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source: code/branches/gamestate/src/libraries/core/input/InputManager.h @ 6622

Last change on this file since 6622 was 6537, checked in by rgrieder, 15 years ago

Linked every GUI sheet to exactly one InputState.
Also added util/TriBool that has states {true, false, Dontcare}.

  • Property svn:eol-style set to native
File size: 8.8 KB
Line 
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 _InputManager_H__
30#define _InputManager_H__
31
32#include "InputPrereqs.h"
33
34#include <map>
35#include <set>
36#include <string>
37#include <vector>
38
39#include "util/Singleton.h"
40#include "util/TriBool.h"
41#include "core/WindowEventListener.h"
42#include "InputState.h"
43
44// tolua_begin
45namespace orxonox
46{
47    /**
48    @brief
49        Manages the input devices (mouse, keyboard, joy sticks) and the input states.
50
51        Every input device has its own wrapper class which does the actually input event
52        distribution. The InputManager only creates reloads (on request) those devices.
53
54        The other functionality concerns handling InputStates. They act as a layer
55        between InputHandlers (like the KeyBinder or the GUIManager) and InputDevices.
56        InputStates are memory managed by the IputManager. You cannot create or destroy
57        them on your own. Therefore all states get destroyed with the InputManager d'tor.
58    @note
59        - The actual lists containing all the InputStates for a specific device are stored
60          in the InputDevices themselves.
61        - The devices_ vector always has at least two elements: Keyboard (first) and mouse.
62          You best access them internally with InputDeviceEnumerator::Keyboard/Mouse
63          The first joy stick is accessed with InputDeviceEnumerator::FirstJoyStick.
64        - Keyboard construction is mandatory , mouse and joy sticks are not.
65          If the OIS::InputManager or the Keyboard fail, an exception is thrown.
66    */
67    class _CoreExport InputManager
68// tolua_end
69        : public Singleton<InputManager>, public WindowEventListener
70    { // tolua_export
71        friend class Singleton<InputManager>;
72    public:
73        //! Represents internal states of the InputManager.
74        enum State
75        {
76            Nothing       = 0x00,
77            Bad           = 0x02,
78            Ticking       = 0x04,
79            Calibrating   = 0x08,
80            ReloadRequest = 0x10,
81        };
82
83        /**
84        @brief
85            Loads the devices and initialises the KeyDetector and the Calibrator.
86
87            If either the OIS input system and/or the keyboard could not be created,
88            the constructor fails with an std::exception.
89        */
90        InputManager();
91        //! Destroys all devices AND all input states!
92        ~InputManager();
93        void setConfigValues();
94
95        /**
96        @brief
97            Updates the devices (which distribute the input events) and the input states.
98
99            Any InpuStates changes (destroy, enter, leave) and happens here. If a reload request
100            was submitted while updating, the request will be postponed until the next update call.
101        */
102        void preUpdate(const Clock& time);
103        //! Clears all input device buffers. This usually only includes the pressed button list.
104        void clearBuffers();
105        //! Starts joy stick calibration.
106        void calibrate();
107        /**
108        @brief
109            Reloads all the input devices. Use this method to initialise new joy sticks.
110        @note
111            Only reloads immediately if the call stack doesn't include the preUpdate() method.
112        */
113        void reload();
114
115        //-------------------------------
116        // Input States
117        //-------------------------------
118        /**
119        @brief
120            Creates a new InputState that gets managed by the InputManager.
121        @remarks
122            The InputManager will take care of the state completely. That also
123            means it gets deleted when the InputManager is destroyed!
124        @param name
125            Unique name of the InputState when referenced as string
126        @param priority
127            Priority matters when multiple states are active. You can specify any
128            number, but 1 - 99 is preferred (99 means high priority).
129        */
130        InputState* createInputState(const std::string& name, bool bAlwaysGetsInput = false, bool bTransparent = false, InputStatePriority priority = InputStatePriority::Dynamic);
131        /**
132        @brief
133            Returns a pointer to a InputState referenced by name.
134        @return
135            Returns NULL if state was not found.
136        */
137        InputState* getState(const std::string& name);
138        /**
139        @brief
140            Activates a specific input state.
141            It might not actually be activated if the priority is too low!
142        @return
143            False if name was not found, true otherwise.
144        */
145        bool enterState(const std::string& name); // tolua_export
146        /**
147        @brief
148            Deactivates a specific input state.
149        @return
150            False if name was not found, true otherwise.
151        */
152        bool leaveState(const std::string& name); // tolua_export
153        /**
154        @brief
155            Removes and destroys an input state.
156        @return
157            True if removal was successful, false if name was not found.
158        @remarks
159            - You can't remove the internal states "empty", "calibrator" and "detector".
160            - The removal process is being postponed if InputManager::preUpdate() is currently running.
161        */
162        bool destroyState(const std::string& name); // tolua_export
163
164        //-------------------------------
165        // Various getters and setters
166        //-------------------------------
167        //! Returns the number of joy stick that have been created since the c'tor or last call to reload().
168        unsigned int getJoyStickQuantity() const
169            { return devices_.size() - InputDeviceEnumerator::FirstJoyStick; }
170        //! Returns a pointer to the OIS InputManager. Only you if you know what you're doing!
171        OIS::InputManager* getOISInputManager() { return this->oisInputManager_; }
172        std::pair<int, int> getMousePosition() const;
173
174        static InputManager& getInstance() { return Singleton<InputManager>::getInstance(); } // tolua_export
175
176    private: // functions
177        // don't mess with a Singleton
178        InputManager(const InputManager&);
179
180        // Internal methods
181        void loadDevices();
182        void loadMouse();
183        void loadJoySticks();
184        void destroyDevices();
185
186        void stopCalibration();
187        void reloadInternal();
188
189        void destroyStateInternal(InputState* state);
190        void updateActiveStates();
191
192        // From WindowEventListener
193        void windowFocusChanged();
194
195    private: // variables
196        State                               internalState_;        //!< Current internal state
197        OIS::InputManager*                  oisInputManager_;      //!< OIS input manager
198        std::vector<InputDevice*>           devices_;              //!< List of all input devices (keyboard, mouse, joy sticks)
199        TriBool::Value                      exclusiveMouse_;       //!< Currently applied mouse mode
200
201        // some internally handled states and handlers
202        InputState*                         emptyState_;           //!< Lowest priority states (makes handling easier)
203        //! InputBuffer that reacts to the Enter key when calibrating the joy sticks
204        InputBuffer*                        calibratorCallbackHandler_;
205
206        std::map<std::string, InputState*>  statesByName_;         //!< Contains all the created input states by name
207        std::map<int, InputState*>          activeStates_;         //!< Contains all active input states by priority (std::map is sorted!)
208        std::vector<InputState*>            activeStatesTicked_;   //!< Like activeStates_, but only contains the ones that currently receive events
209
210        std::set<InputState*>               stateEnterRequests_;   //!< Requests to enter a new state
211        std::set<InputState*>               stateLeaveRequests_;   //!< Requests to leave a running state
212        std::set<InputState*>               stateDestroyRequests_; //!< Requests to destroy a state
213
214        static InputManager*                singletonPtr_s;        //!< Pointer reference to the singleton
215    }; // tolua_export
216} // tolua_export
217
218#endif /* _InputManager_H__ */
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