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source: code/trunk/src/core/InputHandler.cc @ 1100

Last change on this file since 1100 was 1066, checked in by rgrieder, 17 years ago
  • TestConsole should work now
File size: 5.6 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 "util/Convert.h"
37#include "InputEventListener.h"
38#include "InputEvent.h"
39#include "InputManager.h"
40
41namespace orxonox
42{
43  // ###############################
44  // ###    InputHandlerGame     ###
45  // ###############################
46
47  /**
48    @brief standard constructor
49  */
50  InputHandlerGame::InputHandlerGame()
51  {
52  }
53
54  /**
55    @brief Destructor
56  */
57  InputHandlerGame::~InputHandlerGame()
58  {
59  }
60
61  /**
62    @brief Loads the key bindings from the ini file.
63    Currently, this is just a simple test routine that fills the list with numbers.
64  */
65  bool InputHandlerGame::loadBindings()
66  {
67    for (int i = 0; i < numberOfKeys_s; i++)
68    {
69      // simply write the key number (i) in the string
70      this->bindingsKeyPressed_[i] = getConvertedValue<int, std::string>(i);
71      this->bindingsKeyReleased_[i] = getConvertedValue<int, std::string>(i);
72    }
73    return true;
74  }
75
76  /**
77    @brief Event handler for the keyPressed Event.
78    @param e Event information
79  */
80  bool InputHandlerGame::keyPressed(const OIS::KeyEvent &e)
81  {
82    if (e.key == OIS::KC_ESCAPE)
83    {
84      InputEvent e = {1, true, 0, 0, 0};
85      InputHandlerGame::callListeners(e);
86    }
87    else if (e.key == OIS::KC_NUMPADENTER)
88    {
89      InputManager::getSingleton().setInputMode(IM_KEYBOARD);
90    }
91    else
92    {
93      // find the appropriate key binding
94      std::string cmdStr = bindingsKeyPressed_[int(e.key)];
95      //COUT(3) << cmdStr << " pressed" << std::endl;
96    }
97    return true;
98  }
99
100  /**
101    @brief Event handler for the keyReleased Event.
102    @param e Event information
103  */
104  bool InputHandlerGame::keyReleased(const OIS::KeyEvent &e)
105  {
106    // find the appropriate key binding
107    std::string cmdStr = bindingsKeyReleased_[int(e.key)];
108    //COUT(3) << cmdStr << " released" << std::endl;
109    return true;
110  }
111
112  /**
113    @brief Event handler for the mouseMoved Event.
114    @param e Event information
115  */
116  bool InputHandlerGame::mouseMoved(const OIS::MouseEvent &e)
117  {
118    return true;
119  }
120
121  /**
122    @brief Event handler for the mousePressed Event.
123    @param e Event information
124    @param id The ID of the mouse button
125  */
126  bool InputHandlerGame::mousePressed(const OIS::MouseEvent &e, OIS::MouseButtonID id)
127  {
128    return true;
129  }
130
131  /**
132    @brief Event handler for the mouseReleased Event.
133    @param e Event information
134    @param id The ID of the mouse button
135  */
136  bool InputHandlerGame::mouseReleased(const OIS::MouseEvent &e, OIS::MouseButtonID id)
137  {
138    return true;
139  }
140
141  /**
142    @brief Calls all the objects from classes that derive from InputEventListener.
143    @param evt The input event that occured.
144  */
145  inline void InputHandlerGame::callListeners(orxonox::InputEvent &evt)
146  {
147    for (Iterator<InputEventListener> it = ObjectList<InputEventListener>::start(); it; )
148    {
149      if (it->bActive_)
150        (it++)->eventOccured(evt);
151      else
152        it++;
153    }
154  }
155
156
157  // ###############################
158  // ###     InputHandlerGUI     ###
159  // ###############################
160
161  /**
162    @brief standard constructor
163  */
164  InputHandlerGUI::InputHandlerGUI()
165  {
166  }
167
168  /**
169    @brief Destructor
170  */
171  InputHandlerGUI::~InputHandlerGUI()
172  {
173  }
174
175  /**
176    @brief Event handler for the keyPressed Event.
177    @param e Event information
178  */
179  bool InputHandlerGUI::keyPressed(const OIS::KeyEvent &e)
180  {
181                //CEGUI::System::getSingleton().injectKeyDown( arg.key );
182                //CEGUI::System::getSingleton().injectChar( arg.text );
183    return true;
184  }
185
186  /**
187    @brief Event handler for the keyReleased Event.
188    @param e Event information
189  */
190  bool InputHandlerGUI::keyReleased(const OIS::KeyEvent &e)
191  {
192                //CEGUI::System::getSingleton().injectKeyUp( arg.key );
193    return true;
194  }
195
196  /**
197    @brief Event handler for the mouseMoved Event.
198    @param e Event information
199  */
200  bool InputHandlerGUI::mouseMoved(const OIS::MouseEvent &e)
201  {
202                //CEGUI::System::getSingleton().injectMouseMove( arg.state.X.rel, arg.state.Y.rel );
203    return true;
204  }
205
206  /**
207    @brief Event handler for the mousePressed Event.
208    @param e Event information
209    @param id The ID of the mouse button
210  */
211  bool InputHandlerGUI::mousePressed(const OIS::MouseEvent &e, OIS::MouseButtonID id)
212  {
213                //CEGUI::System::getSingleton().injectMouseButtonDown(convertOISMouseButtonToCegui(id));
214    return true;
215  }
216
217  /**
218    @brief Event handler for the mouseReleased Event.
219    @param e Event information
220    @param id The ID of the mouse button
221  */
222  bool InputHandlerGUI::mouseReleased(const OIS::MouseEvent &e, OIS::MouseButtonID id)
223  {
224                //CEGUI::System::getSingleton().injectMouseButtonUp(convertOISMouseButtonToCegui(id));
225    return true;
226  }
227
228}
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