#pragma region CPL License /* Nuclex Native Framework Copyright (C) 2002-2013 Nuclex Development Labs This library is free software; you can redistribute it and/or modify it under the terms of the IBM Common Public License as published by the IBM Corporation; either version 1.0 of the License, or (at your option) any later version. This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the IBM Common Public License for more details. You should have received a copy of the IBM Common Public License along with this library */ #pragma endregion // CPL License #ifndef NUCLEX_INPUT_DEVICES_VIRTUALGAMEPAD_H #define NUCLEX_INPUT_DEVICES_VIRTUALGAMEPAD_H #include "Nuclex/Input/Devices/GamePad.h" namespace Nuclex { namespace Input { namespace Devices { /// Forwards game pad input from an exchangeable backing device /// /// /// If this library directly dealt out instances of the input device implementations, /// disconnecting a device and connecting another one, for example, would mean that /// any pointers the user has to the disconnected device become either invalid. /// /// /// So the design choice was to either let the library's user in on when devices are /// replaced, forcing him to unsubscribe from events, resubscribe, replace pointers /// he has stored to the old device and so on, or to use a forwarder device that /// allows the underlying real input device to be replaced at will without anyone /// outside of the library noticing. /// /// /// Without a forwarding device assigned, this class can also be used as a dummy /// device to fill slots for devices not available or not supported by the current /// system (think keyboard on iPhone, etc.) /// /// class VirtualGamePad : public GamePad, public sigslot::has_slots<> { /// Initializes a new virtual game pad public: VirtualGamePad() : forwardingGamePad(nullptr) { this->neutralState.Reset(); } /// Destroys the virtual game pad public: virtual ~VirtualGamePad() { if(this->forwardingGamePad != nullptr) { unsubscribe(this->forwardingGamePad); } } /// Retrieves the game pad this instance currently forwards input for /// The game pad this instance forwards input for public: GamePad *GetForwardingGamePad() const { return this->forwardingGamePad; } /// Assigns the game pad for which this instance forwards input /// Game pad for which input will be forwarded public: void SetForwardingGamePad(GamePad *forwardingGamePad) { if(this->forwardingGamePad != nullptr) { unsubscribe(this->forwardingGamePad); } this->forwardingGamePad = forwardingGamePad; if(this->forwardingGamePad != nullptr) { subscribe(this->forwardingGamePad); } } /// Whether the input device is currently attached /// True if the input device is attached, otherwise false public: virtual bool IsAttached() const { if(this->forwardingGamePad == nullptr) { return false; } else { return this->forwardingGamePad->IsAttached(); } } /// Retrieves the human-readable name of the input device /// The human-readable name of the input device public: virtual const std::string &GetName() const { static std::string notConnected("No game pad connected"); if(this->forwardingGamePad == nullptr) { return notConnected; } else { return this->forwardingGamePad->GetName(); } } /// Retrieves the current state of the input device /// The input device's current state public: virtual const GamePadState &GetState() const { if(this->forwardingGamePad == nullptr) { return this->neutralState; } else { return this->forwardingGamePad->GetState(); } } /// Updates the state of the input device protected: virtual void Update() { if(this->forwardingGamePad != nullptr) { this->forwardingGamePad->Update(); } } /// Takes a snapshot of the input device's current state protected: virtual void TakeSnapshot() { if(this->forwardingGamePad != nullptr) { this->forwardingGamePad->TakeSnapshot(); } } /// Removes all snapshots the device has taken protected: virtual void ClearSnapshots() { if(this->forwardingGamePad != nullptr) { this->forwardingGamePad->ClearSnapshots(); } } /// Subscribes to the events of the forwarding game pad /// Game pad to whose events to subscribe private: void subscribe(GamePad *gamePad) { gamePad->ButtonPressed.connect(this, &VirtualGamePad::onButtonPressed); gamePad->ButtonReleased.connect(this, &VirtualGamePad::onButtonReleased); } /// Unsubscribes from the events of the forwarding game pad /// Game pad from whose events to unsubscribe private: void unsubscribe(GamePad *gamePad) { gamePad->ButtonReleased.disconnect(this); gamePad->ButtonPressed.disconnect(this); } /// Forwards a button press notification to the library user /// Index of the pressed button private: void onButtonPressed(std::size_t buttonIndex) { ButtonPressed(buttonIndex); } /// Forwards a button release notification to the library user /// Index of the released button private: void onButtonReleased(std::size_t buttonIndex) { ButtonReleased(buttonIndex); } /// Disabled copy constructor for the virtual game pad private: VirtualGamePad(const VirtualGamePad &); /// Disabled assignment operator for the virtual game pad private: void operator =(const VirtualGamePad &); /// Game pad that is forwarded by this instance private: GamePad *forwardingGamePad; /// Neutral state that is returned when no game pad is connected private: GamePadState neutralState; }; }}} // namespace Nuclex::Input::Devices #endif // NUCLEX_INPUT_DEVICES_VIRTUALGAMEPAD_H