genesis-3d_engine/Engine/addons/input/base/inputserverbase.h
zhongdaohuan 6e8fbca745 genesis-3d engine version 1.3.
match the genesis editor version 1.3.0.653.
2014-05-05 14:50:33 +08:00

211 lines
6.9 KiB
C++

/****************************************************************************
Copyright (c) 2007,Radon Labs GmbH
Copyright (c) 2011-2013,WebJet Business Division,CYOU
http://www.genesis-3d.com.cn
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
****************************************************************************/
#ifndef __inputserverbase_H__
#define __inputserverbase_H__
#include "core/refcounted.h"
#include "input/inputsource.h"
#include "input/inputpriority.h"
#include "input/inputevent.h"
#include "threading/criticalsection.h"
#include "threading/thread.h"
namespace Input
{
class InputMouse;
class InputKeyboard;
class InputTouchScreen;
class InputGamePad;
class InputHandler;
}
//------------------------------------------------------------------------------
namespace Input
{
class InputServerBase : public Core::RefCounted
{
__DeclareClass(InputServerBase);
public:
/// constructor
InputServerBase();
/// destructor
virtual ~InputServerBase();
/// set the max number of local players for this application (default is 4)
void SetMaxNumLocalPlayers(SizeT maxNumLocalPlayers);
/// get the max number of local players
SizeT GetMaxNumLocalPlayers() const;
/// open the input server
virtual void Open();
/// close the input server
virtual void Close();
/// return true if open
bool IsOpen() const;
/// set the quit requested flag
void SetQuitRequested(bool b);
/// return true if some subsystem has requested to quit the app (e.g. Alt-F4)
bool IsQuitRequested() const;
/// reset input state
void Reset();
/// get the default keyboard input handler
const GPtr<Input::InputKeyboard>& GetDefaultKeyboard() const;
/// get the default mouse input handler
const GPtr<Input::InputMouse>& GetDefaultMouse() const;
/// get default gamepad handler (playerIndex is valid up to MaxNumLocalPlayers)
GPtr<Input::InputGamePad> GetDefaultGamePad(IndexT playerIndex) const;
/// attach an input handler
void AttachInputHandler(Input::InputPriority::Code pri, const GPtr<Input::InputHandler>& inputHandler);
/// remove an input handler
void RemoveInputHandler(const GPtr<Input::InputHandler>& inputHandler);
/// attach a input source
void AttachInputSource( const GPtr<Input::InputSource>& inputSource);
/// remove a input source
void RemoveInputSource( const GPtr<Input::InputSource>& inputSource);
/// call before processing window events
virtual void BeginFrame();
/// call after processing window events
virtual void OnFrame();
/// call at end of frame
void EndFrame();
/// put an input event into the handler chain
void PutEvent(const Input::InputEvent& ie);
/// clear the current mouse capture (if exists)
void ClearMouseCapture();
/// clear the current keyboard capture (if exists)
void ClearKeyboardCapture();
/// clear both mouse and keyboard captures
void ClearCapture();
/// return the current mouse capture input handler (return invalid ptr if no capture set)
const GPtr<Input::InputHandler>& GetMouseCaptureHandler() const;
/// return the current keyboard capture input handler (return invalid ptr if no capture set)
const GPtr<Input::InputHandler>& GetKeyboardCaptureHandler() const;
/// only call from InputHandler: capture mouse input to the given input handler
void ObtainMouseCapture(const GPtr<Input::InputHandler>& inputHandler);
/// only call from InputHandler: release mouse capture
void ReleaseMouseCapture(const GPtr<Input::InputHandler>& inputHandler);
/// only call from InputHandler: capture keyboard input to the given input handler
void ObtainKeyboardCapture(const GPtr<Input::InputHandler>& inputHandler);
/// only call from InputHandler: release keyboard capture
void ReleaseKeyboardCapture(const GPtr<Input::InputHandler>& inputHandler);
protected:
bool isOpen;
bool inBeginFrame;
bool isQuitRequested;
int inputHandlersLockCount;
SizeT maxNumLocalPlayers;
Util::Array<Util::KeyValuePair<Input::InputPriority::Code,GPtr<Input::InputHandler> > > inputHandlers;
Util::Array< GPtr<Input::InputSource> > mInputSourceList;
GPtr<Input::InputHandler> mouseCaptureHandler;
GPtr<Input::InputHandler> keyboardCaptureHandler;
GPtr<Input::InputKeyboard> defaultKeyboard;
GPtr<Input::InputMouse> defaultMouse;
Util::FixedArray<GPtr<Input::InputGamePad> > defaultGamePad;
Threading::CriticalSection critSect;
Threading::ThreadId creatorThreadId;
};
//------------------------------------------------------------------------------
/**
*/
inline
bool
InputServerBase::IsOpen() const
{
return this->isOpen;
}
//------------------------------------------------------------------------------
/**
*/
inline
SizeT
InputServerBase::GetMaxNumLocalPlayers() const
{
return this->maxNumLocalPlayers;
}
//------------------------------------------------------------------------------
/**
*/
inline
void
InputServerBase::SetQuitRequested(bool b)
{
this->isQuitRequested = b;
}
//------------------------------------------------------------------------------
/**
*/
inline
bool
InputServerBase::IsQuitRequested() const
{
return this->isQuitRequested;
}
//------------------------------------------------------------------------------
/**
*/
inline
const GPtr<Input::InputKeyboard>&
InputServerBase::GetDefaultKeyboard() const
{
n_assert2(creatorThreadId == Threading::Thread::GetMyThreadId(), "GetDefaultKeyboard can't be called from any thread but the creator thread!");
return this->defaultKeyboard;
}
//------------------------------------------------------------------------------
/**
*/
inline
const GPtr<Input::InputMouse>&
InputServerBase::GetDefaultMouse() const
{
n_assert2(creatorThreadId == Threading::Thread::GetMyThreadId(), "GetDefaultMouse can't be called from any thread but the creator thread!");
return this->defaultMouse;
}
} // namespace Input
//------------------------------------------------------------------------------
#endif // __inputserverbase_H__