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source: code/branches/cmake/src/core/InputManager.cc @ 1138

Last change on this file since 1138 was 1138, checked in by rgrieder, 16 years ago
  • re added key Xautorepeat (works without, if OIS doesn't crash, but quite annoying..)
File size: 7.5 KB
RevLine 
[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  {
[1089]55    RegisterObject(InputManager);
[918]56  }
57
[919]58  /**
[929]59    @brief Destructor only called at the end of the program
60  */
[973]61  InputManager::~InputManager()
[929]62  {
[1035]63    this->destroy();
[929]64  }
65
66  /**
[973]67    @brief The one instance of the InputManager is stored in this function.
[1035]68    @return A reference to the only instance of the InputManager
[919]69  */
[1035]70  InputManager& InputManager::getSingleton()
[919]71  {
[1035]72    static InputManager theOnlyInstance;
73    return theOnlyInstance;
[919]74  }
75
76  /**
[922]77    @brief Creates the OIS::InputMananger, the keyboard and the mouse and
78           assigns the key bindings.
[919]79    @param windowHnd The window handle of the render window
80    @param windowWidth The width of the render window
81    @param windowHeight The height of the render window
82  */
[973]83  bool InputManager::initialise(size_t windowHnd, int windowWidth, int windowHeight)
[919]84  {
[934]85    if (!this->inputSystem_)
[918]86    {
87      // Setup basic variables
88      OIS::ParamList paramList;
89      std::ostringstream windowHndStr;
90
91      // Fill parameter list
92      windowHndStr << (unsigned int)windowHnd;
93      paramList.insert(std::make_pair(std::string("WINDOW"), windowHndStr.str()));
94
[1138]95#if defined OIS_LINUX_PLATFORM
96      paramList.insert(std::make_pair(std::string("XAutoRepeatOn"), std::string("true")));
97#endif
[928]98
[934]99      try
[918]100      {
[934]101        // Create inputsystem
102        inputSystem_ = OIS::InputManager::createInputSystem(paramList);
[973]103        COUT(ORX_DEBUG) << "*** InputManager: Created OIS input system" << std::endl;
[918]104
[940]105        // create a keyboard. If none are available the exception is caught.
106        keyboard_ = static_cast<OIS::Keyboard*>(inputSystem_->createInputObject(OIS::OISKeyboard, true));
[973]107        COUT(ORX_DEBUG) << "*** InputManager: Created OIS mouse" << std::endl;
[918]108
[940]109        // create a mouse. If none are available the exception is caught.
110        mouse_ = static_cast<OIS::Mouse*>(inputSystem_->createInputObject(OIS::OISMouse, true));
[973]111        COUT(ORX_DEBUG) << "*** InputManager: Created OIS keyboard" << std::endl;
[934]112
[940]113        // Set mouse region
114        this->setWindowExtents(windowWidth, windowHeight);
[918]115      }
[934]116      catch (OIS::Exception ex)
117      {
118        // something went wrong with the initialisation
[944]119        COUT(ORX_ERROR) << "Error: Failed creating an input system/keyboard/mouse. Message: \"" << ex.eText << "\"" << std::endl;
[934]120        this->inputSystem_ = 0;
121        return false;
122      }
[918]123    }
[922]124
[1022]125    // create the handlers
126    this->handlerGUI_ = new InputHandlerGUI();
127    this->handlerGame_ = new InputHandlerGame();
[1066]128    //this->handlerBuffer_ = new InputBuffer();
[1022]129    this->handlerGame_->loadBindings();
130
131    /*COUT(ORX_DEBUG) << "*** InputManager: Loading key bindings..." << std::endl;
[922]132    // load the key bindings
133    InputEvent empty = {0, false, 0, 0, 0};
134    for (int i = 0; i < this->numberOfKeys_; i++)
135      this->bindingsKeyPressed_[i] = empty;
136
137    //assign 'abort' to the escape key
138    this->bindingsKeyPressed_[(int)OIS::KC_ESCAPE].id = 1;
[1022]139    COUT(ORX_DEBUG) << "*** InputManager: Loading done." << std::endl;*/
[934]140
141    return true;
[918]142  }
143
[919]144  /**
[1035]145    @brief Destroys all the created input devices and handlers.
[928]146  */
[1035]147  void InputManager::destroy()
[928]148  {
[1035]149    COUT(ORX_DEBUG) << "*** InputManager: Destroying ..." << std::endl;
[930]150    if (this->mouse_)
151      this->inputSystem_->destroyInputObject(mouse_);
152    if (this->keyboard_)
153      this->inputSystem_->destroyInputObject(keyboard_);
154    if (this->inputSystem_)
[929]155      OIS::InputManager::destroyInputSystem(this->inputSystem_);
[928]156
[930]157    this->mouse_         = 0;
158    this->keyboard_      = 0;
159    this->inputSystem_   = 0;
[1035]160
161    if (this->handlerBuffer_)
162      delete this->handlerBuffer_;
163    if (this->handlerGame_)
164      delete this->handlerGame_;
165    if (this->handlerGUI_)
166      delete this->handlerGUI_;
167
168    this->handlerBuffer_ = 0;
169    this->handlerGame_   = 0;
170    this->handlerGUI_    = 0;
171
[973]172    COUT(ORX_DEBUG) << "*** InputManager: Destroying done." << std::endl;
[928]173  }
174
175  /**
[973]176    @brief Updates the InputManager
[919]177    @param dt Delta time
178  */
[973]179  void InputManager::tick(float dt)
[918]180  {
[1022]181    // reset the game if it has changed
182    if (this->currentMode_ != this->setMode_)
183    {
184      switch (this->setMode_)
185      {
186      case IM_GUI:
187        this->mouse_->setEventCallback(this->handlerGUI_);
188        this->keyboard_->setEventCallback(this->handlerGUI_);
189        break;
190      case IM_INGAME:
191        this->mouse_->setEventCallback(this->handlerGame_);
192        this->keyboard_->setEventCallback(this->handlerGame_);
193        break;
194      case IM_KEYBOARD:
195        this->mouse_->setEventCallback(this->handlerGame_);
196        this->keyboard_->setEventCallback(this->handlerBuffer_);
197        break;
198      case IM_UNINIT:
199        this->mouse_->setEventCallback(0);
200        this->keyboard_->setEventCallback(0);
201        break;
202      }
203      this->currentMode_ = this->setMode_;
204    }
205
[918]206    // capture all the input. That calls the event handlers.
207    if (mouse_)
208      mouse_->capture();
209
210    if (keyboard_)
211      keyboard_->capture();
212  }
213
[919]214  /**
215    @brief Adjusts the mouse window metrics.
216    This method has to be called every time the size of the window changes.
217    @param width The new width of the render window
218    @param height the new height of the render window
219  */
[973]220  void InputManager::setWindowExtents(int width, int height)
[918]221  {
222    // Set mouse region (if window resizes, we should alter this to reflect as well)
223    const OIS::MouseState &mouseState = mouse_->getMouseState();
224    mouseState.width  = width;
225    mouseState.height = height;
226  }
227
[919]228  /**
[1022]229    @brief Sets the input mode to either GUI, inGame or Buffer
230    @param mode The new input mode
231    @remark Only has an affect if the mode actually changes
[922]232  */
[1084]233  void InputManager::setInputMode(int mode)
[922]234  {
[1084]235    if (mode > 0 && mode < 4)
236      getSingleton().setMode_ = (InputMode)mode;
[922]237  }
238
239  /**
[1022]240    @brief Returns the current input handling method
241    @return The current input mode.
[919]242  */
[1022]243  InputMode InputManager::getInputMode()
[918]244  {
[1022]245    return this->currentMode_;
[918]246  }
247
[1066]248  void InputManager::feedInputBuffer(InputBuffer* buffer)
249  {
250    this->handlerBuffer_ = buffer;
251  }
252
253
[918]254}
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