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source: code/branches/kicklib2/src/libraries/core/input/InputManager.h @ 8336

Last change on this file since 8336 was 8079, checked in by landauf, 14 years ago

merged usability branch back to trunk

incomplete summary of the changes in this branch:

  • enhanced keyboard navigation in GUIs
  • implemented new graphics menu and changeable window size at runtime
  • added developer mode
  • HUD shows if game is paused, game pauses if ingame menu is opened
  • removed a few obsolete commands and hid some that are more for internal use
  • numpad works in console and gui
  • faster loading of level info
  • enhanced usage of compositors (Shader class)
  • improved camera handling, configurable FOV and aspect ratio
  • Property svn:eol-style set to native
File size: 9.5 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#include <boost/function.hpp>
39
40#include "util/Singleton.h"
41#include "util/TriBool.h"
42#include "core/WindowEventListener.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            Calibrating   = 0x04,
79        };
80
81        /**
82        @brief
83            Loads the devices and initialises the KeyDetector and the Calibrator.
84
85            If either the OIS input system and/or the keyboard could not be created,
86            the constructor fails with an std::exception.
87        */
88        InputManager();
89        //! Destroys all devices AND all input states!
90        ~InputManager();
91        void setConfigValues();
92
93        /**
94        @brief
95            Updates the devices (which distribute the input events) and the input states.
96
97            Any InpuStates changes (destroy, enter, leave) and happens here. If a reload request
98            was submitted while updating, the request will be postponed until the next update call.
99        */
100        void preUpdate(const Clock& time);
101        //! Clears all input device buffers. This usually only includes the pressed button list.
102        void clearBuffers();
103        //! Starts joy stick calibration.
104        void calibrate();
105        /**
106        @brief
107            Reloads all the input devices. Use this method to initialise new joy sticks.
108        @note
109            Only reloads immediately if the call stack doesn't include the preUpdate() method.
110        */
111        void reload();
112
113        //-------------------------------
114        // Input States
115        //-------------------------------
116        /**
117        @brief
118            Creates a new InputState that gets managed by the InputManager.
119        @remarks
120            The InputManager will take care of the state completely. That also
121            means it gets deleted when the InputManager is destroyed!
122        @param name
123            Unique name of the InputState when referenced as string
124        @param bAlwaysGetsInput
125            InputState always gets the input when activated
126        @param bTransparent
127            InputState will not prevent underlaying state from receiving input
128        @param priority
129            Priority matters when multiple states are active. You can specify any
130            number, but 1 - 99 is preferred (99 means high priority).
131        */
132        InputState* createInputState(const std::string& name, bool bAlwaysGetsInput = false, bool bTransparent = false, InputStatePriority priority = InputStatePriority::Dynamic);
133        /**
134        @brief
135            Returns a pointer to a InputState referenced by name.
136        @return
137            Returns NULL if state was not found.
138        */
139        InputState* getState(const std::string& name);
140        /**
141        @brief
142            Activates a specific input state.
143            It might not actually be activated if the priority is too low!
144        @return
145            False if name was not found, true otherwise.
146        */
147        bool enterState(const std::string& name); // tolua_export
148        /**
149        @brief
150            Deactivates a specific input state.
151        @return
152            False if name was not found, true otherwise.
153        */
154        bool leaveState(const std::string& name); // tolua_export
155        /**
156        @brief
157            Removes and destroys an input state.
158        @return
159            True if removal was successful, false if name was not found.
160        @remarks
161            - You can't remove the internal states "empty", "calibrator" and "detector".
162            - The removal process is being postponed if InputManager::preUpdate() is currently running.
163        */
164        bool destroyState(const std::string& name); // tolua_export
165        /**
166        @brief
167            Changes the mouse mode of an input state.
168        @return
169            True if the call was successful, fals if the name was not found
170        */
171        bool setMouseExclusive(const std::string& name, TriBool::Value value); // tolua_export
172
173        //-------------------------------
174        // Various getters and setters
175        //-------------------------------
176        //! Returns the number of joy stick that have been created since the c'tor or last call to reload().
177        unsigned int getJoyStickQuantity() const
178            { return devices_.size() - InputDeviceEnumerator::FirstJoyStick; }
179        //! Returns a pointer to the OIS InputManager. Only you if you know what you're doing!
180        OIS::InputManager* getOISInputManager() { return this->oisInputManager_; }
181        //! Returns the position of the cursor as std::pair of ints
182        std::pair<int, int> getMousePosition() const;
183        //! Tells whether the mouse is used exclusively to the game
184        bool isMouseExclusive() const { return this->exclusiveMouse_; } // tolua_export
185
186        //-------------------------------
187        // Function call caching
188        //-------------------------------
189        void pushCall(const boost::function<void ()>& function)
190            { this->callBuffer_.push_back(function); }
191
192        static InputManager& getInstance() { return Singleton<InputManager>::getInstance(); } // tolua_export
193
194    private: // functions
195        // don't mess with a Singleton
196        InputManager(const InputManager&);
197
198        // Internal methods
199        void loadDevices();
200        void loadMouse();
201        void loadJoySticks();
202        void destroyDevices();
203
204        void stopCalibration();
205        void reloadInternal();
206
207        void destroyStateInternal(InputState* state);
208        void updateActiveStates();
209
210        // From WindowEventListener
211        void windowFocusChanged(bool bFocus);
212
213    private: // variables
214        State                               internalState_;        //!< Current internal state
215        OIS::InputManager*                  oisInputManager_;      //!< OIS input manager
216        std::vector<InputDevice*>           devices_;              //!< List of all input devices (keyboard, mouse, joy sticks)
217        TriBool::Value                      exclusiveMouse_;       //!< Currently applied mouse mode
218
219        // some internally handled states and handlers
220        InputState*                         emptyState_;           //!< Lowest priority states (makes handling easier)
221        //! InputBuffer that reacts to the Enter key when calibrating the joy sticks
222        InputBuffer*                        calibratorCallbackHandler_;
223
224        std::map<std::string, InputState*>  statesByName_;         //!< Contains all the created input states by name
225        std::map<int, InputState*>          activeStates_;         //!< Contains all active input states by priority (std::map is sorted!)
226        std::vector<InputState*>            activeStatesTicked_;   //!< Like activeStates_, but only contains the ones that currently receive events
227
228        std::vector<boost::function<void ()> > callBuffer_;        //!< Caches all calls from InputStates to be executed afterwards (see preUpdate)
229
230        static InputManager*                singletonPtr_s;        //!< Pointer reference to the singleton
231    }; // tolua_export
232} // tolua_export
233
234#endif /* _InputManager_H__ */
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