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openmw-tes3mp/apps/openmw/mwinput/inputmanagerimp.hpp

127 lines
3.7 KiB
C++

#ifndef MWINPUT_MWINPUTMANAGERIMP_H
#define MWINPUT_MWINPUTMANAGERIMP_H
#include <osg/ref_ptr>
#include <osgViewer/ViewerEventHandlers>
#include <components/settings/settings.hpp>
#include <components/sdlutil/events.hpp>
#include "../mwbase/inputmanager.hpp"
#include "../mwgui/mode.hpp"
#include "actions.hpp"
namespace MWWorld
{
class Player;
}
namespace MWBase
{
class WindowManager;
}
namespace SDLUtil
{
class InputWrapper;
}
struct SDL_Window;
namespace MWInput
{
class ControlSwitch;
class ActionManager;
class BindingsManager;
class ControllerManager;
class KeyboardManager;
class MouseManager;
class SensorManager;
/**
* @brief Class that provides a high-level API for game input
*/
class InputManager : public MWBase::InputManager
{
public:
InputManager(
SDL_Window* window,
osg::ref_ptr<osgViewer::Viewer> viewer,
osg::ref_ptr<osgViewer::ScreenCaptureHandler> screenCaptureHandler,
osgViewer::ScreenCaptureHandler::CaptureOperation *screenCaptureOperation,
const std::string& userFile, bool userFileExists,
const std::string& userControllerBindingsFile,
const std::string& controllerBindingsFile, bool grab);
virtual ~InputManager();
/// Clear all savegame-specific data
void clear() override;
void update(float dt, bool disableControls=false, bool disableEvents=false) override;
void changeInputMode(bool guiMode) override;
void processChangedSettings(const Settings::CategorySettingVector& changed) override;
void setDragDrop(bool dragDrop) override;
void setGamepadGuiCursorEnabled(bool enabled) override;
void setAttemptJump(bool jumping) override;
void toggleControlSwitch (const std::string& sw, bool value) override;
bool getControlSwitch (const std::string& sw) override;
std::string getActionDescription (int action) override;
std::string getActionKeyBindingName (int action) override;
std::string getActionControllerBindingName (int action) override;
int getNumActions() override { return A_Last; }
std::vector<int> getActionKeySorting() override;
std::vector<int> getActionControllerSorting() override;
void enableDetectingBindingMode (int action, bool keyboard) override;
void resetToDefaultKeyBindings() override;
void resetToDefaultControllerBindings() override;
void setJoystickLastUsed(bool enabled) override;
bool joystickLastUsed() override;
int countSavedGameRecords() const override;
void write(ESM::ESMWriter& writer, Loading::Listener& progress) override;
void readRecord(ESM::ESMReader& reader, uint32_t type) override;
void resetIdleTime() override;
void executeAction(int action) override;
bool controlsDisabled() override { return mControlsDisabled; }
void applyHapticsLeftHand(float intensity) override {};
void applyHapticsRightHand(float intensity) override {};
protected:
void convertMousePosForMyGUI(int& x, int& y);
void handleGuiArrowKey(int action);
//void quickKey(int index);
//void showQuickKeysMenu();
void loadKeyDefaults(bool force = false);
void loadControllerDefaults(bool force = false);
SDLUtil::InputWrapper* mInputWrapper;
bool mControlsDisabled;
ControlSwitch* mControlSwitch;
ActionManager* mActionManager;
BindingsManager* mBindingsManager;
ControllerManager* mControllerManager;
KeyboardManager* mKeyboardManager;
MouseManager* mMouseManager;
SensorManager* mSensorManager;
};
}
#endif