136 lines
4.1 KiB
C++
136 lines
4.1 KiB
C++
// SuperTuxKart - a fun racing game with go-kart
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//
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// Copyright (C) 2004-2015 Steve Baker <sjbaker1@airmail.net>
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// Copyright (C) 2006-2015 SuperTuxKart-Team
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//
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License
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// as published by the Free Software Foundation; either version 3
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// of the License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#ifndef HEADER_INPUT_MANAGER_HPP
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#define HEADER_INPUT_MANAGER_HPP
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#include <map>
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#include <memory>
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#include <string>
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#include <vector>
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#include <set>
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#include "guiengine/event_handler.hpp"
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#include "input/input.hpp"
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#include "utils/no_copy.hpp"
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#ifndef SERVER_ONLY
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#include <SDL_events.h>
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#endif
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class DeviceManager;
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class SDLController;
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/**
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* \brief Class to handle input.
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* \ingroup input
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*/
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class InputManager: public NoCopy
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{
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public:
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enum InputDriverMode
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{
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MENU = 0,
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INGAME,
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INPUT_SENSE_KEYBOARD,
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INPUT_SENSE_GAMEPAD,
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BOOTSTRAP
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};
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// to put a delay before a new gamepad axis move is considered in menu
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std::map<int, float> m_gamepads_timer;
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private:
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DeviceManager *m_device_manager;
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std::set<std::tuple<int, int>> m_sensed_input_high_gamepad;
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std::set<int> m_sensed_input_high_kbd;
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std::set<int> m_sensed_input_zero_gamepad;
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InputDriverMode m_mode;
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/** When at true, only the master player can play with menus */
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bool m_master_player_only;
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/* Helper values to store and track the relative mouse movements. If these
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* values exceed the deadzone value the input is reported to the game. This
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* makes the mouse behave like an analog axis on a gamepad/joystick.
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*/
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int m_mouse_val_x, m_mouse_val_y;
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void handleStaticAction(int id0, int value);
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void inputSensing(Input::InputType type, int deviceID, int btnID,
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Input::AxisDirection axisDirection, int value);
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#ifndef SERVER_ONLY
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std::map<int, std::unique_ptr<SDLController> > m_sdl_controller;
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#endif
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public:
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InputManager();
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~InputManager();
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// void initGamePadDevices();
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//void input();
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GUIEngine::EventPropagation input(const irr::SEvent& event);
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DeviceManager* getDeviceManager() { return m_device_manager; }
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void setMode(InputDriverMode);
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bool isInMode(InputDriverMode);
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InputDriverMode getMode() { return m_mode; }
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/** When this mode is enabled, only the master player will be able to play
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* with menus (only works in 'assign' mode) */
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void setMasterPlayerOnly(bool enabled);
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/** Returns whether only the master player should be allowed to perform
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* changes in menus. */
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bool masterPlayerOnly() const;
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void update(float dt);
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/** Returns the ID of the player that plays with the keyboard,
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* or -1 if none. */
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int getPlayerKeyboardID() const;
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#ifdef SERVER_ONLY
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size_t getGamepadCount() const { return 0; }
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#else
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/** Returns number of active connected gamepad (with SDL), notice the
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* disconnected gamepad will not be removed from device manager to allow
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* re-plugging later with the same ID. */
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size_t getGamepadCount() const { return m_sdl_controller.size(); }
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/** Returns irrlicht joystick for gamepad visualization. */
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const irr::SEvent& getEventForGamePad(unsigned i) const;
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void handleJoystick(SDL_Event& event);
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SDLController* getSDLController(unsigned i);
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#endif
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void dispatchInput(Input::InputType, int deviceID, int btnID,
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Input::AxisDirection direction, int value,
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bool shift_mask = false);
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void addJoystick();
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};
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extern InputManager *input_manager;
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#endif
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