The Nebula Device 3: Base::InputServerBase Class Reference

The Nebula Device 3

Base::InputServerBase Class Reference

#include <inputserverbase.h>

Inheritance diagram for Base::InputServerBase:

Core::RefCounted Win32::Win32InputServer Input::InputServer

Detailed Description

The InputServer is the central object of the Input subsystem. It mainly manages a prioritized list of input handlers which process incoming input events.

(C) 2007 Radon Labs GmbH

Public Member Functions

 InputServerBase ()
 constructor
virtual ~InputServerBase ()
 destructor
void SetMaxNumLocalPlayers (SizeT maxNumLocalPlayers)
 set the max number of local players for this application (default is 4)
SizeT GetMaxNumLocalPlayers () const
 get the max number of local players
virtual void Open ()
 open the input server
virtual void Close ()
 close the input server
bool IsOpen () const
 return true if open
void SetQuitRequested (bool b)
 set the quit requested flag
bool IsQuitRequested () const
 return true if some subsystem has requested to quit the app (e.g. Alt-F4)
void Reset ()
 reset input state
const Ptr< Input::Keyboard > & GetDefaultKeyboard () const
 get the default keyboard input handler
const Ptr< Input::Mouse > & GetDefaultMouse () const
 get the default mouse input handler
Ptr< Input::GamePadGetDefaultGamePad (IndexT playerIndex) const
 get default gamepad handler (playerIndex is valid up to MaxNumLocalPlayers)
void AttachInputHandler (Input::InputPriority::Code pri, const Ptr< Input::InputHandler > &inputHandler)
 attach an input handler
void RemoveInputHandler (const Ptr< Input::InputHandler > &inputHandler)
 remove an input handler
virtual void BeginFrame ()
 call before processing window events
virtual void OnFrame ()
 call after processing window events
void EndFrame ()
 call at end of frame
void PutEvent (const Input::InputEvent &ie)
 put an input event into the handler chain
void ClearMouseCapture ()
 clear the current mouse capture (if exists)
void ClearKeyboardCapture ()
 clear the current keyboard capture (if exists)
void ClearCapture ()
 clear both mouse and keyboard captures
const Ptr< Input::InputHandler > & GetMouseCaptureHandler () const
 return the current mouse capture input handler (return invalid ptr if no capture set)
const Ptr< Input::InputHandler > & GetKeyboardCaptureHandler () const
 return the current keyboard capture input handler (return invalid ptr if no capture set)
void ObtainMouseCapture (const Ptr< Input::InputHandler > &inputHandler)
 only call from InputHandler: capture mouse input to the given input handler
void ReleaseMouseCapture (const Ptr< Input::InputHandler > &inputHandler)
 only call from InputHandler: release mouse capture
void ObtainKeyboardCapture (const Ptr< Input::InputHandler > &inputHandler)
 only call from InputHandler: capture keyboard input to the given input handler
void ReleaseKeyboardCapture (const Ptr< Input::InputHandler > &inputHandler)
 only call from InputHandler: release keyboard capture
int GetRefCount () const
 get the current refcount
void AddRef ()
 increment refcount by one
void Release ()
 decrement refcount and destroy object if refcount is zero
bool IsInstanceOf (const Rtti &rtti) const
 return true if this object is instance of given class
bool IsInstanceOf (const Util::String &className) const
 return true if this object is instance of given class by string
bool IsInstanceOf (const Util::FourCC &classFourCC) const
 return true if this object is instance of given class by fourcc
bool IsA (const Rtti &rtti) const
 return true if this object is instance of given class, or a derived class
bool IsA (const Util::String &rttiName) const
 return true if this object is instance of given class, or a derived class, by string
bool IsA (const Util::FourCC &rttiFourCC) const
 return true if this object is instance of given class, or a derived class, by fourcc
const Util::StringGetClassName () const
 get the class name
Util::FourCC GetClassFourCC () const
 get the class FourCC code

Static Public Member Functions

static void DumpRefCountingLeaks ()
 dump refcounting leaks, call at end of application (NEBULA3_DEBUG builds only!)

Member Function Documentation

void Base::InputServerBase::SetMaxNumLocalPlayers ( SizeT  num  ) 

set the max number of local players for this application (default is 4)

Setup the maximum number of local players for this application. The default number is 1. This defines the number of game pad objects created and queried.

void Base::InputServerBase::EndFrame (  ) 

call at end of frame

Call this somewhere towards the end of frame, when it is guaraneteed that noone needs input anymore.

void Base::InputServerBase::PutEvent ( const Input::InputEvent ie  ) 

put an input event into the handler chain

NOTE: MouseMove and RawMouseMove events will be distributed to all input handlers regardless of mouse capture state!

void Base::InputServerBase::ClearMouseCapture (  ) 

clear the current mouse capture (if exists)

This clears the currently set mouse capture (if exists).

void Base::InputServerBase::ClearKeyboardCapture (  ) 

clear the current keyboard capture (if exists)

This clears the currently set keyboard capture (if exists).

void Base::InputServerBase::ClearCapture (  ) 

clear both mouse and keyboard captures

This clears the mouse and keyboards captures, if set.

void Base::InputServerBase::ObtainMouseCapture ( const Ptr< Input::InputHandler > &  inputHandler  ) 

only call from InputHandler: capture mouse input to the given input handler

Obtain the mouse capture. All mouse input will go exclusively to the capture input handler until ReleaseMouseCapture() is called.

void Base::InputServerBase::ReleaseMouseCapture ( const Ptr< Input::InputHandler > &  inputHandler  ) 

only call from InputHandler: release mouse capture

Release the mouse capture. The provided pointer must match the current capture input handler.

void Base::InputServerBase::ObtainKeyboardCapture ( const Ptr< Input::InputHandler > &  inputHandler  ) 

only call from InputHandler: capture keyboard input to the given input handler

Obtain the keyboard capture. All keyboard input will go exclusively to the capture input handler until ReleaseKeyboardCapture() is called.

void Base::InputServerBase::ReleaseKeyboardCapture ( const Ptr< Input::InputHandler > &  inputHandler  ) 

only call from InputHandler: release keyboard capture

Release the mouse capture. The provided pointer must match the current capture input handler.

int Core::RefCounted::GetRefCount (  )  const [inline, inherited]

get the current refcount

Return the current refcount of the object.

void Core::RefCounted::AddRef (  )  [inline, inherited]

increment refcount by one

Increment the refcount of the object.

void Core::RefCounted::Release (  )  [inline, inherited]

decrement refcount and destroy object if refcount is zero

Decrement the refcount and destroy object if refcount is zero.

const Util::String & Core::RefCounted::GetClassName (  )  const [inline, inherited]

get the class name

Get the class name of the object.

Util::FourCC Core::RefCounted::GetClassFourCC (  )  const [inline, inherited]

get the class FourCC code

Get the class FourCC of the object.

void Core::RefCounted::DumpRefCountingLeaks (  )  [static, inherited]

dump refcounting leaks, call at end of application (NEBULA3_DEBUG builds only!)

This method should be called as the very last before an application exits.