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source: code/branches/MouseAPI_FS19/src/modules/MouseAPI/mouseapi.h @ 12348

Last change on this file since 12348 was 12348, checked in by tkuonen, 5 years ago

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1#ifndef MOUSEAPI_H
2#define MOUSEAPI_H
3
4
5#include "OrxonoxPrereqs.h"
6#include "util/OgreForwardRefs.h"
7#include "graphics/Camera.h"
8#include <util/Math.h>
9#include <list>
10#include <core/input/InputHandler.h>
11#include <graphics/Camera.h>
12#include <core/GraphicsManager.h>
13#include <core/input/InputState.h>
14#include <OgreCamera.h>
15#include <OgreViewport.h>
16#include "CameraManager.h"
17#include <functional>
18#include "core/GUIManager.h"
19#include "core/input/KeyBinderManager.h"
20#include "tools/interfaces/Tickable.h"
21
22/* This class implements a basic mouse-api
23 * supported are mouse-clicks (left, right, mousewheel, ...) and scrolling
24 *
25 * mouse-clicks always are asscociated with an ingame element that has a position and a sphere with a certain radius around it
26 * if the cursor is inside this sphere and a button is pressed, a user-defined function will be called
27 *
28 * scrolling can either be global (independent of where the cursor is) or local (same as a mouse-click)
29 * in both cases a user-defined function will be called
30 *
31 * in short the class works by storing every element that can be clicked / scrolled on in a list
32 * everytime a button is clicked or the mousewheel is turned, the list gets traversed and every element checked wheter it is clicked / scrolled on
33 * checking happens by casting a ray from the camera through the mouse-cursor and testing wheter it intersects the sphere of the element
34 */
35
36namespace orxonox
37{
38typedef uint ClickableObjectID;
39typedef uint ScrollableElementID;
40
41class MouseAPI : public InputHandler, public Singleton<MouseAPI>,public Tickable
42{
43friend class Singleton<MouseAPI>;
44private:
45
46    // Elements that can be clicked on are stored as clickableElement
47    struct clickableElement
48    {
49        ClickableObjectID id;
50        Vector3 position;
51        float radius;
52        std::list<MouseButtonCode::ByEnum> buttons;
53        std::function<void(MouseButtonCode::ByEnum button)> onClickedFunction;
54        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),
55            radius(radius), buttons(buttons), onClickedFunction(onClickedFunction){}
56    };
57
58    /* Elements that can be "scrolled on" are stored as scrollElement
59     * there are 2 diffrent types, hence the overloaded constructor:
60     *      1) the function is called whenever one scrolls, independet from position of object and cursor
61     *      2) the function is only called when the cursor is over the object (same as with a clickElement)
62     */
63    struct scrollElement
64    {
65        ScrollableElementID id;
66        bool considerPosition;
67        Vector3 position;
68        float radius;
69        std::function<void(int abs,int rel,const IntVector2& mousePos)> onScrolledFunction;
70        // constructor for scrollElement type 1
71        scrollElement(ScrollableElementID id,std::function<void(int abs,int rel,const IntVector2& mousePos)> onScrolledFunction):id(id),considerPosition(false),
72            onScrolledFunction(onScrolledFunction){}
73        // constructor fro scrollElement type 2
74        scrollElement(ScrollableElementID id,const Vector3& position, float radius, std::function<void(int abs,int rel,const IntVector2& mousePos)> onScrolledFunction):id(id),considerPosition(true),
75            position(position), radius(radius), onScrolledFunction(onScrolledFunction){}
76    };
77
78    // pointer to our class (required by singleton)
79    static MouseAPI* singletonPtr_s;
80
81    // lists with all our Elements that can be clicked / scrolled on
82    std::list<clickableElement> clickEvents;
83    std::list<scrollElement> scrollEvents;
84
85    // pointer to the game-camera
86    Ogre::Camera *cam ;
87
88    //IntVector2 mousePos;
89
90    // pointer to our input-state
91    InputState* state;
92
93    // true => MouseAPI has been activated, false => MouseAPI has not been activated
94    bool active = false;
95
96
97
98public:
99
100    MouseAPI();
101    ~MouseAPI();
102
103    virtual void tick(float dt) override;
104
105    /* everytime a mousebutton is pressed, this function is called and checks if the cursor is over an element that can be clicked on
106     * if yes, the function associated with this element will be called with the corresponding button as argument
107     */
108    virtual void buttonPressed (MouseButtonCode::ByEnum button) override;
109
110    // not used
111    virtual void buttonReleased(MouseButtonCode::ByEnum button)  override{}
112
113    // not used
114    virtual void buttonHeld    (MouseButtonCode::ByEnum button) override{}
115
116    // not used
117    virtual void mouseMoved    (IntVector2 abs, IntVector2 rel, IntVector2 clippingSize) override;
118
119    /* 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
120     * if yes, the function associated with this element will be called
121     * if there is an element without position-requirement and an element the cursor is over, both their functions will be called
122     */
123    virtual void mouseScrolled (int abs, int rel) override;
124
125    /* add a clickableElement to the list
126     * see mouseapiexample for an example-implementation
127     * Arguments:
128     *      position: the point that needs to be clicked
129     *      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)
130     *      buttons: the function will only be called, if one of these buttons is pressed
131     *      onClickedFunction: the function that will be called
132     *
133     */
134    ClickableObjectID addClickableObject(const Vector3& position,float radius,const std::list<MouseButtonCode::ByEnum>& buttons,std::function<void(MouseButtonCode::ByEnum button)>  onClickedFunction);
135
136    /*
137     *
138     */
139    ScrollableElementID addScrollElement(const Vector3& position,float radius,std::function<void(int abs,int rel,const IntVector2& mousePos)> onScrolledFunction);
140
141    /*
142     *
143     */
144    ScrollableElementID addScrollElement(std::function<void(int abs,int rel,const IntVector2& mousePos)> onScrolledFunction);
145
146    //true: success; false: element not found
147    bool changePositionOfClickableObject(ClickableObjectID id,const Vector3& position);
148    bool changePositionOfScrollableElement(ScrollableElementID id,const Vector3& position);
149    bool changeRadiusOfClickableObject(ClickableObjectID id,float radius);
150    bool changeRadiusOfScrollableElement(ScrollableElementID id,float radius);
151    bool deleteClickableObject(ClickableObjectID id);
152    bool deleteScrollableElement(ScrollableElementID id);
153
154    float getRadiusClick(ClickableObjectID id);
155    float getRadiusScroll(ScrollableElementID id);
156    Vector2 getMousePosition();
157
158    void activate();
159    static bool isActive(){return singletonPtr_s != nullptr && getInstance().active;}
160    void deactivate();
161};
162}
163#endif // MOUSEAPI_H
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