[918] | 1 | /* |
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| 2 | * ORXONOX - the hottest 3D action shooter ever to exist |
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[1502] | 3 | * > www.orxonox.net < |
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[918] | 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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[973] | 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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[3327] | 32 | #include "InputPrereqs.h" |
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[1062] | 33 | |
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[1219] | 34 | #include <map> |
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[3196] | 35 | #include <string> |
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[1293] | 36 | #include <vector> |
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[11071] | 37 | #include <functional> |
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[3196] | 38 | |
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[3370] | 39 | #include "util/Singleton.h" |
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[8729] | 40 | #include "util/tribool.h" |
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[3327] | 41 | #include "core/WindowEventListener.h" |
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[973] | 42 | |
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[6417] | 43 | // tolua_begin |
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[973] | 44 | namespace orxonox |
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| 45 | { |
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[1755] | 46 | /** |
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| 47 | @brief |
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[3327] | 48 | Manages the input devices (mouse, keyboard, joy sticks) and the input states. |
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[1349] | 49 | |
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[6084] | 50 | Every input device has its own wrapper class which does the actually input event |
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[3327] | 51 | distribution. The InputManager only creates reloads (on request) those devices. |
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[973] | 52 | |
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[3327] | 53 | The other functionality concerns handling InputStates. They act as a layer |
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| 54 | between InputHandlers (like the KeyBinder or the GUIManager) and InputDevices. |
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| 55 | InputStates are memory managed by the IputManager. You cannot create or destroy |
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| 56 | them on your own. Therefore all states get destroyed with the InputManager d'tor. |
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| 57 | @note |
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| 58 | - The actual lists containing all the InputStates for a specific device are stored |
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| 59 | in the InputDevices themselves. |
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| 60 | - The devices_ vector always has at least two elements: Keyboard (first) and mouse. |
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[6084] | 61 | You best access them internally with InputDeviceEnumerator::Keyboard/Mouse |
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[3327] | 62 | The first joy stick is accessed with InputDeviceEnumerator::FirstJoyStick. |
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| 63 | - Keyboard construction is mandatory , mouse and joy sticks are not. |
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| 64 | If the OIS::InputManager or the Keyboard fail, an exception is thrown. |
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[1755] | 65 | */ |
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[6417] | 66 | class _CoreExport InputManager |
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| 67 | // tolua_end |
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| 68 | : public Singleton<InputManager>, public WindowEventListener |
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| 69 | { // tolua_export |
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[3370] | 70 | friend class Singleton<InputManager>; |
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[1755] | 71 | public: |
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[3327] | 72 | //! Represents internal states of the InputManager. |
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| 73 | enum State |
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[1755] | 74 | { |
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[3327] | 75 | Nothing = 0x00, |
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| 76 | Bad = 0x02, |
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[6746] | 77 | Calibrating = 0x04, |
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[1755] | 78 | }; |
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[1219] | 79 | |
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[3327] | 80 | /** |
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| 81 | @brief |
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| 82 | Loads the devices and initialises the KeyDetector and the Calibrator. |
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[6417] | 83 | |
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[3327] | 84 | If either the OIS input system and/or the keyboard could not be created, |
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| 85 | the constructor fails with an std::exception. |
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| 86 | */ |
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[5695] | 87 | InputManager(); |
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[3327] | 88 | //! Destroys all devices AND all input states! |
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[1755] | 89 | ~InputManager(); |
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[3327] | 90 | void setConfigValues(); |
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[1293] | 91 | |
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[3327] | 92 | /** |
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| 93 | @brief |
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| 94 | Updates the devices (which distribute the input events) and the input states. |
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[1219] | 95 | |
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[3327] | 96 | Any InpuStates changes (destroy, enter, leave) and happens here. If a reload request |
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[6084] | 97 | was submitted while updating, the request will be postponed until the next update call. |
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[3327] | 98 | */ |
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[6417] | 99 | void preUpdate(const Clock& time); |
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[3327] | 100 | //! Clears all input device buffers. This usually only includes the pressed button list. |
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[1878] | 101 | void clearBuffers(); |
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[3327] | 102 | //! Starts joy stick calibration. |
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| 103 | void calibrate(); |
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| 104 | /** |
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| 105 | @brief |
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| 106 | Reloads all the input devices. Use this method to initialise new joy sticks. |
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| 107 | @note |
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[6417] | 108 | Only reloads immediately if the call stack doesn't include the preUpdate() method. |
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[3327] | 109 | */ |
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| 110 | void reload(); |
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[1878] | 111 | |
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[3327] | 112 | //------------------------------- |
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| 113 | // Input States |
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| 114 | //------------------------------- |
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| 115 | /** |
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| 116 | @brief |
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| 117 | Creates a new InputState that gets managed by the InputManager. |
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| 118 | @remarks |
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| 119 | The InputManager will take care of the state completely. That also |
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| 120 | means it gets deleted when the InputManager is destroyed! |
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| 121 | @param name |
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| 122 | Unique name of the InputState when referenced as string |
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[7401] | 123 | @param bAlwaysGetsInput |
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| 124 | InputState always gets the input when activated |
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| 125 | @param bTransparent |
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| 126 | InputState will not prevent underlaying state from receiving input |
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[3327] | 127 | @param priority |
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| 128 | Priority matters when multiple states are active. You can specify any |
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| 129 | number, but 1 - 99 is preferred (99 means high priority). |
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| 130 | */ |
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| 131 | InputState* createInputState(const std::string& name, bool bAlwaysGetsInput = false, bool bTransparent = false, InputStatePriority priority = InputStatePriority::Dynamic); |
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| 132 | /** |
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| 133 | @brief |
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| 134 | Returns a pointer to a InputState referenced by name. |
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| 135 | @return |
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[11071] | 136 | Returns nullptr if state was not found. |
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[3327] | 137 | */ |
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| 138 | InputState* getState(const std::string& name); |
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| 139 | /** |
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| 140 | @brief |
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| 141 | Activates a specific input state. |
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[6084] | 142 | It might not actually be activated if the priority is too low! |
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[3327] | 143 | @return |
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| 144 | False if name was not found, true otherwise. |
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| 145 | */ |
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[6417] | 146 | bool enterState(const std::string& name); // tolua_export |
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[3327] | 147 | /** |
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| 148 | @brief |
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| 149 | Deactivates a specific input state. |
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| 150 | @return |
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| 151 | False if name was not found, true otherwise. |
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| 152 | */ |
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[6417] | 153 | bool leaveState(const std::string& name); // tolua_export |
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[3327] | 154 | /** |
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| 155 | @brief |
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| 156 | Removes and destroys an input state. |
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| 157 | @return |
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| 158 | True if removal was successful, false if name was not found. |
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| 159 | @remarks |
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| 160 | - You can't remove the internal states "empty", "calibrator" and "detector". |
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[6417] | 161 | - The removal process is being postponed if InputManager::preUpdate() is currently running. |
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[3327] | 162 | */ |
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[6746] | 163 | bool destroyState(const std::string& name); // tolua_export |
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[8079] | 164 | /** |
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| 165 | @brief |
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| 166 | Changes the mouse mode of an input state. |
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| 167 | @return |
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| 168 | True if the call was successful, fals if the name was not found |
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| 169 | */ |
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[8729] | 170 | bool setMouseExclusive(const std::string& name, tribool value); // tolua_export |
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[1502] | 171 | |
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[3327] | 172 | //------------------------------- |
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| 173 | // Various getters and setters |
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| 174 | //------------------------------- |
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| 175 | //! Returns the number of joy stick that have been created since the c'tor or last call to reload(). |
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| 176 | unsigned int getJoyStickQuantity() const |
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| 177 | { return devices_.size() - InputDeviceEnumerator::FirstJoyStick; } |
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| 178 | //! Returns a pointer to the OIS InputManager. Only you if you know what you're doing! |
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[5695] | 179 | OIS::InputManager* getOISInputManager() { return this->oisInputManager_; } |
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[6746] | 180 | //! Returns the position of the cursor as std::pair of ints |
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[5695] | 181 | std::pair<int, int> getMousePosition() const; |
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[6746] | 182 | //! Tells whether the mouse is used exclusively to the game |
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| 183 | bool isMouseExclusive() const { return this->exclusiveMouse_; } // tolua_export |
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[1502] | 184 | |
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[6746] | 185 | //------------------------------- |
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| 186 | // Function call caching |
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| 187 | //------------------------------- |
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[11071] | 188 | void pushCall(const std::function<void ()>& function) |
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[6746] | 189 | { this->callBuffer_.push_back(function); } |
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| 190 | |
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[6417] | 191 | static InputManager& getInstance() { return Singleton<InputManager>::getInstance(); } // tolua_export |
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| 192 | |
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[1755] | 193 | private: // functions |
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[11071] | 194 | // non-copyable: |
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| 195 | InputManager(const InputManager&) = delete; |
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| 196 | InputManager& operator=(const InputManager&) = delete; |
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[973] | 197 | |
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[6084] | 198 | // Internal methods |
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[5695] | 199 | void loadDevices(); |
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[3327] | 200 | void loadMouse(); |
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| 201 | void loadJoySticks(); |
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| 202 | void destroyDevices(); |
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[973] | 203 | |
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[3327] | 204 | void stopCalibration(); |
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| 205 | void reloadInternal(); |
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[2662] | 206 | |
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[3327] | 207 | void destroyStateInternal(InputState* state); |
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| 208 | void updateActiveStates(); |
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[1349] | 209 | |
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[3327] | 210 | // From WindowEventListener |
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[11071] | 211 | virtual void windowFocusChanged(bool bFocus) override; |
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[1502] | 212 | |
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[1755] | 213 | private: // variables |
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[3327] | 214 | State internalState_; //!< Current internal state |
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| 215 | OIS::InputManager* oisInputManager_; //!< OIS input manager |
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| 216 | std::vector<InputDevice*> devices_; //!< List of all input devices (keyboard, mouse, joy sticks) |
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[8729] | 217 | bool exclusiveMouse_; //!< Currently applied mouse mode |
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[1219] | 218 | |
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[1878] | 219 | // some internally handled states and handlers |
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[3327] | 220 | InputState* emptyState_; //!< Lowest priority states (makes handling easier) |
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| 221 | //! InputBuffer that reacts to the Enter key when calibrating the joy sticks |
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| 222 | InputBuffer* calibratorCallbackHandler_; |
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[1502] | 223 | |
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[3327] | 224 | std::map<std::string, InputState*> statesByName_; //!< Contains all the created input states by name |
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| 225 | std::map<int, InputState*> activeStates_; //!< Contains all active input states by priority (std::map is sorted!) |
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| 226 | std::vector<InputState*> activeStatesTicked_; //!< Like activeStates_, but only contains the ones that currently receive events |
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[1219] | 227 | |
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[11071] | 228 | std::vector<std::function<void ()>> callBuffer_; //!< Caches all calls from InputStates to be executed afterwards (see preUpdate) |
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[1502] | 229 | |
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[3370] | 230 | static InputManager* singletonPtr_s; //!< Pointer reference to the singleton |
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[6417] | 231 | }; // tolua_export |
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| 232 | } // tolua_export |
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[973] | 233 | |
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| 234 | #endif /* _InputManager_H__ */ |
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