1 | #ifndef MOUSEAPI_H |
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2 | #define MOUSEAPI_H |
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3 | |
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4 | #include <OrxonoxPrereqs.h> |
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5 | #include <util/OgreForwardRefs.h> |
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6 | #include <graphics/Camera.h> |
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7 | #include <util/Math.h> |
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8 | #include <list> |
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9 | #include <core/input/InputHandler.h> |
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10 | #include <graphics/Camera.h> |
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11 | #include <core/GraphicsManager.h> |
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12 | #include <core/input/InputState.h> |
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13 | #include <OgreCamera.h> |
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14 | #include <OgreViewport.h> |
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15 | #include <CameraManager.h> |
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16 | #include <functional> |
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17 | #include <core/GUIManager.h> |
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18 | #include <core/input/KeyBinderManager.h> |
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19 | #include <tools/interfaces/Tickable.h> |
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20 | #include <core/singleton/ScopedSingletonIncludes.h> |
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21 | |
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22 | /* this class implements a basic mouse-api |
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23 | * supported are mouse-clicks (left, right, mousewheel, ...) and scrolling |
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24 | * |
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25 | * mouse-clicks always are asscociated with an ingame element that has a position and a sphere with a certain radius around it |
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26 | * if the cursor is inside this sphere and a button is pressed, a user-defined function will be called |
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27 | * |
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28 | * scrolling can either be global (independent of where the cursor is) or local (same as a mouse-click) |
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29 | * in both cases a user-defined function will be called |
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30 | * |
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31 | * in short the class works by storing every element that can be clicked / scrolled on in a list |
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32 | * everytime a button is clicked or the mousewheel is turned, the list gets traversed and every element checked if it is clicked / scrolled on |
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33 | * checking happens by casting a ray from the camera through the mouse-cursor and testing if it intersects the sphere of the element |
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34 | * |
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35 | * to make it work, one has to add mouseapi in LINK_LIBRARIES in the file CMakeLists.txt of the level |
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36 | * see CMakeLists.txt in MouseAPIExample |
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37 | * |
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38 | * MouseAPI: C++ API to access Mouse |
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39 | * MouseGametype: Enable Mouse Cursor & Prevent that each click kills Player if no spaceship is used |
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40 | * MouseAPICursor: Internal API which implements cursor. Usable from custom Gametype (not necessary if MouseGametype is used): |
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41 | * add "this->setHUDTemplate("MouseCursor");" in constructor of Gametype. (Or by inheritance) |
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42 | */ |
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43 | |
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44 | namespace orxonox |
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45 | { |
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46 | typedef uint ClickableElementID; |
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47 | typedef uint ScrollableElementID; |
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48 | |
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49 | class MouseAPI : public InputHandler, public Singleton<MouseAPI>,public Tickable |
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50 | { |
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51 | friend class Singleton<MouseAPI>; |
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52 | |
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53 | private: |
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54 | |
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55 | // Elements that can be clicked on are stored as clickableElement |
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56 | struct clickableElement |
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57 | { |
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58 | ClickableElementID id; |
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59 | Vector3 position; |
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60 | float radius; |
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61 | std::list<MouseButtonCode::ByEnum> buttons; |
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62 | std::function<void(MouseButtonCode::ByEnum button)> onClickedFunction; |
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63 | clickableElement(ClickableElementID id,const Vector3& position,float radius,const std::list<MouseButtonCode::ByEnum>& buttons,std::function<void(MouseButtonCode::ByEnum button)> onClickedFunction):id(id),position(position), |
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64 | radius(radius), buttons(buttons), onClickedFunction(onClickedFunction){} |
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65 | }; |
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66 | |
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67 | /* Elements that can be "scrolled on" are stored as scrollElement |
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68 | * there are 2 diffrent types, hence the overloaded constructor: |
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69 | * 1) the function is called whenever one scrolls, independet from position of element and cursor |
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70 | * 2) the function is only called when the cursor is placed over the element (identical to the clickableElement) |
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71 | */ |
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72 | struct scrollElement |
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73 | { |
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74 | ScrollableElementID id; |
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75 | bool considerPosition; |
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76 | Vector3 position; |
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77 | float radius; |
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78 | std::function<void(int abs,int rel,const IntVector2& mousePos)> onScrolledFunction; |
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79 | // constructor for scrollElement type 1 |
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80 | scrollElement(ScrollableElementID id,std::function<void(int abs,int rel,const IntVector2& mousePos)> onScrolledFunction):id(id),considerPosition(false), |
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81 | onScrolledFunction(onScrolledFunction){} |
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82 | // constructor fro scrollElement type 2 |
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83 | scrollElement(ScrollableElementID id,const Vector3& position, float radius, std::function<void(int abs,int rel,const IntVector2& mousePos)> onScrolledFunction):id(id),considerPosition(true), |
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84 | position(position), radius(radius), onScrolledFunction(onScrolledFunction){} |
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85 | }; |
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86 | |
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87 | // pointer to our class (required by singleton) |
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88 | static MouseAPI* singletonPtr_s; |
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89 | |
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90 | // lists with all our Elements that can be clicked / scrolled on |
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91 | std::list<clickableElement> clickEvents; |
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92 | std::list<scrollElement> scrollEvents; |
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93 | |
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94 | // pointer to the game-camera |
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95 | Ogre::Camera *cam ; |
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96 | |
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97 | // pointer to our input-state |
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98 | InputState* state; |
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99 | |
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100 | // true => MouseAPI has been activated, false => MouseAPI has not been activated |
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101 | bool active = false; |
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102 | |
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103 | //true => allow ship-controller to get mouse input; Default: false; Gets reset after each transition from deactivated to activated |
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104 | bool gameInputActivated = false; |
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105 | |
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106 | |
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107 | public: |
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108 | |
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109 | MouseAPI(); |
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110 | ~MouseAPI(); |
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111 | |
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112 | virtual void tick(float dt) override; |
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113 | |
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114 | /* everytime a mousebutton is pressed, this function is called and checks if the cursor is over an element that can be clicked on |
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115 | * if yes, the function associated with this element will be called with the corresponding button as argument |
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116 | */ |
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117 | virtual void buttonPressed (MouseButtonCode::ByEnum button) override; |
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118 | |
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119 | // not used |
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120 | virtual void buttonReleased(MouseButtonCode::ByEnum button) override{} |
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121 | |
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122 | // not used |
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123 | virtual void buttonHeld (MouseButtonCode::ByEnum button) override{} |
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124 | |
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125 | // not used |
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126 | virtual void mouseMoved (IntVector2 abs, IntVector2 rel, IntVector2 clippingSize) override; |
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127 | |
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128 | /* everytime someone scrolls, this function is called and checks for all scrollElements, wheter a position is required and wheter the curser is over said position |
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129 | * if yes, the function associated with this element will be called |
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130 | * if there is an element without position-requirement and an element the cursor is over, both their functions will be called |
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131 | */ |
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132 | virtual void mouseScrolled (int abs, int rel) override; |
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133 | |
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134 | /* add a clickableElement to the list |
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135 | * see mouseapiexample for an example-implementation |
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136 | * Arguments: |
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137 | * position: the point that needs to be clicked |
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138 | * radius: radius of the sphere around the position; if the cursor is inside this radius, the function will be executed (because clicking on a single point is pretty hard) |
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139 | * buttons: the function will only be called, if one of these buttons is pressed |
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140 | * onClickedFunction: the function that will be called |
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141 | */ |
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142 | ClickableElementID addClickableElement(const Vector3& position,float radius,const std::list<MouseButtonCode::ByEnum>& buttons,std::function<void(MouseButtonCode::ByEnum button)> onClickedFunction); |
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143 | |
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144 | /* add a scrollElement to the list |
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145 | * see mouseapiexample for an example-implementation |
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146 | * Arguments: |
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147 | * position: the point the cursor needs to be over |
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148 | * radius: radius of the sphere around the position; if the cursor is inside this radius, the function will be executed |
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149 | * onScrolledFunction: the function that will be called |
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150 | */ |
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151 | ScrollableElementID addScrollElement(const Vector3& position,float radius,std::function<void(int abs,int rel,const IntVector2& mousePos)> onScrolledFunction); |
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152 | |
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153 | /* add a scrollElement to the list |
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154 | * Arguments: |
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155 | * onScrolledFunction: the function that will be called, no matter where the cursor is |
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156 | */ |
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157 | ScrollableElementID addScrollElement(std::function<void(int abs,int rel,const IntVector2& mousePos)> onScrolledFunction); |
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158 | |
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159 | /* change the position of a clickableElement |
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160 | * Arguments: |
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161 | * id: the ClickableElementID of the element |
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162 | * position: the new position of the element |
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163 | * Return: |
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164 | * true if successfull |
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165 | * false if not successfull |
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166 | */ |
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167 | bool changePositionOfClickableElement(ClickableElementID id,const Vector3& position); |
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168 | |
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169 | /* change the position of a scrollElement |
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170 | * Arguments: |
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171 | * id: the ScrollableElementID of the element |
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172 | * position: the new position of the element |
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173 | * Return: |
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174 | * true if successfull |
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175 | * false if not successfull |
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176 | */ |
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177 | bool changePositionOfScrollableElement(ScrollableElementID id,const Vector3& position); |
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178 | |
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179 | /* change the radius of a clickableElement |
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180 | * Arguments: |
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181 | * id: the ClickableElementID of the element |
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182 | * radius: the new radius of the element |
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183 | * Return: |
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184 | * true if successfull |
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185 | * false if not successfull |
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186 | */ |
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187 | bool changeRadiusOfClickableElement(ClickableElementID id,float radius); |
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188 | |
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189 | /* change the radius of a scrollElement |
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190 | * Arguments: |
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191 | * id: the ScrollableElementID of the element |
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192 | * radius: the new radius of the element |
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193 | * Return: |
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194 | * true if successfull |
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195 | * false if not successfull |
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196 | */ |
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197 | bool changeRadiusOfScrollableElement(ScrollableElementID id,float radius); |
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198 | |
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199 | /* remove a clickableElement |
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200 | * Arguments: |
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201 | * id: the ClickableElementID of the element |
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202 | * Return: |
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203 | * true if successfull |
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204 | * false if not successfull |
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205 | */ |
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206 | bool deleteClickableElement(ClickableElementID id); |
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207 | |
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208 | /* remove a scrollElement |
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209 | * Arguments: |
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210 | * id: the ScrollableElementID of the element |
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211 | * Return: |
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212 | * true if successfull |
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213 | * false if not successfull |
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214 | */ |
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215 | bool deleteScrollableElement(ScrollableElementID id); |
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216 | |
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217 | /* get the current radius of a clickableElement |
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218 | * Arguments: |
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219 | * id: the ClickableElementID of the element |
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220 | */ |
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221 | float getRadiusClick(ClickableElementID id); |
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222 | |
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223 | /* get the current radius of a scrollElement |
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224 | * Arguments: |
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225 | * id: the ScrollableElementID of the element |
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226 | */ |
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227 | float getRadiusScroll(ScrollableElementID id); |
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228 | |
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229 | /* get the current relative Position of the cursor |
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230 | * returns a value between 0 and 1 for both x and y component |
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231 | * (0,0) top left corner, (1,1) bottom right corner |
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232 | */ |
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233 | Vector2 getMousePosition(); |
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234 | |
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235 | /* activate the MouseAPI |
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236 | * has to be called after the level has been created (i.e. inside the xml-port |
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237 | * can be called multiple times, since the function checks the status of MouseAPI and does nothing if it already is active |
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238 | */ |
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239 | void activate(); |
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240 | |
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241 | // returns true if MouseAPI is active, false otherwise |
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242 | static bool isActive(){return singletonPtr_s != nullptr && getInstance().active;} |
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243 | |
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244 | /* deactivate the MouseAPI |
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245 | * has to be called, when the level gets closed (i.e. inside the level-destructor) |
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246 | * the function does nothing if MouseAPI is not active |
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247 | */ |
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248 | void deactivate(); |
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249 | |
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250 | /* |
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251 | * allow ship-controller to get mouse input |
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252 | */ |
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253 | void activateGameInput(); |
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254 | |
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255 | /* |
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256 | * do not allow ship-controller to get mouse input |
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257 | * This is the default. This gets set after each transition from deactivated to activated |
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258 | */ |
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259 | void deactivateGameInput(); |
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260 | }; |
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261 | } |
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262 | #endif // MOUSEAPI_H |
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