1 | /* |
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2 | * ORXONOX - the hottest 3D action shooter ever to exist |
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3 | * > www.orxonox.net < |
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4 | * |
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5 | * |
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6 | * License notice: |
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7 | * |
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8 | * This program is free software; you can redistribute it and/or |
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9 | * modify it under the terms of the GNU General Public License |
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10 | * as published by the Free Software Foundation; either version 2 |
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11 | * of the License, or (at your option) any later version. |
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12 | * |
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13 | * This program is distributed in the hope that it will be useful, |
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14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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16 | * GNU General Public License for more details. |
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17 | * |
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18 | * You should have received a copy of the GNU General Public License |
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19 | * along with this program; if not, write to the Free Software |
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20 | * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. |
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21 | * |
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22 | * Author: |
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23 | * Reto Grieder |
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24 | * Co-authors: |
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25 | * ... |
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26 | * |
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27 | */ |
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28 | |
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29 | /** |
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30 | @file |
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31 | @brief Implementation of the different input handlers. |
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32 | */ |
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33 | |
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34 | #include "InputHandler.h" |
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35 | #include "Debug.h" |
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36 | #include "util/Convert.h" |
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37 | #include "InputEventListener.h" |
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38 | #include "InputEvent.h" |
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39 | #include "InputManager.h" |
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40 | |
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41 | namespace orxonox |
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42 | { |
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43 | // ############################### |
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44 | // ### InputHandlerGame ### |
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45 | // ############################### |
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46 | |
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47 | /** |
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48 | @brief standard constructor |
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49 | */ |
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50 | InputHandlerGame::InputHandlerGame() |
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51 | { |
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52 | } |
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53 | |
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54 | /** |
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55 | @brief Destructor |
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56 | */ |
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57 | InputHandlerGame::~InputHandlerGame() |
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58 | { |
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59 | } |
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60 | |
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61 | /** |
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62 | @brief Loads the key bindings from the ini file. |
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63 | Currently, this is just a simple test routine that fills the list with numbers. |
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64 | */ |
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65 | bool InputHandlerGame::loadBindings() |
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66 | { |
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67 | for (int i = 0; i < numberOfKeys_s; i++) |
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68 | { |
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69 | // simply write the key number (i) in the string |
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70 | this->bindingsKeyPressed_[i] = getConvertedValue<int, std::string>(i); |
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71 | this->bindingsKeyReleased_[i] = getConvertedValue<int, std::string>(i); |
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72 | } |
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73 | return true; |
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74 | } |
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75 | |
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76 | /** |
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77 | @brief Event handler for the keyPressed Event. |
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78 | @param e Event information |
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79 | */ |
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80 | bool InputHandlerGame::keyPressed(const OIS::KeyEvent &e) |
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81 | { |
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82 | if (e.key == OIS::KC_ESCAPE) |
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83 | { |
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84 | InputEvent e = {1, true, 0, 0, 0}; |
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85 | InputHandlerGame::callListeners(e); |
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86 | } |
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87 | else if (e.key == OIS::KC_UNASSIGNED || e.key == OIS::KC_NUMPADENTER) |
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88 | { |
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89 | InputManager::getSingleton().setInputMode(IM_KEYBOARD); |
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90 | } |
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91 | else |
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92 | { |
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93 | // find the appropriate key binding |
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94 | std::string cmdStr = bindingsKeyPressed_[int(e.key)]; |
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95 | //COUT(3) << cmdStr << " pressed" << std::endl; |
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96 | } |
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97 | return true; |
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98 | } |
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99 | |
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100 | /** |
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101 | @brief Event handler for the keyReleased Event. |
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102 | @param e Event information |
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103 | */ |
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104 | bool InputHandlerGame::keyReleased(const OIS::KeyEvent &e) |
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105 | { |
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106 | // find the appropriate key binding |
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107 | std::string cmdStr = bindingsKeyReleased_[int(e.key)]; |
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108 | //COUT(3) << cmdStr << " released" << std::endl; |
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109 | return true; |
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110 | } |
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111 | |
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112 | /** |
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113 | @brief Event handler for the mouseMoved Event. |
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114 | @param e Event information |
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115 | */ |
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116 | bool InputHandlerGame::mouseMoved(const OIS::MouseEvent &e) |
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117 | { |
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118 | return true; |
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119 | } |
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120 | |
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121 | /** |
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122 | @brief Event handler for the mousePressed Event. |
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123 | @param e Event information |
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124 | @param id The ID of the mouse button |
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125 | */ |
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126 | bool InputHandlerGame::mousePressed(const OIS::MouseEvent &e, OIS::MouseButtonID id) |
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127 | { |
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128 | return true; |
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129 | } |
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130 | |
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131 | /** |
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132 | @brief Event handler for the mouseReleased Event. |
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133 | @param e Event information |
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134 | @param id The ID of the mouse button |
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135 | */ |
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136 | bool InputHandlerGame::mouseReleased(const OIS::MouseEvent &e, OIS::MouseButtonID id) |
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137 | { |
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138 | return true; |
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139 | } |
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140 | |
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141 | /** |
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142 | @brief Calls all the objects from classes that derive from InputEventListener. |
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143 | @param evt The input event that occured. |
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144 | */ |
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145 | inline void InputHandlerGame::callListeners(orxonox::InputEvent &evt) |
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146 | { |
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147 | for (Iterator<InputEventListener> it = ObjectList<InputEventListener>::start(); it; ) |
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148 | { |
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149 | if (it->bActive_) |
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150 | (it++)->eventOccured(evt); |
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151 | else |
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152 | it++; |
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153 | } |
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154 | } |
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155 | |
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156 | |
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157 | // ############################### |
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158 | // ### InputHandlerGUI ### |
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159 | // ############################### |
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160 | |
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161 | /** |
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162 | @brief standard constructor |
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163 | */ |
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164 | InputHandlerGUI::InputHandlerGUI() |
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165 | { |
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166 | } |
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167 | |
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168 | /** |
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169 | @brief Destructor |
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170 | */ |
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171 | InputHandlerGUI::~InputHandlerGUI() |
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172 | { |
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173 | } |
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174 | |
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175 | /** |
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176 | @brief Event handler for the keyPressed Event. |
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177 | @param e Event information |
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178 | */ |
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179 | bool InputHandlerGUI::keyPressed(const OIS::KeyEvent &e) |
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180 | { |
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181 | //CEGUI::System::getSingleton().injectKeyDown( arg.key ); |
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182 | //CEGUI::System::getSingleton().injectChar( arg.text ); |
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183 | return true; |
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184 | } |
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185 | |
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186 | /** |
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187 | @brief Event handler for the keyReleased Event. |
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188 | @param e Event information |
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189 | */ |
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190 | bool InputHandlerGUI::keyReleased(const OIS::KeyEvent &e) |
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191 | { |
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192 | //CEGUI::System::getSingleton().injectKeyUp( arg.key ); |
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193 | return true; |
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194 | } |
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195 | |
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196 | /** |
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197 | @brief Event handler for the mouseMoved Event. |
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198 | @param e Event information |
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199 | */ |
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200 | bool InputHandlerGUI::mouseMoved(const OIS::MouseEvent &e) |
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201 | { |
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202 | //CEGUI::System::getSingleton().injectMouseMove( arg.state.X.rel, arg.state.Y.rel ); |
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203 | return true; |
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204 | } |
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205 | |
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206 | /** |
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207 | @brief Event handler for the mousePressed Event. |
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208 | @param e Event information |
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209 | @param id The ID of the mouse button |
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210 | */ |
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211 | bool InputHandlerGUI::mousePressed(const OIS::MouseEvent &e, OIS::MouseButtonID id) |
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212 | { |
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213 | //CEGUI::System::getSingleton().injectMouseButtonDown(convertOISMouseButtonToCegui(id)); |
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214 | return true; |
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215 | } |
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216 | |
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217 | /** |
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218 | @brief Event handler for the mouseReleased Event. |
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219 | @param e Event information |
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220 | @param id The ID of the mouse button |
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221 | */ |
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222 | bool InputHandlerGUI::mouseReleased(const OIS::MouseEvent &e, OIS::MouseButtonID id) |
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223 | { |
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224 | //CEGUI::System::getSingleton().injectMouseButtonUp(convertOISMouseButtonToCegui(id)); |
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225 | return true; |
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226 | } |
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227 | |
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228 | } |
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