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source: code/trunk/src/core/InputManager.cc @ 1085

Last change on this file since 1085 was 1084, checked in by rgrieder, 17 years ago
  • updated VC++ files for tolua
  • minor CMLs changes
File size: 7.5 KB
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[918]1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
[1056]3 *                    > www.orxonox.net <
[918]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:
[934]25 *      ...
[918]26 *
27 */
[973]28
[918]29/**
30 @file
31 @brief Implementation of a little Input handler that distributes everything
32        coming from OIS.
33 */
34
[1062]35#include "InputManager.h"
36#include "CoreIncludes.h"
37#include "Debug.h"
[922]38#include "InputEventListener.h"
[1022]39#include "InputHandler.h"
[1066]40#include "InputBuffer.h"
[1084]41#include "ConsoleCommand.h"
[918]42
43namespace orxonox
44{
[1084]45  ConsoleCommand(InputManager, setInputMode, AccessLevel::Admin, true).setDefaultValue(0, IM_INGAME);
46
[919]47  /**
48    @brief Constructor only resets the pointer values to 0.
49  */
[973]50  InputManager::InputManager() :
[1034]51      inputSystem_(0), keyboard_(0), mouse_(0),
[1022]52      currentMode_(IM_UNINIT), setMode_(IM_UNINIT),
[1034]53      handlerGUI_(0), handlerBuffer_(0), handlerGame_(0)
[918]54  {
55  }
56
[919]57  /**
[929]58    @brief Destructor only called at the end of the program
59  */
[973]60  InputManager::~InputManager()
[929]61  {
[1035]62    this->destroy();
[929]63  }
64
65  /**
[973]66    @brief The one instance of the InputManager is stored in this function.
[1035]67    @return A reference to the only instance of the InputManager
[919]68  */
[1035]69  InputManager& InputManager::getSingleton()
[919]70  {
[1035]71    static InputManager theOnlyInstance;
72    return theOnlyInstance;
[919]73  }
74
75  /**
[922]76    @brief Creates the OIS::InputMananger, the keyboard and the mouse and
77           assigns the key bindings.
[919]78    @param windowHnd The window handle of the render window
79    @param windowWidth The width of the render window
80    @param windowHeight The height of the render window
81  */
[973]82  bool InputManager::initialise(size_t windowHnd, int windowWidth, int windowHeight)
[919]83  {
[934]84    if (!this->inputSystem_)
[918]85    {
86      // Setup basic variables
87      OIS::ParamList paramList;
88      std::ostringstream windowHndStr;
89
90      // Fill parameter list
91      windowHndStr << (unsigned int)windowHnd;
92      paramList.insert(std::make_pair(std::string("WINDOW"), windowHndStr.str()));
93
[928]94#if defined OIS_LINUX_PLATFORM
95      paramList.insert(std::make_pair(std::string("XAutoRepeatOn"), std::string("true")));
96#endif
97
[934]98      try
[918]99      {
[934]100        // Create inputsystem
101        inputSystem_ = OIS::InputManager::createInputSystem(paramList);
[973]102        COUT(ORX_DEBUG) << "*** InputManager: Created OIS input system" << std::endl;
[918]103
[940]104        // create a keyboard. If none are available the exception is caught.
105        keyboard_ = static_cast<OIS::Keyboard*>(inputSystem_->createInputObject(OIS::OISKeyboard, true));
[973]106        COUT(ORX_DEBUG) << "*** InputManager: Created OIS mouse" << std::endl;
[918]107
[940]108        // create a mouse. If none are available the exception is caught.
109        mouse_ = static_cast<OIS::Mouse*>(inputSystem_->createInputObject(OIS::OISMouse, true));
[973]110        COUT(ORX_DEBUG) << "*** InputManager: Created OIS keyboard" << std::endl;
[934]111
[940]112        // Set mouse region
113        this->setWindowExtents(windowWidth, windowHeight);
[918]114      }
[934]115      catch (OIS::Exception ex)
116      {
117        // something went wrong with the initialisation
[944]118        COUT(ORX_ERROR) << "Error: Failed creating an input system/keyboard/mouse. Message: \"" << ex.eText << "\"" << std::endl;
[934]119        this->inputSystem_ = 0;
120        return false;
121      }
[918]122    }
[922]123
[1022]124    // create the handlers
125    this->handlerGUI_ = new InputHandlerGUI();
126    this->handlerGame_ = new InputHandlerGame();
[1066]127    //this->handlerBuffer_ = new InputBuffer();
[1022]128    this->handlerGame_->loadBindings();
129
130    /*COUT(ORX_DEBUG) << "*** InputManager: Loading key bindings..." << std::endl;
[922]131    // load the key bindings
132    InputEvent empty = {0, false, 0, 0, 0};
133    for (int i = 0; i < this->numberOfKeys_; i++)
134      this->bindingsKeyPressed_[i] = empty;
135
136    //assign 'abort' to the escape key
137    this->bindingsKeyPressed_[(int)OIS::KC_ESCAPE].id = 1;
[1022]138    COUT(ORX_DEBUG) << "*** InputManager: Loading done." << std::endl;*/
[934]139
140    return true;
[918]141  }
142
[919]143  /**
[1035]144    @brief Destroys all the created input devices and handlers.
[928]145  */
[1035]146  void InputManager::destroy()
[928]147  {
[1035]148    COUT(ORX_DEBUG) << "*** InputManager: Destroying ..." << std::endl;
[930]149    if (this->mouse_)
150      this->inputSystem_->destroyInputObject(mouse_);
151    if (this->keyboard_)
152      this->inputSystem_->destroyInputObject(keyboard_);
153    if (this->inputSystem_)
[929]154      OIS::InputManager::destroyInputSystem(this->inputSystem_);
[928]155
[930]156    this->mouse_         = 0;
157    this->keyboard_      = 0;
158    this->inputSystem_   = 0;
[1035]159
160    if (this->handlerBuffer_)
161      delete this->handlerBuffer_;
162    if (this->handlerGame_)
163      delete this->handlerGame_;
164    if (this->handlerGUI_)
165      delete this->handlerGUI_;
166
167    this->handlerBuffer_ = 0;
168    this->handlerGame_   = 0;
169    this->handlerGUI_    = 0;
170
[973]171    COUT(ORX_DEBUG) << "*** InputManager: Destroying done." << std::endl;
[928]172  }
173
174  /**
[973]175    @brief Updates the InputManager
[919]176    @param dt Delta time
177  */
[973]178  void InputManager::tick(float dt)
[918]179  {
[1022]180    // reset the game if it has changed
181    if (this->currentMode_ != this->setMode_)
182    {
183      switch (this->setMode_)
184      {
185      case IM_GUI:
186        this->mouse_->setEventCallback(this->handlerGUI_);
187        this->keyboard_->setEventCallback(this->handlerGUI_);
188        break;
189      case IM_INGAME:
190        this->mouse_->setEventCallback(this->handlerGame_);
191        this->keyboard_->setEventCallback(this->handlerGame_);
192        break;
193      case IM_KEYBOARD:
194        this->mouse_->setEventCallback(this->handlerGame_);
195        this->keyboard_->setEventCallback(this->handlerBuffer_);
196        break;
197      case IM_UNINIT:
198        this->mouse_->setEventCallback(0);
199        this->keyboard_->setEventCallback(0);
200        break;
201      }
202      this->currentMode_ = this->setMode_;
203    }
204
[918]205    // capture all the input. That calls the event handlers.
206    if (mouse_)
207      mouse_->capture();
208
209    if (keyboard_)
210      keyboard_->capture();
211  }
212
[919]213  /**
214    @brief Adjusts the mouse window metrics.
215    This method has to be called every time the size of the window changes.
216    @param width The new width of the render window
217    @param height the new height of the render window
218  */
[973]219  void InputManager::setWindowExtents(int width, int height)
[918]220  {
221    // Set mouse region (if window resizes, we should alter this to reflect as well)
222    const OIS::MouseState &mouseState = mouse_->getMouseState();
223    mouseState.width  = width;
224    mouseState.height = height;
225  }
226
[919]227  /**
[1022]228    @brief Sets the input mode to either GUI, inGame or Buffer
229    @param mode The new input mode
230    @remark Only has an affect if the mode actually changes
[922]231  */
[1084]232  void InputManager::setInputMode(int mode)
[922]233  {
[1084]234    if (mode > 0 && mode < 4)
235      getSingleton().setMode_ = (InputMode)mode;
[922]236  }
237
238  /**
[1022]239    @brief Returns the current input handling method
240    @return The current input mode.
[919]241  */
[1022]242  InputMode InputManager::getInputMode()
[918]243  {
[1022]244    return this->currentMode_;
[918]245  }
246
[1066]247  void InputManager::feedInputBuffer(InputBuffer* buffer)
248  {
249    this->handlerBuffer_ = buffer;
250  }
251
252
[918]253}
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