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source: code/trunk/src/orxonox/core/InputManager.cc @ 1049

Last change on this file since 1049 was 1035, checked in by rgrieder, 17 years ago
  • minor Singleton changes
File size: 7.2 KB
Line 
1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *
4 *
5 *   License notice:
6 *
7 *   This program is free software; you can redistribute it and/or
8 *   modify it under the terms of the GNU General Public License
9 *   as published by the Free Software Foundation; either version 2
10 *   of the License, or (at your option) any later version.
11 *
12 *   This program is distributed in the hope that it will be useful,
13 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
14 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
15 *   GNU General Public License for more details.
16 *
17 *   You should have received a copy of the GNU General Public License
18 *   along with this program; if not, write to the Free Software
19 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
20 *
21 *   Author:
22 *      Reto Grieder
23 *   Co-authors:
24 *      ...
25 *
26 */
27
28/**
29 @file
30 @brief Implementation of a little Input handler that distributes everything
31        coming from OIS.
32 */
33
34#include "core/CoreIncludes.h"
35#include "core/Debug.h"
36#include "InputEventListener.h"
37#include "InputHandler.h"
38#include "InputManager.h"
39
40namespace orxonox
41{
42  /**
43    @brief The reference to the singleton
44  */
45  //InputManager* InputManager::singletonRef_s = 0;
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->handlerGame_->loadBindings();
128
129    /*COUT(ORX_DEBUG) << "*** InputManager: Loading key bindings..." << std::endl;
130    // load the key bindings
131    InputEvent empty = {0, false, 0, 0, 0};
132    for (int i = 0; i < this->numberOfKeys_; i++)
133      this->bindingsKeyPressed_[i] = empty;
134
135    //assign 'abort' to the escape key
136    this->bindingsKeyPressed_[(int)OIS::KC_ESCAPE].id = 1;
137    COUT(ORX_DEBUG) << "*** InputManager: Loading done." << std::endl;*/
138
139    return true;
140  }
141
142  /**
143    @brief Destroys all the created input devices and handlers.
144  */
145  void InputManager::destroy()
146  {
147    COUT(ORX_DEBUG) << "*** InputManager: Destroying ..." << std::endl;
148    if (this->mouse_)
149      this->inputSystem_->destroyInputObject(mouse_);
150    if (this->keyboard_)
151      this->inputSystem_->destroyInputObject(keyboard_);
152    if (this->inputSystem_)
153      OIS::InputManager::destroyInputSystem(this->inputSystem_);
154
155    this->mouse_         = 0;
156    this->keyboard_      = 0;
157    this->inputSystem_   = 0;
158
159    if (this->handlerBuffer_)
160      delete this->handlerBuffer_;
161    if (this->handlerGame_)
162      delete this->handlerGame_;
163    if (this->handlerGUI_)
164      delete this->handlerGUI_;
165
166    this->handlerBuffer_ = 0;
167    this->handlerGame_   = 0;
168    this->handlerGUI_    = 0;
169
170    COUT(ORX_DEBUG) << "*** InputManager: Destroying done." << std::endl;
171  }
172
173  /**
174    @brief Updates the InputManager
175    @param dt Delta time
176  */
177  void InputManager::tick(float dt)
178  {
179    // reset the game if it has changed
180    if (this->currentMode_ != this->setMode_)
181    {
182      switch (this->setMode_)
183      {
184      case IM_GUI:
185        this->mouse_->setEventCallback(this->handlerGUI_);
186        this->keyboard_->setEventCallback(this->handlerGUI_);
187        break;
188      case IM_INGAME:
189        this->mouse_->setEventCallback(this->handlerGame_);
190        this->keyboard_->setEventCallback(this->handlerGame_);
191        break;
192      case IM_KEYBOARD:
193        this->mouse_->setEventCallback(this->handlerGame_);
194        this->keyboard_->setEventCallback(this->handlerBuffer_);
195        break;
196      case IM_UNINIT:
197        this->mouse_->setEventCallback(0);
198        this->keyboard_->setEventCallback(0);
199        break;
200      }
201      this->currentMode_ = this->setMode_;
202    }
203
204    // capture all the input. That calls the event handlers.
205    if (mouse_)
206      mouse_->capture();
207
208    if (keyboard_)
209      keyboard_->capture();
210  }
211
212  /**
213    @brief Adjusts the mouse window metrics.
214    This method has to be called every time the size of the window changes.
215    @param width The new width of the render window
216    @param height the new height of the render window
217  */
218  void InputManager::setWindowExtents(int width, int height)
219  {
220    // Set mouse region (if window resizes, we should alter this to reflect as well)
221    const OIS::MouseState &mouseState = mouse_->getMouseState();
222    mouseState.width  = width;
223    mouseState.height = height;
224  }
225
226  /**
227    @brief Sets the input mode to either GUI, inGame or Buffer
228    @param mode The new input mode
229    @remark Only has an affect if the mode actually changes
230  */
231  void InputManager::setInputMode(InputMode mode)
232  {
233    this->setMode_ = mode;
234  }
235
236  /**
237    @brief Returns the current input handling method
238    @return The current input mode.
239  */
240  InputMode InputManager::getInputMode()
241  {
242    return this->currentMode_;
243  }
244
245}
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