/* * ORXONOX - the hottest 3D action shooter ever to exist * > www.orxonox.net < * * * License notice: * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Author: * Reto Grieder * Co-authors: * ... * */ #include "KeyDetector.h" #include "core/CoreIncludes.h" #include "core/singleton/ScopedSingletonWrapper.h" #include "core/command/ConsoleCommandIncludes.h" #include "Button.h" #include "InputManager.h" #include "InputState.h" namespace orxonox { ManageScopedSingleton(KeyDetector, ScopeID::Graphics, false); static const std::string __CC_KeyDetector_callback_name = "KeyDetectorKeyPressed"; DeclareConsoleCommand(__CC_KeyDetector_callback_name, &prototype::void__string).hide(); RegisterAbstractClass(KeyDetector).inheritsFrom(); KeyDetector::KeyDetector() : KeyBinder("") { RegisterObject(KeyDetector); ModifyConsoleCommand(__CC_KeyDetector_callback_name).setFunction(&KeyDetector::callback, this); this->assignCommands(); inputState_ = InputManager::getInstance().createInputState("detector", false, false, InputStatePriority::Detector); // Create a callback to avoid buttonHeld events after the key has been detected inputState_->setLeaveFunctor(createFunctor(&InputManager::clearBuffers, &InputManager::getInstance())); inputState_->setHandler(this); } KeyDetector::~KeyDetector() { inputState_->setHandler(NULL); InputManager::getInstance().destroyState("detector"); ModifyConsoleCommand(__CC_KeyDetector_callback_name).resetFunction(); } void KeyDetector::assignCommands() { // Assign every button/axis the same command, but with its name as argument for (std::map::const_iterator it = allButtons_.begin(); it != allButtons_.end(); ++it) it->second->parse(__CC_KeyDetector_callback_name + ' ' + it->second->groupName_ + "." + it->second->name_); } void KeyDetector::callback(const std::string& name) { // Call the registered function if (this->callbackFunction_) (*this->callbackFunction_)(name); } void KeyDetector::JoyStickQuantityChanged(const std::vector& joyStickList) { KeyBinder::JoyStickQuantityChanged(joyStickList); this->assignCommands(); } }