1 | #ifndef MOUSEAPI_H |
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2 | #define MOUSEAPI_H |
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3 | |
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4 | |
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5 | #include "OrxonoxPrereqs.h" |
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6 | #include "util/OgreForwardRefs.h" |
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7 | #include "graphics/Camera.h" |
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8 | #include <util/Math.h> |
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9 | #include <list> |
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10 | #include <core/input/InputHandler.h> |
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11 | #include <graphics/Camera.h> |
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12 | #include <core/GraphicsManager.h> |
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13 | #include <core/input/InputState.h> |
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14 | #include <OgreCamera.h> |
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15 | #include <OgreViewport.h> |
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16 | #include "CameraManager.h" |
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17 | #include <functional> |
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18 | #include "core/GUIManager.h" |
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19 | #include "core/input/KeyBinderManager.h" |
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20 | |
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21 | /* This class implements a basic mouse-api |
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22 | * supported are mouse-clicks (left, right, mousewheel, ...) and scrolling |
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23 | * |
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24 | * mouse-clicks always are asscociated with an ingame element that has a position and a sphere with a certain radius around it |
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25 | * if the cursor is inside this sphere and a button is pressed, a user-defined function will be called |
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26 | * |
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27 | * scrolling can either be global (independent of where the cursor is) or local (same as a mouse-click) |
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28 | * in both cases a user-defined function will be called |
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29 | * |
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30 | * in short the class works by storing every element that can be clicked / scrolled on in a list |
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31 | * everytime a button is clicked or the mousewheel is turned, the list gets traversed and every element checked wheter it is clicked / scrolled on |
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32 | * checking happens by casting a ray from the camera through the mouse-cursor and testing wheter it intersects the sphere of the element |
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33 | */ |
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34 | |
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35 | namespace orxonox |
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36 | { |
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37 | typedef uint ClickableObjectID; |
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38 | typedef uint ScrollableElementID; |
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39 | |
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40 | class MouseAPI : public InputHandler, public Singleton<MouseAPI> |
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41 | { |
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42 | friend class Singleton<MouseAPI>; |
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43 | private: |
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44 | |
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45 | // Elements that can be clicked on are stored as clickableElement |
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46 | struct clickableElement |
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47 | { |
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48 | ClickableObjectID id; |
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49 | Vector3 position; |
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50 | float radius; |
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51 | std::list<MouseButtonCode::ByEnum> buttons; |
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52 | std::function<void(MouseButtonCode::ByEnum button)> onClickedFunction; |
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53 | clickableElement(ClickableObjectID id,const Vector3& position,float radius,const std::list<MouseButtonCode::ByEnum>& buttons,std::function<void(MouseButtonCode::ByEnum button)> onClickedFunction):id(id),position(position), |
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54 | radius(radius), buttons(buttons), onClickedFunction(onClickedFunction){} |
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55 | }; |
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56 | |
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57 | /* Elements that can be "scrolled on" are stored as scrollElement |
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58 | * there are 2 diffrent types, hence the overloaded constructor: |
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59 | * 1) the function is called whenever one scrolls, independet from position of object and cursor |
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60 | * 2) the function is only called when the cursor is over the object (same as with a clickElement) |
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61 | */ |
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62 | struct scrollElement |
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63 | { |
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64 | ScrollableElementID id; |
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65 | bool considerPosition; |
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66 | Vector3 position; |
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67 | float radius; |
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68 | std::function<void(int abs,int rel,const IntVector2& mousePos)> onScrolledFunction; |
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69 | // constructor for scrollElement type 1 |
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70 | scrollElement(ScrollableElementID id,std::function<void(int abs,int rel,const IntVector2& mousePos)> onScrolledFunction):id(id),considerPosition(false), |
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71 | onScrolledFunction(onScrolledFunction){} |
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72 | // constructor fro scrollElement type 2 |
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73 | scrollElement(ScrollableElementID id,const Vector3& position, float radius, std::function<void(int abs,int rel,const IntVector2& mousePos)> onScrolledFunction):id(id),considerPosition(true), |
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74 | position(position), radius(radius), onScrolledFunction(onScrolledFunction){} |
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75 | }; |
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76 | |
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77 | // pointer to our class (required by singleton) |
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78 | static MouseAPI* singletonPtr_s; |
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79 | |
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80 | // lists with all our Elements that can be clicked / scrolled on |
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81 | std::list<clickableElement> clickEvents; |
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82 | std::list<scrollElement> scrollEvents; |
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83 | |
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84 | // pointer to the game-camera |
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85 | Ogre::Camera *cam ; |
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86 | |
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87 | //IntVector2 mousePos; |
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88 | |
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89 | // pointer to our input-state |
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90 | InputState* state; |
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91 | |
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92 | // true => MouseAPI has been activated, false => MouseAPI has not been activated |
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93 | bool active = false; |
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94 | |
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95 | |
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96 | |
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97 | public: |
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98 | |
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99 | MouseAPI(); |
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100 | ~MouseAPI(); |
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101 | |
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102 | /* everytime a mousebutton is pressed, this function is called and checks if the cursor is over an element that can be clicked on |
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103 | * if yes, the function associated with this element will be called with the corresponding button as argument |
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104 | */ |
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105 | virtual void buttonPressed (MouseButtonCode::ByEnum button) override; |
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106 | |
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107 | // not used |
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108 | virtual void buttonReleased(MouseButtonCode::ByEnum button) override{} |
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109 | |
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110 | // not used |
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111 | virtual void buttonHeld (MouseButtonCode::ByEnum button) override{} |
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112 | |
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113 | // not used |
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114 | virtual void mouseMoved (IntVector2 abs, IntVector2 rel, IntVector2 clippingSize) override; |
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115 | |
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116 | /* everytime someone scrolls, this function is called and checks for all scrollElements, wheter a position is required and wheter the curser is over said position |
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117 | * if yes, the function associated with this element will be called |
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118 | * if there is an element without position-requirement and an element the cursor is over, both their functions will be called |
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119 | */ |
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120 | virtual void mouseScrolled (int abs, int rel) override; |
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121 | |
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122 | /* add a clickableElement to the list |
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123 | * see mouseapiexample for an example-implementation |
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124 | * Arguments: |
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125 | * position: the point that needs to be clicked |
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126 | * radius: radius of the sphere around the position, if the cursor is inside this radius, the function will be executed (because clicking on a single point is pretty hard) |
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127 | * buttons: the function will only be called, if one of these buttons is pressed |
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128 | * onClickedFunction: the function that will be called |
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129 | * |
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130 | */ |
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131 | ClickableObjectID addClickableObject(const Vector3& position,float radius,const std::list<MouseButtonCode::ByEnum>& buttons,std::function<void(MouseButtonCode::ByEnum button)> onClickedFunction); |
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132 | |
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133 | /* |
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134 | * |
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135 | */ |
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136 | ScrollableElementID addScrollElement(const Vector3& position,float radius,std::function<void(int abs,int rel,const IntVector2& mousePos)> onScrolledFunction); |
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137 | |
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138 | /* |
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139 | * |
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140 | */ |
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141 | ScrollableElementID addScrollElement(std::function<void(int abs,int rel,const IntVector2& mousePos)> onScrolledFunction); |
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142 | |
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143 | //true: success; false: element not found |
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144 | bool changePositionOfClickableObject(ClickableObjectID id,const Vector3& position); |
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145 | bool changePositionOfScrollableElement(ScrollableElementID id,const Vector3& position); |
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146 | bool changeRadiusOfClickableObject(ClickableObjectID id,float radius); |
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147 | bool changeRadiusOfScrollableElement(ScrollableElementID id,float radius); |
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148 | bool deleteClickableObject(ClickableObjectID id); |
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149 | bool deleteScrollableElement(ScrollableElementID id); |
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150 | |
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151 | float getRadiusClick(ClickableObjectID id); |
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152 | float getRadiusScroll(ScrollableElementID id); |
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153 | Vector2 getMousePosition(); |
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154 | |
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155 | void activate(); |
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156 | static bool isActive(){return singletonPtr_s != nullptr && getInstance().active;} |
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157 | void deactivate(); |
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158 | }; |
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159 | } |
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160 | #endif // MOUSEAPI_H |
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