#pragma once //======================================================================== // File: MovementController.h // // Part of the GameCode4 Application // // GameCode4 is the sample application that encapsulates much of the source code // discussed in "Game Coding Complete - 4th Edition" by Mike McShaffry and David // "Rez" Graham, published by Charles River Media. // ISBN-10: 1133776574 | ISBN-13: 978-1133776574 // // If this source code has found it's way to you, and you think it has helped you // in any way, do the authors a favor and buy a new copy of the book - there are // detailed explanations in it that compliment this code well. Buy a copy at Amazon.com // by clicking here: // http://www.amazon.com/gp/product/1133776574/ref=olp_product_details?ie=UTF8&me=&seller= // // There's a companion web site at http://www.mcshaffry.com/GameCode/ // // The source code is managed and maintained through Google Code: // http://code.google.com/p/gamecode4/ // // (c) Copyright 2012 Michael L. McShaffry and David Graham // // This program is free software; you can redistribute it and/or // modify it under the terms of the GNU Lesser GPL v3 // as published by the Free Software Foundation. // // 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 // http://www.gnu.org/licenses/lgpl-3.0.txt for more details. // // You should have received a copy of the GNU Lesser GPL v3 // along with this program; if not, write to the Free Software // Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. // //======================================================================== #include "../GameCode4/interfaces.h" #include "Geometry.h" // Forward declarations class SceneNode; //////////////////////////////////////////////////// // // MovementController Description // // Implements a WASD style movement controller // // class MovementController - Chapter 10, page 281 // //////////////////////////////////////////////////// class MovementController : public IPointerHandler, public IKeyboardHandler { protected: glm::mat4 m_matFromWorld; glm::mat4 m_matToWorld; glm::mat4 m_matPosition; Point m_lastMousePos; bool m_bKey[256]; // Which keys are up and down // Orientation Controls float m_fTargetYaw; float m_fTargetPitch; float m_fYaw; float m_fPitch; float m_fPitchOnDown; float m_fYawOnDown; float m_maxSpeed; float m_currentSpeed; // Added for Ch19/20 refactor bool m_mouseLButtonDown; bool m_bRotateWhenLButtonDown; std::shared_ptr m_object; public: MovementController(std::shared_ptr object, float initialYaw, float initialPitch, bool rotateWhenLButtonDown); void SetObject(std::shared_ptr newObject); void OnUpdate(uint64_t const elapsedMs); public: virtual bool VOnPointerMove(const Point &pos, const int radius); virtual bool VOnPointerButtonDown(const Point &pos, const int radius, const std::string &buttonName); virtual bool VOnPointerButtonUp(const Point &pos, const int radius, const std::string &buttonName); virtual bool VOnKeyDown(const unsigned char c) { m_bKey[c] = true; return true; } virtual bool VOnKeyUp(const unsigned char c) { m_bKey[c] = false; return true; } const glm::mat4 GetToWorld() { return m_matToWorld; } const glm::mat4 GetFromWorld() { return m_matFromWorld; } };