source: OGRE/trunk/ogrenew/OgreMain/include/OgreEventProcessor.h @ 657

Revision 657, 8.5 KB checked in by mattausch, 19 years ago (diff)

added ogre dependencies and patched ogre sources

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