stk-code_catmod/src/input/input_device.hpp

120 lines
4.4 KiB
C++
Raw Normal View History

// SuperTuxKart - a fun racing game with go-kart
//
2015-03-29 20:31:42 -04:00
// Copyright (C) 2009-2015 Marianne Gagnon
//
// 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, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#ifndef HEADER_INPUT_DEVICE_HPP
#define HEADER_INPUT_DEVICE_HPP
#include "input/input.hpp"
#include "input/input_manager.hpp"
#include "states_screens/state_manager.hpp"
#include "utils/no_copy.hpp"
#include <string>
2014-10-29 01:41:04 -04:00
class DeviceConfig;
/**
* \brief Input device type
* \ingroup input
*/
enum DeviceType
{
DT_KEYBOARD,
DT_GAMEPAD,
DT_MULTITOUCH
};
/**
* \brief base class for input devices
* \ingroup input
*/
class InputDevice: public NoCopy
{
protected:
/** For SDL controller it's set false when it's unplugged. */
bool m_connected;
/** Device type (keyboard, gamepad). */
DeviceType m_type;
/** Which player is using this device. */
StateManager::ActivePlayer* m_player;
/** The configuration for this device. */
DeviceConfig* m_configuration;
/** If device has a name; unused for keyboards since AFAIK we
* can't tell keyboards apart. */
std::string m_name;
public:
InputDevice();
virtual ~InputDevice();
/** Invoked when this device it used. Verifies if the key/button that was
* pressed is associated with a binding. If yes, sets action and returns
* true; otherwise returns false. It can also modify the value used.
* \param type Type of input (e.g. IT_STICKMOTION, ...).
* \param id ID of the key that was pressed or of the axis that was
* triggered (depending on the value of the 'type' parameter).
* \param mode Used to determine whether to map menu actions or
* game actions
* \param[out] action The action associated to this input (only check
* this value if method returned true)
* \param[in,out] value The value associated with this type (typically
* how far a gamepad axis is moved).
*
* \return Whether the pressed key/button is bound with an action
*/
virtual bool processAndMapInput(Input::InputType type, const int id,
InputManager::InputDriverMode mode,
PlayerAction *action, int* value = NULL
) = 0;
// ------------------------------------------------------------------------
/** Sets which players uses this device; or pass NULL to say no player
* uses it. */
void setPlayer(StateManager::ActivePlayer* owner) { m_player = owner; }
// ------------------------------------------------------------------------
/** Sets the configuration to be used by this input device. */
void setConfiguration(DeviceConfig *config) {m_configuration = config;}
// ------------------------------------------------------------------------
/** Returns the configuration for this device. */
DeviceConfig *getConfiguration() {return m_configuration;}
// ------------------------------------------------------------------------
/** Returns the type of this device. */
DeviceType getType() const { return m_type; };
// ------------------------------------------------------------------------
/** Returns the player using this device. */
StateManager::ActivePlayer *getPlayer() { return m_player; }
// ------------------------------------------------------------------------
/** Returns the name of this device. */
const std::string& getName() const { return m_name; }
// ------------------------------------------------------------------------
void setConnected(bool val) { m_connected = val; }
// ------------------------------------------------------------------------
bool isConnected() const { return m_connected; }
}; // class InputDevice
#endif