/usr/include/crystalspace-2.0/csutil/csbaseeventh.h is in libcrystalspace-dev 2.0+dfsg-1build1.
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Copyright (C) 2003 by Odes B. Boatwright.
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Library General Public
License as published by the Free Software Foundation; either
version 2 of the License, or (at your option) any later version.
This library 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
Library General Public License for more details.
You should have received a copy of the GNU Library General Public
License along with this library; if not, write to the Free
Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
*/
#ifndef __CS_CSBASEEVENTH_H__
#define __CS_CSBASEEVENTH_H__
#include "csextern.h"
/**\file
* Base implementation of a generic event handler.
*/
/**
* \addtogroup event_handling
* @{ */
#include "csutil/eventhandlers.h"
#include "csutil/ref.h"
#include "csutil/scf_implementation.h"
#include "iutil/event.h"
#include "iutil/eventh.h"
#include "iutil/eventq.h"
#include <limits.h>
struct iEventQueue;
struct iObjectRegistry;
// Max event type (in event type enumeration) that will be handled.
#define _CSBASEEVENT_MAXARRAYINDEX csevFrameStart
/**
* Base implementation of a generic event handler.
* \par
* This class provides a base object which does absolutely nothing with the
* events that are sent to it. In order to properly use, you must derive a
* class from this one and override the specific \c OnFoo() trigger methods you
* are interested in processing.
* \remarks
* Although this class is derived from iEventHandler, you should not attempt
* to overload the HandleEvent() method. Always override the specific
* \c On... trigger function.
*/
class CS_CRYSTALSPACE_EXPORT csBaseEventHandler
{
private:
csRef<iEventQueue> queue;
protected:
iObjectRegistry *object_registry;
csHandlerID self;
csEventID FrameEvent;
/**
* Actual iEventHandler implementation.
* This is in a wrapper class so it can be properly refcounted and
* the csBaseEventHandler can be used in co-inheritance with
* non-refcounted classes.
*/
class CS_CRYSTALSPACE_EXPORT EventHandlerImpl : public
scfImplementation1<EventHandlerImpl, iEventHandler>
{
friend class csBaseEventHandler;
csBaseEventHandler* parent;
public:
EventHandlerImpl (csBaseEventHandler* parent);
virtual bool HandleEvent (iEvent &event)
{
if (!parent) return false;
return parent->HandleEvent (event);
}
virtual const char *GenericName() const
{
if (!parent) return "application";
return parent->GenericName();
}
virtual csHandlerID GenericID(
csRef<iEventHandlerRegistry>& reg) const
{
if (!parent) return CS_HANDLER_INVALID;
return parent->GenericID (reg);
}
virtual const csHandlerID *GenericPrec (
csRef<iEventHandlerRegistry>& hreg, csRef<iEventNameRegistry>& nreg,
csEventID id) const
{
if (!parent) return 0;
return parent->GenericPrec (hreg, nreg, id);
}
virtual const csHandlerID *GenericSucc (
csRef<iEventHandlerRegistry>& hreg, csRef<iEventNameRegistry>& nreg,
csEventID id) const
{
if (!parent) return 0;
return parent->GenericSucc (hreg, nreg, id);
}
virtual const csHandlerID *InstancePrec (
csRef<iEventHandlerRegistry>& hreg, csRef<iEventNameRegistry>& nreg,
csEventID id) const
{
if (!parent) return 0;
return parent->InstancePrec (hreg, nreg, id);
}
virtual const csHandlerID *InstanceSucc(
csRef<iEventHandlerRegistry>& hreg, csRef<iEventNameRegistry>& nreg,
csEventID id) const
{
if (!parent) return 0;
return parent->InstanceSucc (hreg, nreg, id);
}
};
csRef<EventHandlerImpl> eventh;
/**
* Constructor.<p>
* \remarks
* When deriving a class from csBaseEventHandler, you must call this
* constructor in order to initialize reference counting for the interface.
* \par
* The constructor is declared as protected to prevent a developer from
* using this class directly.
*/
csBaseEventHandler ();
public:
/// Destructor.
virtual ~csBaseEventHandler ();
/**
* Perform basic initialization. This function MUST be called before
* invoking any of the RegisterQueue() methods.
*/
void Initialize (iObjectRegistry *registry);
/**
* Register the event handler with the event queue registered with the
* object registry.
* \param registry The application's object registry
* \param name An event name handle. May be a token from iutil/evdefs.h or
* the result of a call to csEventNameRegistry::GetID.
* \see iEventQueue::RegisterListener()
*/
bool RegisterQueue (iObjectRegistry* registry, csEventID name);
/**
* Register the event handler with the event queue registered with the
* object registry.
* \param registry The application's object registry
* \param names An array of event name handles. Each may be a tokens from
* iutil/evdefs.h or the result of a call to csEventNameRegistry::GetID.
* List must be terminated with CS_EVENTLIST_END.
* \see iEventQueue::RegisterListener()
*/
bool RegisterQueue (iObjectRegistry* registry, csEventID names[]);
/**
* Register the event handler with an event queue.
* \param queue The event queue to register with
* \param name An event name handle. May be a token from iutil/evdefs.h or
* the result of a call to csEventNameRegistry::GetID.
* \see iEventQueue::RegisterListener()
*/
bool RegisterQueue (iEventQueue* queue, csEventID name);
/**
* Register the event handler with an event queue.
* \param queue The event queue to register with
* \param names An array of event name handles. Each may be a tokens from
* iutil/evdefs.h or the result of a call to csEventNameRegistry::GetID.
* List must be terminated with CS_EVENTLIST_END.
* \see iEventQueue::RegisterListener()
*/
bool RegisterQueue (iEventQueue* queue, csEventID names[]);
/**
* Unregister the event handler with the event queue that it
* is currently registered with.
*/
void UnregisterQueue ();
protected:
/**
* Implementation of the event handling mechanism. This low-level method
* examines the event dispatches it to the appropriate OnFoo() or FooFrame()
* method.
* \remarks
* You should almost never need to override this function. Doing so breaks
* the message-oriented nature of this utility class. In almost all cases,
* should should simply override the various OnFoo() and FooFrame() methods
* which are applicable to your situation. Typically, the only valid reason
* to override this method is when you need to optionally delegate the event
* handling to some foreign mechanism. (For instance, iAWS::HandleEvent()
* expects to be handed the event under all circumstances, regardless of the
* event's type.) If you do override this method in order to optionally
* delegate event handling to some other entity, then you must remember to
* invoke csBaseEventHandler::HandleEvent() if the other entity did not
* handle the event. (Given the AWS example, this means that if
* iAWS::HandleEvent() returns false, the event should be passed along to
* csBaseEventHandler::HandleEvent() so that csBaseEventHandler can dispatch
* it to the appropriate OnFoo() or FooFrame() method as usual.)
*/
virtual bool HandleEvent (iEvent &event);
/**
* Override this if you want to refer to your csBaseEventHandler derived
* event handler as anything besides "application" for purposes of
* event subscription scheduling.
*/
virtual const char *GenericName() const
{ return "application"; }
virtual csHandlerID GenericID (
csRef<iEventHandlerRegistry>& reg) const
{
return reg->GetGenericID (GenericName ());
}
/**
* Override this if you want to force some modules to always handle some
* events before csBaseEventHandler.
*/
virtual const csHandlerID *GenericPrec (
csRef<iEventHandlerRegistry>&, csRef<iEventNameRegistry>&,
csEventID) const
{ return 0; }
/**
* Override this if you want to force some modules to always handle some
* events after csBaseEventHandler.
*/
virtual const csHandlerID *GenericSucc (
csRef<iEventHandlerRegistry>&, csRef<iEventNameRegistry>&,
csEventID) const
{ return 0; }
/**
* Override this if you want to force some modules to always handle some
* events before this instance of csBaseEventHandler.
*/
virtual const csHandlerID *InstancePrec (
csRef<iEventHandlerRegistry>&, csRef<iEventNameRegistry>&,
csEventID) const
{ return 0; }
/**
* Override this if you want to force some modules to always handle some
* events before this instance of csBaseEventHandler.
*/
virtual const csHandlerID *InstanceSucc (
csRef<iEventHandlerRegistry>&, csRef<iEventNameRegistry>&,
csEventID) const
{ return 0; }
/// Invoked by the event handler when a joystick movement event is received.
virtual bool OnJoystickMove (iEvent &event);
/**
* Invoked by the event handler when a joystick button down event is
* received.
*/
virtual bool OnJoystickDown (iEvent &event);
/// Invoked by the event handler when a joystick button up event is received.
virtual bool OnJoystickUp (iEvent &event);
/// Invoked by the event handler when a keyboard event is received.
virtual bool OnKeyboard (iEvent &event);
/// Invoked by the event handler when a mouse move event is received.
virtual bool OnMouseMove (iEvent &event);
/// Invoked by the event handler when a mouse down event is received.
virtual bool OnMouseDown (iEvent &event);
/// Invoked by the event handler when a mouse up event is received.
virtual bool OnMouseUp (iEvent &event);
/// Invoked by the event handler when a mouse button click event is received.
virtual bool OnMouseClick (iEvent &event);
/**
* Invoked by the event handler when a mouse button double-click event
* is received.
*/
virtual bool OnMouseDoubleClick (iEvent &event);
/**
* Invoked by the event handler when an unknown event is received.
* \remarks
* Also, this function will be called when a broadcast event was not
* processed by OnBroadcast().
*/
virtual bool OnUnhandledEvent (iEvent &event);
/// Invoked by the handler for the crystalspace.frame event.
virtual void Frame ();
// Compatibility methods
CS_DEPRECATED_METHOD_MSG("Use signpost event handlers for frame preprocessing")
virtual void PreProcessFrame () {}
CS_DEPRECATED_METHOD_MSG("Use Frame() method for main frame processing")
virtual void ProcessFrame () {}
CS_DEPRECATED_METHOD_MSG("Use signpost event handlers for frame postprocessing")
virtual void PostProcessFrame () {}
CS_DEPRECATED_METHOD_MSG("Use FramePrinter for frame finishing or "
"signpost event handlers for frame finalization")
virtual void FinishFrame () {}
};
/** @} */
#endif //__CS_CSBASEEVENTH_H__
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