field of vision std::map mKeyEvents; //!< Single key press event mappings bool mConsoleMode; //!< Using text (console) event handler? Vector mCmdModes; //!< Dynamic resource command collection unsigned int mCommandMode; //!< Current resource command mode unsigned int mConsoleKey; //!< Console toggle event now handled lower }; //! \todo Could make these static methods later, depends on API evolution /*! * \brief Sets timer state and returns number of ticks * \param state 0 - reset, 1 - get number of ticks * \returns number of ticks */ unsigned int system_timer(int state); #endif