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207 lines
7.6 KiB
207 lines
7.6 KiB
14 years ago
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/*==LICENSE==*
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CyanWorlds.com Engine - MMOG client, server and tools
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Copyright (C) 2011 Cyan Worlds, Inc.
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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You can contact Cyan Worlds, Inc. by email legal@cyan.com
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or by snail mail at:
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Cyan Worlds, Inc.
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14617 N Newport Hwy
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Mead, WA 99021
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*==LICENSE==*/
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//////////////////////////////////////////////////////////////////////////////
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// //
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// plInputInterface.cpp - A single layer on the input interface stack //
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// //
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//// History /////////////////////////////////////////////////////////////////
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// //
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// 2.20.02 mcn - Created. //
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// //
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//// Note on GetPriorityLevel() //////////////////////////////////////////////
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// //
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// The inputInterfaceMgr uses GetPriorityLevel() to place each interface //
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// into the stack relative to the other interfaces. Current priority //
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// levels are: //
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// Console - 100 //
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// GUI system - 75 //
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// Avatar input - 50 //
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// Scene interaction - 25 //
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// //
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//////////////////////////////////////////////////////////////////////////////
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#ifndef _plInputInterface_h
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#define _plInputInterface_h
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#include "hsRefCnt.h"
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#include "hsTemplates.h"
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#include "hsBitVector.h"
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// Needed for UNIX Build
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// only windows will let you predeclare an enum
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14 years ago
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#include "pnInputCore/plKeyDef.h"
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#include "pnInputCore/plControlEventCodes.h"
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14 years ago
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//// Class Definition ////////////////////////////////////////////////////////
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class hsStream;
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class hsResMgr;
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class plInputEventMsg;
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class plInputInterfaceMgr;
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class plMessage;
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class plKeyMap;
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class plCtrlCmd;
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class plKeyBinding;
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class plInputInterface : public hsRefCnt
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{
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friend class plInputInterfaceMgr;
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protected:
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enum Priorities
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{
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kConsolePriority = 100,
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kGUISystemPriority = 75,
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kDebugCmdPrioity = 60,
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kSceneInteractionPriority = 50,
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kTelescopeInputPriority = 26,
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kAvatarInputPriority = 25,
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};
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plInputInterfaceMgr *fManager;
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plKeyMap *fControlMap;
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hsTArray<plCtrlCmd *> *fMessageQueue;
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hsBitVector fKeyControlFlags;
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hsBitVector fKeyControlsFrom2ndKeyFlags;
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hsBitVector fDisabledControls;
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hsBool fEnabled;
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void ISetMessageQueue( hsTArray<plCtrlCmd *> *queue ) { fMessageQueue = queue; }
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plKeyMap *IGetControlMap( void ) const { return fControlMap; }
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hsBool IOwnsControlCode( ControlEventCode code );
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hsBool IVerifyShiftKey( plKeyDef key, int index );
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hsBool IHasKeyControlFlag(int f) const { return fKeyControlFlags.IsBitSet(f); }
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void ISetKeyControlFlag(int f) { fKeyControlFlags.SetBit(f); }
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void IClearKeyControlFlag(int which) { fKeyControlFlags.ClearBit( which ); }
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void IDisableControl(int which) { fDisabledControls.SetBit(which); }
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void IEnableControl(int which) { fDisabledControls.ClearBit(which); }
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// The binding lost focus/priority. Behave as though they released the key and send
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// a deactivate message for the control code.
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void IDeactivateBinding(const plKeyBinding *binding);
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// Gets called once per IUpdate(), just like normal IEval()s
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virtual hsBool IEval( double secs, hsScalar del, UInt32 dirty ) { return false; }
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// Override to handle special-cased control messages of your own (same as receiving them via a message, but if you process them, nobody else gets them). Return false if you don't handle it.
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virtual hsBool IHandleCtrlCmd( plCtrlCmd *cmd ) { return false; }
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// Override to let the input interfaces control when a binding is truly active. If this function returns false,
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// ProcessKeyBindings will ignore the keypress for the given control. This way, the interfaces can be selective
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// about which bindings are active when. By default, always returns true, since there are very few and rare
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// cases where you'd want to return false
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virtual hsBool IControlCodeEnabled( ControlEventCode code );
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// Some helpers for derived classes to avoid including the manager unnecessariliy
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public:
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plInputInterface();
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virtual ~plInputInterface();
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enum Cursors
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{
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kNullCursor = 0,
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kCursorUp,
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kCursorLeft,
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kCursorRight,
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kCursorDown,
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kCursorPoised,
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kCursorClicked,
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kCursorUnClicked,
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kCursorHidden,
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kCursorOpen,
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kCursorGrab,
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kCursorArrow,
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kCursor4WayDraggable,
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kCursor4WayDragging,
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kCursorUpDownDraggable,
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kCursorUpDownDragging,
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kCursorLeftRightDraggable,
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kCursorLeftRightDragging,
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kCursorOfferBook,
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kCursorOfferBookHilite,
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kCursorOfferBookClicked,
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kCursorClickDisabled,
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kCursorHand,
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kCursorUpward,
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};
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virtual void Read( hsStream* s, hsResMgr* mgr );
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virtual void Write( hsStream* s, hsResMgr* mgr );
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// Returns the priority of this interface layer, based on the Priorities enum
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virtual UInt32 GetPriorityLevel( void ) const = 0;
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// Returns true if the message was handled, false if not and we want to pass it on to others in the stack
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virtual hsBool InterpretInputEvent( plInputEventMsg *pMsg ) = 0;
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// Returns the currently active mouse cursor for this layer, as defined in pnMessage/plCursorChangeMsg.h
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virtual UInt32 GetCurrentCursorID( void ) const = 0;
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// Returns the current opacity that this layer wants the cursor to be, from 0 (xparent) to 1 (opaque)
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virtual hsScalar GetCurrentCursorOpacity( void ) const { return 1.f; }
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// Returns true if this layer is wanting to change the mouse, false if it isn't interested
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virtual hsBool HasInterestingCursorID( void ) const = 0;
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// Gets called by the manager. If you want a message to come to you, set your manager as the destination
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virtual hsBool MsgReceive( plMessage *msg ) { return false; }
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// Any initialization that requires a pointer to the manager needs to be done on Init()/Shutdown()
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virtual void Init( plInputInterfaceMgr *manager ) { fManager = manager; RestoreDefaultKeyMappings(); }
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virtual void Shutdown( void ) {}
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// Gets called when any of the key mappings are changed, so that the interface layer can refresh the ones its interested in
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virtual void RefreshKeyMap( void ) {}
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// Called when the interface manager is setting all key mappings to default
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virtual void RestoreDefaultKeyMappings( void ) {}
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// Called on each interface layer that gets missed when processing inputEvents in the manager (i.e. you either get this call or InterpretInputEvent)
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virtual void MissedInputEvent( plInputEventMsg *pMsg ) {}
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// Non-virtual, can't override--processes an inputEventMsg to see if we can handle it via a key binding (if so, InterpretInputEvent won't be called)
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hsBool ProcessKeyBindings( plInputEventMsg *keyMsg );
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void SetEnabled( hsBool e ) { fEnabled = e; }
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hsBool IsEnabled( void ) const { return fEnabled; }
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// clear all keys from map
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virtual void ClearKeyMap();
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// reset clickable state
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virtual void ResetClickableState() {;}
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};
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#endif // _plInputInterface_h
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