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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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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 a little Input handler that distributes everything
32        coming from OIS.
33 */
34
35#include "InputManager.h"
36#include "CoreIncludes.h"
37#include "Debug.h"
38#include "InputEventListener.h"
39#include "InputHandler.h"
40#include "InputBuffer.h"
41#include "ConsoleCommand.h"
42
43namespace orxonox
44{
45  ConsoleCommand(InputManager, setInputMode, AccessLevel::Admin, true).setDefaultValue(0, IM_INGAME);
46
47  /**
48    @brief Constructor only resets the pointer values to 0.
49  */
50  InputManager::InputManager() :
51      inputSystem_(0), keyboard_(0), mouse_(0),
52      currentMode_(IM_UNINIT), setMode_(IM_UNINIT),
53      handlerGUI_(0), handlerBuffer_(0), handlerGame_(0)
54  {
55  }
56
57  /**
58    @brief Destructor only called at the end of the program
59  */
60  InputManager::~InputManager()
61  {
62    this->destroy();
63  }
64
65  /**
66    @brief The one instance of the InputManager is stored in this function.
67    @return A reference to the only instance of the InputManager
68  */
69  InputManager& InputManager::getSingleton()
70  {
71    static InputManager theOnlyInstance;
72    return theOnlyInstance;
73  }
74
75  /**
76    @brief Creates the OIS::InputMananger, the keyboard and the mouse and
77           assigns the key bindings.
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  */
82  bool InputManager::initialise(size_t windowHnd, int windowWidth, int windowHeight)
83  {
84    if (!this->inputSystem_)
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
94#if defined OIS_LINUX_PLATFORM
95      paramList.insert(std::make_pair(std::string("XAutoRepeatOn"), std::string("true")));
96#endif
97
98      try
99      {
100        // Create inputsystem
101        inputSystem_ = OIS::InputManager::createInputSystem(paramList);
102        COUT(ORX_DEBUG) << "*** InputManager: Created OIS input system" << std::endl;
103
104        // create a keyboard. If none are available the exception is caught.
105        keyboard_ = static_cast<OIS::Keyboard*>(inputSystem_->createInputObject(OIS::OISKeyboard, true));
106        COUT(ORX_DEBUG) << "*** InputManager: Created OIS mouse" << std::endl;
107
108        // create a mouse. If none are available the exception is caught.
109        mouse_ = static_cast<OIS::Mouse*>(inputSystem_->createInputObject(OIS::OISMouse, true));
110        COUT(ORX_DEBUG) << "*** InputManager: Created OIS keyboard" << std::endl;
111
112        // Set mouse region
113        this->setWindowExtents(windowWidth, windowHeight);
114      }
115      catch (OIS::Exception ex)
116      {
117        // something went wrong with the initialisation
118        COUT(ORX_ERROR) << "Error: Failed creating an input system/keyboard/mouse. Message: \"" << ex.eText << "\"" << std::endl;
119        this->inputSystem_ = 0;
120        return false;
121      }
122    }
123
124    // create the handlers
125    this->handlerGUI_ = new InputHandlerGUI();
126    this->handlerGame_ = new InputHandlerGame();
127    //this->handlerBuffer_ = new InputBuffer();
128    this->handlerGame_->loadBindings();
129
130    /*COUT(ORX_DEBUG) << "*** InputManager: Loading key bindings..." << std::endl;
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;
138    COUT(ORX_DEBUG) << "*** InputManager: Loading done." << std::endl;*/
139
140    return true;
141  }
142
143  /**
144    @brief Destroys all the created input devices and handlers.
145  */
146  void InputManager::destroy()
147  {
148    COUT(ORX_DEBUG) << "*** InputManager: Destroying ..." << std::endl;
149    if (this->mouse_)
150      this->inputSystem_->destroyInputObject(mouse_);
151    if (this->keyboard_)
152      this->inputSystem_->destroyInputObject(keyboard_);
153    if (this->inputSystem_)
154      OIS::InputManager::destroyInputSystem(this->inputSystem_);
155
156    this->mouse_         = 0;
157    this->keyboard_      = 0;
158    this->inputSystem_   = 0;
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
171    COUT(ORX_DEBUG) << "*** InputManager: Destroying done." << std::endl;
172  }
173
174  /**
175    @brief Updates the InputManager
176    @param dt Delta time
177  */
178  void InputManager::tick(float dt)
179  {
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
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
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  */
219  void InputManager::setWindowExtents(int width, int height)
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
227  /**
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
231  */
232  void InputManager::setInputMode(int mode)
233  {
234    if (mode > 0 && mode < 4)
235      getSingleton().setMode_ = (InputMode)mode;
236  }
237
238  /**
239    @brief Returns the current input handling method
240    @return The current input mode.
241  */
242  InputMode InputManager::getInputMode()
243  {
244    return this->currentMode_;
245  }
246
247  void InputManager::feedInputBuffer(InputBuffer* buffer)
248  {
249    this->handlerBuffer_ = buffer;
250  }
251
252
253}
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