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InputListener.cpp
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153 lines (147 loc) · 3.92 KB
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#include "InputListener.h"
#include "Game.h"
int InputListener::msID = 0;
InputListener::InputListener() : EventListener()
{
mID = msID;
msID++;
// Add this listener to each input event in the Event System
gpEventSystem->addListener(LEFT_PRESSED, this);
gpEventSystem->addListener(LEFT_HELD, this);
gpEventSystem->addListener(LEFT_RELEASED, this);
gpEventSystem->addListener(RIGHT_PRESSED, this);
gpEventSystem->addListener(RIGHT_HELD, this);
gpEventSystem->addListener(RIGHT_RELEASED, this);
gpEventSystem->addListener(UP_PRESSED, this);
gpEventSystem->addListener(UP_HELD, this);
gpEventSystem->addListener(DOWN_PRESSED, this);
gpEventSystem->addListener(DOWN_HELD, this);
gpEventSystem->addListener(ESCAPE_PRESSED, this);
gpEventSystem->addListener(ENTER_PRESSED, this);
gpEventSystem->addListener(SPACE_HELD, this);
gpEventSystem->addListener(B_PRESSED, this);
gpEventSystem->addListener(NUM_1_PRESSED, this);
gpEventSystem->addListener(NUM_2_PRESSED, this);
gpEventSystem->addListener(NUM_3_PRESSED, this);
gpEventSystem->addListener(NUM_4_PRESSED, this);
}
InputListener::~InputListener()
{
}
void InputListener::handleEvent(const Event &theEvent)
{
// First select Game State, then check the key
switch (Game::getInstance()->getState())
{
case SPLASH:
break;
case MAIN_MENU:
switch (theEvent.getType())
{
case ESCAPE_PRESSED:
Game::getInstance()->setState(QUIT);
break;
case ENTER_PRESSED:
Game::getInstance()->getMenuSystem()->selectCurrentOption();
break;
case RIGHT_PRESSED:
Game::getInstance()->getMenuSystem()->selectCurrentOption();
break;
case UP_PRESSED:
Game::getInstance()->getMenuSystem()->menuUp();
break;
case DOWN_PRESSED:
Game::getInstance()->getMenuSystem()->menuDown();
break;
}
break;
case OPTIONS_MENU:
switch (theEvent.getType())
{
case ENTER_PRESSED:
Game::getInstance()->getMenuSystem()->selectCurrentOption();
break;
case RIGHT_PRESSED:
Game::getInstance()->getMenuSystem()->selectCurrentOption();
break;
case UP_PRESSED:
Game::getInstance()->getMenuSystem()->menuUp();
break;
case DOWN_PRESSED:
Game::getInstance()->getMenuSystem()->menuDown();
break;
}
break;
case PLAY:
switch (theEvent.getType())
{
case ESCAPE_PRESSED:
Game::getInstance()->setState(PAUSE_MENU);
break;
case LEFT_HELD:
Game::getInstance()->getPlayer()->addMove(-1);
break;
case RIGHT_HELD:
Game::getInstance()->getPlayer()->addMove(1);
break;
case LEFT_RELEASED:
Game::getInstance()->getPlayer()->killAnimation();
break;
case RIGHT_RELEASED:
Game::getInstance()->getPlayer()->killAnimation();
break;
case UP_HELD:
Game::getInstance()->getPlayer()->fire();
break;
case DOWN_PRESSED:
Game::getInstance()->getPlayer()->pickUpWeapon();
break;
case B_PRESSED:
Game::getInstance()->toggleDrawingBoxes();
break;
case NUM_1_PRESSED:
Game::getInstance()->getPlayer()->cheatWeapon(0);
break;
case NUM_2_PRESSED:
Game::getInstance()->getPlayer()->cheatWeapon(1);
break;
case NUM_3_PRESSED:
Game::getInstance()->getPlayer()->cheatWeapon(2);
break;
case NUM_4_PRESSED:
Game::getInstance()->getPlayer()->cheatWeapon(3);
break;
}
break;
case PAUSE_MENU:
switch (theEvent.getType())
{
case ESCAPE_PRESSED:
Game::getInstance()->setState(PLAY);
break;
case ENTER_PRESSED:
Game::getInstance()->getMenuSystem()->selectCurrentOption();
break;
case RIGHT_PRESSED:
Game::getInstance()->getMenuSystem()->selectCurrentOption();
break;
case UP_PRESSED:
Game::getInstance()->getMenuSystem()->menuUp();
break;
case DOWN_PRESSED:
Game::getInstance()->getMenuSystem()->menuDown();
break;
}
break;
case CREDITS_MENU: case LOSS_SCREEN:
switch (theEvent.getType())
{
case ENTER_PRESSED:
Game::getInstance()->getMenuSystem()->selectCurrentOption();
break;
case RIGHT_PRESSED:
Game::getInstance()->getMenuSystem()->selectCurrentOption();
break;
}
}
}