/* * 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 the InputManager and a static variable from the InputHandler. */ #include "InputManager.h" #include #include #include #include #include #include "util/Clock.h" #include "util/Convert.h" #include "util/Exception.h" #include "core/CoreIncludes.h" #include "core/GraphicsManager.h" #include "core/config/ConfigValueIncludes.h" #include "core/commandline/CommandLineIncludes.h" #include "core/command/ConsoleCommandIncludes.h" #include "core/command/Functor.h" #include "InputBuffer.h" #include "JoyStick.h" #include "JoyStickQuantityListener.h" #include "Mouse.h" #include "Keyboard.h" namespace orxonox { SetCommandLineSwitch(keyboard_no_grab).information("Whether not to exclusively grab the keyboard"); static const std::string __CC_InputManager_name = "InputManager"; static const std::string __CC_calibrate_name = "calibrate"; static const std::string __CC_reload_name = "reload"; SetConsoleCommand(__CC_InputManager_name, __CC_calibrate_name, &InputManager::calibrate).addShortcut(); SetConsoleCommand(__CC_InputManager_name, __CC_reload_name, &InputManager::reload ); // Abuse of this source file for the InputHandler InputHandler InputHandler::EMPTY; InputManager* InputManager::singletonPtr_s = nullptr; //! Defines the |= operator for easier use. inline InputManager::State operator|=(InputManager::State& lval, InputManager::State rval) { return (lval = (InputManager::State)(lval | rval)); } //! Defines the &= operator for easier use. inline InputManager::State operator&=(InputManager::State& lval, int rval) { return (lval = (InputManager::State)(lval & rval)); } RegisterAbstractClass(InputManager).inheritsFrom(); // ############################################################ // ##### Initialisation ##### // ########## ########## // ############################################################ InputManager::InputManager() : internalState_(Bad) , oisInputManager_(nullptr) , devices_(2) , exclusiveMouse_(false) , emptyState_(nullptr) , calibratorCallbackHandler_(nullptr) { RegisterObject(InputManager); orxout(internal_status, context::input) << "InputManager: Constructing..." << endl; // Allocate space for the function call buffer this->callBuffer_.reserve(16); this->setConfigValues(); if (GraphicsManager::getInstance().isFullScreen()) exclusiveMouse_ = true; this->loadDevices(); // Lowest priority empty InputState emptyState_ = createInputState("empty", false, false, InputStatePriority::Empty); emptyState_->setHandler(&InputHandler::EMPTY); activeStates_[emptyState_->getPriority()] = emptyState_; // Joy stick calibration helper callback InputState* calibrator = createInputState("calibrator", false, false, InputStatePriority::Calibrator); calibrator->setHandler(&InputHandler::EMPTY); calibratorCallbackHandler_ = new InputBuffer(); calibratorCallbackHandler_->registerListener(this, &InputManager::stopCalibration, '\r', true); calibrator->setKeyHandler(calibratorCallbackHandler_); this->updateActiveStates(); ModifyConsoleCommand(__CC_InputManager_name, __CC_calibrate_name).setObject(this); ModifyConsoleCommand(__CC_InputManager_name, __CC_reload_name).setObject(this); orxout(internal_status, context::input) << "InputManager: Construction complete." << endl; internalState_ = Nothing; } void InputManager::setConfigValues() { } /** @brief Creates the OIS::InputMananger, the keyboard, the mouse and the joys ticks. If either of the first two fail, this method throws an exception. */ void InputManager::loadDevices() { orxout(verbose, context::input) << "InputManager: Loading input devices..." << endl; // When loading the devices they should not already be loaded assert(internalState_ & Bad); assert(devices_[InputDeviceEnumerator::Mouse] == nullptr); assert(devices_[InputDeviceEnumerator::Keyboard] == nullptr); assert(devices_.size() == InputDeviceEnumerator::FirstJoyStick); typedef std::pair StringPair; // Fill parameter list OIS::ParamList paramList; size_t windowHnd = GraphicsManager::getInstance().getRenderWindowHandle(); paramList.insert(StringPair("WINDOW", multi_cast(windowHnd))); #if defined(ORXONOX_PLATFORM_WINDOWS) paramList.insert(StringPair("w32_keyboard", "DISCL_NONEXCLUSIVE")); paramList.insert(StringPair("w32_keyboard", "DISCL_FOREGROUND")); paramList.insert(StringPair("w32_mouse", "DISCL_FOREGROUND")); if (exclusiveMouse_ || GraphicsManager::getInstance().isFullScreen()) { // Disable Windows key plus special keys (like play, stop, next, etc.) paramList.insert(StringPair("w32_keyboard", "DISCL_NOWINKEY")); paramList.insert(StringPair("w32_mouse", "DISCL_EXCLUSIVE")); } else paramList.insert(StringPair("w32_mouse", "DISCL_NONEXCLUSIVE")); #elif defined(ORXONOX_PLATFORM_LINUX) // Enabling this is probably a bad idea, but whenever orxonox crashes, the setting stays on // Trouble might be that the Pressed event occurs a bit too often... paramList.insert(StringPair("XAutoRepeatOn", "true")); if (exclusiveMouse_ || GraphicsManager::getInstance().isFullScreen()) { if (CommandLineParser::getValue("keyboard_no_grab").get()) paramList.insert(StringPair("x11_keyboard_grab", "false")); else paramList.insert(StringPair("x11_keyboard_grab", "true")); paramList.insert(StringPair("x11_mouse_grab", "true")); paramList.insert(StringPair("x11_mouse_hide", "true")); } else { paramList.insert(StringPair("x11_keyboard_grab", "false")); paramList.insert(StringPair("x11_mouse_grab", "false")); paramList.insert(StringPair("x11_mouse_hide", "false")); } #endif try { oisInputManager_ = OIS::InputManager::createInputSystem(paramList); // Exception-safety Loki::ScopeGuard guard = Loki::MakeGuard(OIS::InputManager::destroyInputSystem, oisInputManager_); orxout(verbose, context::input) << "Created OIS input manager." << endl; if (oisInputManager_->getNumberOfDevices(OIS::OISKeyboard) > 0) devices_[InputDeviceEnumerator::Keyboard] = new Keyboard(InputDeviceEnumerator::Keyboard, oisInputManager_); else ThrowException(InitialisationFailed, "InputManager: No keyboard found, cannot proceed!"); // Successful initialisation guard.Dismiss(); } catch (const std::exception& ex) { oisInputManager_ = nullptr; internalState_ |= Bad; ThrowException(InitialisationFailed, "Could not initialise the input system: " << ex.what()); } this->loadMouse(); this->loadJoySticks(); // Reorder states in case some joy sticks were added/removed this->updateActiveStates(); orxout(verbose, context::input) << "Input devices loaded." << endl; } //! Creates a new orxonox::Mouse void InputManager::loadMouse() { if (oisInputManager_->getNumberOfDevices(OIS::OISMouse) > 0) { try { devices_[InputDeviceEnumerator::Mouse] = new Mouse(InputDeviceEnumerator::Mouse, oisInputManager_); } catch (const std::exception& ex) { orxout(user_warning, context::input) << "Failed to create Mouse:" << ex.what() << '\n' << "Proceeding without mouse support." << endl; } } else orxout(user_warning, context::input) << "No mouse found! Proceeding without mouse support." << endl; } //! Creates as many joy sticks as are available. void InputManager::loadJoySticks() { for (int i = 0; i < oisInputManager_->getNumberOfDevices(OIS::OISJoyStick); i++) { try { devices_.push_back(new JoyStick(InputDeviceEnumerator::FirstJoyStick + i, oisInputManager_)); } catch (const std::exception& ex) { orxout(user_warning, context::input) << "Failed to create joy stick: " << ex.what() << endl; } } // inform all JoyStick Device Number Listeners std::vector joyStickList; for (unsigned int i = InputDeviceEnumerator::FirstJoyStick; i < devices_.size(); ++i) joyStickList.push_back(static_cast(devices_[i])); JoyStickQuantityListener::changeJoyStickQuantity(joyStickList); } // ############################################################ // ##### Destruction ##### // ########## ########## // ############################################################ InputManager::~InputManager() { orxout(internal_status, context::input) << "InputManager: Destroying..." << endl; // Leave all active InputStates (except "empty") while (this->activeStates_.size() > 1) this->leaveState(this->activeStates_.rbegin()->second->getName()); this->activeStates_.clear(); // Destroy calibrator helper handler and state this->destroyState("calibrator"); // Destroy KeyDetector and state delete calibratorCallbackHandler_; // Destroy the empty InputState this->destroyStateInternal(this->emptyState_); // Destroy all user InputStates while (statesByName_.size() > 0) this->destroyStateInternal(statesByName_.rbegin()->second); if (!(internalState_ & Bad)) this->destroyDevices(); // Reset console commands ModifyConsoleCommand(__CC_InputManager_name, __CC_calibrate_name).setObject(nullptr); ModifyConsoleCommand(__CC_InputManager_name, __CC_reload_name).setObject(nullptr); orxout(internal_status, context::input) << "InputManager: Destruction complete." << endl; } /** @brief Destoys all input devices (joy sticks, mouse, keyboard and OIS::InputManager) @throw Method does not throw */ void InputManager::destroyDevices() { orxout(verbose, context::input) << "InputManager: Destroying devices..." << endl; for (InputDevice*& device : devices_) { if (device == nullptr) continue; const std::string& className = device->getClassName(); delete device; device = nullptr; orxout(verbose, context::input) << className << " destroyed." << endl; } devices_.resize(InputDeviceEnumerator::FirstJoyStick); assert(oisInputManager_ != nullptr); try { OIS::InputManager::destroyInputSystem(oisInputManager_); } catch (const OIS::Exception& ex) { orxout(internal_error, context::input) << "OIS::InputManager destruction failed" << ex.eText << '\n' << "Potential resource leak!" << endl; } oisInputManager_ = nullptr; internalState_ |= Bad; orxout(verbose, context::input) << "Destroyed devices." << endl; } // ############################################################ // ##### Reloading ##### // ########## ########## // ############################################################ void InputManager::reload() { if (internalState_ & Calibrating) orxout(internal_warning, context::input) << "Cannot reload input system. Joy sticks are currently being calibrated." << endl; else reloadInternal(); } //! Internal reload method. Destroys the OIS devices and loads them again. void InputManager::reloadInternal() { orxout(verbose, context::input) << "InputManager: Reloading ..." << endl; this->destroyDevices(); this->loadDevices(); internalState_ &= ~Bad; orxout(verbose, context::input) << "InputManager: Reloading complete." << endl; } // ############################################################ // ##### Runtime Methods ##### // ########## ########## // ############################################################ void InputManager::preUpdate(const Clock& time) { if (internalState_ & Bad) ThrowException(General, "InputManager was not correctly reloaded."); // check whether a state has changed its EMPTY situation bool bUpdateRequired = false; for (const auto& mapEntry : activeStates_) { if (mapEntry.second->hasExpired()) { mapEntry.second->resetExpiration(); bUpdateRequired = true; } } if (bUpdateRequired) updateActiveStates(); // Capture all the input and collect the function calls // No event gets triggered here yet! for (InputDevice* device : devices_) if (device != nullptr) device->update(time); // Collect function calls for the update for (InputState* state : activeStatesTicked_) state->update(time.getDeltaTime()); // Execute all cached function calls in order // Why so complicated? The problem is that an InputHandler could trigger // a reload that would destroy the OIS devices or it could even leave and // then destroy its own InputState. That would of course lead to access // violations. // If we delay the calls, then OIS and and the InputStates are not anymore // in the call stack and can therefore be edited. for (auto& function : this->callBuffer_) function(); this->callBuffer_.clear(); } /** @brief Updates the currently active states (according to activeStates_) for each device. Also, a list of all active states (no duplicates!) is compiled for the general preUpdate(). */ void InputManager::updateActiveStates() { // Calculate the stack of input states // and assign it to the corresponding device for (unsigned int i = 0; i < devices_.size(); ++i) { if (devices_[i] == nullptr) continue; std::vector& states = devices_[i]->getStateListRef(); bool occupied = false; states.clear(); for (std::map::reverse_iterator rit = activeStates_.rbegin(); rit != activeStates_.rend(); ++rit) { if (rit->second->isInputDeviceEnabled(i) && (!occupied || rit->second->bAlwaysGetsInput_)) { states.push_back(rit->second); if (!rit->second->bTransparent_) occupied = true; } } } // See that we only update each InputState once for each device // Using an std::set to avoid duplicates std::set tempSet; for (InputDevice* device : devices_) if (device != nullptr) for (unsigned int iState = 0; iState < device->getStateListRef().size(); ++iState) tempSet.insert(device->getStateListRef()[iState]); // Copy the content of the std::set back to the actual vector activeStatesTicked_.clear(); for (InputState* state : tempSet) activeStatesTicked_.push_back(state); // Check whether we have to change the mouse mode tribool requestedMode = dontcare; std::vector& mouseStates = devices_[InputDeviceEnumerator::Mouse]->getStateListRef(); if (mouseStates.empty()) requestedMode = false; else requestedMode = mouseStates.front()->getMouseExclusive(); if (requestedMode != dontcare && exclusiveMouse_ != requestedMode) { assert(requestedMode != dontcare); exclusiveMouse_ = (requestedMode == true); if (!GraphicsManager::getInstance().isFullScreen()) this->reloadInternal(); } } void InputManager::clearBuffers() { for (InputDevice* device : devices_) if (device != nullptr) device->clearBuffers(); } void InputManager::calibrate() { orxout(message) << "Move all joy stick axes fully in all directions." << '\n' << "When done, put the axex in the middle position and press enter." << endl; for (InputDevice* device : devices_) if (device != nullptr) device->startCalibration(); internalState_ |= Calibrating; enterState("calibrator"); } //! Tells all devices to stop the calibration and evaluate it. Buffers are being cleared as well! void InputManager::stopCalibration() { for (InputDevice* device : devices_) if (device != nullptr) device->stopCalibration(); // restore old input state leaveState("calibrator"); internalState_ &= ~Calibrating; // Clear buffers to prevent button hold events this->clearBuffers(); orxout(message) << "Calibration has been stored." << endl; } //! Gets called by WindowEventListener upon focus change --> clear buffers void InputManager::windowFocusChanged(bool bFocus) { this->clearBuffers(); } std::pair InputManager::getMousePosition() const { Mouse* mouse = static_cast(devices_[InputDeviceEnumerator::Mouse]); if (mouse != nullptr) { const OIS::MouseState state = mouse->getOISDevice()->getMouseState(); return std::make_pair(state.X.abs, state.Y.abs); } else return std::make_pair(0, 0); } // ############################################################ // ##### Input States ##### // ########## ########## // ############################################################ InputState* InputManager::createInputState(const std::string& name, bool bAlwaysGetsInput, bool bTransparent, InputStatePriority priority) { if (name.empty()) return nullptr; if (statesByName_.find(name) == statesByName_.end()) { if (priority >= InputStatePriority::HighPriority || priority == InputStatePriority::Empty) { // Make sure we don't add two high priority states with the same priority for (const auto& mapEntry : this->statesByName_) { if (mapEntry.second->getPriority() == priority) { orxout(internal_warning, context::input) << "Could not add an InputState with the same priority '" << static_cast(priority) << "' != 0." << endl; return nullptr; } } } InputState* state = new InputState(name, bAlwaysGetsInput, bTransparent, priority); statesByName_[name] = state; return state; } else { orxout(internal_warning, context::input) << "Could not add an InputState with the same name '" << name << "'." << endl; return nullptr; } } InputState* InputManager::getState(const std::string& name) { std::map::iterator it = statesByName_.find(name); if (it != statesByName_.end()) return it->second; else return nullptr; } bool InputManager::enterState(const std::string& name) { // get pointer from the map with all stored handlers std::map::const_iterator it = statesByName_.find(name); if (it != statesByName_.end() && activeStates_.find(it->second->getPriority()) == activeStates_.end()) { // exists and not active if (it->second->getPriority() == 0) { // Get smallest possible priority between 1 and maxStateStackSize_s for (std::map::reverse_iterator rit = activeStates_.rbegin(); rit != activeStates_.rend(); ++rit) { if (rit->first < InputStatePriority::HighPriority) { it->second->setPriority(rit->first + 1); break; } } // In case no normal handler was on the stack if (it->second->getPriority() == 0) it->second->setPriority(1); } activeStates_[it->second->getPriority()] = it->second; updateActiveStates(); it->second->entered(); return true; } return false; } bool InputManager::leaveState(const std::string& name) { if (name == "empty") { orxout(internal_warning, context::input) << "InputManager: Leaving the empty state is not allowed!" << endl; return false; } // get pointer from the map with all stored handlers std::map::const_iterator it = statesByName_.find(name); if (it != statesByName_.end() && activeStates_.find(it->second->getPriority()) != activeStates_.end()) { // exists and active it->second->left(); activeStates_.erase(it->second->getPriority()); if (it->second->getPriority() < InputStatePriority::HighPriority) it->second->setPriority(0); updateActiveStates(); return true; } return false; } bool InputManager::destroyState(const std::string& name) { if (name == "empty") { orxout(internal_warning, context::input) << "InputManager: Removing the empty state is not allowed!" << endl; return false; } std::map::iterator it = statesByName_.find(name); if (it != statesByName_.end()) { this->leaveState(name); destroyStateInternal(it->second); return true; } return false; } //! Destroys an InputState internally. void InputManager::destroyStateInternal(InputState* state) { assert(state && this->activeStates_.find(state->getPriority()) == this->activeStates_.end()); statesByName_.erase(state->getName()); delete state; } bool InputManager::setMouseExclusive(const std::string& name, tribool value) { if (name == "empty") { orxout(internal_warning, context::input) << "InputManager: Changing the empty state is not allowed!" << endl; return false; } std::map::iterator it = statesByName_.find(name); if (it != statesByName_.end()) { it->second->setMouseExclusive(value); return true; } return false; } }