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source: code/trunk/src/core/input/InputManager.h @ 3356

Last change on this file since 3356 was 3327, checked in by rgrieder, 15 years ago

Merged all remaining revisions from core4 back to the trunk.

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