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source: code/trunk/src/libraries/core/input/InputManager.h @ 12249

Last change on this file since 12249 was 11071, checked in by landauf, 9 years ago

merged branch cpp11_v3 back to 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 <string>
36#include <vector>
37#include <functional>
38
39#include "util/Singleton.h"
40#include "util/tribool.h"
41#include "core/WindowEventListener.h"
42
43// tolua_begin
44namespace orxonox
45{
46    /**
47    @brief
48        Manages the input devices (mouse, keyboard, joy sticks) and the input states.
49
50        Every input device has its own wrapper class which does the actually input event
51        distribution. The InputManager only creates reloads (on request) those devices.
52
53        The other functionality concerns handling InputStates. They act as a layer
54        between InputHandlers (like the KeyBinder or the GUIManager) and InputDevices.
55        InputStates are memory managed by the IputManager. You cannot create or destroy
56        them on your own. Therefore all states get destroyed with the InputManager d'tor.
57    @note
58        - The actual lists containing all the InputStates for a specific device are stored
59          in the InputDevices themselves.
60        - The devices_ vector always has at least two elements: Keyboard (first) and mouse.
61          You best access them internally with InputDeviceEnumerator::Keyboard/Mouse
62          The first joy stick is accessed with InputDeviceEnumerator::FirstJoyStick.
63        - Keyboard construction is mandatory , mouse and joy sticks are not.
64          If the OIS::InputManager or the Keyboard fail, an exception is thrown.
65    */
66    class _CoreExport InputManager
67// tolua_end
68        : public Singleton<InputManager>, public WindowEventListener
69    { // tolua_export
70        friend class Singleton<InputManager>;
71    public:
72        //! Represents internal states of the InputManager.
73        enum State
74        {
75            Nothing       = 0x00,
76            Bad           = 0x02,
77            Calibrating   = 0x04,
78        };
79
80        /**
81        @brief
82            Loads the devices and initialises the KeyDetector and the Calibrator.
83
84            If either the OIS input system and/or the keyboard could not be created,
85            the constructor fails with an std::exception.
86        */
87        InputManager();
88        //! Destroys all devices AND all input states!
89        ~InputManager();
90        void setConfigValues();
91
92        /**
93        @brief
94            Updates the devices (which distribute the input events) and the input states.
95
96            Any InpuStates changes (destroy, enter, leave) and happens here. If a reload request
97            was submitted while updating, the request will be postponed until the next update call.
98        */
99        void preUpdate(const Clock& time);
100        //! Clears all input device buffers. This usually only includes the pressed button list.
101        void clearBuffers();
102        //! Starts joy stick calibration.
103        void calibrate();
104        /**
105        @brief
106            Reloads all the input devices. Use this method to initialise new joy sticks.
107        @note
108            Only reloads immediately if the call stack doesn't include the preUpdate() method.
109        */
110        void reload();
111
112        //-------------------------------
113        // Input States
114        //-------------------------------
115        /**
116        @brief
117            Creates a new InputState that gets managed by the InputManager.
118        @remarks
119            The InputManager will take care of the state completely. That also
120            means it gets deleted when the InputManager is destroyed!
121        @param name
122            Unique name of the InputState when referenced as string
123        @param bAlwaysGetsInput
124            InputState always gets the input when activated
125        @param bTransparent
126            InputState will not prevent underlaying state from receiving input
127        @param priority
128            Priority matters when multiple states are active. You can specify any
129            number, but 1 - 99 is preferred (99 means high priority).
130        */
131        InputState* createInputState(const std::string& name, bool bAlwaysGetsInput = false, bool bTransparent = false, InputStatePriority priority = InputStatePriority::Dynamic);
132        /**
133        @brief
134            Returns a pointer to a InputState referenced by name.
135        @return
136            Returns nullptr if state was not found.
137        */
138        InputState* getState(const std::string& name);
139        /**
140        @brief
141            Activates a specific input state.
142            It might not actually be activated if the priority is too low!
143        @return
144            False if name was not found, true otherwise.
145        */
146        bool enterState(const std::string& name); // tolua_export
147        /**
148        @brief
149            Deactivates a specific input state.
150        @return
151            False if name was not found, true otherwise.
152        */
153        bool leaveState(const std::string& name); // tolua_export
154        /**
155        @brief
156            Removes and destroys an input state.
157        @return
158            True if removal was successful, false if name was not found.
159        @remarks
160            - You can't remove the internal states "empty", "calibrator" and "detector".
161            - The removal process is being postponed if InputManager::preUpdate() is currently running.
162        */
163        bool destroyState(const std::string& name); // tolua_export
164        /**
165        @brief
166            Changes the mouse mode of an input state.
167        @return
168            True if the call was successful, fals if the name was not found
169        */
170        bool setMouseExclusive(const std::string& name, tribool value); // tolua_export
171
172        //-------------------------------
173        // Various getters and setters
174        //-------------------------------
175        //! Returns the number of joy stick that have been created since the c'tor or last call to reload().
176        unsigned int getJoyStickQuantity() const
177            { return devices_.size() - InputDeviceEnumerator::FirstJoyStick; }
178        //! Returns a pointer to the OIS InputManager. Only you if you know what you're doing!
179        OIS::InputManager* getOISInputManager() { return this->oisInputManager_; }
180        //! Returns the position of the cursor as std::pair of ints
181        std::pair<int, int> getMousePosition() const;
182        //! Tells whether the mouse is used exclusively to the game
183        bool isMouseExclusive() const { return this->exclusiveMouse_; } // tolua_export
184
185        //-------------------------------
186        // Function call caching
187        //-------------------------------
188        void pushCall(const std::function<void ()>& function)
189            { this->callBuffer_.push_back(function); }
190
191        static InputManager& getInstance() { return Singleton<InputManager>::getInstance(); } // tolua_export
192
193    private: // functions
194        // non-copyable:
195        InputManager(const InputManager&) = delete;
196        InputManager& operator=(const InputManager&) = delete;
197
198        // Internal methods
199        void loadDevices();
200        void loadMouse();
201        void loadJoySticks();
202        void destroyDevices();
203
204        void stopCalibration();
205        void reloadInternal();
206
207        void destroyStateInternal(InputState* state);
208        void updateActiveStates();
209
210        // From WindowEventListener
211        virtual void windowFocusChanged(bool bFocus) override;
212
213    private: // variables
214        State                               internalState_;        //!< Current internal state
215        OIS::InputManager*                  oisInputManager_;      //!< OIS input manager
216        std::vector<InputDevice*>           devices_;              //!< List of all input devices (keyboard, mouse, joy sticks)
217        bool                                exclusiveMouse_;       //!< Currently applied mouse mode
218
219        // some internally handled states and handlers
220        InputState*                         emptyState_;           //!< Lowest priority states (makes handling easier)
221        //! InputBuffer that reacts to the Enter key when calibrating the joy sticks
222        InputBuffer*                        calibratorCallbackHandler_;
223
224        std::map<std::string, InputState*>  statesByName_;         //!< Contains all the created input states by name
225        std::map<int, InputState*>          activeStates_;         //!< Contains all active input states by priority (std::map is sorted!)
226        std::vector<InputState*>            activeStatesTicked_;   //!< Like activeStates_, but only contains the ones that currently receive events
227
228        std::vector<std::function<void ()>> callBuffer_;        //!< Caches all calls from InputStates to be executed afterwards (see preUpdate)
229
230        static InputManager*                singletonPtr_s;        //!< Pointer reference to the singleton
231    }; // tolua_export
232} // tolua_export
233
234#endif /* _InputManager_H__ */
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