00001 /* 00002 * gamepad-vgfx.h 00003 * 00004 * Copyright (C) 2010 Thomas A. Vaughan 00005 * All rights reserved. 00006 * 00007 * 00008 * Redistribution and use in source and binary forms, with or without 00009 * modification, are permitted provided that the following conditions are met: 00010 * * Redistributions of source code must retain the above copyright 00011 * notice, this list of conditions and the following disclaimer. 00012 * * Redistributions in binary form must reproduce the above copyright 00013 * notice, this list of conditions and the following disclaimer in the 00014 * documentation and/or other materials provided with the distribution. 00015 * * Neither the name of the <organization> nor the 00016 * names of its contributors may be used to endorse or promote products 00017 * derived from this software without specific prior written permission. 00018 * 00019 * THIS SOFTWARE IS PROVIDED BY THOMAS A. VAUGHAN ''AS IS'' AND ANY 00020 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED 00021 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE 00022 * DISCLAIMED. IN NO EVENT SHALL THOMAS A. VAUGHAN BE LIABLE FOR ANY 00023 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES 00024 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; 00025 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND 00026 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT 00027 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS 00028 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 00029 * 00030 * 00031 * Drawing gamepad Type objects using vector graphics engine (vgfx) in OpenGL 00032 */ 00033 00034 #ifndef GAMEPAD_GAMEPAD_VGFX_H__ 00035 #define GAMEPAD_GAMEPAD_VGFX_H__ 00036 00037 // includes -------------------------------------------------------------------- 00038 #include "gamepad/manager.h" 00039 #include "vgfx/drawer.h" 00040 00041 00042 namespace gamepad { 00043 00044 00045 /// \ingroup gamepad_api 00046 /// \defgroup gamepad_element Gamepad Dialog Elements 00047 /// 00048 /*@{*/ 00049 00050 00051 /// use this object to render a particular gamepad Type -- assuming it has a 00052 /// vgfx file. 00053 class TypeVgfxRenderer { 00054 public: 00055 // virtual destructor -------------------------------------------------- 00056 virtual ~TypeVgfxRenderer(void) throw(); 00057 00058 // gamepad::TypeVgfxRenderer class interface methods ------------------- 00059 00060 /// set the intensity of the given control. 0 is completely faded out, 00061 /// 1 is full intensity. Only values from 0 to 1 are allowed. 00062 virtual void setIntensity(IN const char * logical_name, 00063 IN float intensity) = 0; 00064 00065 /// sets position of the given control. x and y vary from 0 to 1. 00066 /// single-dimension controls (pots, buttons) only use the x value. 00067 virtual void setPosition(IN const char * logical_name, 00068 IN float x, IN float y) = 0; 00069 00070 virtual void draw(IN int xOffset, IN int yOffset, 00071 IN int width, IN int height) = 0; 00072 00073 // public static methods (factories) ----------------------------------- 00074 static smart_ptr<TypeVgfxRenderer> create(IN Type * type, 00075 IN smart_ptr<vgfx::Drawer>& drawer); 00076 }; 00077 00078 00079 00080 }; // gamepad namespace 00081 00082 00083 #endif // GAMEPAD_GAMEPAD_VGFX_H__ 00084