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source: code/trunk/src/core/InputManager.h @ 1100

Last change on this file since 1100 was 1084, checked in by rgrieder, 17 years ago
  • updated VC++ files for tolua
  • minor CMLs changes
File size: 3.3 KB
RevLine 
[918]1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
[1056]3 *                    > www.orxonox.net <
[918]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 */
[973]28
[918]29/**
30 @file
31 @brief Implementation of a little Input handler that distributes everything
32        coming from OIS.
33 */
[973]34
35#ifndef _InputManager_H__
36#define _InputManager_H__
37
[1062]38#include "CorePrereqs.h"
39
[973]40#include <OIS/OIS.h>
41
[1062]42#include "Tickable.h"
[973]43#include "InputEvent.h"
44
45namespace orxonox
46{
47  /**
48    @brief Designates the way input is handled currently.
49    IM_GUI:      All the OIS input events are passed to CEGUI
50    IM_KEYBOARD: Only keyboard input is captured and passed to the InputBuffer
51    IM_INGAME:   Normal game mode. Key bindings and mouse are active.
52  */
53  enum InputMode
54  {
55    IM_GUI      = 0,
56    IM_KEYBOARD = 1,
57    IM_INGAME   = 2,
[1022]58    IM_UNINIT   = 3,
[973]59  };
60
61  /**
62    @brief Captures and distributes mouse and keyboard input.
63    It resolves the key bindings to InputEvents which can be heard by
64    implementing the InputEventListener interface.
65  */
66  class _CoreExport InputManager
[1022]67        : public Tickable
[973]68  {
69  public:
70    bool initialise(size_t windowHnd, int windowWidth, int windowHeight);
[1035]71    void destroy();
[973]72    void tick(float dt);
73    void setWindowExtents(int width, int height);
[1022]74    InputMode getInputMode();
[973]75
[1066]76    // temporary hack
77    void feedInputBuffer(InputBuffer* buffer);
78
[973]79    // Temporary solutions. Will be removed soon!
80    OIS::Mouse    *getMouse()    { return this->mouse_   ; }
81    OIS::Keyboard *getKeyboard() { return this->keyboard_; }
82
[1035]83    static InputManager& getSingleton();
84    static InputManager* getSingletonPtr() { return &getSingleton(); }
[1084]85    static void setInputMode(int mode);
[973]86
87  private:
88    // don't mess with a Singleton
89    InputManager ();
90    InputManager (const InputManager&);
91    ~InputManager();
92
93    OIS::InputManager *inputSystem_;    //!< OIS input manager
94    OIS::Keyboard     *keyboard_;       //!< OIS mouse
95    OIS::Mouse        *mouse_;          //!< OIS keyboard
96
[1022]97    InputMode          currentMode_;    //!< Input mode currently used
98    InputMode          setMode_;        //!< Input mode that has been set lately
99    InputHandlerGUI   *handlerGUI_;     //!< Handles the input if in GUI mode
100    // FIXME: insert the InputBuffer once merged with core2
[1066]101    InputBuffer       *handlerBuffer_;  //!< Handles the input if in Buffer mode
[1022]102    InputHandlerGame  *handlerGame_;    //!< Handles the input if in Game mode
[973]103
104    //! Pointer to the instance of the singleton
[1035]105    //static InputManager *singletonRef_s;
[973]106  };
107}
108
109#endif /* _InputManager_H__ */
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