1 | /* |
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2 | * ORXONOX - the hottest 3D action shooter ever to exist |
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3 | * > www.orxonox.net < |
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4 | * |
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5 | * |
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6 | * License notice: |
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7 | * |
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8 | * This program is free software; you can redistribute it and/or |
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9 | * modify it under the terms of the GNU General Public License |
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10 | * as published by the Free Software Foundation; either version 2 |
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11 | * of the License, or (at your option) any later version. |
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12 | * |
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13 | * This program is distributed in the hope that it will be useful, |
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14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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16 | * GNU General Public License for more details. |
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17 | * |
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18 | * You should have received a copy of the GNU General Public License |
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19 | * along with this program; if not, write to the Free Software |
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20 | * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. |
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21 | * |
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22 | * Author: |
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23 | * Reto Grieder |
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24 | * Co-authors: |
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25 | * ... |
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26 | * |
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27 | */ |
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28 | |
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29 | #ifndef _InputState_H__ |
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30 | #define _InputState_H__ |
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31 | |
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32 | #include "InputPrereqs.h" |
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33 | |
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34 | #include <cassert> |
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35 | #include <string> |
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36 | #include <vector> |
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37 | |
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38 | #include "util/OrxEnum.h" |
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39 | #include "InputHandler.h" |
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40 | #include "JoyStickQuantityListener.h" |
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41 | |
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42 | namespace orxonox |
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43 | { |
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44 | //! Enumeration wrapper for input state priorities |
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45 | struct InputStatePriority : OrxEnum<InputStatePriority> |
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46 | { |
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47 | OrxEnumConstructors(InputStatePriority); |
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48 | |
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49 | static const int Empty = -1; |
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50 | static const int Dynamic = 0; |
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51 | |
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52 | static const int HighPriority = 1000; |
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53 | static const int Console = HighPriority + 0; |
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54 | static const int Calibrator = HighPriority + 1; |
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55 | static const int Detector = HighPriority + 2; |
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56 | }; |
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57 | |
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58 | /** |
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59 | @brief |
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60 | InputStates allow you to customise the input event targets at runtime. |
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61 | |
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62 | The general idea is a stack: Every activated InputState will be pushed on |
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63 | that stack and only the top one gets the input events. This is done for |
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64 | every device (keyboard, mouse, all joy sticks) separately to allow |
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65 | for intance keyboard input capturing for the console while you can still |
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66 | steer a ship with the mouse. |
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67 | There are two exceptions to this behaviour though: |
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68 | - If an InputState is created with the 'Transparent' parameter on, the |
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69 | state will not prevent input from getting to the state below it on the stack. |
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70 | This can be useful for instance if you need to deploy input to multiple |
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71 | handlers: Simply create two InputStates and make the high priority one transparent. |
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72 | - If an InputState is created with the 'AlwaysGetsInput' parameter on, then |
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73 | the state will always receive input as long as it is activated. |
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74 | - Note: If you mark an InputState with both parameters on, then it will |
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75 | not influence ony other InputState at all. |
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76 | |
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77 | @par Priorities |
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78 | Every InputState has a priority when on the stack, but mostly this |
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79 | priority is dynamic (InputStatePriority::Dynamic) which means that a state |
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80 | pushed onto the stack will simply have a higher priority than the top one. |
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81 | This behaviour really only applies to normal states that don't have |
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82 | a high priority (InputStatePriority::HighPriority). These 'special' ones |
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83 | are used for features like the KeyDetector or the console. Use with care! |
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84 | |
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85 | @par Exclusive/Non-Exclusive mouse Mode |
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86 | You can select a specific mouse mode that tells whether the application |
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87 | should have exclusive accessto it or not. |
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88 | When in non-exclusive mode, you can move the mouse out of the window |
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89 | like with any other normal window (only for windowed mode!). |
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90 | The setting is dictated by the topmost InputState that gets mouse events. |
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91 | */ |
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92 | class _CoreExport InputState : public JoyStickQuantityListener |
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93 | { |
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94 | friend class InputManager; |
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95 | |
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96 | //! Marks the index in the handler vector for the keyboard handler |
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97 | static const InputDeviceEnumerator::Value keyboardIndex_s = InputDeviceEnumerator::Keyboard; |
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98 | //! Marks the index in the handler vector for the mouse handler |
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99 | static const InputDeviceEnumerator::Value mouseIndex_s = InputDeviceEnumerator::Mouse; |
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100 | //! Marks the index in the handler vector for the first joy stick handler |
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101 | static const InputDeviceEnumerator::Value firstJoyStickIndex_s = InputDeviceEnumerator::FirstJoyStick; |
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102 | |
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103 | public: |
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104 | //! Sets the keyboard event handler (overwrites if there already was one!) |
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105 | void setKeyHandler (InputHandler* handler) |
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106 | { handlers_[keyboardIndex_s] = handler; bExpired_ = true; } |
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107 | //! Sets the mouse event handler (overwrites if there already was one!) |
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108 | void setMouseHandler (InputHandler* handler) |
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109 | { handlers_[mouseIndex_s] = handler; bExpired_ = true; } |
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110 | /** |
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111 | @brief |
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112 | Sets the joy stick event handler for one specific joy stick (overwrites if there already was one!) |
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113 | @return |
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114 | Returns false if the specified device was not found |
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115 | */ |
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116 | bool setJoyStickHandler(InputHandler* handler, unsigned int joyStick); |
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117 | //! Sets the joy stick event handler for all joy sticks (overwrites if there already was one!) |
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118 | void setJoyStickHandler(InputHandler* handler); |
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119 | //! Sets an InputHandler to be used for all devices |
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120 | void setHandler (InputHandler* handler); |
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121 | |
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122 | void setIsExclusiveMouse(bool value) { bExclusiveMouse_ = value; this->bExpired_ = true; } |
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123 | bool getIsExclusiveMouse() const { return bExclusiveMouse_; } |
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124 | |
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125 | //! Returns the name of the state (which is unique!) |
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126 | const std::string& getName() const { return name_; } |
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127 | //! Returns the priority of the state (which is unique if != 0) |
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128 | int getPriority() const { return priority_; } |
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129 | |
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130 | //! Tells whether there a handler installed for a specific device |
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131 | bool isInputDeviceEnabled(unsigned int device); |
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132 | |
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133 | //! Returns true if the handler situation has changed |
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134 | bool hasExpired() { return this->bExpired_; } |
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135 | //! Call this if you have applied the changes resulting from changed handlers |
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136 | void resetExpiration() { bExpired_ = false; } |
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137 | |
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138 | //! Updates one specific device handler with #device#Updated |
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139 | void update(float dt, unsigned int device); |
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140 | //! Updates all handlers with allDevicesUpdated |
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141 | void update(float dt); |
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142 | |
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143 | //! Generic function that distributes all 9 button events |
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144 | template <typename EventType, class Traits> |
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145 | void buttonEvent(unsigned int device, const typename Traits::ButtonTypeParam button); |
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146 | |
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147 | //! Event handler |
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148 | void mouseMoved(IntVector2 abs, IntVector2 rel, IntVector2 clippingSize); |
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149 | //! Event handler |
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150 | void mouseScrolled(int abs, int rel); |
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151 | //! Event handler |
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152 | void joyStickAxisMoved(unsigned int device, unsigned int axis, float value); |
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153 | |
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154 | // Functors |
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155 | //! Called when the state is being activated (even if it doesn't get any events afterwards!) |
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156 | void entered(); |
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157 | //! Called upon deactivation of the state |
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158 | void left(); |
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159 | //! Sets a functor to be called upon activation of the state |
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160 | void setEnterFunctor(Functor* functor) { this->enterFunctor_ = functor; } |
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161 | //! Sets a functor to be called upon deactivation of the state |
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162 | void setLeaveFunctor(Functor* functor) { this->leaveFunctor_ = functor; } |
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163 | |
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164 | private: |
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165 | InputState(const std::string& name, bool bAlwaysGetsInput, bool bTransparent, InputStatePriority priority); |
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166 | ~InputState() { } |
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167 | |
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168 | void JoyStickQuantityChanged(const std::vector<JoyStick*>& joyStickList); |
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169 | |
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170 | //! Sets the priority (only to be used by the InputManager!) |
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171 | void setPriority(int priority) { priority_ = priority; } |
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172 | |
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173 | const std::string name_; //!< Name of the state |
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174 | const bool bAlwaysGetsInput_; //!< See class declaration for explanation |
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175 | const bool bTransparent_; //!< See class declaration for explanation |
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176 | bool bExclusiveMouse_; //!< See class declaration for explanation |
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177 | int priority_; //!< Current priority (might change) |
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178 | bool bExpired_; //!< See hasExpired() |
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179 | std::vector<InputHandler*> handlers_; //!< Vector with all handlers where the index is the device ID |
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180 | //! Handler to be used for all joy sticks (needs to be saved in case another joy stick gets attached) |
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181 | InputHandler* joyStickHandlerAll_; |
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182 | Functor* enterFunctor_; //!< Functor to be executed on enter |
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183 | Functor* leaveFunctor_; //!< Functor to be executed on leave |
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184 | }; |
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185 | |
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186 | FORCEINLINE void InputState::update(float dt) |
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187 | { |
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188 | for (unsigned int i = 0; i < handlers_.size(); ++i) |
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189 | if (handlers_[i] != NULL) |
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190 | handlers_[i]->allDevicesUpdated(dt); |
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191 | } |
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192 | |
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193 | FORCEINLINE void InputState::update(float dt, unsigned int device) |
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194 | { |
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195 | switch (device) |
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196 | { |
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197 | case InputDeviceEnumerator::Keyboard: |
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198 | if (handlers_[keyboardIndex_s] != NULL) |
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199 | handlers_[keyboardIndex_s]->keyboardUpdated(dt); |
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200 | break; |
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201 | |
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202 | case InputDeviceEnumerator::Mouse: |
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203 | if (handlers_[mouseIndex_s] != NULL) |
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204 | handlers_[mouseIndex_s]->mouseUpdated(dt); |
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205 | break; |
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206 | |
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207 | default: // joy sticks |
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208 | if (handlers_[device] != NULL) |
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209 | handlers_[device]->joyStickUpdated(device - firstJoyStickIndex_s, dt); |
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210 | break; |
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211 | } |
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212 | } |
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213 | |
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214 | template <typename EventType, class Traits> |
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215 | FORCEINLINE void InputState::buttonEvent(unsigned int device, const typename Traits::ButtonTypeParam button) |
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216 | { |
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217 | assert(device < handlers_.size()); |
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218 | if (handlers_[device] != NULL) |
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219 | handlers_[device]->buttonEvent(device, button, EventType()); |
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220 | } |
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221 | |
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222 | FORCEINLINE void InputState::mouseMoved(IntVector2 abs, IntVector2 rel, IntVector2 clippingSize) |
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223 | { |
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224 | if (handlers_[mouseIndex_s] != NULL) |
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225 | handlers_[mouseIndex_s]->mouseMoved(abs, rel, clippingSize); |
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226 | } |
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227 | |
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228 | FORCEINLINE void InputState::mouseScrolled(int abs, int rel) |
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229 | { |
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230 | if (handlers_[mouseIndex_s] != NULL) |
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231 | handlers_[mouseIndex_s]->mouseScrolled(abs, rel); |
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232 | } |
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233 | |
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234 | FORCEINLINE void InputState::joyStickAxisMoved(unsigned int device, unsigned int axis, float value) |
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235 | { |
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236 | assert(device < handlers_.size()); |
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237 | if (handlers_[device] != NULL) |
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238 | handlers_[device]->axisMoved(device - firstJoyStickIndex_s, axis, value); |
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239 | } |
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240 | } |
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241 | |
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242 | #endif /* _InputState_H__ */ |
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