// 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 #include #include 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