[692] | 1 | /*
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| 2 | -----------------------------------------------------------------------------
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| 3 | This source file is part of OGRE
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| 4 | (Object-oriented Graphics Rendering Engine)
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| 5 | For the latest info, see http://www.ogre3d.org/
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| 6 |
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| 7 | Copyright (c) 2000-2005 The OGRE Team
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| 8 | Also see acknowledgements in Readme.html
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| 9 |
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| 10 | This program is free software; you can redistribute it and/or modify it under
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| 11 | the terms of the GNU Lesser General Public License as published by the Free Software
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| 12 | Foundation; either version 2 of the License, or (at your option) any later
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| 13 | version.
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| 14 |
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| 15 | This program is distributed in the hope that it will be useful, but WITHOUT
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| 16 | ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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| 17 | FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
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| 18 |
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| 19 | You should have received a copy of the GNU Lesser General Public License along with
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| 20 | this program; if not, write to the Free Software Foundation, Inc., 59 Temple
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| 21 | Place - Suite 330, Boston, MA 02111-1307, USA, or go to
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| 22 | http://www.gnu.org/copyleft/lesser.txt.
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| 23 | -----------------------------------------------------------------------------
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| 24 | */
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| 25 | /***************************************************************************
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| 26 | OgreEventProcessor.h -
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| 27 | The EventProcessor controls getting events, storing them in a queue, and
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| 28 | dispatching events.
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| 29 | It contains an InputDevice which creates InputEvents. The events are then
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| 30 | stored FIFO in the EventQueue.
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| 31 |
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| 32 | The EventProcessor is a frame listener, so each frame, it empties the entire
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| 33 | queue to the list of dispatchers.
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| 34 |
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| 35 | Each dispatcher corresponds to a registered TargetManager.
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| 36 |
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| 37 | The TargetManagers need to be registered with the Processor before initialise is called.
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| 38 |
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| 39 | After intialise is called, the Processor will start processing events once startProcessingEvents is called.
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| 40 |
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| 41 | The Processor acts like a default EventTarget, so it can process events that no dispatcher consumes.
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| 42 | You can listen default actions to the processor by e.g.
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| 43 | mProcessor->addMouseListener(defaultMouseMovement);
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| 44 |
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| 45 | WARNING: The event objects are created in InputReader when they are submitted to the queue
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| 46 | , yet destroyed in the Event Processor when they are taken off the queue.
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| 47 | Deleting objects in different locations to where they are created is usually undesirable, however,
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| 48 | since the Processor, queue and InputReader are tightly coupled (only the Processor is visible to the outside)
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| 49 | this can be an exception.
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| 50 | The reason for this is for performance... The alternative, is to do 2 more event copies when sending events to the queue,
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| 51 | so the queue manages creating (copying the event from the inputReader) and deleting objects once popped - however
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| 52 | this would require the events to be copied twice.. So I have avoided this by having the same event object passed around
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| 53 | and not copied.
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| 54 | -------------------
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| 55 | begin : Nov 19 2002
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| 56 | copyright : (C) 2002 by Kenny Sabir
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| 57 | email : kenny@sparksuit.com
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| 58 | ***************************************************************************/
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| 59 |
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| 60 | #ifndef __EventProcessor_H__
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| 61 | #define __EventProcessor_H__
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| 62 |
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| 63 | #include <list>
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| 64 | #include "OgrePrerequisites.h"
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| 65 | #include "OgreSingleton.h"
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| 66 | #include "OgreFrameListener.h"
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| 67 | #include "OgreMouseTarget.h"
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| 68 | #include "OgreKeyTarget.h"
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| 69 | #include "OgreMouseMotionTarget.h"
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| 70 |
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| 71 | namespace Ogre {
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| 72 | /** The EventProcessor controls getting events, storing them in a queue, and
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| 73 | dispatching events.
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| 74 | @remarks
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| 75 | An application can create an instance of this class to receive buffered input, as opposed
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| 76 | to creating an InputReader directly and retrieving snapshot state only. This class
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| 77 | contains an InputReader which it uses to create InputEvents which are then
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| 78 | stored FIFO in the EventQueue.
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| 79 | @par
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| 80 | The EventProcessor is a frame listener, so each frame, it empties the entire
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| 81 | queue to the list of dispatchers. Each dispatcher corresponds to a registered TargetManager.
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| 82 | The TargetManagers need to be registered with the Processor before initialise is called.
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| 83 | After intialise is called, the Processor will start processing events once
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| 84 | startProcessingEvents is called.
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| 85 | @par
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| 86 | The Processor acts like a default EventTarget, so it can process events that no dispatcher consumes.
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| 87 | You can listen default actions to the processor by e.g.
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| 88 | mProcessor->addMouseListener(defaultMouseMovement);
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| 89 | */
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| 90 | class _OgreExport EventProcessor : public FrameListener, public MouseTarget, public MouseMotionTarget, public Singleton<EventProcessor>, public KeyTarget
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| 91 | {
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| 92 | protected:
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| 93 | EventQueue* mEventQueue;
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| 94 | /**
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| 95 | * empty queue and cleanup objects
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| 96 | *
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| 97 | */
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| 98 | void cleanup();
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| 99 | InputReader* mInputDevice;
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| 100 | typedef std::list<EventDispatcher*> DispatcherList;
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| 101 | typedef std::list<EventTarget*> EventTargetList;
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| 102 | DispatcherList mDispatcherList;
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| 103 | EventTargetList mEventTargetList;
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| 104 | bool mRegisteredAsFrameListener;
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| 105 |
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| 106 | public:
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| 107 | EventProcessor();
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| 108 | virtual ~EventProcessor();
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| 109 |
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| 110 | /**
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| 111 | * Registers FrameListener, and activates the queue
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| 112 | */
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| 113 | void startProcessingEvents(bool registerListener=true);
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| 114 |
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| 115 | /**
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| 116 | * Removes this from being a FrameListener,
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| 117 | * and deactivates the queue
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| 118 | */
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| 119 | void stopProcessingEvents();
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| 120 |
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| 121 | /**
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| 122 | * Creates the Queue object,
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| 123 | * Creates the InputReader object
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| 124 | * initialises the InputReader to use buffered input
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| 125 | */
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| 126 | void initialise(RenderWindow* ren);
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| 127 |
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| 128 | /**
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| 129 | * Processes default events,
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| 130 | * these are events are aren't handled by any dispatcher
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| 131 | */
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| 132 | void processEvent(InputEvent* e);
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| 133 |
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| 134 | /**
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| 135 | * Adds a mouse motion listener to the cursor object.
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| 136 | * This keeps the Cursor object hidden.
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| 137 | */
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| 138 | void addCursorMoveListener(MouseMotionListener* c);
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| 139 |
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| 140 | /**
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| 141 | * Removes a mouse motion listener to the cursor object.
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| 142 | * This keeps the Cursor object hidden.
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| 143 | */
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| 144 | void removeCursorMoveListener(MouseMotionListener* c);
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| 145 |
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| 146 | /**
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| 147 | * Creates a dispatcher object that dispatches to the targetManager.
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| 148 | * Adds the new dispatcher object to the dispatcher list.
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| 149 | */
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| 150 |
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| 151 | void addTargetManager(TargetManager* targetManager);
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| 152 |
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| 153 | /**
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| 154 | * Creates a dispatcher object that dispatches to the targetManager.
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| 155 | * Adds the new dispatcher object to the dispatcher list.
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| 156 | */
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| 157 |
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| 158 | void addEventTarget(EventTarget* eventTarget);
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| 159 |
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| 160 | /**
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| 161 | * Processes all events on the queue.
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| 162 | * sends each event to each dispatcher.
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| 163 | * deletes the event objects
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| 164 | */
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| 165 | bool frameStarted(const FrameEvent& evt);
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| 166 |
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| 167 | // PositionTarget methods
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| 168 | /**
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| 169 | * returns 0, since this is a default event target, default events have a top of 0
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| 170 | */
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| 171 | Real getTop() const;
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| 172 |
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| 173 | /**
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| 174 | * returns 0, since this is a default event target, default events have a left of 0
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| 175 | */
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| 176 | Real getLeft() const;
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| 177 |
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| 178 | /**
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| 179 | * returns NULL, There is no parent of the default event target.
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| 180 | */
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| 181 | PositionTarget* getPositionTargetParent() const;
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| 182 |
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| 183 |
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| 184 |
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| 185 | bool isKeyEnabled() const
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| 186 | { return true; }
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| 187 |
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| 188 | inline InputReader* getInputReader()
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| 189 | { return mInputDevice; }
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| 190 | /** Override standard Singleton retrieval.
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| 191 | @remarks
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| 192 | Why do we do this? Well, it's because the Singleton
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| 193 | implementation is in a .h file, which means it gets compiled
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| 194 | into anybody who includes it. This is needed for the
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| 195 | Singleton template to work, but we actually only want it
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| 196 | compiled into the implementation of the class based on the
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| 197 | Singleton, not all of them. If we don't change this, we get
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| 198 | link errors when trying to use the Singleton-based class from
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| 199 | an outside dll.
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| 200 | @par
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| 201 | This method just delegates to the template version anyway,
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| 202 | but the implementation stays in this single compilation unit,
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| 203 | preventing link errors.
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| 204 | */
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| 205 | static EventProcessor& getSingleton(void);
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| 206 | /** Override standard Singleton retrieval.
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| 207 | @remarks
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| 208 | Why do we do this? Well, it's because the Singleton
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| 209 | implementation is in a .h file, which means it gets compiled
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| 210 | into anybody who includes it. This is needed for the
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| 211 | Singleton template to work, but we actually only want it
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| 212 | compiled into the implementation of the class based on the
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| 213 | Singleton, not all of them. If we don't change this, we get
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| 214 | link errors when trying to use the Singleton-based class from
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| 215 | an outside dll.
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| 216 | @par
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| 217 | This method just delegates to the template version anyway,
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| 218 | but the implementation stays in this single compilation unit,
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| 219 | preventing link errors.
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| 220 | */
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| 221 | static EventProcessor* getSingletonPtr(void);
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| 222 | };
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| 223 |
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| 224 |
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| 225 |
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| 226 | }
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| 227 |
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| 228 |
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| 229 | #endif //__EventProcessor_H__
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