| 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 <string> | 
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| 36 | #include <vector> | 
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| 37 | #include <boost/function.hpp> | 
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| 38 |  | 
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| 39 | #include "util/Singleton.h" | 
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| 40 | #include "util/tribool.h" | 
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| 41 | #include "core/WindowEventListener.h" | 
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| 42 |  | 
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| 43 | // tolua_begin | 
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| 44 | namespace orxonox | 
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| 45 | { | 
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| 46 | /** | 
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| 47 | @brief | 
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| 48 | Manages the input devices (mouse, keyboard, joy sticks) and the input states. | 
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| 49 |  | 
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| 50 | Every input device has its own wrapper class which does the actually input event | 
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| 51 | distribution. The InputManager only creates reloads (on request) those devices. | 
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| 52 |  | 
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| 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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| 61 | You best access them internally with InputDeviceEnumerator::Keyboard/Mouse | 
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| 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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| 65 | */ | 
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| 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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| 70 | friend class Singleton<InputManager>; | 
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| 71 | public: | 
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| 72 | //! Represents internal states of the InputManager. | 
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| 73 | enum State | 
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| 74 | { | 
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| 75 | Nothing       = 0x00, | 
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| 76 | Bad           = 0x02, | 
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| 77 | Calibrating   = 0x04, | 
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| 78 | }; | 
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| 79 |  | 
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| 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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| 83 |  | 
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| 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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| 87 | InputManager(); | 
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| 88 | //! Destroys all devices AND all input states! | 
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| 89 | ~InputManager(); | 
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| 90 | void setConfigValues(); | 
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| 91 |  | 
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| 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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| 95 |  | 
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| 96 | Any InpuStates changes (destroy, enter, leave) and happens here. If a reload request | 
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| 97 | was submitted while updating, the request will be postponed until the next update call. | 
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| 98 | */ | 
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| 99 | void preUpdate(const Clock& time); | 
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| 100 | //! Clears all input device buffers. This usually only includes the pressed button list. | 
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| 101 | void clearBuffers(); | 
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| 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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| 108 | Only reloads immediately if the call stack doesn't include the preUpdate() method. | 
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| 109 | */ | 
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| 110 | void reload(); | 
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| 111 |  | 
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| 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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| 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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| 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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| 136 | Returns NULL if state was not found. | 
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| 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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| 142 | It might not actually be activated if the priority is too low! | 
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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 enterState(const std::string& name); // tolua_export | 
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| 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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| 153 | bool leaveState(const std::string& name); // tolua_export | 
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| 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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| 161 | - The removal process is being postponed if InputManager::preUpdate() is currently running. | 
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| 162 | */ | 
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| 163 | bool destroyState(const std::string& name); // tolua_export | 
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| 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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| 170 | bool setMouseExclusive(const std::string& name, tribool value); // tolua_export | 
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| 171 |  | 
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| 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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| 179 | OIS::InputManager* getOISInputManager() { return this->oisInputManager_; } | 
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| 180 | //! Returns the position of the cursor as std::pair of ints | 
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| 181 | std::pair<int, int> getMousePosition() const; | 
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| 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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| 184 |  | 
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| 185 | //------------------------------- | 
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| 186 | // Function call caching | 
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| 187 | //------------------------------- | 
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| 188 | void pushCall(const boost::function<void ()>& function) | 
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| 189 | { this->callBuffer_.push_back(function); } | 
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| 190 |  | 
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| 191 | static InputManager& getInstance() { return Singleton<InputManager>::getInstance(); } // tolua_export | 
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| 192 |  | 
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| 193 | private: // functions | 
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| 194 | // don't mess with a Singleton | 
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| 195 | InputManager(const InputManager&); | 
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| 196 |  | 
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| 197 | // Internal methods | 
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| 198 | void loadDevices(); | 
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| 199 | void loadMouse(); | 
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| 200 | void loadJoySticks(); | 
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| 201 | void destroyDevices(); | 
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| 202 |  | 
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| 203 | void stopCalibration(); | 
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| 204 | void reloadInternal(); | 
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| 205 |  | 
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| 206 | void destroyStateInternal(InputState* state); | 
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| 207 | void updateActiveStates(); | 
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| 208 |  | 
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| 209 | // From WindowEventListener | 
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| 210 | void windowFocusChanged(bool bFocus); | 
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| 211 |  | 
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| 212 | private: // variables | 
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| 213 | State                               internalState_;        //!< Current internal state | 
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| 214 | OIS::InputManager*                  oisInputManager_;      //!< OIS input manager | 
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| 215 | std::vector<InputDevice*>           devices_;              //!< List of all input devices (keyboard, mouse, joy sticks) | 
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| 216 | bool                                exclusiveMouse_;       //!< Currently applied mouse mode | 
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| 217 |  | 
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| 218 | // some internally handled states and handlers | 
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| 219 | InputState*                         emptyState_;           //!< Lowest priority states (makes handling easier) | 
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| 220 | //! InputBuffer that reacts to the Enter key when calibrating the joy sticks | 
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| 221 | InputBuffer*                        calibratorCallbackHandler_; | 
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| 222 |  | 
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| 223 | std::map<std::string, InputState*>  statesByName_;         //!< Contains all the created input states by name | 
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| 224 | std::map<int, InputState*>          activeStates_;         //!< Contains all active input states by priority (std::map is sorted!) | 
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| 225 | std::vector<InputState*>            activeStatesTicked_;   //!< Like activeStates_, but only contains the ones that currently receive events | 
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| 226 |  | 
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| 227 | std::vector<boost::function<void ()> > callBuffer_;        //!< Caches all calls from InputStates to be executed afterwards (see preUpdate) | 
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| 228 |  | 
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| 229 | static InputManager*                singletonPtr_s;        //!< Pointer reference to the singleton | 
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| 230 | }; // tolua_export | 
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| 231 | } // tolua_export | 
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| 232 |  | 
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| 233 | #endif /* _InputManager_H__ */ | 
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