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