The-Simpsons-Hit-and-Run/game/code/cheats/cheatinputsystem.h

108 lines
3.3 KiB
C++

//===========================================================================
// Copyright (C) 2000 Radical Entertainment Ltd. All rights reserved.
//
// Component: CheatInputSystem
//
// Description: Interface for the CheatInputSystem class.
//
// Authors: Tony Chu
//
// Revisions Date Author Revision
// 2002/09/19 TChu Created for SRR2
//
//===========================================================================
#ifndef CHEATINPUTSYSTEM_H
#define CHEATINPUTSYSTEM_H
//===========================================================================
// Nested Includes
//===========================================================================
#include <cheats/cheatinputs.h>
#include <cheats/cheats.h>
//===========================================================================
// Forward References
//===========================================================================
class CheatsDB;
class CheatInputHandler;
struct ICheatEnteredCallback
{
virtual void OnCheatEntered( eCheatID cheatID, bool isEnabled ) = 0;
};
const unsigned int MAX_NUM_CHEAT_CALLBACKS = 32;
//===========================================================================
// Interface Definitions
//===========================================================================
class CheatInputSystem
{
public:
// Static Methods for accessing this singleton.
static CheatInputSystem* CreateInstance();
static void DestroyInstance();
static CheatInputSystem* GetInstance();
CheatInputSystem();
virtual ~CheatInputSystem();
void Init();
void Reset() { s_cheatsEnabled = 0; }
void SetEnabled( bool enable );
bool IsEnabled() const { return m_enabled; }
void SetActivated( int controllerId, bool activated );
bool IsActivated( int controllerId ) const;
void SetCheatEnabled( eCheatID cheatID, bool enable );
bool IsCheatEnabled( eCheatID cheatID ) const;
void ReceiveInputs( eCheatInput* cheatInputs,
int numInputs = NUM_CHEAT_SEQUENCE_INPUTS );
CheatsDB* GetCheatsDB() const { return m_cheatsDB; }
void RegisterCallback( ICheatEnteredCallback* callback );
void UnregisterCallback( ICheatEnteredCallback* callback );
private:
//---------------------------------------------------------------------
// Private Functions
//---------------------------------------------------------------------
// No copying or assignment. Declare but don't define.
//
CheatInputSystem( const CheatInputSystem& );
CheatInputSystem& operator= ( const CheatInputSystem& );
//---------------------------------------------------------------------
// Private Data
//---------------------------------------------------------------------
// Pointer to the one and only instance of this singleton.
static CheatInputSystem* spInstance;
bool m_enabled;
unsigned int m_activatedBitMask;
static CHEATBITMASK s_cheatsEnabled;
CheatsDB* m_cheatsDB;
CheatInputHandler* m_cheatInputHandler;
ICheatEnteredCallback* m_clientCallbacks[ MAX_NUM_CHEAT_CALLBACKS ];
int m_numClientCallbacks;
};
// A little syntactic sugar for getting at this singleton.
inline CheatInputSystem* GetCheatInputSystem() { return( CheatInputSystem::GetInstance() ); }
#endif // CHEATINPUTSYSTEM_H