| 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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