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SS05870

Input Manager

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SS05870    122
Hi, i'm writing an InputManager to handle all kind of input devices (keyboard, mouse, HMD, ...), that user choose to catch. To do this, i want some kind of interface (class Input) that every device must re-write to capture data and return to user. Two hours later i thought: "every device returns different information"...and two hours later, i realized that it was the way how DirectInput manages information (i hate myself for being so predictable). Anyway, with that kind of Input Manager I must give some interface:
class InputManager{
	map<std::string, Input*> inputMap;
	//...

};

class Input{
	public:
		Input();
		virtual ~Input();

		virtual Input* create() = 0;
		virtual InputState* capture() = 0;
};

//where InputState must be the structure to fill by the device

//but i don't know what struct is it:

   
template<class InputDevice, class InputStruct>
class Input{
	public:
		Input(){};
		virtual ~Input(){};

		virtual InputDevice*	create() = 0;
		virtual InputStruct*	getState() = 0;
};
Now i know the structure...but i can't map<> it None of these would work... the problem raises from that different types of structure for every device. If I use templates with Input interface, i can't use that map<> association (because Input<> has no especific type) and if i don't, i can't get any device information (because i can't generalize a structure). How can i solve that return structure (¿void*? )? Is there a better way to manage input info? while(true){ Thanks(); } [edited by - SS05870 on August 13, 2003 7:11:12 PM]

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