/*! @file @author Albert Semenov @date 11/2007 */ /* This file is part of MyGUI. MyGUI is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. MyGUI 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 Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with MyGUI. If not, see . */ #ifndef __MYGUI_INPUT_MANAGER_H__ #define __MYGUI_INPUT_MANAGER_H__ #include "MyGUI_Prerequest.h" #include "MyGUI_Macros.h" #include "MyGUI_Singleton.h" #include "MyGUI_WidgetDefines.h" #include "MyGUI_IUnlinkWidget.h" #include "MyGUI_WidgetDefines.h" #include "MyGUI_XmlDocument.h" #include "MyGUI_MouseButton.h" #include "MyGUI_KeyCode.h" #include "MyGUI_Timer.h" #include "MyGUI_ILayer.h" #include "MyGUI_Delegate.h" #include "MyGUI_BackwardCompatibility.h" namespace MyGUI { class MYGUI_EXPORT InputManager : public Singleton, public IUnlinkWidget, public MemberObsolete { public: InputManager(); void initialise(); void shutdown(); /** Inject MouseMove event @return true if event has been processed by GUI */ bool injectMouseMove(int _absx, int _absy, int _absz); /** Inject MousePress event @return true if event has been processed by GUI */ bool injectMousePress(int _absx, int _absy, MouseButton _id); /** Inject MouseRelease event @return true if event has been processed by GUI */ bool injectMouseRelease(int _absx, int _absy, MouseButton _id); /** Inject KeyPress event @return true if event has been processed by GUI */ bool injectKeyPress(KeyCode _key, Char _text = 0); /** Inject KeyRelease event @return true if event has been processed by GUI */ bool injectKeyRelease(KeyCode _key); /** Is any widget have mouse focus */ bool isFocusMouse() const; /** Is any widget have key focus (any widget might have it, not only EditBox or something similar) */ bool isFocusKey() const; /** Is any widget captured mouse */ bool isCaptureMouse() const; /** Set key focus for _widget */ void setKeyFocusWidget(Widget* _widget); /** Drop key focus for _widget */ void resetKeyFocusWidget(Widget* _widget); /** Drop any key focus */ void resetKeyFocusWidget(); /** Get mouse focused widget */ Widget* getMouseFocusWidget() const; /** Get key focused widget */ Widget* getKeyFocusWidget() const; /** Get position of last mouse button press. Position calculated on specific layer where mouse was pressed. */ const IntPoint& getLastPressedPosition(MouseButton _id) const; /** Get current mouse position on screen */ const IntPoint& getMousePosition() const; /** Get mouse position on current layer. This position might different from getMousePosition() if mouse is over non-2d layer. */ IntPoint getMousePositionByLayer(); // работа с модальными окнами /** Add modal widget - all other widgets inaccessible while modal widget exist */ void addWidgetModal(Widget* _widget); /** Remove modal widget */ void removeWidgetModal(Widget* _widget); /** Return true if any modal widget exist */ bool isModalAny() const; /** Is control button pressed */ bool isControlPressed() const; /** Is shift button pressed */ bool isShiftPressed() const; /** Reset mouse capture. For example when we dragging and application lost focus you should call this. */ void resetMouseCaptureWidget(); /** Unlink widget from input manager. */ void unlinkWidget(Widget* _widget); /** Event : MultiDelegate. Mouse focus was changed.\n signature : void method(MyGUI::Widget* _widget)\n @param _widget */ delegates::CMultiDelegate1 eventChangeMouseFocus; /** Event : MultiDelegate. Key focus was changed.\n signature : void method(MyGUI::Widget* _widget)\n @param _widget */ delegates::CMultiDelegate1 eventChangeKeyFocus; /*internal:*/ void _resetMouseFocusWidget(); void _forceChangeMouseFocus(Widget* _focusNew, int _absx, int _absy, int _absz);// expand by genesis-3d private: // удаляем данный виджет из всех возможных мест void _unlinkWidget(Widget* _widget); void frameEntered(float _frame); void firstEncoding(KeyCode _key, bool bIsKeyPressed); // запоминает клавишу для поддержки повторения void storeKey(KeyCode _key, Char _text); // сбрасывает клавишу повторения void resetKey(); bool changeMouseFocus(Widget* item, Widget* old_mouse_focus, int _absx, int _absy, int _absz);// expand by genesis-3d private: // виджеты которым принадлежит фокус Widget* mWidgetMouseFocus; Widget* mWidgetKeyFocus; ILayer* mLayerMouseFocus; // таймер для двойного клика Timer mTimer; //used for double click timing // нажат ли шифт bool mIsShiftPressed; // нажат ли контрол bool mIsControlPressed; IntPoint mMousePosition; // last mouse press position IntPoint mLastPressed[MouseButton::MAX]; // is mouse button captured by active widget bool mMouseCapture[MouseButton::MAX]; // клавиша для повтора KeyCode mHoldKey; Char mHoldChar; bool mFirstPressKey; float mTimerKey; int mOldAbsZ; // список виджетов с модальным режимом VectorWidgetPtr mVectorModalRootWidget; bool mIsInitialise; }; } // namespace MyGUI #endif // __MYGUI_INPUT_MANAGER_H__