| 1 | /* | 
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| 2 | *   ORXONOX - the hottest 3D action shooter ever to exist | 
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| 3 | *                    > www.orxonox.net < | 
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| 4 | * | 
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| 5 | * | 
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| 6 | *   License notice: | 
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| 7 | * | 
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| 8 | *   This program is free software; you can redistribute it and/or | 
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| 9 | *   modify it under the terms of the GNU General Public License | 
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| 10 | *   as published by the Free Software Foundation; either version 2 | 
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| 11 | *   of the License, or (at your option) any later version. | 
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| 12 | * | 
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| 13 | *   This program is distributed in the hope that it will be useful, | 
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| 14 | *   but WITHOUT ANY WARRANTY; without even the implied warranty of | 
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| 15 | *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the | 
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| 16 | *   GNU General Public License for more details. | 
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| 17 | * | 
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| 18 | *   You should have received a copy of the GNU General Public License | 
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| 19 | *   along with this program; if not, write to the Free Software | 
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| 20 | *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA. | 
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| 21 | * | 
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| 22 | *   Author: | 
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| 23 | *      Reto Grieder | 
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| 24 | *   Co-authors: | 
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| 25 | *      ... | 
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| 26 | * | 
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| 27 | */ | 
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| 28 |  | 
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| 29 | #ifndef _InputState_H__ | 
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| 30 | #define _InputState_H__ | 
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| 31 |  | 
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| 32 | #include "InputPrereqs.h" | 
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| 33 |  | 
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| 34 | #include <cassert> | 
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| 35 | #include <string> | 
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| 36 | #include <vector> | 
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| 37 | #include <functional> | 
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| 38 |  | 
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| 39 | #include "util/tribool.h" | 
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| 40 | #include "InputHandler.h" | 
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| 41 | #include "InputManager.h" | 
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| 42 | #include "JoyStickQuantityListener.h" | 
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| 43 |  | 
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| 44 | #define INPUT_STATE_PUSH_CALL(deviceIndex, functionName, ...) \ | 
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| 45 | InputManager::getInstance().pushCall(std::function<void ()>(std::bind(&InputHandler::functionName, handlers_[deviceIndex], __VA_ARGS__))) | 
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| 46 |  | 
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| 47 | namespace orxonox | 
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| 48 | { | 
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| 49 | /** | 
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| 50 | @brief | 
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| 51 | InputStates allow you to customise the input event targets at runtime. | 
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| 52 |  | 
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| 53 | The general idea is a stack: Every activated InputState will be pushed on | 
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| 54 | that stack and only the top one gets the input events. This is done for | 
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| 55 | every device (keyboard, mouse, all joy sticks) separately to allow | 
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| 56 | for instance keyboard input capturing for the console while you can still | 
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| 57 | steer a ship with the mouse. | 
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| 58 | There are two exceptions to this behaviour though: | 
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| 59 | - If an InputState is created with the 'Transparent' parameter on, the | 
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| 60 | state will not prevent input from getting to the state below it on the stack. | 
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| 61 | This can be useful for instance if you need to deploy input to multiple | 
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| 62 | handlers: Simply create two InputStates and make the high priority one transparent. | 
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| 63 | - If an InputState is created with the 'AlwaysGetsInput' parameter on, then | 
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| 64 | the state will always receive input as long as it is activated. | 
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| 65 | - Note: If you mark an InputState with both parameters on, then it will | 
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| 66 | not influence only other InputState at all. | 
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| 67 |  | 
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| 68 | @par Priorities | 
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| 69 | Every InputState has a priority when on the stack, but mostly this | 
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| 70 | priority is dynamic (InputStatePriority::Dynamic) which means that a state | 
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| 71 | pushed onto the stack will simply have a higher priority than the top one. | 
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| 72 | This behaviour really only applies to normal states that don't have | 
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| 73 | a high priority (InputStatePriority::HighPriority). These 'special' ones | 
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| 74 | are used for features like the KeyDetector or the console. Use with care! | 
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| 75 |  | 
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| 76 | @par Exclusive/Non-Exclusive mouse Mode | 
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| 77 | You can select a specific mouse mode that tells whether the application | 
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| 78 | should have exclusive access to it or not. | 
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| 79 | When in non-exclusive mode, you can move the mouse out of the window | 
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| 80 | like with any other normal window (only for windowed mode!). | 
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| 81 | The setting is dictated by the topmost InputState that gets mouse events. | 
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| 82 | */ | 
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| 83 | class _CoreExport InputState : public JoyStickQuantityListener | 
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| 84 | { | 
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| 85 | friend class InputManager; | 
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| 86 |  | 
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| 87 | //! Marks the index in the handler vector for the keyboard handler | 
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| 88 | static const InputDeviceEnumerator::Value keyboardIndex_s = InputDeviceEnumerator::Keyboard; | 
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| 89 | //! Marks the index in the handler vector for the mouse handler | 
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| 90 | static const InputDeviceEnumerator::Value mouseIndex_s = InputDeviceEnumerator::Mouse; | 
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| 91 | //! Marks the index in the handler vector for the first joy stick handler | 
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| 92 | static const InputDeviceEnumerator::Value firstJoyStickIndex_s = InputDeviceEnumerator::FirstJoyStick; | 
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| 93 |  | 
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| 94 | public: | 
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| 95 | //! Sets the keyboard event handler (overwrites if there already was one!) | 
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| 96 | void setKeyHandler     (InputHandler* handler) | 
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| 97 | { handlers_[keyboardIndex_s] = handler; bExpired_ = true; } | 
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| 98 | //! Sets the mouse event handler (overwrites if there already was one!) | 
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| 99 | void setMouseHandler   (InputHandler* handler) | 
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| 100 | { handlers_[mouseIndex_s]    = handler; bExpired_ = true; } | 
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| 101 | /** | 
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| 102 | @brief | 
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| 103 | Sets the joy stick event handler for one specific joy stick (overwrites if there already was one!) | 
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| 104 | @return | 
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| 105 | Returns false if the specified device was not found | 
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| 106 | */ | 
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| 107 | bool setJoyStickHandler(InputHandler* handler, unsigned int joyStick); | 
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| 108 | //! Sets the joy stick event handler for all joy sticks (overwrites if there already was one!) | 
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| 109 | void setJoyStickHandler(InputHandler* handler); | 
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| 110 | //! Sets an InputHandler to be used for all devices | 
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| 111 | void setHandler        (InputHandler* handler); | 
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| 112 |  | 
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| 113 | void setMouseExclusive(tribool value) { exclusiveMouse_ = value; this->bExpired_ = true; } | 
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| 114 | tribool getMouseExclusive() const { return exclusiveMouse_; } | 
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| 115 |  | 
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| 116 | //! Returns the name of the state (which is unique!) | 
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| 117 | const std::string& getName() const { return name_; } | 
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| 118 | //! Returns the priority of the state (which is unique if != 0) | 
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| 119 | int getPriority()            const { return priority_; } | 
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| 120 |  | 
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| 121 | //! Tells whether there a handler installed for a specific device | 
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| 122 | bool isInputDeviceEnabled(unsigned int device); | 
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| 123 |  | 
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| 124 | //! Returns true if the handler situation has changed | 
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| 125 | bool hasExpired()      { return this->bExpired_; } | 
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| 126 | //! Call this if you have applied the changes resulting from changed handlers | 
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| 127 | void resetExpiration() { bExpired_ = false; } | 
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| 128 |  | 
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| 129 | //! Updates one specific device handler with deviceUpdated | 
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| 130 | void update(float dt, unsigned int device); | 
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| 131 | //! Updates all handlers with allDevicesUpdated | 
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| 132 | void update(float dt); | 
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| 133 |  | 
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| 134 | //! Generic function that distributes all 9 button events | 
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| 135 | template <typename EventType, class ButtonTypeParam> | 
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| 136 | void buttonEvent(unsigned int device, ButtonTypeParam button); | 
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| 137 |  | 
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| 138 | //! Event handler | 
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| 139 | void mouseMoved(IntVector2 abs, IntVector2 rel, IntVector2 clippingSize); | 
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| 140 | //! Event handler | 
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| 141 | void mouseScrolled(int abs, int rel); | 
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| 142 | //! Event handler | 
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| 143 | void joyStickAxisMoved(unsigned int device, unsigned int axis, float value); | 
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| 144 |  | 
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| 145 | // Functors | 
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| 146 | //! Called when the state is being activated (even if it doesn't get any events afterwards!) | 
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| 147 | void entered(); | 
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| 148 | //! Called upon deactivation of the state | 
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| 149 | void left(); | 
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| 150 | //! Sets a functor to be called upon activation of the state | 
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| 151 | void setEnterFunctor(const FunctorPtr& functor) { this->enterFunctor_ = functor; } | 
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| 152 | //! Sets a functor to be called upon deactivation of the state | 
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| 153 | void setLeaveFunctor(const FunctorPtr& functor) { this->leaveFunctor_ = functor; } | 
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| 154 |  | 
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| 155 | private: | 
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| 156 | InputState(const std::string& name, bool bAlwaysGetsInput, bool bTransparent, InputStatePriority priority); | 
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| 157 | ~InputState() = default; | 
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| 158 |  | 
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| 159 | virtual void JoyStickQuantityChanged(const std::vector<JoyStick*>& joyStickList) override; | 
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| 160 |  | 
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| 161 | //! Sets the priority (only to be used by the InputManager!) | 
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| 162 | void setPriority(int priority) { priority_ = priority; } | 
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| 163 |  | 
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| 164 | const std::string           name_;                  //!< Name of the state | 
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| 165 | const bool                  bAlwaysGetsInput_;      //!< See class declaration for explanation | 
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| 166 | const bool                  bTransparent_;          //!< See class declaration for explanation | 
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| 167 | tribool                     exclusiveMouse_;        //!< See class declaration for explanation | 
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| 168 | int                         priority_;              //!< Current priority (might change) | 
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| 169 | bool                        bExpired_;              //!< See hasExpired() | 
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| 170 | std::vector<InputHandler*>  handlers_;              //!< Vector with all handlers where the index is the device ID | 
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| 171 | //! Handler to be used for all joy sticks (needs to be saved in case another joy stick gets attached) | 
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| 172 | InputHandler*               joyStickHandlerAll_; | 
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| 173 | FunctorPtr                  enterFunctor_;          //!< Functor to be executed on enter | 
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| 174 | FunctorPtr                  leaveFunctor_;          //!< Functor to be executed on leave | 
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| 175 | }; | 
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| 176 |  | 
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| 177 | ORX_FORCEINLINE void InputState::update(float dt) | 
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| 178 | { | 
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| 179 | for (unsigned int i = 0; i < handlers_.size(); ++i) | 
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| 180 | if (handlers_[i] != nullptr) | 
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| 181 | INPUT_STATE_PUSH_CALL(i, allDevicesUpdated, dt); | 
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| 182 | } | 
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| 183 |  | 
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| 184 | ORX_FORCEINLINE void InputState::update(float dt, unsigned int device) | 
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| 185 | { | 
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| 186 | switch (device) | 
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| 187 | { | 
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| 188 | case InputDeviceEnumerator::Keyboard: | 
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| 189 | if (handlers_[keyboardIndex_s] != nullptr) | 
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| 190 | INPUT_STATE_PUSH_CALL(keyboardIndex_s, keyboardUpdated, dt); | 
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| 191 | break; | 
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| 192 |  | 
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| 193 | case InputDeviceEnumerator::Mouse: | 
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| 194 | if (handlers_[mouseIndex_s] != nullptr) | 
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| 195 | INPUT_STATE_PUSH_CALL(mouseIndex_s, mouseUpdated, dt); | 
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| 196 | break; | 
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| 197 |  | 
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| 198 | default: // joy sticks | 
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| 199 | if (handlers_[device] != nullptr) | 
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| 200 | INPUT_STATE_PUSH_CALL(device, joyStickUpdated, device - firstJoyStickIndex_s, dt); | 
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| 201 | break; | 
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| 202 | } | 
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| 203 | } | 
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| 204 |  | 
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| 205 | template <typename EventType, class ButtonTypeParam> | 
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| 206 | ORX_FORCEINLINE void InputState::buttonEvent(unsigned int device, ButtonTypeParam button) | 
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| 207 | { | 
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| 208 | assert(device < handlers_.size()); | 
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| 209 | if (handlers_[device] != nullptr) | 
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| 210 | { | 
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| 211 | // We have to store the function pointer to tell the compiler about its actual type because of overloading | 
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| 212 | void (InputHandler::*function)(unsigned int, ButtonTypeParam, EventType) = &InputHandler::buttonEvent<ButtonTypeParam>; | 
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| 213 | InputManager::getInstance().pushCall(std::function<void ()>(std::bind(function, handlers_[device], device, button, EventType()))); | 
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| 214 | } | 
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| 215 | } | 
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| 216 |  | 
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| 217 | ORX_FORCEINLINE void InputState::mouseMoved(IntVector2 abs, IntVector2 rel, IntVector2 clippingSize) | 
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| 218 | { | 
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| 219 | if (handlers_[mouseIndex_s] != nullptr) | 
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| 220 | INPUT_STATE_PUSH_CALL(mouseIndex_s, mouseMoved, abs, rel, clippingSize); | 
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| 221 | } | 
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| 222 |  | 
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| 223 | ORX_FORCEINLINE void InputState::mouseScrolled(int abs, int rel) | 
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| 224 | { | 
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| 225 | if (handlers_[mouseIndex_s] != nullptr) | 
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| 226 | INPUT_STATE_PUSH_CALL(mouseIndex_s, mouseScrolled, abs, rel); | 
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| 227 | } | 
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| 228 |  | 
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| 229 | ORX_FORCEINLINE void InputState::joyStickAxisMoved(unsigned int device, unsigned int axis, float value) | 
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| 230 | { | 
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| 231 | assert(device < handlers_.size()); | 
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| 232 | if (handlers_[device] != nullptr) | 
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| 233 | INPUT_STATE_PUSH_CALL(device, axisMoved, device - firstJoyStickIndex_s, axis, value); | 
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| 234 | } | 
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| 235 | } | 
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| 236 |  | 
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| 237 | #endif /* _InputState_H__ */ | 
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