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/*==LICENSE==*
CyanWorlds.com Engine - MMOG client, server and tools
Copyright (C) 2011 Cyan Worlds, Inc.
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 3 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, see <http://www.gnu.org/licenses/>.
Additional permissions under GNU GPL version 3 section 7
If you modify this Program, or any covered work, by linking or
combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
(or a modified version of those libraries),
containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
licensors of this Program grant you additional
permission to convey the resulting work. Corresponding Source for a
non-source form of such a combination shall include the source code for
the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
work.
You can contact Cyan Worlds, Inc. by email legal@cyan.com
or by snail mail at:
Cyan Worlds, Inc.
14617 N Newport Hwy
Mead, WA 99021
*==LICENSE==*/
//////////////////////////////////////////////////////////////////////////////
// //
// plInputInterface.cpp - A single layer on the input interface stack //
// //
//// History /////////////////////////////////////////////////////////////////
// //
// 2.20.02 mcn - Created. //
// //
//// Note on GetPriorityLevel() //////////////////////////////////////////////
// //
// The inputInterfaceMgr uses GetPriorityLevel() to place each interface //
// into the stack relative to the other interfaces. Current priority //
// levels are: //
// Console - 100 //
// GUI system - 75 //
// Avatar input - 50 //
// Scene interaction - 25 //
// //
//////////////////////////////////////////////////////////////////////////////
#ifndef _plInputInterface_h
#define _plInputInterface_h
#include "hsRefCnt.h"
#include "hsTemplates.h"
#include "hsBitVector.h"
// Needed for UNIX Build
// only windows will let you predeclare an enum
#include "pnInputCore/plKeyDef.h"
#include "pnInputCore/plControlEventCodes.h"
//// Class Definition ////////////////////////////////////////////////////////
class hsStream;
class hsResMgr;
class plInputEventMsg;
class plInputInterfaceMgr;
class plMessage;
class plKeyMap;
class plCtrlCmd;
class plKeyBinding;
class plInputInterface : public hsRefCnt
{
friend class plInputInterfaceMgr;
protected:
enum Priorities
{
kConsolePriority = 100,
kGUISystemPriority = 75,
kDebugCmdPrioity = 60,
kSceneInteractionPriority = 50,
kTelescopeInputPriority = 26,
kAvatarInputPriority = 25,
};
plInputInterfaceMgr *fManager;
plKeyMap *fControlMap;
hsTArray<plCtrlCmd *> *fMessageQueue;
hsBitVector fKeyControlFlags;
hsBitVector fKeyControlsFrom2ndKeyFlags;
hsBitVector fDisabledControls;
hsBool fEnabled;
void ISetMessageQueue( hsTArray<plCtrlCmd *> *queue ) { fMessageQueue = queue; }
plKeyMap *IGetControlMap( void ) const { return fControlMap; }
hsBool IOwnsControlCode( ControlEventCode code );
hsBool IVerifyShiftKey( plKeyDef key, int index );
hsBool IHasKeyControlFlag(int f) const { return fKeyControlFlags.IsBitSet(f); }
void ISetKeyControlFlag(int f) { fKeyControlFlags.SetBit(f); }
void IClearKeyControlFlag(int which) { fKeyControlFlags.ClearBit( which ); }
void IDisableControl(int which) { fDisabledControls.SetBit(which); }
void IEnableControl(int which) { fDisabledControls.ClearBit(which); }
// The binding lost focus/priority. Behave as though they released the key and send
// a deactivate message for the control code.
void IDeactivateBinding(const plKeyBinding *binding);
// Gets called once per IUpdate(), just like normal IEval()s
virtual hsBool IEval( double secs, hsScalar del, UInt32 dirty ) { return false; }
// 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.
virtual hsBool IHandleCtrlCmd( plCtrlCmd *cmd ) { return false; }
// Override to let the input interfaces control when a binding is truly active. If this function returns false,
// ProcessKeyBindings will ignore the keypress for the given control. This way, the interfaces can be selective
// about which bindings are active when. By default, always returns true, since there are very few and rare
// cases where you'd want to return false
virtual hsBool IControlCodeEnabled( ControlEventCode code );
// Some helpers for derived classes to avoid including the manager unnecessariliy
public:
plInputInterface();
virtual ~plInputInterface();
enum Cursors
{
kNullCursor = 0,
kCursorUp,
kCursorLeft,
kCursorRight,
kCursorDown,
kCursorPoised,
kCursorClicked,
kCursorUnClicked,
kCursorHidden,
kCursorOpen,
kCursorGrab,
kCursorArrow,
kCursor4WayDraggable,
kCursor4WayDragging,
kCursorUpDownDraggable,
kCursorUpDownDragging,
kCursorLeftRightDraggable,
kCursorLeftRightDragging,
kCursorOfferBook,
kCursorOfferBookHilite,
kCursorOfferBookClicked,
kCursorClickDisabled,
kCursorHand,
kCursorUpward,
};
virtual void Read( hsStream* s, hsResMgr* mgr );
virtual void Write( hsStream* s, hsResMgr* mgr );
// Returns the priority of this interface layer, based on the Priorities enum
virtual UInt32 GetPriorityLevel( void ) const = 0;
// Returns true if the message was handled, false if not and we want to pass it on to others in the stack
virtual hsBool InterpretInputEvent( plInputEventMsg *pMsg ) = 0;
// Returns the currently active mouse cursor for this layer, as defined in pnMessage/plCursorChangeMsg.h
virtual UInt32 GetCurrentCursorID( void ) const = 0;
// Returns the current opacity that this layer wants the cursor to be, from 0 (xparent) to 1 (opaque)
virtual hsScalar GetCurrentCursorOpacity( void ) const { return 1.f; }
// Returns true if this layer is wanting to change the mouse, false if it isn't interested
virtual hsBool HasInterestingCursorID( void ) const = 0;
// Gets called by the manager. If you want a message to come to you, set your manager as the destination
virtual hsBool MsgReceive( plMessage *msg ) { return false; }
// Any initialization that requires a pointer to the manager needs to be done on Init()/Shutdown()
virtual void Init( plInputInterfaceMgr *manager ) { fManager = manager; RestoreDefaultKeyMappings(); }
virtual void Shutdown( void ) {}
// Gets called when any of the key mappings are changed, so that the interface layer can refresh the ones its interested in
virtual void RefreshKeyMap( void ) {}
// Called when the interface manager is setting all key mappings to default
virtual void RestoreDefaultKeyMappings( void ) {}
// Called on each interface layer that gets missed when processing inputEvents in the manager (i.e. you either get this call or InterpretInputEvent)
virtual void MissedInputEvent( plInputEventMsg *pMsg ) {}
// 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)
hsBool ProcessKeyBindings( plInputEventMsg *keyMsg );
void SetEnabled( hsBool e ) { fEnabled = e; }
hsBool IsEnabled( void ) const { return fEnabled; }
// clear all keys from map
virtual void ClearKeyMap();
// reset clickable state
virtual void ResetClickableState() {;}
};
#endif // _plInputInterface_h