fysxasteroids/engine/ControllerBase.h

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#ifndef _CONTROLLERBASE_H
#define _CONTROLLERBASE_H
#include "Engine.h"
namespace Engine {
class ModelBase;
class Console;
class Module;
/** \brief The IMGUI state
*
* See also http://sol.gfxile.net/imgui/
*/
struct IMGUIState {
int hotitem;
int activeitem;
int kbditem;
SDLKey last_keysym;
Uint16 last_unicode;
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int last_key;
int lastwidget;
};
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/** \brief Defines the number of keys (keyboard + mous) that we can bind to.
*
* As the keysym enum of SDL has about 320 keys defined and we might have some
* more we set this define to 400 which should suffice. See also the file
* keytable.h
*/
#define BINDING_KEYS_LAST 400
/** \brief Converts a string into the corresponding keycode */
int convert_keystring (const char *key_val);
/** \brief Converts a key code value to the string that describes the value */
const char* convert_keycode (const int &keycode);
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/** \brief All input is sent here and distributed from here
*
* Distributes and modifies the Model and indirectly the view by modifying the
* camera. It also holds the configuration of the keybindings and sends
* commands to the CommandQueue.
*/
class ControllerBase : public Module {
public:
/** \brief Processes all inputs and performs all the controlling for the
* current frame. */
void Process ();
/** \brief Returns the current mouse position in screen coordinates */
void GetMouseScreenPosition (int *pos_out) {
pos_out[0] = mMouseScreenPosition[0];
pos_out[1] = mMouseScreenPosition[1];
}
void GetMouseWorldPosition (float *pos_out) {
pos_out[0] = mMouseWorldPosition[0];
pos_out[1] = mMouseWorldPosition[1];
pos_out[2] = mMouseWorldPosition[2];
}
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void GetMouseWorldPosition (vector3d &pos_out) {
pos_out[0] = mMouseWorldPosition[0];
pos_out[1] = mMouseWorldPosition[1];
pos_out[2] = mMouseWorldPosition[2];
}
bool GetButtonState (unsigned int key) {
assert (key < BINDING_KEYS_LAST);
return mButtonStates.test(key);
}
void SetButtonState (unsigned int key, bool state) {
assert (key < BINDING_KEYS_LAST);
mButtonStates.set (key, state);
}
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bool BindKey (int key, const char *command);
/** \brief Activates or deactivates unicode processing and key delays of the keyboard inputs */
void EnableTextinput (bool textinput_state);
void IMGUIPrepare () {
uistate.hotitem = 0;
}
void IMGUIClear () {
uistate.hotitem = 0;
uistate.kbditem = 0;
}
void IMGUIFinish ();
IMGUIState uistate;
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protected:
/** \brief Initializes the system */
virtual int OnInit (int argc, char* argv[]);
/** \brief Destroys the system (must be called!) */
virtual void OnDestroy ();
/** \brief Registering of the commands of the ControllerBase */
virtual void OnRegisterCommands ();
/** \brief Processes all Events reported by SDL_PollEvent */
virtual void ProcessEvents ();
/** \brief Keyboard processing */
bool OnKeyDown (const SDL_keysym &keysym);
/** \brief Keyboard processing */
bool OnKeyUp (const SDL_keysym &keysym);
/** \brief Mouse processing */
bool OnMouseButtonDown (Uint8 button, Uint16 xpos, Uint16 ypos);
/** \brief Mouse processing */
bool OnMouseButtonUp (Uint8 button, Uint16 xpos, Uint16 ypos);
/** \brief Mouse processing */
bool OnMouseMotion (const int xnew, const int ynew);
/** \brief Resizes the size of the View */
bool OnVideoResize (int width, int height);
/** \brief Needs the Model to modify it */
ModelBase * mModel;
/** \brief Input might be sent to the Console, hence it is here */
Console * mConsole;
/** \brief The View which can get modified by Controller */
ViewBase *mView;
/** \brief Stores the current mouse position in screen coordinates */
int mMouseScreenPosition[2];
/** \brief Stores the current mouse position on the y=0 plane in world coordinates */
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float mMouseWorldPosition[3];
/** \brief Stores for each button of the mouse whether it is clicked
* \TODO [low] move it to a bitset and remove the fixed amount of buttons */
std::bitset<BINDING_KEYS_LAST> mButtonStates;
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/** \brief Contains all the bindings for the keyboard */
std::string mBindings[BINDING_KEYS_LAST];
friend class Engine;
};
}
#endif // _CONTROLLERBASE_H