You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 

252 lines
7.4 KiB

/*==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/>.
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==*/
//////////////////////////////////////////////////////////////////////////////
// //
// plAvatarInputInterface //
// //
//////////////////////////////////////////////////////////////////////////////
#ifndef plAvatarInputInterface_inc
#define plAvatarInputInterface_inc
#include "plInputInterface.h"
#include "pnInputCore/plInputMap.h"
#include "hsTemplates.h"
#include "hsGeometry3.h"
#include "hsUtils.h"
//// Class Definition ////////////////////////////////////////////////////////
class plInputEventMsg;
class plMouseEventMsg;
class plKeyMap;
class plMouseMap;
class plKey;
class hsStream;
class hsResMgr;
class plAvatarInputMap;
class plPipeline;
class plAvatarInputInterface;
//// Little Input Map Helpers ////////////////////////////////////////////////
class plAvatarInputMap
{
protected:
plAvatarInputInterface *fInterface;
public:
plAvatarInputMap();
virtual ~plAvatarInputMap();
virtual char *GetName() = 0;
virtual hsBool IsBasic() { return false; }
plMouseMap *fMouseMap;
UInt32 fButtonState;
};
// Basic avatar mappings, for when the avatar is in "suspended input" mode.
class plSuspendedMovementMap : public plAvatarInputMap
{
public:
plSuspendedMovementMap();
virtual char *GetName() { return "Suspended Movement"; }
};
// The above, plus movement
class plBasicControlMap : public plSuspendedMovementMap
{
public:
plBasicControlMap();
virtual char *GetName() { return "Basic"; }
virtual hsBool IsBasic() { return true; }
};
// The above, plus movement
class plBasicThirdPersonControlMap : public plBasicControlMap
{
public:
plBasicThirdPersonControlMap();
virtual char *GetName() { return "Basic Third Person"; }
};
class plLadderControlMap : public plSuspendedMovementMap
{
public:
plLadderControlMap();
virtual char *GetName() { return "LadderClimb"; }
};
class plLadderMountMap : public plSuspendedMovementMap
{
public:
plLadderMountMap();
virtual char *GetName() { return "Ladder Mount"; }
};
class plLadderDismountMap : public plSuspendedMovementMap
{
public:
plLadderDismountMap();
virtual char *GetName() { return "Ladder Dismount"; }
};
class plBasicFirstPersonControlMap : public plBasicControlMap
{
public:
plBasicFirstPersonControlMap();
virtual char *GetName() { return "Basic First Person"; }
};
// Mouse walk mode
class pl3rdWalkMap : public plAvatarInputMap
{
public:
pl3rdWalkMap();
virtual ~pl3rdWalkMap();
};
class pl3rdWalkForwardMap : public pl3rdWalkMap
{
public:
pl3rdWalkForwardMap();
virtual char *GetName() { return "Walking Forward"; }
};
class pl3rdWalkBackwardMap : public pl3rdWalkMap
{
public:
pl3rdWalkBackwardMap();
virtual char *GetName() { return "Walking Backward"; }
};
class pl3rdWalkBackwardLBMap : public pl3rdWalkMap
{
public:
pl3rdWalkBackwardLBMap();
virtual char *GetName() { return "Walking Backward (LB)"; }
};
///////////////////////////////////////////////////////////////////////////////////
class plAvatarInputInterface : public plInputInterface
{
protected:
UInt32 fCurrentCursor;
hsScalar fCursorOpacity, fCursorTimeout, fCursorFadeDelay;
plAvatarInputMap *fInputMap;
static plAvatarInputInterface *fInstance;
virtual hsBool IHandleCtrlCmd( plCtrlCmd *cmd );
// Gets called once per IUpdate(), just like normal IEval()s
virtual hsBool IEval( double secs, hsScalar del, UInt32 dirty );
void IDeactivateCommand(plMouseInfo *info);
void IChangeInputMaps(plAvatarInputMap *newMap);
void ISetSuspendMovementMode();
void ISetBasicMode();
void ISetMouseWalkMode(ControlEventCode code);
void ISetLadderMap();
void ISetPreLadderMap();
void ISetPostLadderMap();
hsBool IHasControlFlag(int f) const { return fControlFlags.IsBitSet(f); }
void IClearControlFlag(int which) { fControlFlags.ClearBit( which ); }
hsBool CursorInBox(plMouseEventMsg* pMsg, hsPoint4 box);
void ClearMouseCursor();
void DisableMouseInput() { fMouseDisabled = true; }
void EnableMouseInput() { fMouseDisabled = false; }
void Reset();
void RequestCursorToWorldPos(hsScalar xPos, hsScalar yPos, int ID);
hsBitVector fControlFlags;
hsBool fMouseDisabled;
plPipeline* fPipe;
int fCursorState;
int fCursorPriority;
hsBool f3rdPerson;
public:
plAvatarInputInterface();
virtual ~plAvatarInputInterface();
void CameraInThirdPerson(hsBool state);
// Always return true, since the cursor should be representing how we control the avatar
virtual hsBool HasInterestingCursorID( void ) const { return true; }
virtual UInt32 GetPriorityLevel( void ) const { return kAvatarInputPriority; }
virtual UInt32 GetCurrentCursorID( void ) const { return fCurrentCursor; }
virtual hsScalar GetCurrentCursorOpacity( void ) const { return fCursorOpacity; }
char* GetInputMapName() { return fInputMap ? fInputMap->GetName() : ""; }
virtual hsBool InterpretInputEvent( plInputEventMsg *pMsg );
virtual void MissedInputEvent( plInputEventMsg *pMsg );
virtual hsBool MsgReceive( plMessage *msg );
virtual void Init( plInputInterfaceMgr *manager );
virtual void Shutdown( void );
virtual void RestoreDefaultKeyMappings( void );
virtual void ClearKeyMap();
// [dis/en]able mouse commands for avatar movement
void SuspendMouseMovement();
void EnableMouseMovement();
void EnableJump(hsBool val);
void EnableForwardMovement(hsBool val);
void EnableControl(hsBool val, ControlEventCode code);
void ClearLadderMode();
void SetLadderMode();
void ForceAlwaysRun(hsBool val);
void SetControlFlag(int f, hsBool val = true) { fControlFlags.SetBit(f, val); }
void SetCursorFadeDelay( hsScalar delay ) { fCursorFadeDelay = delay; }
hsBool IsEnterChatModeBound();
static plAvatarInputInterface *GetInstance( void ) { return fInstance; }
};
#endif plAvatarInputInterface_inc