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 | |
---|
41 | namespace 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 | } |
---|