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source: code/branches/releasetodo/src/libraries/core/input/InputState.cc @ 7613

Last change on this file since 7613 was 7284, checked in by landauf, 14 years ago

merged consolecommands3 branch back to trunk.

note: the console command interface has changed completely, but the documentation is not yet up to date. just copy an existing command and change it to your needs, it's pretty self-explanatory. also the include files related to console commands are now located in core/command/. in the game it should work exactly like before, except for some changes in the auto-completion.

  • Property svn:eol-style set to native
File size: 3.3 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#include "InputState.h"
30#include "core/command/Functor.h"
31
32namespace orxonox
33{
34    //! Sets priority of it's a high priority and resizes the handler list
35    InputState::InputState(const std::string& name, bool bAlwaysGetsInput, bool bTransparent, InputStatePriority priority)
36        : name_(name)
37        , bAlwaysGetsInput_(bAlwaysGetsInput)
38        , bTransparent_(bTransparent)
39        , exclusiveMouse_(TriBool::Dontcare)
40        , bExpired_(true)
41        , handlers_(2)
42        , joyStickHandlerAll_(0)
43        , enterFunctor_(0)
44        , leaveFunctor_(0)
45    {
46        if (priority >= InputStatePriority::HighPriority || priority == InputStatePriority::Empty)
47            priority_ = priority;
48        else
49            priority_ = 0;
50
51        handlers_.resize(InputDeviceEnumerator::FirstJoyStick + this->getJoyStickList().size(), NULL);
52    }
53
54    bool InputState::isInputDeviceEnabled(unsigned int device)
55    {
56        if (device < handlers_.size())
57            return handlers_[device] != NULL;
58        else
59            return false;
60    }
61
62    //! Called by JoyStickQuantityListener upon joy stick adding/removal
63    void InputState::JoyStickQuantityChanged(const std::vector<JoyStick*>& joyStickList)
64    {
65        unsigned int oldSize = handlers_.size();
66        handlers_.resize(InputDeviceEnumerator::FirstJoyStick + joyStickList.size(), NULL);
67
68        for (unsigned int i = oldSize; i < handlers_.size(); ++i)
69            handlers_[i] = joyStickHandlerAll_;
70
71        bExpired_ = true;
72    }
73
74    bool InputState::setJoyStickHandler(InputHandler* handler, unsigned int joyStick)
75    {
76        unsigned device = joyStick + firstJoyStickIndex_s;
77        if (joyStick >= handlers_.size() - device)
78            return false;
79
80        handlers_[device] = handler;
81        bExpired_ = true;
82        return true;
83    }
84
85    void InputState::setJoyStickHandler(InputHandler* handler)
86    {
87        joyStickHandlerAll_ = handler;
88        for (unsigned int i = firstJoyStickIndex_s; i < handlers_.size(); ++i)
89            handlers_[i] = handler;
90        bExpired_ = true;
91    }
92
93    void InputState::setHandler(InputHandler* handler)
94    {
95        setKeyHandler(handler);
96        setMouseHandler(handler);
97        setJoyStickHandler(handler);
98    }
99
100    void InputState::entered()
101    {
102        if (enterFunctor_)
103            (*enterFunctor_)();
104
105    }
106
107    void InputState::left()
108    {
109        if (leaveFunctor_)
110            (*leaveFunctor_)();
111    }
112}
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