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source: code/branches/core4/src/core/input/InputManager.h @ 3280

Last change on this file since 3280 was 3279, checked in by rgrieder, 16 years ago

Heavy clean up in the InputManager; not many real code changes though.
And temporary hack-fixed a problem in the Keybinder with std::vector.reserve(1000) ;)

  • Property svn:eol-style set to native
File size: 4.9 KB
Line 
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/**
30@file
31@brief
32    Implementation of a little Input handler that distributes everything
33    coming from OIS.
34*/
35
36#ifndef _InputManager_H__
37#define _InputManager_H__
38
39#include "InputPrereqs.h"
40
41#include <map>
42#include <set>
43#include <string>
44#include <vector>
45
46#include "core/OrxonoxClass.h"
47#include "InputState.h"
48
49namespace orxonox
50{
51    /**
52    @brief
53        Captures and distributes mouse and keyboard input.
54    */
55    class _CoreExport InputManager : public OrxonoxClass
56    {
57    public:
58        enum State
59        {
60            Nothing       = 0x00,
61            Bad           = 0x02,
62            Ticking       = 0x04,
63            Calibrating   = 0x08,
64            ReloadRequest = 0x10,
65        };
66
67        InputManager (size_t windowHnd, unsigned int windowWidth, unsigned int windowHeight);
68        ~InputManager();
69        void setConfigValues();
70
71        void update(const Clock& time);
72        void clearBuffers();
73        void calibrate();
74        void reload();
75
76        //-------------------------------
77        // Input States
78        //-------------------------------
79        InputState* createInputState(const std::string& name, bool bAlwaysGetsInput = false, bool bTransparent = false, InputStatePriority priority = InputStatePriority::Dynamic);
80        InputState* getState(const std::string& name);
81        bool enterState     (const std::string& name);
82        bool leaveState     (const std::string& name);
83        bool destroyState   (const std::string& name);
84
85        //-------------------------------
86        // Various getters and setters
87        //-------------------------------
88        void setKeyDetectorCallback(const std::string& command);
89        bool checkJoyStickID(const std::string& idString) const;
90        unsigned int getJoyStickQuantity() const
91            { return devices_.size() - InputDeviceEnumerator::FirstJoyStick; }
92        OIS::InputManager* getOISInputManager()
93            { return this->oisInputManager_; }
94
95        static InputManager& getInstance()    { assert(singletonRef_s); return *singletonRef_s; }
96
97    private: // functions
98        // don't mess with a Singleton
99        InputManager(const InputManager&);
100
101        // Intenal methods
102        void loadDevices(size_t windowHnd, unsigned int windowWidth, unsigned int windowHeight);
103        void loadMouse(unsigned int windowWidth, unsigned int windowHeight);
104        void loadJoySticks();
105        void destroyDevices();
106
107        void stopCalibration();
108
109        void destroyStateInternal(InputState* state);
110        void updateActiveStates();
111        bool configureInputState(InputState* state, const std::string& name, bool bAlwaysGetsInput, bool bTransparent, int priority);
112
113        void reloadInternal();
114
115    private: // variables
116        State                               internalState_;        //!< Current internal state
117        OIS::InputManager*                  oisInputManager_;      //!< OIS input manager
118        std::vector<InputDevice*>           devices_;              //!< List of all input devices (keyboard, mouse, joy sticks)
119        size_t                              windowHnd_;            //!< Render window handle
120
121        // some internally handled states and handlers
122        InputState*                         emptyState_;
123        KeyDetector*                        keyDetector_;          //!< KeyDetector instance
124        InputBuffer*                        calibratorCallbackHandler_;
125
126        std::map<std::string, InputState*>  statesByName_;
127        std::map<int, InputState*>          activeStates_;
128        std::vector<InputState*>            activeStatesTicked_;
129
130        std::set<InputState*>               stateEnterRequests_;   //!< Request to enter a new state
131        std::set<InputState*>               stateLeaveRequests_;   //!< Request to leave a running state
132        std::set<InputState*>               stateDestroyRequests_; //!< Request to destroy a state
133
134        static InputManager*                singletonRef_s;
135    };
136}
137
138#endif /* _InputManager_H__ */
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