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source: code/branches/particles2/src/libraries/core/input/KeyBinderManager.h @ 6372

Last change on this file since 6372 was 5929, checked in by rgrieder, 15 years ago

Merged core5 branch back to the trunk.
Key features include clean level unloading and an extended XML event system.

Two important notes:
Delete your keybindings.ini files! * or you will still get parser errors when loading the key bindings.
Delete build_dir/lib/modules/libgamestates.module! * or orxonox won't start.
Best thing to do is to delete the build folder ;)

  • Property svn:eol-style set to native
File size: 5.0 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 _KeyBinderManager_H__
30#define _KeyBinderManager_H__
31
32#include "InputPrereqs.h"
33
34#include <map>
35#include <string>
36#include "util/Singleton.h"
37#include "core/OrxonoxClass.h"
38
39namespace orxonox
40{
41    /**
42    @brief
43        Handles the KeyBinders and supplies them throughout the game.
44
45        This interface merely serves to provide a static "keybind" command that always
46        maps to the currently active KeyBinder. You can set that with setCurrent().
47        There is also a default one, retrieved with getDefault(). The idea is that
48        mostly the default KeyBinder is active except for special situtations (mini-game for inst).
49    @remarks
50        You are not forced to use the KeyBinder imposed by getCurrent(). But be aware that "keybind"
51        will not work as expected!
52    */
53    class _CoreExport KeyBinderManager : public Singleton<KeyBinderManager>, public OrxonoxClass
54    {
55        friend class Singleton<KeyBinderManager>;
56    public:
57        KeyBinderManager();
58        ~KeyBinderManager();
59        void setConfigValues();
60
61        //! Returns the currently selected KeyBinder
62        KeyBinder*    getCurrent()
63            { return this->currentBinder_; }
64        //! Like getCurrent(), but returns it as InputHandler* (so you don't have to include KeyBinder.h)
65        InputHandler* getCurrentAsHandler();
66        //! Selects the current KeyBinder and creates it if not yet loaded.
67        void setCurrent(const std::string& filename);
68
69        //! Returns the default KeyBinder
70        KeyBinder*    getDefault()
71            { return binders_[this->defaultFilename_]; }
72        //! Returns the default KeyBinder as InputHandler* (so you don't have to include KeyBinder.h)
73        InputHandler* getDefaultAsHandler();
74        //! Returns the filename of the default key bindings
75        const std::string& getDefaultFilename()
76            { return defaultFilename_; }
77        //! Selects the default KeyBinder as current one
78        void setToDefault()
79            { this->setCurrent(this->defaultFilename_); }
80
81        //! Returns a pointer to a KeyBinder (creates it if not yet loaded)
82        KeyBinder*    get(const std::string& name);
83        //! Like get() but return value is of type InputHandler* (so you don't have to include KeyBinder.h)
84        InputHandler* getAsHandler(const std::string& name);
85
86        //! Loads a KeyBinder by creating it (no different from get() except for the return value)
87        void load  (const std::string& filename);
88        //! Destroys a KeyBinder completely (does nothing if not yet loaded)
89        void unload(const std::string& filename);
90
91        //! Bind 'command' to any key pressed after this call (use with care!)
92        inline void keybind(const std::string& command)
93            { this->keybindInternal(command, false); }
94        //! Bind 'command' to any key pressed after this call (use with care!), but temporarily (no file save)
95        inline void tkeybind(const std::string& command)
96            { this->keybindInternal(command, true); }
97
98    private:
99        KeyBinderManager(const KeyBinderManager&);
100        void keybindInternal(const std::string& command, bool bTemporary);
101        void callback(const std::string& keyName);
102        void defaultFilenameChanged();
103
104        // KeyBinder management
105        KeyBinder* currentBinder_;                   //! Currently selected KeyBinder (never NULL!)
106        std::map<std::string, KeyBinder*> binders_;  //! All loaded KeyBinders
107        bool bDefaultFileLoaded_;                    //! Tells whether the default one is loaded
108        std::string defaultFilename_;                //! Name of the file with the default key bindings
109
110        // keybind command related
111        Functor* callbackFunction_;                  //! Function to be called when key was pressed after "keybind" command
112        bool bBinding_;                              //! Tells whether a key binding process is active
113        bool bTemporary_;                            //! Stores tkeybind/keybind value
114        std::string command_;                        //! Stores the command received by (t)keybind
115
116        static KeyBinderManager* singletonPtr_s;
117    };
118}
119
120#endif /* _KeyBinderManager_H__ */
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