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// Description:
// Action callbacks for mouse and keyboard events.
//
// Copyright (C) 2001 Frank Becker
//
// This program is free software; you can redistribute it and/or modify it under
// the terms of the GNU General Public License as published by the Free Software
// Foundation; either version 2 of the License, or (at your option) any later
// version.
//
// 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 the GNU General Public License for more details
//
#ifndef _ActionCallbacks_hpp_
#define _ActionCallbacks_hpp_
#include <Trace.hpp>
#include <Callback.hpp>
#include <GameState.hpp>
class MotionAction: public Callback
{
public:
MotionAction( void): Callback( "Motion") { XTRACE(); }
virtual ~MotionAction() { XTRACE(); }
virtual void performAction( Trigger &trigger, bool isDown);
};
class MotionLeftAction: public Callback
{
public:
MotionLeftAction( void): Callback( "MotionLeft") { XTRACE(); }
virtual ~MotionLeftAction() { XTRACE(); }
virtual void performAction( Trigger &, bool isDown);
};
class MotionRightAction: public Callback
{
public:
MotionRightAction( void): Callback( "MotionRight") { XTRACE(); }
virtual ~MotionRightAction() { XTRACE(); }
virtual void performAction( Trigger &, bool isDown);
};
class MotionUpAction: public Callback
{
public:
MotionUpAction( void): Callback( "MotionUp") { XTRACE(); }
virtual ~MotionUpAction() { XTRACE(); }
virtual void performAction( Trigger &, bool isDown);
};
class MotionDownAction: public Callback
{
public:
MotionDownAction( void): Callback( "MotionDown") { XTRACE(); }
virtual ~MotionDownAction() { XTRACE(); }
virtual void performAction( Trigger &, bool isDown);
};
class WeaponFireAction: public Callback
{
public:
WeaponFireAction( int numWeap, string actionName):
Callback( actionName),
_numWeap( numWeap)
{
XTRACE();
}
virtual ~WeaponFireAction() { XTRACE(); }
virtual void performAction( Trigger &, bool isDown);
private:
int _numWeap;
};
class SnapshotAction: public Callback
{
public:
SnapshotAction( void): Callback( "Snapshot") { XTRACE(); }
virtual ~SnapshotAction() { XTRACE(); }
virtual void performAction( Trigger &trigger, bool isDown);
};
class ConfirmAction: public Callback
{
public:
ConfirmAction( void): Callback( "Confirm") { XTRACE(); }
virtual ~ConfirmAction() { XTRACE(); }
virtual void performAction( Trigger &, bool isDown);
};
class ChangeContext: public Callback
{
public:
ChangeContext( void): Callback( "ChangeContext") { XTRACE(); }
virtual ~ChangeContext() { XTRACE(); }
virtual void performAction( Trigger &, bool isDown);
};
class CritterBoard: public Callback
{
public:
CritterBoard( void): Callback( "CritterBoard") { XTRACE(); }
virtual ~CritterBoard() { XTRACE(); }
virtual void performAction( Trigger &, bool isDown);
};
class PauseGame: public Callback
{
public:
PauseGame( void): Callback( "PauseGame"),
_prevContext( Context::eUnknown)
{
XTRACE();
}
virtual ~PauseGame() { XTRACE(); }
virtual void performAction( Trigger &, bool isDown);
private:
Context::ContextEnum _prevContext;
};
class EscapeAction: public Callback
{
public:
EscapeAction( void): Callback( "EscapeAction"),
_prevContext( Context::eUnknown)
{
XTRACE();
}
virtual ~EscapeAction() { XTRACE(); }
virtual void performAction( Trigger &, bool isDown);
private:
Context::ContextEnum _prevContext;
};
#endif
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