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 _InputManager_H__ |
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30 | #define _InputManager_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 <map> |
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35 | #include <set> |
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36 | #include <string> |
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37 | #include <vector> |
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38 | |
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39 | #include "core/WindowEventListener.h" |
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40 | #include "InputState.h" |
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41 | |
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42 | namespace orxonox |
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43 | { |
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44 | /** |
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45 | @brief |
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46 | Manages the input devices (mouse, keyboard, joy sticks) and the input states. |
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47 | |
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48 | Every input device has its own wrapper class which does the actualy input event |
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49 | distribution. The InputManager only creates reloads (on request) those devices. |
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50 | |
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51 | The other functionality concerns handling InputStates. They act as a layer |
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52 | between InputHandlers (like the KeyBinder or the GUIManager) and InputDevices. |
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53 | InputStates are memory managed by the IputManager. You cannot create or destroy |
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54 | them on your own. Therefore all states get destroyed with the InputManager d'tor. |
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55 | @note |
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56 | - The actual lists containing all the InputStates for a specific device are stored |
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57 | in the InputDevices themselves. |
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58 | - The devices_ vector always has at least two elements: Keyboard (first) and mouse. |
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59 | You best access them intenally with InputDeviceEnumerator::Keyboard/Mouse |
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60 | The first joy stick is accessed with InputDeviceEnumerator::FirstJoyStick. |
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61 | - Keyboard construction is mandatory , mouse and joy sticks are not. |
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62 | If the OIS::InputManager or the Keyboard fail, an exception is thrown. |
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63 | */ |
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64 | class _CoreExport InputManager : public WindowEventListener |
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65 | { |
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66 | public: |
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67 | //! Represents internal states of the InputManager. |
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68 | enum State |
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69 | { |
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70 | Nothing = 0x00, |
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71 | Bad = 0x02, |
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72 | Ticking = 0x04, |
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73 | Calibrating = 0x08, |
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74 | ReloadRequest = 0x10, |
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75 | }; |
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76 | |
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77 | /** |
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78 | @brief |
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79 | Loads the devices and initialises the KeyDetector and the Calibrator. |
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80 | |
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81 | If either the OIS input system and/or the keyboard could not be created, |
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82 | the constructor fails with an std::exception. |
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83 | */ |
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84 | InputManager(size_t windowHnd); |
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85 | //! Destroys all devices AND all input states! |
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86 | ~InputManager(); |
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87 | void setConfigValues(); |
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88 | |
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89 | /** |
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90 | @brief |
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91 | Updates the devices (which distribute the input events) and the input states. |
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92 | |
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93 | Any InpuStates changes (destroy, enter, leave) and happens here. If a reload request |
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94 | was submitted while updating, the request wil be postponed until the next update call. |
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95 | */ |
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96 | void update(const Clock& time); |
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97 | //! Clears all input device buffers. This usually only includes the pressed button list. |
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98 | void clearBuffers(); |
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99 | //! Starts joy stick calibration. |
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100 | void calibrate(); |
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101 | /** |
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102 | @brief |
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103 | Reloads all the input devices. Use this method to initialise new joy sticks. |
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104 | @note |
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105 | Only reloads immediately if the call stack doesn't include the update() method. |
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106 | */ |
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107 | void reload(); |
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108 | |
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109 | //------------------------------- |
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110 | // Input States |
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111 | //------------------------------- |
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112 | /** |
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113 | @brief |
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114 | Creates a new InputState that gets managed by the InputManager. |
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115 | @remarks |
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116 | The InputManager will take care of the state completely. That also |
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117 | means it gets deleted when the InputManager is destroyed! |
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118 | @param name |
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119 | Unique name of the InputState when referenced as string |
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120 | @param priority |
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121 | Priority matters when multiple states are active. You can specify any |
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122 | number, but 1 - 99 is preferred (99 means high priority). |
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123 | */ |
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124 | InputState* createInputState(const std::string& name, bool bAlwaysGetsInput = false, bool bTransparent = false, InputStatePriority priority = InputStatePriority::Dynamic); |
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125 | /** |
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126 | @brief |
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127 | Returns a pointer to a InputState referenced by name. |
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128 | @return |
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129 | Returns NULL if state was not found. |
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130 | */ |
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131 | InputState* getState(const std::string& name); |
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132 | /** |
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133 | @brief |
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134 | Activates a specific input state. |
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135 | It might not be actually activated if the priority is too low! |
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136 | @return |
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137 | False if name was not found, true otherwise. |
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138 | */ |
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139 | bool enterState(const std::string& name); |
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140 | /** |
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141 | @brief |
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142 | Deactivates a specific input state. |
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143 | @return |
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144 | False if name was not found, true otherwise. |
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145 | */ |
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146 | bool leaveState(const std::string& name); |
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147 | /** |
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148 | @brief |
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149 | Removes and destroys an input state. |
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150 | @return |
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151 | True if removal was successful, false if name was not found. |
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152 | @remarks |
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153 | - You can't remove the internal states "empty", "calibrator" and "detector". |
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154 | - The removal process is being postponed if InputManager::update() is currently running. |
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155 | */ |
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156 | bool destroyState(const std::string& name); |
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157 | |
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158 | //------------------------------- |
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159 | // Various getters and setters |
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160 | //------------------------------- |
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161 | //! Sets the the name of the command used by the KeyDetector as callback. |
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162 | void setKeyDetectorCallback(const std::string& command); |
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163 | //! Returns the number of joy stick that have been created since the c'tor or last call to reload(). |
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164 | unsigned int getJoyStickQuantity() const |
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165 | { return devices_.size() - InputDeviceEnumerator::FirstJoyStick; } |
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166 | //! Returns a pointer to the OIS InputManager. Only you if you know what you're doing! |
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167 | OIS::InputManager* getOISInputManager() |
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168 | { return this->oisInputManager_; } |
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169 | |
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170 | //! Returns a reference to the singleton instance |
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171 | static InputManager& getInstance() { assert(singletonRef_s); return *singletonRef_s; } |
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172 | |
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173 | private: // functions |
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174 | // don't mess with a Singleton |
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175 | InputManager(const InputManager&); |
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176 | |
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177 | // Intenal methods |
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178 | void loadDevices(size_t windowHnd); |
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179 | void loadMouse(); |
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180 | void loadJoySticks(); |
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181 | void destroyDevices(); |
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182 | |
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183 | void stopCalibration(); |
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184 | void reloadInternal(); |
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185 | |
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186 | void destroyStateInternal(InputState* state); |
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187 | void updateActiveStates(); |
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188 | |
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189 | // From WindowEventListener |
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190 | void windowFocusChanged(); |
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191 | |
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192 | private: // variables |
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193 | State internalState_; //!< Current internal state |
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194 | OIS::InputManager* oisInputManager_; //!< OIS input manager |
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195 | std::vector<InputDevice*> devices_; //!< List of all input devices (keyboard, mouse, joy sticks) |
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196 | // TODO: Get this from the GraphicsManager during reload |
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197 | size_t windowHnd_; //!< Render window handle (used to reload the InputManager) |
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198 | |
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199 | // some internally handled states and handlers |
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200 | InputState* emptyState_; //!< Lowest priority states (makes handling easier) |
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201 | KeyDetector* keyDetector_; //!< KeyDetector instance |
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202 | //! InputBuffer that reacts to the Enter key when calibrating the joy sticks |
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203 | InputBuffer* calibratorCallbackHandler_; |
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204 | |
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205 | std::map<std::string, InputState*> statesByName_; //!< Contains all the created input states by name |
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206 | std::map<int, InputState*> activeStates_; //!< Contains all active input states by priority (std::map is sorted!) |
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207 | std::vector<InputState*> activeStatesTicked_; //!< Like activeStates_, but only contains the ones that currently receive events |
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208 | |
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209 | std::set<InputState*> stateEnterRequests_; //!< Requests to enter a new state |
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210 | std::set<InputState*> stateLeaveRequests_; //!< Requests to leave a running state |
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211 | std::set<InputState*> stateDestroyRequests_; //!< Requests to destroy a state |
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212 | |
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213 | static InputManager* singletonRef_s; //!< Pointer reference to the singleton |
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214 | }; |
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215 | } |
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216 | |
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217 | #endif /* _InputManager_H__ */ |
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