#ifndef MWINPUT_MWINPUTMANAGERIMP_H #define MWINPUT_MWINPUTMANAGERIMP_H #include "../mwgui/mode.hpp" #include #include #include #include #include #include #include #include #include "../mwbase/inputmanager.hpp" #include "actions.hpp" namespace MWInput { class ActionManager; class ControllerManager; class MouseManager; class SensorManager; } namespace MWWorld { class Player; } namespace MWBase { class WindowManager; } namespace ICS { class InputControlSystem; } namespace Files { struct ConfigurationManager; } namespace SDLUtil { class InputWrapper; class VideoWrapper; } struct SDL_Window; namespace MWInput { /** * @brief Class that handles all input and key bindings for OpenMW. */ class InputManager : public MWBase::InputManager, public SDLUtil::KeyListener, public SDLUtil::WindowListener, public ICS::ChannelListener, public ICS::DetectingBindingListener { public: InputManager( SDL_Window* window, osg::ref_ptr viewer, osg::ref_ptr screenCaptureHandler, osgViewer::ScreenCaptureHandler::CaptureOperation *screenCaptureOperation, const std::string& userFile, bool userFileExists, const std::string& userControllerBindingsFile, const std::string& controllerBindingsFile, bool grab); virtual ~InputManager(); virtual bool isWindowVisible(); /// Clear all savegame-specific data virtual void clear(); virtual void update(float dt, bool disableControls=false, bool disableEvents=false); virtual void changeInputMode(bool guiMode); virtual void processChangedSettings(const Settings::CategorySettingVector& changed); virtual void setDragDrop(bool dragDrop); virtual void setGamepadGuiCursorEnabled(bool enabled); virtual void toggleControlSwitch (const std::string& sw, bool value); virtual bool getControlSwitch (const std::string& sw); virtual std::string getActionDescription (int action); virtual std::string getActionKeyBindingName (int action); virtual std::string getActionControllerBindingName (int action); virtual int getNumActions() { return A_Last; } virtual std::vector getActionKeySorting(); virtual std::vector getActionControllerSorting(); virtual void enableDetectingBindingMode (int action, bool keyboard); virtual void resetToDefaultKeyBindings(); virtual void resetToDefaultControllerBindings(); virtual void setJoystickLastUsed(bool enabled); virtual bool joystickLastUsed(); virtual void keyPressed(const SDL_KeyboardEvent &arg ); virtual void keyReleased( const SDL_KeyboardEvent &arg ); virtual void textInput (const SDL_TextInputEvent &arg); virtual void windowVisibilityChange( bool visible ); virtual void windowFocusChange( bool have_focus ); virtual void windowResized (int x, int y); virtual void windowClosed (); virtual void channelChanged(ICS::Channel* channel, float currentValue, float previousValue); virtual void keyBindingDetected(ICS::InputControlSystem* ICS, ICS::Control* control , SDL_Scancode key, ICS::Control::ControlChangingDirection direction); virtual void mouseAxisBindingDetected(ICS::InputControlSystem* ICS, ICS::Control* control , ICS::InputControlSystem::NamedAxis axis, ICS::Control::ControlChangingDirection direction); virtual void mouseButtonBindingDetected(ICS::InputControlSystem* ICS, ICS::Control* control , unsigned int button, ICS::Control::ControlChangingDirection direction); virtual void mouseWheelBindingDetected(ICS::InputControlSystem* ICS, ICS::Control* control , ICS::InputControlSystem::MouseWheelClick click, ICS::Control::ControlChangingDirection direction); virtual void joystickAxisBindingDetected(ICS::InputControlSystem* ICS, int deviceID, ICS::Control* control , int axis, ICS::Control::ControlChangingDirection direction); virtual void joystickButtonBindingDetected(ICS::InputControlSystem* ICS, int deviceID, ICS::Control* control , unsigned int button, ICS::Control::ControlChangingDirection direction); void clearAllKeyBindings (ICS::Control* control); void clearAllControllerBindings (ICS::Control* control); virtual int countSavedGameRecords() const; virtual void write(ESM::ESMWriter& writer, Loading::Listener& progress); virtual void readRecord(ESM::ESMReader& reader, uint32_t type); virtual void setPlayerControlsEnabled(bool enabled); virtual void resetIdleTime(); private: SDL_Window* mWindow; bool mWindowVisible; ICS::InputControlSystem* mInputBinder; SDLUtil::InputWrapper* mInputManager; SDLUtil::VideoWrapper* mVideoWrapper; std::string mUserFile; bool mDragDrop; bool mGrabCursor; bool mControlsDisabled; float mPreviewPOVDelay; float mTimeIdle; bool mGuiCursorEnabled; bool mDetectingKeyboard; float mOverencumberedMessageDelay; bool mAttemptJump; std::map mControlSwitch; ActionManager* mActionManager; ControllerManager* mControllerManager; MouseManager* mMouseManager; SensorManager* mSensorManager; void convertMousePosForMyGUI(int& x, int& y); void updateIdleTime(float dt); void handleGuiArrowKey(int action); void updateCursorMode(); void quickKey (int index); void showQuickKeysMenu(); bool actionIsActive (int id); void loadKeyDefaults(bool force = false); void loadControllerDefaults(bool force = false); int mFakeDeviceID; //As we only support one controller at a time, use a fake deviceID so we don't lose bindings when switching controllers }; } #endif