stk-code_catmod/src/input/input_manager.hpp
2021-05-21 23:45:35 +08:00

136 lines
4.1 KiB
C++

// SuperTuxKart - a fun racing game with go-kart
//
// Copyright (C) 2004-2015 Steve Baker <sjbaker1@airmail.net>
// Copyright (C) 2006-2015 SuperTuxKart-Team
//
// 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_MANAGER_HPP
#define HEADER_INPUT_MANAGER_HPP
#include <map>
#include <memory>
#include <string>
#include <vector>
#include <set>
#include "guiengine/event_handler.hpp"
#include "input/input.hpp"
#include "utils/no_copy.hpp"
#ifndef SERVER_ONLY
#include <SDL_events.h>
#endif
class DeviceManager;
class SDLController;
/**
* \brief Class to handle input.
* \ingroup input
*/
class InputManager: public NoCopy
{
public:
enum InputDriverMode
{
MENU = 0,
INGAME,
INPUT_SENSE_KEYBOARD,
INPUT_SENSE_GAMEPAD,
BOOTSTRAP
};
// to put a delay before a new gamepad axis move is considered in menu
std::map<int, float> m_gamepads_timer;
private:
DeviceManager *m_device_manager;
std::set<std::tuple<int, int>> m_sensed_input_high_gamepad;
std::set<int> m_sensed_input_high_kbd;
std::set<int> m_sensed_input_zero_gamepad;
InputDriverMode m_mode;
/** When at true, only the master player can play with menus */
bool m_master_player_only;
/* Helper values to store and track the relative mouse movements. If these
* values exceed the deadzone value the input is reported to the game. This
* makes the mouse behave like an analog axis on a gamepad/joystick.
*/
int m_mouse_val_x, m_mouse_val_y;
void handleStaticAction(int id0, int value);
void inputSensing(Input::InputType type, int deviceID, int btnID,
Input::AxisDirection axisDirection, int value);
#ifndef SERVER_ONLY
std::map<int, std::unique_ptr<SDLController> > m_sdl_controller;
#endif
public:
InputManager();
~InputManager();
// void initGamePadDevices();
//void input();
GUIEngine::EventPropagation input(const irr::SEvent& event);
DeviceManager* getDeviceManager() { return m_device_manager; }
void setMode(InputDriverMode);
bool isInMode(InputDriverMode);
InputDriverMode getMode() { return m_mode; }
/** When this mode is enabled, only the master player will be able to play
* with menus (only works in 'assign' mode) */
void setMasterPlayerOnly(bool enabled);
/** Returns whether only the master player should be allowed to perform
* changes in menus. */
bool masterPlayerOnly() const;
void update(float dt);
/** Returns the ID of the player that plays with the keyboard,
* or -1 if none. */
int getPlayerKeyboardID() const;
#ifdef SERVER_ONLY
size_t getGamepadCount() const { return 0; }
#else
/** Returns number of active connected gamepad (with SDL), notice the
* disconnected gamepad will not be removed from device manager to allow
* re-plugging later with the same ID. */
size_t getGamepadCount() const { return m_sdl_controller.size(); }
/** Returns irrlicht joystick for gamepad visualization. */
const irr::SEvent& getEventForGamePad(unsigned i) const;
void handleJoystick(SDL_Event& event);
SDLController* getSDLController(unsigned i);
#endif
void dispatchInput(Input::InputType, int deviceID, int btnID,
Input::AxisDirection direction, int value,
bool shift_mask = false);
void addJoystick();
};
extern InputManager *input_manager;
#endif