155 lines
5.4 KiB
C
155 lines
5.4 KiB
C
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/*
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Adept MobileRobots Robotics Interface for Applications (ARIA)
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Copyright (C) 2004, 2005 ActivMedia Robotics LLC
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Copyright (C) 2006, 2007, 2008, 2009, 2010 MobileRobots Inc.
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Copyright (C) 2011, 2012, 2013 Adept Technology
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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 General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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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 General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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If you wish to redistribute ARIA under different terms, contact
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Adept MobileRobots for information about a commercial version of ARIA at
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robots@mobilerobots.com or
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Adept MobileRobots, 10 Columbia Drive, Amherst, NH 03031; +1-603-881-7960
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*/
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#ifndef ARKEYHANDLER_H
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#define ARKEYHANDLER_H
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#include "ariaTypedefs.h"
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#include "ArFunctor.h"
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#include <map>
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#include <stdio.h>
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#ifndef WIN32
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#include <termios.h>
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#include <unistd.h>
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#endif
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/// Perform actions when keyboard keys are pressed
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/**
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This class is used for handling input from the keyboard.
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Use addKeyHandler() to associate a functor with a keyboard key.
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ArKeyHandler will call that functor when the key is pressed.
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You should also register the keyhandler with Aria::setKeyHandler(),
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and before you create a key handler you should see if one is
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already there with Aria::getKeyHandler(). Only one key handler
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can be created in a program, and this lets independent parts
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of a program use the same key handler.
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You can attach a key handler to a robot with
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ArRobot::attachKeyHandler() which will put a task into the robots
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list of tasks to check for new keyboard input in each cycle, and which
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will also add a handler to end the robot's task cycle when Escape is pressed
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(you can override this by replacing it with your own handler).
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If you have mulitple ArRobot objects, only create one key handler and attach
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it to one robot.
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Alternatively, you can call checkKeys() periodically to check for new key input.
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@ingroup OptionalClasses
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**/
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class ArKeyHandler
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{
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public:
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/// This object will take over key capture when constructed, and release
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/// key capture when destroyed.
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AREXPORT ArKeyHandler(bool blocking = false, bool addAriaExitCB = true,
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FILE *stream = NULL,
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bool takeKeysInConstructor = true);
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/// Destructor. Reseases control of the keyboard and restores state before
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/// this key handler was created.
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AREXPORT ~ArKeyHandler();
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/// These are symbols for the non-ascii keys
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enum KEY {
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UP = 256, ///< Up arrow (keypad or 4 key dirs)
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DOWN, ///< Down arrow (keypad or 4 key dirs)
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LEFT, ///< Left arrow (keypad or 4 key dirs)
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RIGHT, ///< Right arrow (keypad or 4 key dirs)
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ESCAPE, ///< Escape key
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SPACE, ///< Space key
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TAB, ///< Tab key
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ENTER, ///< Enter key
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BACKSPACE, ///< Backspace key
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_StartFKeys, ///< F key offset (internal; don't use).
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F1, ///< F1
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F2, ///< F2
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F3, ///< F3
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F4, ///< F4
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F5, ///< F5 (not supported on Windows yet)
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F6, ///< F6 (not supported on Windows yet)
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F7, ///< F7 (not supported on Windows yet)
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F8, ///< F8 (not supported on Windows yet)
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F9, ///< F9 (not supported on Windows yet)
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F10, ///< F10 (not supported on Windows yet)
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F11, ///< F11 (not supported on Windows yet)
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F12, ///< F12 (not supported on Windows yet)
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_EndFKeys, ///< F key range (internal; don't use)
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PAGEUP, ///< Page Up (not supported on Windows yet)
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PAGEDOWN, ///< Page Down (not supported on Windows yet)
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HOME, ///< Home key (not supported on Windows yet)
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END, ///< End key (not supported on Windows yet)
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INSERT, ///< Insert key (not supported on Windows yet)
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DEL ///< Special delete key (often forward-delete) (not supported on Windows yet)
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};
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/// This adds a keyhandler, when the keyToHandle is hit, functor will fire
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AREXPORT bool addKeyHandler(int keyToHandle, ArFunctor *functor);
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/// This removes a key handler, by key
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AREXPORT bool remKeyHandler(int keyToHandler);
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/// This removes a key handler, by key
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AREXPORT bool remKeyHandler(ArFunctor *functor);
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/// Takes the key control over. For internal or special use, since it's
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/// called in the constructor.
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AREXPORT void takeKeys(bool blocking = false);
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/// Sets stdin back to its original settings, if its been restored
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/// it won't read anymore. For internal or special use, since it's
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/// called in the destructor.
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AREXPORT void restore(void);
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/// intnernal, use addKeyHandler, Checks for keys and handles them
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AREXPORT void checkKeys(void);
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/// internal, use addKeyHandler instead... Gets a key from the stdin if ones
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/// available, -1 if there aren't any available
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AREXPORT int getKey(void);
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protected:
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#ifndef WIN32
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int getChar(void);
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#endif
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std::map<int, ArFunctor *> myMap;
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bool myBlocking;
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bool myRestored;
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ArFunctorC<ArKeyHandler> myAriaExitCB;
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#ifndef WIN32
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struct termios myOriginalTermios;
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#endif
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FILE *myStream;
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bool myTookKeys;
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};
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#endif // ARKEYHANDLER_H
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