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source: code/branches/wiimote/src/libraries/core/input/InputManager.h @ 10179

Last change on this file since 10179 was 9723, checked in by georgr, 11 years ago

New way to output insulting messages \o/

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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 _InputManager_H__
30#define _InputManager_H__
31
32#include "InputPrereqs.h"
33
34#include <map>
35#include <string>
36#include <vector>
37#include <boost/function.hpp>
38
39
40#include "util/Singleton.h"
41#include "util/tribool.h"
42#include "core/WindowEventListener.h"
43
44
45
46// tolua_begin
47namespace orxonox
48{
49    /**
50    @brief
51        Manages the input devices (mouse, keyboard, joy sticks) and the input states.
52
53        Every input device has its own wrapper class which does the actually input event
54        distribution. The InputManager only creates reloads (on request) those devices.
55
56        The other functionality concerns handling InputStates. They act as a layer
57        between InputHandlers (like the KeyBinder or the GUIManager) and InputDevices.
58        InputStates are memory managed by the IputManager. You cannot create or destroy
59        them on your own. Therefore all states get destroyed with the InputManager d'tor.
60    @note
61        - The actual lists containing all the InputStates for a specific device are stored
62          in the InputDevices themselves.
63        - The devices_ vector always has at least two elements: Keyboard (first) and mouse.
64          You best access them internally with InputDeviceEnumerator::Keyboard/Mouse
65          The first joy stick is accessed with InputDeviceEnumerator::FirstJoyStick.
66        - Keyboard construction is mandatory , mouse and joy sticks are not.
67          If the OIS::InputManager or the Keyboard fail, an exception is thrown.
68    */
69    class _CoreExport InputManager
70// tolua_end
71        : public Singleton<InputManager>, public WindowEventListener
72    { // tolua_export
73        friend class Singleton<InputManager>;
74    public:
75        //! Represents internal states of the InputManager.
76        enum State
77        {
78            Nothing       = 0x00,
79            Bad           = 0x02,
80            Calibrating   = 0x04,
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 bAlwaysGetsInput
127            InputState always gets the input when activated
128        @param bTransparent
129            InputState will not prevent underlaying state from receiving input
130        @param priority
131            Priority matters when multiple states are active. You can specify any
132            number, but 1 - 99 is preferred (99 means high priority).
133        */
134        InputState* createInputState(const std::string& name, bool bAlwaysGetsInput = false, bool bTransparent = false, InputStatePriority priority = InputStatePriority::Dynamic);
135        /**
136        @brief
137            Returns a pointer to a InputState referenced by name.
138        @return
139            Returns NULL if state was not found.
140        */
141        InputState* getState(const std::string& name);
142        /**
143        @brief
144            Activates a specific input state.
145            It might not actually be activated if the priority is too low!
146        @return
147            False if name was not found, true otherwise.
148        */
149        bool enterState(const std::string& name); // tolua_export
150        /**
151        @brief
152            Deactivates a specific input state.
153        @return
154            False if name was not found, true otherwise.
155        */
156        bool leaveState(const std::string& name); // tolua_export
157        /**
158        @brief
159            Removes and destroys an input state.
160        @return
161            True if removal was successful, false if name was not found.
162        @remarks
163            - You can't remove the internal states "empty", "calibrator" and "detector".
164            - The removal process is being postponed if InputManager::preUpdate() is currently running.
165        */
166        bool destroyState(const std::string& name); // tolua_export
167        /**
168        @brief
169            Changes the mouse mode of an input state.
170        @return
171            True if the call was successful, fals if the name was not found
172        */
173        bool setMouseExclusive(const std::string& name, tribool value); // tolua_export
174
175        //-------------------------------
176        // Various getters and setters
177        //-------------------------------
178        //! Returns the number of joy stick that have been created since the c'tor or last call to reload().
179        unsigned int getJoyStickQuantity() const
180            { return devices_.size() - InputDeviceEnumerator::FirstJoyStick; }
181        //! Returns a pointer to the OIS InputManager. Only you if you know what you're doing!
182        OIS::InputManager* getOISInputManager() { return this->oisInputManager_; }
183        //! Returns the position of the cursor as std::pair of ints
184        std::pair<int, int> getMousePosition() const;
185        //! Tells whether the mouse is used exclusively to the game
186        bool isMouseExclusive() const { return this->exclusiveMouse_; } // tolua_export
187
188        //-------------------------------
189        // Function call caching
190        //-------------------------------
191        void pushCall(const boost::function<void ()>& function)
192            { this->callBuffer_.push_back(function); }
193
194        static InputManager& getInstance() { return Singleton<InputManager>::getInstance(); } // tolua_export
195
196    private: // functions
197        // don't mess with a Singleton
198        InputManager(const InputManager&);
199
200        // Internal methods
201        void loadDevices();
202        void loadWiiMote();
203        void loadMouse();
204        void loadJoySticks();
205        void destroyDevices();
206
207        void stopCalibration();
208        void reloadInternal();
209
210        void destroyStateInternal(InputState* state);
211        void updateActiveStates();
212
213        // From WindowEventListener
214        void windowFocusChanged(bool bFocus);
215
216    private: // variables
217        State                               internalState_;        //!< Current internal state
218        OIS::InputManager*                  oisInputManager_;      //!< OIS input manager
219        std::vector<InputDevice*>           devices_;              //!< List of all input devices (keyboard, mouse, joy sticks)
220        bool                                exclusiveMouse_;       //!< Currently applied mouse mode
221
222        // some internally handled states and handlers
223        InputState*                         emptyState_;           //!< Lowest priority states (makes handling easier)
224        //! InputBuffer that reacts to the Enter key when calibrating the joy sticks
225        InputBuffer*                        calibratorCallbackHandler_;
226
227        std::map<std::string, InputState*>  statesByName_;         //!< Contains all the created input states by name
228        std::map<int, InputState*>          activeStates_;         //!< Contains all active input states by priority (std::map is sorted!)
229        std::vector<InputState*>            activeStatesTicked_;   //!< Like activeStates_, but only contains the ones that currently receive events
230
231        std::vector<boost::function<void ()> > callBuffer_;        //!< Caches all calls from InputStates to be executed afterwards (see preUpdate)
232
233        static InputManager*                singletonPtr_s;        //!< Pointer reference to the singleton
234    }; // tolua_export
235} // tolua_export
236
237#endif /* _InputManager_H__ */
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