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source: code/branches/console/src/core/InputHandler.cc @ 1438

Last change on this file since 1438 was 1322, checked in by landauf, 17 years ago

The InGameConsole is now using the new Shell. There's a clear separation between the two classes: InGameConsole implements all graphical parts of the console (and has a tick), while Shell handles the internal actions (like listening on input and output changes). That's why InGameConsole has no longer it's own InputBuffer and doesn't care about command-executing or anything else.

There are currently three new features:

  • Every output through COUT(level) is now visible in the InGameConsole, provided the configured output-level for the shell matches. default: 1 (only forced output and errors)
  • The cursor in the input-line is movable with the left and right arrow keys (home and end works too)
  • You can scroll through all output-lines by pressing page up and page down

There's another feature to come, providing a command history, accessible with up and down arrow keys, but I couldn't finish it yet, because there's still a bug, causing Orxonox to scroll through the entire memory - that's maybe a bit too much history ;)

File size: 5.7 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 the different input handlers.
32 */
33
34#include "InputHandler.h"
35#include "Debug.h"
36#include "Iterator.h"
37#include "util/Convert.h"
38#include "InputEventListener.h"
39#include "InputEvent.h"
40#include "InputManager.h"
41#include "CommandExecutor.h"
42
43namespace orxonox
44{
45  // ###############################
46  // ###    InputHandlerGame     ###
47  // ###############################
48
49  /**
50    @brief standard constructor
51  */
52  InputHandlerGame::InputHandlerGame()
53  {
54  }
55
56  /**
57    @brief Destructor
58  */
59  InputHandlerGame::~InputHandlerGame()
60  {
61  }
62
63  /**
64    @brief Loads the key bindings from the ini file.
65    Currently, this is just a simple test routine that fills the list with numbers.
66  */
67  bool InputHandlerGame::loadBindings()
68  {
69    for (int i = 0; i < numberOfKeys_s; i++)
70    {
71      // simply write the key number (i) in the string
72      this->bindingsKeyPressed_[i] = getConvertedValue<int, std::string>(i);
73      this->bindingsKeyReleased_[i] = getConvertedValue<int, std::string>(i);
74    }
75    return true;
76  }
77
78  /**
79    @brief Event handler for the keyPressed Event.
80    @param e Event information
81  */
82  bool InputHandlerGame::keyPressed(const OIS::KeyEvent &e)
83  {
84    if (e.key == OIS::KC_ESCAPE)
85    {
86      InputEvent e = {1, true, 0, 0, 0};
87      InputHandlerGame::callListeners(e);
88    }
89    else if (e.key == OIS::KC_UNASSIGNED || e.key == OIS::KC_NUMPADENTER)
90    {
91      InputManager::getSingleton().setInputMode(IM_KEYBOARD);
92      CommandExecutor::execute("openConsole");
93    }
94    else
95    {
96      // find the appropriate key binding
97      std::string cmdStr = bindingsKeyPressed_[int(e.key)];
98      //COUT(3) << cmdStr << " pressed" << std::endl;
99    }
100    return true;
101  }
102
103  /**
104    @brief Event handler for the keyReleased Event.
105    @param e Event information
106  */
107  bool InputHandlerGame::keyReleased(const OIS::KeyEvent &e)
108  {
109    // find the appropriate key binding
110    std::string cmdStr = bindingsKeyReleased_[int(e.key)];
111    //COUT(3) << cmdStr << " released" << std::endl;
112    return true;
113  }
114
115  /**
116    @brief Event handler for the mouseMoved Event.
117    @param e Event information
118  */
119  bool InputHandlerGame::mouseMoved(const OIS::MouseEvent &e)
120  {
121    return true;
122  }
123
124  /**
125    @brief Event handler for the mousePressed Event.
126    @param e Event information
127    @param id The ID of the mouse button
128  */
129  bool InputHandlerGame::mousePressed(const OIS::MouseEvent &e, OIS::MouseButtonID id)
130  {
131    return true;
132  }
133
134  /**
135    @brief Event handler for the mouseReleased Event.
136    @param e Event information
137    @param id The ID of the mouse button
138  */
139  bool InputHandlerGame::mouseReleased(const OIS::MouseEvent &e, OIS::MouseButtonID id)
140  {
141    return true;
142  }
143
144  /**
145    @brief Calls all the objects from classes that derive from InputEventListener.
146    @param evt The input event that occured.
147  */
148  inline void InputHandlerGame::callListeners(orxonox::InputEvent &evt)
149  {
150    for (Iterator<InputEventListener> it = ObjectList<InputEventListener>::start(); it; )
151    {
152      if (it->bActive_)
153        (it++)->eventOccured(evt);
154      else
155        it++;
156    }
157  }
158
159
160  // ###############################
161  // ###     InputHandlerGUI     ###
162  // ###############################
163
164  /**
165    @brief standard constructor
166  */
167  InputHandlerGUI::InputHandlerGUI()
168  {
169  }
170
171  /**
172    @brief Destructor
173  */
174  InputHandlerGUI::~InputHandlerGUI()
175  {
176  }
177
178  /**
179    @brief Event handler for the keyPressed Event.
180    @param e Event information
181  */
182  bool InputHandlerGUI::keyPressed(const OIS::KeyEvent &e)
183  {
184                //CEGUI::System::getSingleton().injectKeyDown( arg.key );
185                //CEGUI::System::getSingleton().injectChar( arg.text );
186    return true;
187  }
188
189  /**
190    @brief Event handler for the keyReleased Event.
191    @param e Event information
192  */
193  bool InputHandlerGUI::keyReleased(const OIS::KeyEvent &e)
194  {
195                //CEGUI::System::getSingleton().injectKeyUp( arg.key );
196    return true;
197  }
198
199  /**
200    @brief Event handler for the mouseMoved Event.
201    @param e Event information
202  */
203  bool InputHandlerGUI::mouseMoved(const OIS::MouseEvent &e)
204  {
205                //CEGUI::System::getSingleton().injectMouseMove( arg.state.X.rel, arg.state.Y.rel );
206    return true;
207  }
208
209  /**
210    @brief Event handler for the mousePressed Event.
211    @param e Event information
212    @param id The ID of the mouse button
213  */
214  bool InputHandlerGUI::mousePressed(const OIS::MouseEvent &e, OIS::MouseButtonID id)
215  {
216                //CEGUI::System::getSingleton().injectMouseButtonDown(convertOISMouseButtonToCegui(id));
217    return true;
218  }
219
220  /**
221    @brief Event handler for the mouseReleased Event.
222    @param e Event information
223    @param id The ID of the mouse button
224  */
225  bool InputHandlerGUI::mouseReleased(const OIS::MouseEvent &e, OIS::MouseButtonID id)
226  {
227                //CEGUI::System::getSingleton().injectMouseButtonUp(convertOISMouseButtonToCegui(id));
228    return true;
229  }
230
231}
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