/* * ORXONOX - the hottest 3D action shooter ever to exist * > www.orxonox.net < * * * License notice: * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Author: * Reto Grieder * Co-authors: * ... * */ /** @file @brief Implementation of a little Input handler that distributes everything coming from OIS. */ #ifndef _InputManager_H__ #define _InputManager_H__ #include "CorePrereqs.h" #include #include #include "ois/OIS.h" #include "util/Math.h" #include "Tickable.h" #include "InputInterfaces.h" namespace orxonox { /** * Helper class to realise a vector */ class POVStates { public: int operator[](unsigned int index) { return povStates[index]; } int povStates[4]; }; /** * Helper class to realise a vector< {int[4], int[4]} > */ class SliderStates { public: IntVector2 sliderStates[4]; }; /** @brief Captures and distributes mouse and keyboard input. */ class _CoreExport InputManager : public TickableReal, public OIS::KeyListener, public OIS::MouseListener, public OIS::JoyStickListener { public: // enumerations /** @brief Designates the way input is handled and redirected. */ enum InputState { IS_UNINIT, //!< InputManager has not yet been initialised. IS_NONE, //!< Input is discarded. IS_NORMAL, //!< Normal play state. Key and button bindings are active. IS_GUI, //!< All OIS input events are passed to CEGUI. IS_CONSOLE, //!< Keyboard input is redirected to the InputBuffer. IS_CUSTOM //!< Any possible configuration. }; public: // static functions static bool initialise(const size_t windowHnd, int windowWidth, int windowHeight, bool createKeyboard = true, bool createMouse = true, bool createJoySticks = false); static bool initialiseKeyboard(); static bool initialiseMouse(); static bool initialiseJoySticks(); static int numberOfKeyboards(); static int numberOfMice(); static int numberOfJoySticks(); static void destroy(); static void destroyKeyboard(); static void destroyMouse(); static void destroyJoySticks(); static bool isModifierDown(KeyboardModifier::Enum modifier); static bool isKeyDown(KeyCode::Enum key); //static const MouseState getMouseState(); //static const JoyStickState getJoyStickState(unsigned int ID); static void setWindowExtents(const int width, const int height); static void setInputState(const InputState state); static InputState getInputState(); static bool addKeyHandler (KeyHandler* handler, const std::string& name); static bool removeKeyHandler (const std::string& name); static KeyHandler* getKeyHandler (const std::string& name); static bool enableKeyHandler (const std::string& name); static bool disableKeyHandler (const std::string& name); static bool isKeyHandlerActive (const std::string& name); static bool addMouseHandler (MouseHandler* handler, const std::string& name); static bool removeMouseHandler (const std::string& name); static MouseHandler* getMouseHandler (const std::string& name); static bool enableMouseHandler (const std::string& name); static bool disableMouseHandler (const std::string& name); static bool isMouseHandlerActive (const std::string& name); static bool addJoyStickHandler (JoyStickHandler* handler, const std::string& name); static bool removeJoyStickHandler (const std::string& name); static JoyStickHandler* getJoyStickHandler(const std::string& name); static bool enableJoyStickHandler (const std::string& name, unsigned int id); static bool disableJoyStickHandler (const std::string& name, unsigned int id); static bool isJoyStickHandlerActive (const std::string& name, unsigned int id); private: // functions // don't mess with a Singleton InputManager (); InputManager (const InputManager&); ~InputManager(); // Intenal methods bool _initialise(const size_t, int, int, bool, bool, bool); bool _initialiseKeyboard(); bool _initialiseMouse(); bool _initialiseJoySticks(); void _destroy(); void _destroyKeyboard(); void _destroyMouse(); void _destroyJoySticks(); void _updateTickables(); void tick(float dt); // input events bool mousePressed (const OIS::MouseEvent &arg, OIS::MouseButtonID id); bool mouseReleased (const OIS::MouseEvent &arg, OIS::MouseButtonID id); bool mouseMoved (const OIS::MouseEvent &arg); bool keyPressed (const OIS::KeyEvent &arg); bool keyReleased (const OIS::KeyEvent &arg); bool buttonPressed (const OIS::JoyStickEvent &arg, int button); bool buttonReleased(const OIS::JoyStickEvent &arg, int button); bool axisMoved (const OIS::JoyStickEvent &arg, int axis); bool sliderMoved (const OIS::JoyStickEvent &arg, int id); bool povMoved (const OIS::JoyStickEvent &arg, int id); //bool vector3Moved (const OIS::JoyStickEvent &arg, int id); static InputManager& _getSingleton(); static InputManager* _getSingletonPtr() { return &_getSingleton(); } private: // variables OIS::InputManager* inputSystem_; //!< OIS input manager OIS::Keyboard* keyboard_; //!< OIS mouse OIS::Mouse* mouse_; //!< OIS keyboard std::vector joySticks_; //!< OIS joy sticks unsigned int joySticksSize_; InputState state_; InputState stateRequest_; unsigned int keyboardModifiers_; //! Keeps track of the joy stick POV states std::vector povStates_; //! Keeps track of the possibly two slider axes std::vector sliderStates_; std::map keyHandlers_; std::map mouseHandlers_; std::map joyStickHandlers_; std::vector activeKeyHandlers_; std::vector activeMouseHandlers_; std::vector > activeJoyStickHandlers_; std::vector activeHandlers_; std::vector keysDown_; std::vector mouseButtonsDown_; std::vector > joyStickButtonsDown_; }; } #endif /* _InputManager_H__ */