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// Description:
// Input subsystem.
//
// Copyright (C) 2001 Frank Becker
//
// This program is free software; you can redistribute it and/or modify it under
// the terms of the GNU General Public License as published by the Free Software
// Foundation; either version 2 of the License, or (at your option) any later
// version.
//
// This program is distributed in the hope that it will be useful, but WITHOUT
// ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
// FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details
//
#ifndef _Input_hpp_
#define _Input_hpp_
#include <hashMap.hpp>
#include <Singleton.hpp>
#include <Trigger.hpp>
#include <Keys.hpp>
#include <ConfigHandler.hpp>
#include <CallbackManager.hpp>
#include <InterceptorI.hpp>
class Callback;
namespace HASH_NAMESPACE
{
template<>
struct hash<Trigger>
{
//a simple hash function for Trigger
int operator()(const Trigger &t) const
{
int hashval;
if( t.type == eMotionTrigger)
{
hashval = t.type*1000;
}
else
{
hashval = t.type*1000+t.data1;
}
return hashval;
}
};
}
class Input: public ConfigHandler
{
friend class Singleton<Input>;
public:
Input *preinit( void);
bool init( void);
bool update( void);
//used for loading/saving bindings
virtual void handleLine( const string line);
virtual void save( ofstream &of);
//Input takes ownership of callback
void bindNextTrigger( Callback *cb)
{
_bindMode = true;
_callback = cb;
}
bool waitingForBind( void)
{
return _bindMode;
}
void addCallback( Callback *cb)
{
_callbackManager.addCallback( cb);
}
void enableInterceptor( InterceptorI *i)
{
_interceptor = i;
}
void disableInterceptor( void)
{
_interceptor = 0;
}
private:
virtual ~Input();
Input( void);
Input( const Input&);
Input &operator=(const Input&);
void bind( Trigger &t, Callback *action);
bool tryGetTrigger( Trigger &trigger, bool &isDown);
void updateMouseSettings( void);
bool _bindMode;
Callback *_callback;
CallbackManager _callbackManager;
Keys _keys;
hash_map< Trigger, Callback*, hash<Trigger>, equal_to<Trigger> > _callbackMap;
//stuff for mouse smoothing
float _memoryDX;
float _memoryDY;
float _valDX;
float _valDY;
float _dampVal;
float feedbackFilter( float value, float damp, float &memory)
{
//damp of 0 means no filtering
//damp of 1 means input value is filtered out completely
return memory = value*(1.0f-damp) + memory*damp;
}
float _sensitivity;
//intercept raw input
InterceptorI *_interceptor;
};
typedef Singleton<Input> InputS;
#endif
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