//********************************** Banshee Engine (www.banshee3d.com) **************************************************// //**************** Copyright (c) 2016 Marko Pintera (marko.pintera@gmail.com). All rights reserved. **********************// #pragma once #include "BsCorePrerequisites.h" #include "BsModule.h" #include "BsOSInputHandler.h" #include "BsRawInputHandler.h" #include "BsInputFwd.h" namespace BansheeEngine { /** @addtogroup Input * @{ */ /** * Primary module used for dealing with input. Allows you to receieve and query raw or OS input for * mouse/keyboard/gamepad. * * All inputs are received through an input handler, which can be overriden to provide custom input functionality. */ class BS_CORE_EXPORT Input : public Module { /** Possible button states. */ enum class ButtonState { Off, /**< Button is not being pressed. */ On, /**< Button is being pressed. */ ToggledOn, /**< Button has been pressed this frame. */ ToggledOff, /**< Button has been released this frame. */ ToggledOnOff, /**< Button has been pressed and released this frame. */ }; /** Contains axis and device data per device. */ struct DeviceData { DeviceData(); Vector axes; ButtonState keyStates[BC_Count]; }; /** Different types of possible input event callbacks. */ enum class EventType { ButtonUp, ButtonDown, PointerMoved, PointerUp, PointerDown, PointerDoubleClick, TextInput, Command }; /** Stores information about a queued input event that is to be triggered later. */ struct QueuedEvent { QueuedEvent(EventType type, UINT32 idx) :type(type), idx(idx) { } EventType type; UINT32 idx; }; public: Input(); ~Input(); /** * Returns value of the specified input axis. Normally in range [-1.0, 1.0] but can be outside the range for * devices with unbound axes (for example mouse). * * @param[in] type Type of axis to query. Usually a type from InputAxis but can be a custom value. * @param[in] deviceIdx Index of the device in case more than one is hooked up (0 - primary). */ float getAxisValue(UINT32 type, UINT32 deviceIdx = 0) const; /** * Query if the provided button is currently being held (this frame or previous frames). * * @param[in] keyCode Code of the button to query. * @param[in] deviceIdx Device to query the button on (0 - primary). */ bool isButtonHeld(ButtonCode keyCode, UINT32 deviceIdx = 0) const; /** * Query if the provided button is currently being released (only true for one frame). * * @param[in] keyCode Code of the button to query. * @param[in] deviceIdx Device to query the button on (0 - primary). */ bool isButtonUp(ButtonCode keyCode, UINT32 deviceIdx = 0) const; /** * Query if the provided button is currently being pressed (only true for one frame). * * @param[in] keyCode Code of the button to query. * @param[in] deviceIdx Device to query the button on (0 - primary). */ bool isButtonDown(ButtonCode keyCode, UINT32 deviceIdx = 0) const; /** Returns position of the pointer (for example mouse cursor) relative to the screen. */ Vector2I getPointerPosition() const; /** Returns difference between pointer position between current and last frame. */ Vector2I getPointerDelta() const { return mPointerDelta; } /** * Query if the provided pointer button is currently being held (this frame or previous frames). * * @param[in] pointerButton Code of the button to query. */ bool isPointerButtonHeld(PointerEventButton pointerButton) const; /** * Query if the provided pointer button is currently being released (only true for one frame). * * @param[in] pointerButton Code of the button to query. */ bool isPointerButtonUp(PointerEventButton pointerButton) const; /** * Query if the provided pointer button is currently being pressed (only true for one frame). * * @param[in] pointerButton Code of the button to query. */ bool isPointerButtonDown(PointerEventButton pointerButton) const; /** Query has the left pointer button has been double-clicked this frame. */ bool isPointerDoubleClicked() const; /** Enables or disables mouse smoothing. Smoothing makes the changes to mouse axes more gradual. */ void setMouseSmoothing(bool enabled); /** Triggered whenever a button is first pressed. */ Event onButtonDown; /** Triggered whenever a button is first released. */ Event onButtonUp; /** Triggered whenever user inputs a text character. */ Event onCharInput; /** Triggers when some pointing device (mouse cursor, touch) moves. */ Event onPointerMoved; /** Triggers when some pointing device (mouse cursor, touch) button is pressed. */ Event onPointerPressed; /** Triggers when some pointing device (mouse cursor, touch) button is released. */ Event onPointerReleased; /** Triggers when some pointing device (mouse cursor, touch) button is double clicked. */ Event onPointerDoubleClick; // TODO Low priority: Remove this, I can emulate it using virtual input /** Triggers on special input commands. */ Event onInputCommand; public: // ***** INTERNAL ****** /** @name Internal * @{ */ /** Registers a new input handler. Replaces any previous input handler. */ void _registerRawInputHandler(SPtr inputHandler); /** * Called every frame. Detects button state changes and prepares callback events to trigger via a call to * _triggerCallbacks(). */ void _update(); /** Triggers any queued input event callbacks. */ void _triggerCallbacks(); /** @} */ private: /** Triggered by input handler when a button is pressed. */ void buttonDown(UINT32 deviceIdx, ButtonCode code, UINT64 timestamp); /** Triggered by input handler when a button is released. */ void buttonUp(UINT32 deviceIdx, ButtonCode code, UINT64 timestamp); /** Triggered by input handler when a single character is input. */ void charInput(UINT32 chr); /** Triggered by input handler when a mouse/joystick axis is moved. */ void axisMoved(UINT32 deviceIdx, const RawAxisState& state, UINT32 axis); /** Cursor movement as OS reports it. Used for screen cursor position. */ void cursorMoved(const PointerEvent& event); /** Cursor button presses as OS reports it. */ void cursorPressed(const PointerEvent& event); /** Cursor button releases as OS reports it. */ void cursorReleased(const PointerEvent& event); /** Cursor button releases as OS reports it. */ void cursorDoubleClick(const PointerEvent& event); /** Input commands as OS reports them. */ void inputCommandEntered(InputCommandType commandType); /** Called when window in focus changes, as reported by the OS. */ void inputWindowChanged(RenderWindow& win); private: SPtr mRawInputHandler; SPtr mOSInputHandler; Vector mDevices; Vector2I mPointerPosition; Vector2I mPointerDelta; ButtonState mPointerButtonStates[3]; bool mPointerDoubleClicked; bool mLastPositionSet; Vector mQueuedEvents; Vector mTextInputEvents; Vector mCommandEvents; Vector mPointerDoubleClickEvents; Vector mPointerReleasedEvents; Vector mPointerPressedEvents; Vector mPointerMovedEvents; Vector mButtonDownEvents; Vector mButtonUpEvents; /************************************************************************/ /* STATICS */ /************************************************************************/ static const int HISTORY_BUFFER_SIZE; // Size of buffer used for input smoothing static const float WEIGHT_MODIFIER; }; /** Provides easier access to Input. */ BS_CORE_EXPORT Input& gInput(); /** @} */ }