#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; int last_key; int lastwidget; }; /** \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); /** \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]; } 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); } 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; 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 */ 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 mButtonStates; /** \brief Contains all the bindings for the keyboard */ std::string mBindings[BINDING_KEYS_LAST]; friend class Engine; }; } #endif // _CONTROLLERBASE_H