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source: code/branches/core4/src/core/input/InputState.h @ 3864

Last change on this file since 3864 was 3310, checked in by rgrieder, 15 years ago

Optimisations in the pathway of the input. Nobody will ever notice the difference in performance (immeasurable), but I love the beauty of having all my template code inlined when it even decreases code size (because the code gets inlined exactly once).

  • Property svn:eol-style set to native
File size: 9.9 KB
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1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Reto Grieder
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29#ifndef _InputState_H__
30#define _InputState_H__
31
32#include "InputPrereqs.h"
33
34#include <cassert>
35#include <string>
36#include <vector>
37
38#include "util/OrxEnum.h"
39#include "InputHandler.h"
40#include "JoyStickQuantityListener.h"
41
42namespace orxonox
43{
44    //! Enumeration wrapper for input state priorities
45    struct InputStatePriority : OrxEnum<InputStatePriority>
46    {
47        OrxEnumConstructors(InputStatePriority);
48
49        static const int Empty        = -1;
50        static const int Dynamic      = 0;
51
52        static const int HighPriority = 1000;
53        static const int Console      = HighPriority + 0;
54        static const int Calibrator   = HighPriority + 1;
55        static const int Detector     = HighPriority + 2;
56    };
57
58    /**
59    @brief
60        InputStates allow you to customise the input event targets at runtime.
61
62        The general idea is a stack: Every activated InputState will be pushed on
63        that stack and only the top one gets the input events. This is done for
64        every device (keyboard, mouse, all joy sticks) separately to allow
65        for intance keyboard input capturing for the console while you can still
66        steer a ship with the mouse.
67        There are two exceptions to this behaviour though:
68        - If an InputState is created with the 'Transparent' parameter on, the
69          state will not prevent input from getting to the state below it on the stack.
70          This can be useful for instance if you need to deploy input to multiple
71          handlers: Simply create two InputStates and make the high priority one transparent.
72        - If an InputState is created with the 'AlwaysGetsInput' parameter on, then
73          the state will always receive input as long as it is activated.
74        - Note: If you mark an InputState with both parameters on, then it will
75          not influence ony other InputState at all.
76
77        Priorities
78        **********
79        Every InputState has a priority when on the stack, but mostly this
80        priority is dynamic (InputStatePriority::Dynamic) which means that a state
81        pushed onto the stack will simply have a higher priority than the top one.
82        This behaviour really only applies to normal states that don't have
83        a high priority (InputStatePriority::HighPriority). These 'special' ones
84        are used for features like the KeyDetector or the console. Use with care!
85    */
86    class _CoreExport InputState : public JoyStickQuantityListener
87    {
88        friend class InputManager;
89
90        //! Marks the index in the handler vector for the keyboard handler
91        static const InputDeviceEnumerator::Value keyboardIndex_s = InputDeviceEnumerator::Keyboard;
92        //! Marks the index in the handler vector for the mouse handler
93        static const InputDeviceEnumerator::Value mouseIndex_s = InputDeviceEnumerator::Mouse;
94        //! Marks the index in the handler vector for the first joy stick handler
95        static const InputDeviceEnumerator::Value firstJoyStickIndex_s = InputDeviceEnumerator::FirstJoyStick;
96
97    public:
98        //! Sets the keyboard event handler (overwrites if there already was one!)
99        void setKeyHandler     (InputHandler* handler)
100            { handlers_[keyboardIndex_s] = handler; bExpired_ = true; }
101        //! Sets the mouse event handler (overwrites if there already was one!)
102        void setMouseHandler   (InputHandler* handler)
103            { handlers_[mouseIndex_s]    = handler; bExpired_ = true; }
104        /**
105        @brief
106            Sets the joy stick event handler for one specific joy stick (overwrites if there already was one!)
107        @return
108            Returns false if the specified device was not found
109        */
110        bool setJoyStickHandler(InputHandler* handler, unsigned int joyStick);
111        //! Sets the joy stick event handler for all joy sticks (overwrites if there already was one!)
112        void setJoyStickHandler(InputHandler* handler);
113        //! Sets an InputHandler to be used for all devices
114        void setHandler        (InputHandler* handler);
115
116        //! Returns the name of the state (which is unique!)
117        const std::string& getName() const { return name_; }
118        //! Returns the priority of the state (which is unique if != 0)
119        int getPriority()            const { return priority_; }
120
121        //! Tells whether there a handler installed for a specific device
122        bool isInputDeviceEnabled(unsigned int device);
123
124        //! Returns true if the handler situation has changed
125        bool hasExpired()      { return this->bExpired_; }
126        //! Call this if you have applied the changes resulting from changed handlers
127        void resetExpiration() { bExpired_ = false; }
128
129        //! Updates one specific device handler with #device#Updated
130        void update(float dt, unsigned int device);
131        //! Updates all handlers with allDevicesUpdated
132        void update(float dt);
133
134        //! Generic function that distributes all 9 button events
135        template <typename EventType, class Traits>
136        void buttonEvent(unsigned int device, const typename Traits::ButtonTypeParam button);
137
138        //! Event handler
139        void mouseMoved(IntVector2 abs, IntVector2 rel, IntVector2 clippingSize);
140        //! Event handler
141        void mouseScrolled(int abs, int rel);
142        //! Event handler
143        void joyStickAxisMoved(unsigned int device, unsigned int axis, float value);
144
145        // Functors
146        //! Called when the state is being activated (even if it doesn't get any events afterwards!)
147        void entered();
148        //! Called upon deactivation of the state
149        void left();
150        //! Sets a functor to be called upon activation of the state
151        void setEnterFunctor(Functor* functor) { this->enterFunctor_ = functor; }
152        //! Sets a functor to be called upon deactivation of the state
153        void setLeaveFunctor(Functor* functor) { this->leaveFunctor_ = functor; }
154
155    private:
156        InputState(const std::string& name, bool bAlwaysGetsInput, bool bTransparent, InputStatePriority priority);
157        ~InputState() { }
158
159        void JoyStickQuantityChanged(const std::vector<JoyStick*>& joyStickList);
160
161        //! Sets the priority (only to be used by the InputManager!)
162        void setPriority(int priority) { priority_ = priority; }
163
164        const std::string           name_;                  //!< Name of the state
165        const bool                  bAlwaysGetsInput_;      //!< See class declaration for explanation
166        const bool                  bTransparent_;          //!< See class declaration for explanation
167        int                         priority_;              //!< Current priority (might change)
168        bool                        bExpired_;              //!< See hasExpired()
169        std::vector<InputHandler*>  handlers_;              //!< Vector with all handlers where the index is the device ID
170        //! Handler to be used for all joy sticks (needs to be saved in case another joy stick gets attached)
171        InputHandler*               joyStickHandlerAll_;
172        Functor*                    enterFunctor_;          //!< Functor to be executed on enter
173        Functor*                    leaveFunctor_;          //!< Functor to be executed on leave
174    };
175
176    FORCEINLINE void InputState::update(float dt)
177    {
178        for (unsigned int i = 0; i < handlers_.size(); ++i)
179            if (handlers_[i] != NULL)
180                handlers_[i]->allDevicesUpdated(dt);
181    }
182
183    FORCEINLINE void InputState::update(float dt, unsigned int device)
184    {
185        switch (device)
186        {
187        case InputDeviceEnumerator::Keyboard:
188            if (handlers_[keyboardIndex_s] != NULL)
189                handlers_[keyboardIndex_s]->keyboardUpdated(dt);
190            break;
191
192        case InputDeviceEnumerator::Mouse:
193            if (handlers_[mouseIndex_s] != NULL)
194                handlers_[mouseIndex_s]->mouseUpdated(dt);
195            break;
196
197        default: // joy sticks
198            if (handlers_[device] != NULL)
199                handlers_[device]->joyStickUpdated(device - firstJoyStickIndex_s, dt);
200            break;
201        }
202    }
203
204    template <typename EventType, class Traits>
205    FORCEINLINE void InputState::buttonEvent(unsigned int device, const typename Traits::ButtonTypeParam button)
206    {
207        assert(device < handlers_.size());
208        if (handlers_[device] != NULL)
209            handlers_[device]->buttonEvent(device, button, EventType());
210    }
211
212    FORCEINLINE void InputState::mouseMoved(IntVector2 abs, IntVector2 rel, IntVector2 clippingSize)
213    {
214        if (handlers_[mouseIndex_s] != NULL)
215            handlers_[mouseIndex_s]->mouseMoved(abs, rel, clippingSize);
216    }
217
218    FORCEINLINE void InputState::mouseScrolled(int abs, int rel)
219    {
220        if (handlers_[mouseIndex_s] != NULL)
221            handlers_[mouseIndex_s]->mouseScrolled(abs, rel);
222    }
223
224    FORCEINLINE void InputState::joyStickAxisMoved(unsigned int device, unsigned int axis, float value)
225    {
226        assert(device < handlers_.size());
227        if (handlers_[device] != NULL)
228            handlers_[device]->axisMoved(device - firstJoyStickIndex_s, axis, value);
229    }
230}
231
232#endif /* _InputState_H__ */
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