/usr/include/ois/OISInputManager.h is in libois-dev 1.3.0+dfsg0-5.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
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The zlib/libpng License
Copyright (c) 2005-2007 Phillip Castaneda (pjcast -- www.wreckedgames.com)
This software is provided 'as-is', without any express or implied warranty. In no event will
the authors be held liable for any damages arising from the use of this software.
Permission is granted to anyone to use this software for any purpose, including commercial
applications, and to alter it and redistribute it freely, subject to the following
restrictions:
1. The origin of this software must not be misrepresented; you must not claim that
you wrote the original software. If you use this software in a product,
an acknowledgment in the product documentation would be appreciated but is
not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#ifndef OIS_InputManager_H
#define OIS_InputManager_H
#include "OISPrereqs.h"
namespace OIS
{
//Forward declare a couple of classes we might use later
class LIRCFactoryCreator;
class WiiMoteFactoryCreator;
/**
Base Manager class. No longer a Singleton; so feel free to create as many InputManager's as you have
windows.
*/
class _OISExport InputManager
{
public:
/**
@remarks
Returns version number (useful in DLL/SO libs)
@returns
Bits: 1-8 Patch number, 9-16 Minor version, 17-32 Major version
*/
static unsigned int getVersionNumber();
/**
@remarks
Returns version string (useful in DLL/SO libs)
@returns
Version name
*/
const std::string &getVersionName();
/**
@remarks
Creates appropriate input system dependent on platform.
@param winHandle
Contains OS specific window handle (such as HWND or X11 Window)
@returns
A pointer to the created manager, or raises Exception
*/
static InputManager* createInputSystem( std::size_t winHandle );
/**
@remarks
Creates appropriate input system dependent on platform.
@param paramList
ParamList contains OS specific info (such as HWND and HINSTANCE for window apps),
and access mode.
@returns
A pointer to the created manager, or raises Exception
*/
static InputManager* createInputSystem( ParamList ¶mList );
/**
@remarks
Destroys the InputManager
@param manager
Manager to destroy
*/
static void destroyInputSystem(InputManager* manager);
/**
@remarks Gets the name of the current platform input system
*/
const std::string& inputSystemName();
/**
@remarks
Returns the number of the specified OIS::Type devices discovered by OIS
@param iType
Type that you are interested in
*/
int getNumberOfDevices( Type iType );
/**
@remarks
Lists all unused devices
@returns
DeviceList which contains Type and vendor of device
*/
DeviceList listFreeDevices();
/**
@remarks
Tries to create an object with the specified vendor. If you have no
preference of vendor, leave vender as default (""). Raises exception on failure
*/
Object* createInputObject( Type iType, bool bufferMode, const std::string &vendor = "");
/**
@remarks Destroys Input Object
*/
void destroyInputObject( Object* obj );
/**
@remarks
Add a custom object factory to allow for user controls.
@param factory
Factory instance to add
@notes
Make sure you do not delete the factory before devices created from
the factory are destroyed (either by calling RemoveFactoryCreator, or shutting down
the input system). Order should be something like the following:
* Create Input System
* Create Factory Instance
* AddFactoryCreator(factory)
* Create a device from the InputManager (device created by factory)
* One of the follwoing:
* removeFactoryCreator(factory)
* inputManager->destroyInputObject(obj)
* destroyInputSystem(inputManager)
* destroy Factory Instance
You can safely delete the factory instance once you have removed it or shut down the
input manager.
*/
void addFactoryCreator( FactoryCreator* factory );
/**
@remarks
Remove a previously added object factory
@param factory
Factory object to remove.
@notes
Removing a factory will automatically destroy any Objects created from the factory
*/
void removeFactoryCreator( FactoryCreator* factory );
//! All generic devices OIS supports internally (if they are compiled in)
enum AddOnFactories
{
AddOn_All = 0, //All Devices
AddOn_LIRC = 1, //PC Linux Infrared Remote Control
AddOn_WiiMote = 2 //PC WiiMote Support
};
/**
@remarks
Enable an addon FactoryCreator extension. By default, none are activated.
If the desired support was not compiled in, this has no effect. Calling
multiple times has no effect. Once activated, there is no way to deactivate -
simply destroy and recreate input manager.
*/
void enableAddOnFactory(AddOnFactories factory);
protected:
/**
@remarks
Called from createInputSystem, gives derived input class a chance to setup after it is created
*/
virtual void _initialize(ParamList ¶mList) = 0;
/**
@remarks
Derived classes must provide input system name
*/
InputManager(const std::string& name);
/**
@remarks
Virtual Destructor - this base class will clean up all devices still opened in mFactoryObjects list
*/
virtual ~InputManager();
//! OIS Version name
const std::string m_VersionName;
//! FactoryCreator list
FactoryList mFactories;
//! Factory created objects - useful so we can find creator to send destruction request to
FactoryCreatedObject mFactoryObjects;
//! Name of the input system
const std::string mInputSystemName;
//! Extra factory (not enabled by default)
LIRCFactoryCreator *m_lircSupport;
WiiMoteFactoryCreator *m_wiiMoteSupport;
};
}
#endif
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