1
0
mirror of https://gitlab.com/OpenMW/openmw.git synced 2025-01-10 06:39:49 +00:00
OpenMW/apps/openmw/mwinput/inputmanagerimp.hpp
2020-05-26 18:03:29 +04:00

125 lines
3.6 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
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 setAttemptJump(bool jumping);
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<int> getActionKeySorting();
virtual std::vector<int> getActionControllerSorting();
virtual void enableDetectingBindingMode (int action, bool keyboard);
virtual void resetToDefaultKeyBindings();
virtual void resetToDefaultControllerBindings();
virtual void setJoystickLastUsed(bool enabled);
virtual bool joystickLastUsed();
virtual int countSavedGameRecords() const;
virtual void write(ESM::ESMWriter& writer, Loading::Listener& progress);
virtual void readRecord(ESM::ESMReader& reader, uint32_t type);
virtual void resetIdleTime();
virtual void executeAction(int action);
virtual bool controlsDisabled() { return mControlsDisabled; }
private:
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