| 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 | #ifndef _InputManager_H__ |
|---|
| 30 | #define _InputManager_H__ |
|---|
| 31 | |
|---|
| 32 | #include "InputPrereqs.h" |
|---|
| 33 | |
|---|
| 34 | #include <map> |
|---|
| 35 | #include <set> |
|---|
| 36 | #include <string> |
|---|
| 37 | #include <vector> |
|---|
| 38 | #include <boost/function.hpp> |
|---|
| 39 | |
|---|
| 40 | #include "util/Singleton.h" |
|---|
| 41 | #include "util/TriBool.h" |
|---|
| 42 | #include "core/WindowEventListener.h" |
|---|
| 43 | |
|---|
| 44 | // tolua_begin |
|---|
| 45 | namespace orxonox |
|---|
| 46 | { |
|---|
| 47 | /** |
|---|
| 48 | @brief |
|---|
| 49 | Manages the input devices (mouse, keyboard, joy sticks) and the input states. |
|---|
| 50 | |
|---|
| 51 | Every input device has its own wrapper class which does the actually input event |
|---|
| 52 | distribution. The InputManager only creates reloads (on request) those devices. |
|---|
| 53 | |
|---|
| 54 | The other functionality concerns handling InputStates. They act as a layer |
|---|
| 55 | between InputHandlers (like the KeyBinder or the GUIManager) and InputDevices. |
|---|
| 56 | InputStates are memory managed by the IputManager. You cannot create or destroy |
|---|
| 57 | them on your own. Therefore all states get destroyed with the InputManager d'tor. |
|---|
| 58 | @note |
|---|
| 59 | - The actual lists containing all the InputStates for a specific device are stored |
|---|
| 60 | in the InputDevices themselves. |
|---|
| 61 | - The devices_ vector always has at least two elements: Keyboard (first) and mouse. |
|---|
| 62 | You best access them internally with InputDeviceEnumerator::Keyboard/Mouse |
|---|
| 63 | The first joy stick is accessed with InputDeviceEnumerator::FirstJoyStick. |
|---|
| 64 | - Keyboard construction is mandatory , mouse and joy sticks are not. |
|---|
| 65 | If the OIS::InputManager or the Keyboard fail, an exception is thrown. |
|---|
| 66 | */ |
|---|
| 67 | class _CoreExport InputManager |
|---|
| 68 | // tolua_end |
|---|
| 69 | : public Singleton<InputManager>, public WindowEventListener |
|---|
| 70 | { // tolua_export |
|---|
| 71 | friend class Singleton<InputManager>; |
|---|
| 72 | public: |
|---|
| 73 | //! Represents internal states of the InputManager. |
|---|
| 74 | enum State |
|---|
| 75 | { |
|---|
| 76 | Nothing = 0x00, |
|---|
| 77 | Bad = 0x02, |
|---|
| 78 | Calibrating = 0x04, |
|---|
| 79 | }; |
|---|
| 80 | |
|---|
| 81 | /** |
|---|
| 82 | @brief |
|---|
| 83 | Loads the devices and initialises the KeyDetector and the Calibrator. |
|---|
| 84 | |
|---|
| 85 | If either the OIS input system and/or the keyboard could not be created, |
|---|
| 86 | the constructor fails with an std::exception. |
|---|
| 87 | */ |
|---|
| 88 | InputManager(); |
|---|
| 89 | //! Destroys all devices AND all input states! |
|---|
| 90 | ~InputManager(); |
|---|
| 91 | void setConfigValues(); |
|---|
| 92 | |
|---|
| 93 | /** |
|---|
| 94 | @brief |
|---|
| 95 | Updates the devices (which distribute the input events) and the input states. |
|---|
| 96 | |
|---|
| 97 | Any InpuStates changes (destroy, enter, leave) and happens here. If a reload request |
|---|
| 98 | was submitted while updating, the request will be postponed until the next update call. |
|---|
| 99 | */ |
|---|
| 100 | void preUpdate(const Clock& time); |
|---|
| 101 | //! Clears all input device buffers. This usually only includes the pressed button list. |
|---|
| 102 | void clearBuffers(); |
|---|
| 103 | //! Starts joy stick calibration. |
|---|
| 104 | void calibrate(); |
|---|
| 105 | /** |
|---|
| 106 | @brief |
|---|
| 107 | Reloads all the input devices. Use this method to initialise new joy sticks. |
|---|
| 108 | @note |
|---|
| 109 | Only reloads immediately if the call stack doesn't include the preUpdate() method. |
|---|
| 110 | */ |
|---|
| 111 | void reload(); |
|---|
| 112 | |
|---|
| 113 | //------------------------------- |
|---|
| 114 | // Input States |
|---|
| 115 | //------------------------------- |
|---|
| 116 | /** |
|---|
| 117 | @brief |
|---|
| 118 | Creates a new InputState that gets managed by the InputManager. |
|---|
| 119 | @remarks |
|---|
| 120 | The InputManager will take care of the state completely. That also |
|---|
| 121 | means it gets deleted when the InputManager is destroyed! |
|---|
| 122 | @param name |
|---|
| 123 | Unique name of the InputState when referenced as string |
|---|
| 124 | @param bAlwaysGetsInput |
|---|
| 125 | InputState always gets the input when activated |
|---|
| 126 | @param bTransparent |
|---|
| 127 | InputState will not prevent underlaying state from receiving input |
|---|
| 128 | @param priority |
|---|
| 129 | Priority matters when multiple states are active. You can specify any |
|---|
| 130 | number, but 1 - 99 is preferred (99 means high priority). |
|---|
| 131 | */ |
|---|
| 132 | InputState* createInputState(const std::string& name, bool bAlwaysGetsInput = false, bool bTransparent = false, InputStatePriority priority = InputStatePriority::Dynamic); |
|---|
| 133 | /** |
|---|
| 134 | @brief |
|---|
| 135 | Returns a pointer to a InputState referenced by name. |
|---|
| 136 | @return |
|---|
| 137 | Returns NULL if state was not found. |
|---|
| 138 | */ |
|---|
| 139 | InputState* getState(const std::string& name); |
|---|
| 140 | /** |
|---|
| 141 | @brief |
|---|
| 142 | Activates a specific input state. |
|---|
| 143 | It might not actually be activated if the priority is too low! |
|---|
| 144 | @return |
|---|
| 145 | False if name was not found, true otherwise. |
|---|
| 146 | */ |
|---|
| 147 | bool enterState(const std::string& name); // tolua_export |
|---|
| 148 | /** |
|---|
| 149 | @brief |
|---|
| 150 | Deactivates a specific input state. |
|---|
| 151 | @return |
|---|
| 152 | False if name was not found, true otherwise. |
|---|
| 153 | */ |
|---|
| 154 | bool leaveState(const std::string& name); // tolua_export |
|---|
| 155 | /** |
|---|
| 156 | @brief |
|---|
| 157 | Removes and destroys an input state. |
|---|
| 158 | @return |
|---|
| 159 | True if removal was successful, false if name was not found. |
|---|
| 160 | @remarks |
|---|
| 161 | - You can't remove the internal states "empty", "calibrator" and "detector". |
|---|
| 162 | - The removal process is being postponed if InputManager::preUpdate() is currently running. |
|---|
| 163 | */ |
|---|
| 164 | bool destroyState(const std::string& name); // tolua_export |
|---|
| 165 | /** |
|---|
| 166 | @brief |
|---|
| 167 | Changes the mouse mode of an input state. |
|---|
| 168 | @return |
|---|
| 169 | True if the call was successful, fals if the name was not found |
|---|
| 170 | */ |
|---|
| 171 | bool setMouseExclusive(const std::string& name, TriBool::Value value); // tolua_export |
|---|
| 172 | |
|---|
| 173 | //------------------------------- |
|---|
| 174 | // Various getters and setters |
|---|
| 175 | //------------------------------- |
|---|
| 176 | //! Returns the number of joy stick that have been created since the c'tor or last call to reload(). |
|---|
| 177 | unsigned int getJoyStickQuantity() const |
|---|
| 178 | { return devices_.size() - InputDeviceEnumerator::FirstJoyStick; } |
|---|
| 179 | //! Returns a pointer to the OIS InputManager. Only you if you know what you're doing! |
|---|
| 180 | OIS::InputManager* getOISInputManager() { return this->oisInputManager_; } |
|---|
| 181 | //! Returns the position of the cursor as std::pair of ints |
|---|
| 182 | std::pair<int, int> getMousePosition() const; |
|---|
| 183 | //! Tells whether the mouse is used exclusively to the game |
|---|
| 184 | bool isMouseExclusive() const { return this->exclusiveMouse_; } // tolua_export |
|---|
| 185 | |
|---|
| 186 | //------------------------------- |
|---|
| 187 | // Function call caching |
|---|
| 188 | //------------------------------- |
|---|
| 189 | void pushCall(const boost::function<void ()>& function) |
|---|
| 190 | { this->callBuffer_.push_back(function); } |
|---|
| 191 | |
|---|
| 192 | static InputManager& getInstance() { return Singleton<InputManager>::getInstance(); } // tolua_export |
|---|
| 193 | |
|---|
| 194 | private: // functions |
|---|
| 195 | // don't mess with a Singleton |
|---|
| 196 | InputManager(const InputManager&); |
|---|
| 197 | |
|---|
| 198 | // Internal methods |
|---|
| 199 | void loadDevices(); |
|---|
| 200 | void loadMouse(); |
|---|
| 201 | void loadJoySticks(); |
|---|
| 202 | void destroyDevices(); |
|---|
| 203 | |
|---|
| 204 | void stopCalibration(); |
|---|
| 205 | void reloadInternal(); |
|---|
| 206 | |
|---|
| 207 | void destroyStateInternal(InputState* state); |
|---|
| 208 | void updateActiveStates(); |
|---|
| 209 | |
|---|
| 210 | // From WindowEventListener |
|---|
| 211 | void windowFocusChanged(bool bFocus); |
|---|
| 212 | |
|---|
| 213 | private: // variables |
|---|
| 214 | State internalState_; //!< Current internal state |
|---|
| 215 | OIS::InputManager* oisInputManager_; //!< OIS input manager |
|---|
| 216 | std::vector<InputDevice*> devices_; //!< List of all input devices (keyboard, mouse, joy sticks) |
|---|
| 217 | TriBool::Value exclusiveMouse_; //!< Currently applied mouse mode |
|---|
| 218 | |
|---|
| 219 | // some internally handled states and handlers |
|---|
| 220 | InputState* emptyState_; //!< Lowest priority states (makes handling easier) |
|---|
| 221 | //! InputBuffer that reacts to the Enter key when calibrating the joy sticks |
|---|
| 222 | InputBuffer* calibratorCallbackHandler_; |
|---|
| 223 | |
|---|
| 224 | std::map<std::string, InputState*> statesByName_; //!< Contains all the created input states by name |
|---|
| 225 | std::map<int, InputState*> activeStates_; //!< Contains all active input states by priority (std::map is sorted!) |
|---|
| 226 | std::vector<InputState*> activeStatesTicked_; //!< Like activeStates_, but only contains the ones that currently receive events |
|---|
| 227 | |
|---|
| 228 | std::vector<boost::function<void ()> > callBuffer_; //!< Caches all calls from InputStates to be executed afterwards (see preUpdate) |
|---|
| 229 | |
|---|
| 230 | static InputManager* singletonPtr_s; //!< Pointer reference to the singleton |
|---|
| 231 | }; // tolua_export |
|---|
| 232 | } // tolua_export |
|---|
| 233 | |
|---|
| 234 | #endif /* _InputManager_H__ */ |
|---|