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source: code/branches/cmake/src/core/InputManager.cc @ 1412

Last change on this file since 1412 was 1138, checked in by rgrieder, 17 years ago
  • re added key Xautorepeat (works without, if OIS doesn't crash, but quite annoying..)
File size: 7.5 KB
Line 
1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Reto Grieder
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29/**
30 @file
31 @brief Implementation of a little Input handler that distributes everything
32        coming from OIS.
33 */
34
35#include "InputManager.h"
36#include "CoreIncludes.h"
37#include "Debug.h"
38#include "InputEventListener.h"
39#include "InputHandler.h"
40#include "InputBuffer.h"
41#include "ConsoleCommand.h"
42
43namespace orxonox
44{
45  ConsoleCommand(InputManager, setInputMode, AccessLevel::Admin, true).setDefaultValue(0, IM_INGAME);
46
47  /**
48    @brief Constructor only resets the pointer values to 0.
49  */
50  InputManager::InputManager() :
51      inputSystem_(0), keyboard_(0), mouse_(0),
52      currentMode_(IM_UNINIT), setMode_(IM_UNINIT),
53      handlerGUI_(0), handlerBuffer_(0), handlerGame_(0)
54  {
55    RegisterObject(InputManager);
56  }
57
58  /**
59    @brief Destructor only called at the end of the program
60  */
61  InputManager::~InputManager()
62  {
63    this->destroy();
64  }
65
66  /**
67    @brief The one instance of the InputManager is stored in this function.
68    @return A reference to the only instance of the InputManager
69  */
70  InputManager& InputManager::getSingleton()
71  {
72    static InputManager theOnlyInstance;
73    return theOnlyInstance;
74  }
75
76  /**
77    @brief Creates the OIS::InputMananger, the keyboard and the mouse and
78           assigns the key bindings.
79    @param windowHnd The window handle of the render window
80    @param windowWidth The width of the render window
81    @param windowHeight The height of the render window
82  */
83  bool InputManager::initialise(size_t windowHnd, int windowWidth, int windowHeight)
84  {
85    if (!this->inputSystem_)
86    {
87      // Setup basic variables
88      OIS::ParamList paramList;
89      std::ostringstream windowHndStr;
90
91      // Fill parameter list
92      windowHndStr << (unsigned int)windowHnd;
93      paramList.insert(std::make_pair(std::string("WINDOW"), windowHndStr.str()));
94
95#if defined OIS_LINUX_PLATFORM
96      paramList.insert(std::make_pair(std::string("XAutoRepeatOn"), std::string("true")));
97#endif
98
99      try
100      {
101        // Create inputsystem
102        inputSystem_ = OIS::InputManager::createInputSystem(paramList);
103        COUT(ORX_DEBUG) << "*** InputManager: Created OIS input system" << std::endl;
104
105        // create a keyboard. If none are available the exception is caught.
106        keyboard_ = static_cast<OIS::Keyboard*>(inputSystem_->createInputObject(OIS::OISKeyboard, true));
107        COUT(ORX_DEBUG) << "*** InputManager: Created OIS mouse" << std::endl;
108
109        // create a mouse. If none are available the exception is caught.
110        mouse_ = static_cast<OIS::Mouse*>(inputSystem_->createInputObject(OIS::OISMouse, true));
111        COUT(ORX_DEBUG) << "*** InputManager: Created OIS keyboard" << std::endl;
112
113        // Set mouse region
114        this->setWindowExtents(windowWidth, windowHeight);
115      }
116      catch (OIS::Exception ex)
117      {
118        // something went wrong with the initialisation
119        COUT(ORX_ERROR) << "Error: Failed creating an input system/keyboard/mouse. Message: \"" << ex.eText << "\"" << std::endl;
120        this->inputSystem_ = 0;
121        return false;
122      }
123    }
124
125    // create the handlers
126    this->handlerGUI_ = new InputHandlerGUI();
127    this->handlerGame_ = new InputHandlerGame();
128    //this->handlerBuffer_ = new InputBuffer();
129    this->handlerGame_->loadBindings();
130
131    /*COUT(ORX_DEBUG) << "*** InputManager: Loading key bindings..." << std::endl;
132    // load the key bindings
133    InputEvent empty = {0, false, 0, 0, 0};
134    for (int i = 0; i < this->numberOfKeys_; i++)
135      this->bindingsKeyPressed_[i] = empty;
136
137    //assign 'abort' to the escape key
138    this->bindingsKeyPressed_[(int)OIS::KC_ESCAPE].id = 1;
139    COUT(ORX_DEBUG) << "*** InputManager: Loading done." << std::endl;*/
140
141    return true;
142  }
143
144  /**
145    @brief Destroys all the created input devices and handlers.
146  */
147  void InputManager::destroy()
148  {
149    COUT(ORX_DEBUG) << "*** InputManager: Destroying ..." << std::endl;
150    if (this->mouse_)
151      this->inputSystem_->destroyInputObject(mouse_);
152    if (this->keyboard_)
153      this->inputSystem_->destroyInputObject(keyboard_);
154    if (this->inputSystem_)
155      OIS::InputManager::destroyInputSystem(this->inputSystem_);
156
157    this->mouse_         = 0;
158    this->keyboard_      = 0;
159    this->inputSystem_   = 0;
160
161    if (this->handlerBuffer_)
162      delete this->handlerBuffer_;
163    if (this->handlerGame_)
164      delete this->handlerGame_;
165    if (this->handlerGUI_)
166      delete this->handlerGUI_;
167
168    this->handlerBuffer_ = 0;
169    this->handlerGame_   = 0;
170    this->handlerGUI_    = 0;
171
172    COUT(ORX_DEBUG) << "*** InputManager: Destroying done." << std::endl;
173  }
174
175  /**
176    @brief Updates the InputManager
177    @param dt Delta time
178  */
179  void InputManager::tick(float dt)
180  {
181    // reset the game if it has changed
182    if (this->currentMode_ != this->setMode_)
183    {
184      switch (this->setMode_)
185      {
186      case IM_GUI:
187        this->mouse_->setEventCallback(this->handlerGUI_);
188        this->keyboard_->setEventCallback(this->handlerGUI_);
189        break;
190      case IM_INGAME:
191        this->mouse_->setEventCallback(this->handlerGame_);
192        this->keyboard_->setEventCallback(this->handlerGame_);
193        break;
194      case IM_KEYBOARD:
195        this->mouse_->setEventCallback(this->handlerGame_);
196        this->keyboard_->setEventCallback(this->handlerBuffer_);
197        break;
198      case IM_UNINIT:
199        this->mouse_->setEventCallback(0);
200        this->keyboard_->setEventCallback(0);
201        break;
202      }
203      this->currentMode_ = this->setMode_;
204    }
205
206    // capture all the input. That calls the event handlers.
207    if (mouse_)
208      mouse_->capture();
209
210    if (keyboard_)
211      keyboard_->capture();
212  }
213
214  /**
215    @brief Adjusts the mouse window metrics.
216    This method has to be called every time the size of the window changes.
217    @param width The new width of the render window
218    @param height the new height of the render window
219  */
220  void InputManager::setWindowExtents(int width, int height)
221  {
222    // Set mouse region (if window resizes, we should alter this to reflect as well)
223    const OIS::MouseState &mouseState = mouse_->getMouseState();
224    mouseState.width  = width;
225    mouseState.height = height;
226  }
227
228  /**
229    @brief Sets the input mode to either GUI, inGame or Buffer
230    @param mode The new input mode
231    @remark Only has an affect if the mode actually changes
232  */
233  void InputManager::setInputMode(int mode)
234  {
235    if (mode > 0 && mode < 4)
236      getSingleton().setMode_ = (InputMode)mode;
237  }
238
239  /**
240    @brief Returns the current input handling method
241    @return The current input mode.
242  */
243  InputMode InputManager::getInputMode()
244  {
245    return this->currentMode_;
246  }
247
248  void InputManager::feedInputBuffer(InputBuffer* buffer)
249  {
250    this->handlerBuffer_ = buffer;
251  }
252
253
254}
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