69 lines
2.7 KiB
C++
69 lines
2.7 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#ifndef NL_INPUT_DEVICE_MANAGER_H
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#define NL_INPUT_DEVICE_MANAGER_H
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#include "types_nl.h"
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#include "game_device.h"
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#include "common.h"
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namespace NLMISC
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{
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struct IMouseDevice;
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struct IKeyboardDevice;
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struct EInputDevice : public Exception
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{
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EInputDevice(const char *reason) : Exception(reason) {}
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};
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/** Interface for objects that give low level access to devices (mouse, keyboard, joypads and joysticks).
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* Generally an object implementing this interface will send the appropriate events when a device is 'created'.
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* (Example of implementation : a direct input event emitter)
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*/
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struct IInputDeviceManager
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{
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// Test if a mouse has been created (by a call to getMouseDeivce)
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virtual bool isMouseCreated() = 0;
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/// Create the low level mouse device if needed (one active at a time for that object, repeated calls returns the same pointer). An exception if thrown if it couldn't be obtained.
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virtual IMouseDevice *getMouseDevice(bool hardware) throw(EInputDevice) = 0;
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/// remove the low level mouse
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virtual void releaseMouse() = 0;
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/// Create the low level keyboard device if needed (one active at a time for that object, repeated calls returns the same pointer). An exception if thrown if it couldn't be obtained.
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virtual IKeyboardDevice *getKeyboardDevice() throw(EInputDevice) = 0;
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/// remove the low level keyboard
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virtual void releaseKeyboard() = 0;
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// Enumerates current game devices (gamepads, joystick etc.). The result is stored in the given vector
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virtual void enumerateGameDevice(TDeviceDescVect &descs) throw(EInputDevice) = 0;
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// Create the given game device interface from its instance name. It also means that it will begin to sends events.
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virtual IGameDevice *createGameDevice(const std::string &instanceName) throw(EInputDevice) = 0;
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// Release the given game device.
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virtual void releaseGameDevice(IGameDevice *gd) = 0;
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};
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} // NLMISC
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#endif // NL_INPUT_DEVICE_MANAGER_H
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/* End of device_manager.h */
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