text: // Copyright (C) 2002-2012 Nikolaus Gebhardt
  // This file is part of the "Irrlicht Engine".
  // For conditions of distribution and use, see copyright notice in irrlicht.h
  
  #ifndef __C_SCENE_NODE_ANIMATOR_CAMERA_FPS_H_INCLUDED__
  #define __C_SCENE_NODE_ANIMATOR_CAMERA_FPS_H_INCLUDED__
  
  #include "ISceneNodeAnimatorCameraFPS.h"
  #include "vector2d.h"
  #include "position2d.h"
  #include "SKeyMap.h"
  #include "irrArray.h"
  
  namespace irr
  {
  namespace gui
  {
  	class ICursorControl;
  }
  
  namespace scene
  {
  
  	//! Special scene node animator for FPS cameras
  	class CSceneNodeAnimatorCameraFPS : public ISceneNodeAnimatorCameraFPS
  	{
  	public:
  
  		//! Constructor
  		CSceneNodeAnimatorCameraFPS(gui::ICursorControl* cursorControl,
  			f32 rotateSpeed = 100.0f, f32 moveSpeed = .5f, f32 jumpSpeed=0.f,
  			SKeyMap* keyMapArray=0, u32 keyMapSize=0, bool noVerticalMovement=false,
  			bool invertY=false, float rotateSpeedKeyboard = 0.3f);
  
  		//! Destructor
  		virtual ~CSceneNodeAnimatorCameraFPS();
  
  		//! Animates the scene node, currently only works on cameras
  		virtual void animateNode(ISceneNode* node, u32 timeMs) _IRR_OVERRIDE_;
  
  		//! Event receiver
  		virtual bool OnEvent(const SEvent& event) _IRR_OVERRIDE_;
  
  		//! Returns the speed of movement in units per second
  		virtual f32 getMoveSpeed() const _IRR_OVERRIDE_;
  
  		//! Sets the speed of movement in units per second
  		virtual void setMoveSpeed(f32 moveSpeed) _IRR_OVERRIDE_;
  
  		//! Returns the rotation speed when moving mouse
  		virtual f32 getRotateSpeed() const _IRR_OVERRIDE_;
  
  		//! Set the rotation speed when moving mouse
  		virtual void setRotateSpeed(f32 rotateSpeed) _IRR_OVERRIDE_;
  
  		//! Returns the rotation speed when using keyboard
  		virtual f32 getRotateSpeedKeyboard() const _IRR_OVERRIDE_
  		{
  			return RotateSpeedKeyboard;
  		}
  
  		//! Set the rotation speed when using keyboard
  		virtual void setRotateSpeedKeyboard(f32 rotateSpeed) _IRR_OVERRIDE_
  		{
  			RotateSpeedKeyboard = rotateSpeed;
  		}
  
  		//! Sets the keyboard mapping for this animator (old style)
  		//! \param keymap: an array of keyboard mappings, see SKeyMap
  		//! \param count: the size of the keyboard map array
  		virtual void setKeyMap(SKeyMap *map, u32 count) _IRR_OVERRIDE_;
  
  		//! Sets the keyboard mapping for this animator
  		//!	\param keymap The new keymap array
  		virtual void setKeyMap(const core::array<SKeyMap>& keymap) _IRR_OVERRIDE_;
  
  		//! Gets the keyboard mapping for this animator
  		virtual const core::array<SKeyMap>& getKeyMap() const _IRR_OVERRIDE_;
  
  		//! Sets whether vertical movement should be allowed.
  		virtual void setVerticalMovement(bool allow) _IRR_OVERRIDE_;
  
  		//! Sets whether the Y axis of the mouse should be inverted.
  		/** If enabled then moving the mouse down will cause
  		the camera to look up. It is disabled by default. */
  		virtual void setInvertMouse(bool invert) _IRR_OVERRIDE_;
  
  		//! This animator will receive events when attached to the active camera
  		virtual bool isEventReceiverEnabled() const _IRR_OVERRIDE_
  		{
  			return true;
  		}
  
  		//! Returns the type of this animator
  		virtual ESCENE_NODE_ANIMATOR_TYPE getType() const _IRR_OVERRIDE_
  		{
  			return ESNAT_CAMERA_FPS;
  		}
  
  		//! Creates a clone of this animator.
  		/** Please note that you will have to drop
  		(IReferenceCounted::drop()) the returned pointer once you're
  		done with it. */
  		virtual ISceneNodeAnimator* createClone(ISceneNode* node, ISceneManager* newManager=0) _IRR_OVERRIDE_;
  
  		//! Writes attributes of the scene node animator.
  		virtual void serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options=0) const _IRR_OVERRIDE_;
  
  		//! Reads attributes of the scene node animator.
  		virtual void deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options=0) _IRR_OVERRIDE_;
  
  	private:
  
  		void allKeysUp();
  
  		gui::ICursorControl *CursorControl;
  
  		f32 MaxVerticalAngle;
  		bool NoVerticalMovement;
  
  		f32 MoveSpeed;
  		f32 RotateSpeedKeyboard;
  		f32 RotateSpeed;
  		f32 JumpSpeed;
  		// -1.0f for inverted mouse, defaults to 1.0f
  		f32 MouseYDirection;
  
  		s32 LastAnimationTime;
  
  		core::array<SKeyMap> KeyMap;
  		core::position2d<f32> CenterCursor, CursorPos;
  
  		bool CursorKeys[EKA_COUNT];
  
  		bool firstUpdate;
  		bool firstInput;
  	};
  
  } // end namespace scene
  } // end namespace irr
  
  #endif // __C_SCENE_NODE_ANIMATOR_CAMERA_FPS_H_INCLUDED__
  
  