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#include <Engine/Entity/MainMenu.hpp>
#include <Engine/Kernel/Tasks/InputTask.hpp>
// Constructor
MainMenu::MainMenu()
{
}
 
// Destructor
MainMenu::~MainMenu()
{
	InputTask::UnRegisterEvent(113,"Key","Quiter",m_Id);
	InputTask::UnRegisterEvent(1,"Mouse","New",m_Id);
}
 
// Init the menu's data
void MainMenu::Init()
{
	InputEvent E ;
	E.m_Condition = 113 ;
	E.m_Name = "Quiter" ;
	E.m_Owner = this ;
	E.m_ConditionType = "Key";
	E.m_ConditionState = PUSHED ;
	InputTask::RegisterEvent(E);
 
	InputEvent Ee ;
	Ee.m_Condition = 1 ;
	Ee.m_Name = "New" ;
	Ee.m_Owner = this ;
	Ee.m_ConditionType = "Mouse";
	Ee.m_ConditionState = PUSHED ;
	InputTask::RegisterEvent(Ee);
 
/*	InputEvent Ea ;
	Ea.m_Condition = 0 ;
	Ea.m_Name = "Bouge" ;
	Ea.m_Owner = this ;
	Ea.m_ConditionType = "MouseMotion";
	Ea.m_ConditionState = 0 ;
	InputTask::RegisterEvent(Ea);*/
}
 
// Update the menu (animation?)
void MainMenu::Update()
{
 
}
 
// Render the Menu on the screen
void MainMenu::Render()
{
 /* on affiche un repere */
  glBegin(GL_LINES);
    /* l'axe des x */
    glColor3d(1.0, 0.0, 0.0);
    glVertex3d(0.0,0.0,0.0);
    glVertex3d(1.0,0.0,0.0);
 
    /* l'axe des y */
    glColor3d(0.0, 1.0, 0.0);
    glVertex3d(0.0,0.0,0.0);
    glVertex3d(0.0,1.0,0.0);
 
    /* l'axe des z */
    glColor3d(0.0, 0.0, 1.0);
    glVertex3d(0.0,0.0,0.0);
    glVertex3d(0.0,0.0,1.0);
  glEnd();
}
 
// Process every event recieved
void MainMenu::ProcessInputEvent(InputEvent & InputEventRecieved)
{
		Log(LOG_ALL,LOG_MISC) << "InputEvent recived by " << m_Id << " is : " << InputEventRecieved.m_Name << ". Keystate : " << InputEventRecieved.m_ConditionState
			<<  " MouseX: " << InputEventRecieved.m_MouseX << " MouseY: " << InputEventRecieved.m_MouseY ;
} |