/* * 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: * ... * */ #ifndef _InputManager_H__ #define _InputManager_H__ #include "InputPrereqs.h" #include #include #include #include #include #include "util/Singleton.h" #include "util/TriBool.h" #include "core/WindowEventListener.h" // tolua_begin namespace orxonox { /** @brief Manages the input devices (mouse, keyboard, joy sticks) and the input states. Every input device has its own wrapper class which does the actually input event distribution. The InputManager only creates reloads (on request) those devices. The other functionality concerns handling InputStates. They act as a layer between InputHandlers (like the KeyBinder or the GUIManager) and InputDevices. InputStates are memory managed by the IputManager. You cannot create or destroy them on your own. Therefore all states get destroyed with the InputManager d'tor. @note - The actual lists containing all the InputStates for a specific device are stored in the InputDevices themselves. - The devices_ vector always has at least two elements: Keyboard (first) and mouse. You best access them internally with InputDeviceEnumerator::Keyboard/Mouse The first joy stick is accessed with InputDeviceEnumerator::FirstJoyStick. - Keyboard construction is mandatory , mouse and joy sticks are not. If the OIS::InputManager or the Keyboard fail, an exception is thrown. */ class _CoreExport InputManager // tolua_end : public Singleton, public WindowEventListener { // tolua_export friend class Singleton; public: //! Represents internal states of the InputManager. enum State { Nothing = 0x00, Bad = 0x02, Calibrating = 0x04, }; /** @brief Loads the devices and initialises the KeyDetector and the Calibrator. If either the OIS input system and/or the keyboard could not be created, the constructor fails with an std::exception. */ InputManager(); //! Destroys all devices AND all input states! ~InputManager(); void setConfigValues(); /** @brief Updates the devices (which distribute the input events) and the input states. Any InpuStates changes (destroy, enter, leave) and happens here. If a reload request was submitted while updating, the request will be postponed until the next update call. */ void preUpdate(const Clock& time); //! Clears all input device buffers. This usually only includes the pressed button list. void clearBuffers(); //! Starts joy stick calibration. void calibrate(); /** @brief Reloads all the input devices. Use this method to initialise new joy sticks. @note Only reloads immediately if the call stack doesn't include the preUpdate() method. */ void reload(); //------------------------------- // Input States //------------------------------- /** @brief Creates a new InputState that gets managed by the InputManager. @remarks The InputManager will take care of the state completely. That also means it gets deleted when the InputManager is destroyed! @param name Unique name of the InputState when referenced as string @param bAlwaysGetsInput InputState always gets the input when activated @param bTransparent InputState will not prevent underlaying state from receiving input @param priority Priority matters when multiple states are active. You can specify any number, but 1 - 99 is preferred (99 means high priority). */ InputState* createInputState(const std::string& name, bool bAlwaysGetsInput = false, bool bTransparent = false, InputStatePriority priority = InputStatePriority::Dynamic); /** @brief Returns a pointer to a InputState referenced by name. @return Returns NULL if state was not found. */ InputState* getState(const std::string& name); /** @brief Activates a specific input state. It might not actually be activated if the priority is too low! @return False if name was not found, true otherwise. */ bool enterState(const std::string& name); // tolua_export /** @brief Deactivates a specific input state. @return False if name was not found, true otherwise. */ bool leaveState(const std::string& name); // tolua_export /** @brief Removes and destroys an input state. @return True if removal was successful, false if name was not found. @remarks - You can't remove the internal states "empty", "calibrator" and "detector". - The removal process is being postponed if InputManager::preUpdate() is currently running. */ bool destroyState(const std::string& name); // tolua_export //------------------------------- // Various getters and setters //------------------------------- //! Returns the number of joy stick that have been created since the c'tor or last call to reload(). unsigned int getJoyStickQuantity() const { return devices_.size() - InputDeviceEnumerator::FirstJoyStick; } //! Returns a pointer to the OIS InputManager. Only you if you know what you're doing! OIS::InputManager* getOISInputManager() { return this->oisInputManager_; } //! Returns the position of the cursor as std::pair of ints std::pair getMousePosition() const; //! Tells whether the mouse is used exclusively to the game bool isMouseExclusive() const { return this->exclusiveMouse_; } // tolua_export //------------------------------- // Function call caching //------------------------------- void pushCall(const boost::function& function) { this->callBuffer_.push_back(function); } static InputManager& getInstance() { return Singleton::getInstance(); } // tolua_export private: // functions // don't mess with a Singleton InputManager(const InputManager&); // Internal methods void loadDevices(); void loadMouse(); void loadJoySticks(); void destroyDevices(); void stopCalibration(); void reloadInternal(); void destroyStateInternal(InputState* state); void updateActiveStates(); // From WindowEventListener void windowFocusChanged(); private: // variables State internalState_; //!< Current internal state OIS::InputManager* oisInputManager_; //!< OIS input manager std::vector devices_; //!< List of all input devices (keyboard, mouse, joy sticks) TriBool::Value exclusiveMouse_; //!< Currently applied mouse mode // some internally handled states and handlers InputState* emptyState_; //!< Lowest priority states (makes handling easier) //! InputBuffer that reacts to the Enter key when calibrating the joy sticks InputBuffer* calibratorCallbackHandler_; std::map statesByName_; //!< Contains all the created input states by name std::map activeStates_; //!< Contains all active input states by priority (std::map is sorted!) std::vector activeStatesTicked_; //!< Like activeStates_, but only contains the ones that currently receive events std::vector > callBuffer_; //!< Caches all calls from InputStates to be executed afterwards (see preUpdate) static InputManager* singletonPtr_s; //!< Pointer reference to the singleton }; // tolua_export } // tolua_export #endif /* _InputManager_H__ */