#ifndef _MWINPUT_MWINPUTMANAGERIMP_H #define _MWINPUT_MWINPUTMANAGERIMP_H #include "../mwgui/mode.hpp" #include #include "../mwbase/inputmanager.hpp" #include namespace OEngine { namespace Render { class OgreRenderer; } } namespace MWWorld { class Player; } namespace MWBase { class WindowManager; } namespace OMW { class Engine; } namespace ICS { class InputControlSystem; } namespace MyGUI { class MouseButton; } #include #include namespace MWInput { /** * @brief Class that handles all input and key bindings for OpenMW. */ class InputManager : public MWBase::InputManager, public SFO::KeyListener, public SFO::MouseListener, public SFO::WindowListener, public ICS::ChannelListener, public ICS::DetectingBindingListener { public: InputManager(OEngine::Render::OgreRenderer &_ogre, OMW::Engine& engine, const std::string& userFile, bool userFileExists); virtual ~InputManager(); virtual void update(float dt, bool loading); void setPlayer (MWWorld::Player* player) { mPlayer = player; } virtual void changeInputMode(bool guiMode); virtual void processChangedSettings(const Settings::CategorySettingVector& changed); virtual void setDragDrop(bool dragDrop); 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 getActionBindingName (int action); virtual int getNumActions() { return A_Last; } virtual std::vector getActionSorting (); virtual void enableDetectingBindingMode (int action); virtual void resetToDefaultBindings(); public: virtual bool keyPressed(const SDL_KeyboardEvent &arg ); virtual bool keyReleased( const SDL_KeyboardEvent &arg ); virtual void textInput (const SDL_TextInputEvent &arg); virtual bool mousePressed( const SDL_MouseButtonEvent &arg, Uint8 id ); virtual bool mouseReleased( const SDL_MouseButtonEvent &arg, Uint8 id ); virtual bool mouseMoved( const SFO::MouseMotionEvent &arg ); virtual void windowVisibilityChange( bool visible ); virtual void windowFocusChange( bool have_focus ); virtual void windowResized (int x, int y); virtual void channelChanged(ICS::Channel* channel, float currentValue, float previousValue); virtual void mouseAxisBindingDetected(ICS::InputControlSystem* ICS, ICS::Control* control , ICS::InputControlSystem::NamedAxis axis, ICS::Control::ControlChangingDirection direction); virtual void keyBindingDetected(ICS::InputControlSystem* ICS, ICS::Control* control , SDL_Keycode key, ICS::Control::ControlChangingDirection direction); virtual void mouseButtonBindingDetected(ICS::InputControlSystem* ICS, ICS::Control* control , unsigned int button, ICS::Control::ControlChangingDirection direction); virtual void joystickAxisBindingDetected(ICS::InputControlSystem* ICS, ICS::Control* control , int deviceId, int axis, ICS::Control::ControlChangingDirection direction); virtual void joystickButtonBindingDetected(ICS::InputControlSystem* ICS, ICS::Control* control , int deviceId, unsigned int button, ICS::Control::ControlChangingDirection direction); virtual void joystickPOVBindingDetected(ICS::InputControlSystem* ICS, ICS::Control* control , int deviceId, int pov,ICS:: InputControlSystem::POVAxis axis, ICS::Control::ControlChangingDirection direction); virtual void joystickSliderBindingDetected(ICS::InputControlSystem* ICS, ICS::Control* control , int deviceId, int slider, ICS::Control::ControlChangingDirection direction); void clearAllBindings (ICS::Control* control); private: OEngine::Render::OgreRenderer &mOgre; MWWorld::Player* mPlayer; OMW::Engine& mEngine; ICS::InputControlSystem* mInputBinder; SFO::InputWrapper* mInputManager; std::string mUserFile; bool mDragDrop; bool mInvertY; float mCameraSensitivity; float mUISensitivity; float mCameraYMultiplier; float mPreviewPOVDelay; float mTimeIdle; bool mMouseLookEnabled; bool mGuiCursorEnabled; float mOverencumberedMessageDelay; float mMouseX; float mMouseY; int mMouseWheel; bool mUserFileExists; bool mAlwaysRunActive; std::map mControlSwitch; private: void adjustMouseRegion(int width, int height); MyGUI::MouseButton sdlButtonToMyGUI(Uint8 button); void resetIdleTime(); void updateIdleTime(float dt); private: void toggleMainMenu(); void toggleSpell(); void toggleWeapon(); void toggleInventory(); void toggleContainer(); void toggleConsole(); void screenshot(); void toggleJournal(); void activate(); void toggleWalking(); void toggleAutoMove(); void exitNow(); void rest(); void quickKey (int index); void showQuickKeysMenu(); bool actionIsActive (int id); void loadKeyDefaults(bool force = false); private: enum Actions { // please add new actions at the bottom, in order to preserve the channel IDs in the key configuration files A_GameMenu, A_Quit, // Exit the program A_Screenshot, // Take a screenshot A_Inventory, // Toggle inventory screen A_Console, // Toggle console screen A_MoveLeft, // Move player left / right A_MoveRight, A_MoveForward, // Forward / Backward A_MoveBackward, A_Activate, A_Use, //Use weapon, spell, etc. A_Jump, A_AutoMove, //Toggle Auto-move forward A_Rest, //Rest A_Journal, //Journal A_Weapon, //Draw/Sheath weapon A_Spell, //Ready/Unready Casting A_Run, //Run when held A_CycleSpellLeft, //cycling through spells A_CycleSpellRight, A_CycleWeaponLeft,//Cycling through weapons A_CycleWeaponRight, A_ToggleSneak, //Toggles Sneak A_AlwaysRun, //Toggle Walking/Running A_Sneak, A_QuickSave, A_QuickLoad, A_QuickMenu, A_ToggleWeapon, A_ToggleSpell, A_TogglePOV, A_QuickKey1, A_QuickKey2, A_QuickKey3, A_QuickKey4, A_QuickKey5, A_QuickKey6, A_QuickKey7, A_QuickKey8, A_QuickKey9, A_QuickKey10, A_QuickKeysMenu, A_ToggleHUD, A_Last // Marker for the last item }; }; } #endif