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source: code/branches/tetris/src/libraries/core/input/InputState.h @ 8474

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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#include <boost/function.hpp>
38#include <boost/bind.hpp>
39
40#include "util/TriBool.h"
41#include "InputHandler.h"
42#include "InputManager.h"
43#include "JoyStickQuantityListener.h"
44
45#define INPUT_STATE_PUSH_CALL(deviceIndex, functionName, ...) \
46    InputManager::getInstance().pushCall(boost::function<void ()>(boost::bind(&InputHandler::functionName, handlers_[deviceIndex], __VA_ARGS__)))
47
48namespace orxonox
49{
50    /**
51    @brief
52        InputStates allow you to customise the input event targets at runtime.
53
54        The general idea is a stack: Every activated InputState will be pushed on
55        that stack and only the top one gets the input events. This is done for
56        every device (keyboard, mouse, all joy sticks) separately to allow
57        for instance keyboard input capturing for the console while you can still
58        steer a ship with the mouse.
59        There are two exceptions to this behaviour though:
60        - If an InputState is created with the 'Transparent' parameter on, the
61          state will not prevent input from getting to the state below it on the stack.
62          This can be useful for instance if you need to deploy input to multiple
63          handlers: Simply create two InputStates and make the high priority one transparent.
64        - If an InputState is created with the 'AlwaysGetsInput' parameter on, then
65          the state will always receive input as long as it is activated.
66        - Note: If you mark an InputState with both parameters on, then it will
67          not influence only other InputState at all.
68
69    @par Priorities
70        Every InputState has a priority when on the stack, but mostly this
71        priority is dynamic (InputStatePriority::Dynamic) which means that a state
72        pushed onto the stack will simply have a higher priority than the top one.
73        This behaviour really only applies to normal states that don't have
74        a high priority (InputStatePriority::HighPriority). These 'special' ones
75        are used for features like the KeyDetector or the console. Use with care!
76
77    @par Exclusive/Non-Exclusive mouse Mode
78        You can select a specific mouse mode that tells whether the application
79        should have exclusive access to it or not.
80        When in non-exclusive mode, you can move the mouse out of the window
81        like with any other normal window (only for windowed mode!).
82        The setting is dictated by the topmost InputState that gets mouse events.
83    */
84    class _CoreExport InputState : public JoyStickQuantityListener
85    {
86        friend class InputManager;
87
88        //! Marks the index in the handler vector for the keyboard handler
89        static const InputDeviceEnumerator::Value keyboardIndex_s = InputDeviceEnumerator::Keyboard;
90        //! Marks the index in the handler vector for the mouse handler
91        static const InputDeviceEnumerator::Value mouseIndex_s = InputDeviceEnumerator::Mouse;
92        //! Marks the index in the handler vector for the first joy stick handler
93        static const InputDeviceEnumerator::Value firstJoyStickIndex_s = InputDeviceEnumerator::FirstJoyStick;
94
95    public:
96        //! Sets the keyboard event handler (overwrites if there already was one!)
97        void setKeyHandler     (InputHandler* handler)
98            { handlers_[keyboardIndex_s] = handler; bExpired_ = true; }
99        //! Sets the mouse event handler (overwrites if there already was one!)
100        void setMouseHandler   (InputHandler* handler)
101            { handlers_[mouseIndex_s]    = handler; bExpired_ = true; }
102        /**
103        @brief
104            Sets the joy stick event handler for one specific joy stick (overwrites if there already was one!)
105        @return
106            Returns false if the specified device was not found
107        */
108        bool setJoyStickHandler(InputHandler* handler, unsigned int joyStick);
109        //! Sets the joy stick event handler for all joy sticks (overwrites if there already was one!)
110        void setJoyStickHandler(InputHandler* handler);
111        //! Sets an InputHandler to be used for all devices
112        void setHandler        (InputHandler* handler);
113
114        void setMouseExclusive(TriBool::Value value) { exclusiveMouse_ = value; this->bExpired_ = true; }
115        TriBool::Value getMouseExclusive() const { return exclusiveMouse_; }
116
117        //! Returns the name of the state (which is unique!)
118        const std::string& getName() const { return name_; }
119        //! Returns the priority of the state (which is unique if != 0)
120        int getPriority()            const { return priority_; }
121
122        //! Tells whether there a handler installed for a specific device
123        bool isInputDeviceEnabled(unsigned int device);
124
125        //! Returns true if the handler situation has changed
126        bool hasExpired()      { return this->bExpired_; }
127        //! Call this if you have applied the changes resulting from changed handlers
128        void resetExpiration() { bExpired_ = false; }
129
130        //! Updates one specific device handler with deviceUpdated
131        void update(float dt, unsigned int device);
132        //! Updates all handlers with allDevicesUpdated
133        void update(float dt);
134
135        //! Generic function that distributes all 9 button events
136        template <typename EventType, class ButtonTypeParam>
137        void buttonEvent(unsigned int device, ButtonTypeParam button);
138
139        //! Event handler
140        void mouseMoved(IntVector2 abs, IntVector2 rel, IntVector2 clippingSize);
141        //! Event handler
142        void mouseScrolled(int abs, int rel);
143        //! Event handler
144        void joyStickAxisMoved(unsigned int device, unsigned int axis, float value);
145
146        // Functors
147        //! Called when the state is being activated (even if it doesn't get any events afterwards!)
148        void entered();
149        //! Called upon deactivation of the state
150        void left();
151        //! Sets a functor to be called upon activation of the state
152        void setEnterFunctor(const FunctorPtr& functor) { this->enterFunctor_ = functor; }
153        //! Sets a functor to be called upon deactivation of the state
154        void setLeaveFunctor(const FunctorPtr& functor) { this->leaveFunctor_ = functor; }
155
156    private:
157        InputState(const std::string& name, bool bAlwaysGetsInput, bool bTransparent, InputStatePriority priority);
158        ~InputState() { }
159
160        void JoyStickQuantityChanged(const std::vector<JoyStick*>& joyStickList);
161
162        //! Sets the priority (only to be used by the InputManager!)
163        void setPriority(int priority) { priority_ = priority; }
164
165        const std::string           name_;                  //!< Name of the state
166        const bool                  bAlwaysGetsInput_;      //!< See class declaration for explanation
167        const bool                  bTransparent_;          //!< See class declaration for explanation
168        TriBool::Value              exclusiveMouse_;        //!< See class declaration for explanation
169        int                         priority_;              //!< Current priority (might change)
170        bool                        bExpired_;              //!< See hasExpired()
171        std::vector<InputHandler*>  handlers_;              //!< Vector with all handlers where the index is the device ID
172        //! Handler to be used for all joy sticks (needs to be saved in case another joy stick gets attached)
173        InputHandler*               joyStickHandlerAll_;
174        FunctorPtr                  enterFunctor_;          //!< Functor to be executed on enter
175        FunctorPtr                  leaveFunctor_;          //!< Functor to be executed on leave
176    };
177
178    FORCEINLINE void InputState::update(float dt)
179    {
180        for (unsigned int i = 0; i < handlers_.size(); ++i)
181            if (handlers_[i] != NULL)
182                INPUT_STATE_PUSH_CALL(i, allDevicesUpdated, dt);
183    }
184
185    FORCEINLINE void InputState::update(float dt, unsigned int device)
186    {
187        switch (device)
188        {
189        case InputDeviceEnumerator::Keyboard:
190            if (handlers_[keyboardIndex_s] != NULL)
191                INPUT_STATE_PUSH_CALL(keyboardIndex_s, keyboardUpdated, dt);
192            break;
193
194        case InputDeviceEnumerator::Mouse:
195            if (handlers_[mouseIndex_s] != NULL)
196                INPUT_STATE_PUSH_CALL(mouseIndex_s, mouseUpdated, dt);
197            break;
198
199        default: // joy sticks
200            if (handlers_[device] != NULL)
201                INPUT_STATE_PUSH_CALL(device, joyStickUpdated, device - firstJoyStickIndex_s, dt);
202            break;
203        }
204    }
205
206    template <typename EventType, class ButtonTypeParam>
207    FORCEINLINE void InputState::buttonEvent(unsigned int device, ButtonTypeParam button)
208    {
209        assert(device < handlers_.size());
210        if (handlers_[device] != NULL)
211        {
212            // We have to store the function pointer to tell the compiler about its actual type because of overloading
213            void (InputHandler::*function)(unsigned int, ButtonTypeParam, EventType) = &InputHandler::buttonEvent<ButtonTypeParam>;
214            InputManager::getInstance().pushCall(boost::function<void ()>(boost::bind(function, handlers_[device], device, button, EventType())));
215        }
216    }
217
218    FORCEINLINE void InputState::mouseMoved(IntVector2 abs, IntVector2 rel, IntVector2 clippingSize)
219    {
220        if (handlers_[mouseIndex_s] != NULL)
221            INPUT_STATE_PUSH_CALL(mouseIndex_s, mouseMoved, abs, rel, clippingSize);
222    }
223
224    FORCEINLINE void InputState::mouseScrolled(int abs, int rel)
225    {
226        if (handlers_[mouseIndex_s] != NULL)
227            INPUT_STATE_PUSH_CALL(mouseIndex_s, mouseScrolled, abs, rel);
228    }
229
230    FORCEINLINE void InputState::joyStickAxisMoved(unsigned int device, unsigned int axis, float value)
231    {
232        assert(device < handlers_.size());
233        if (handlers_[device] != NULL)
234            INPUT_STATE_PUSH_CALL(device, axisMoved, device - firstJoyStickIndex_s, axis, value);
235    }
236}
237
238#endif /* _InputState_H__ */
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