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source: code/trunk/src/core/InputManager.cc @ 1062

Last change on this file since 1062 was 1062, checked in by rgrieder, 16 years ago
  • changed header file inclusion order
File size: 7.3 KB
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1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
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:
25 *      ...
26 *
27 */
28
29/**
30 @file
31 @brief Implementation of a little Input handler that distributes everything
32        coming from OIS.
33 */
34
35#include "InputManager.h"
36#include "CoreIncludes.h"
37#include "Debug.h"
38#include "InputEventListener.h"
39#include "InputHandler.h"
40
41namespace orxonox
42{
43  /**
44    @brief The reference to the singleton
45  */
46  //InputManager* InputManager::singletonRef_s = 0;
47
48  /**
49    @brief Constructor only resets the pointer values to 0.
50  */
51  InputManager::InputManager() :
52      inputSystem_(0), keyboard_(0), mouse_(0),
53      currentMode_(IM_UNINIT), setMode_(IM_UNINIT),
54      handlerGUI_(0), handlerBuffer_(0), handlerGame_(0)
55  {
56  }
57
58  /**
59    @brief Destructor only called at the end of the program
60  */
61  InputManager::~InputManager()
62  {
63    this->destroy();
64  }
65
66  /**
67    @brief The one instance of the InputManager is stored in this function.
68    @return A reference to the only instance of the InputManager
69  */
70  InputManager& InputManager::getSingleton()
71  {
72    static InputManager theOnlyInstance;
73    return theOnlyInstance;
74  }
75
76  /**
77    @brief Creates the OIS::InputMananger, the keyboard and the mouse and
78           assigns the key bindings.
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  */
83  bool InputManager::initialise(size_t windowHnd, int windowWidth, int windowHeight)
84  {
85    if (!this->inputSystem_)
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
95#if defined OIS_LINUX_PLATFORM
96      paramList.insert(std::make_pair(std::string("XAutoRepeatOn"), std::string("true")));
97#endif
98
99      try
100      {
101        // Create inputsystem
102        inputSystem_ = OIS::InputManager::createInputSystem(paramList);
103        COUT(ORX_DEBUG) << "*** InputManager: Created OIS input system" << std::endl;
104
105        // create a keyboard. If none are available the exception is caught.
106        keyboard_ = static_cast<OIS::Keyboard*>(inputSystem_->createInputObject(OIS::OISKeyboard, true));
107        COUT(ORX_DEBUG) << "*** InputManager: Created OIS mouse" << std::endl;
108
109        // create a mouse. If none are available the exception is caught.
110        mouse_ = static_cast<OIS::Mouse*>(inputSystem_->createInputObject(OIS::OISMouse, true));
111        COUT(ORX_DEBUG) << "*** InputManager: Created OIS keyboard" << std::endl;
112
113        // Set mouse region
114        this->setWindowExtents(windowWidth, windowHeight);
115      }
116      catch (OIS::Exception ex)
117      {
118        // something went wrong with the initialisation
119        COUT(ORX_ERROR) << "Error: Failed creating an input system/keyboard/mouse. Message: \"" << ex.eText << "\"" << std::endl;
120        this->inputSystem_ = 0;
121        return false;
122      }
123    }
124
125    // create the handlers
126    this->handlerGUI_ = new InputHandlerGUI();
127    this->handlerGame_ = new InputHandlerGame();
128    this->handlerGame_->loadBindings();
129
130    /*COUT(ORX_DEBUG) << "*** InputManager: Loading key bindings..." << std::endl;
131    // load the key bindings
132    InputEvent empty = {0, false, 0, 0, 0};
133    for (int i = 0; i < this->numberOfKeys_; i++)
134      this->bindingsKeyPressed_[i] = empty;
135
136    //assign 'abort' to the escape key
137    this->bindingsKeyPressed_[(int)OIS::KC_ESCAPE].id = 1;
138    COUT(ORX_DEBUG) << "*** InputManager: Loading done." << std::endl;*/
139
140    return true;
141  }
142
143  /**
144    @brief Destroys all the created input devices and handlers.
145  */
146  void InputManager::destroy()
147  {
148    COUT(ORX_DEBUG) << "*** InputManager: Destroying ..." << std::endl;
149    if (this->mouse_)
150      this->inputSystem_->destroyInputObject(mouse_);
151    if (this->keyboard_)
152      this->inputSystem_->destroyInputObject(keyboard_);
153    if (this->inputSystem_)
154      OIS::InputManager::destroyInputSystem(this->inputSystem_);
155
156    this->mouse_         = 0;
157    this->keyboard_      = 0;
158    this->inputSystem_   = 0;
159
160    if (this->handlerBuffer_)
161      delete this->handlerBuffer_;
162    if (this->handlerGame_)
163      delete this->handlerGame_;
164    if (this->handlerGUI_)
165      delete this->handlerGUI_;
166
167    this->handlerBuffer_ = 0;
168    this->handlerGame_   = 0;
169    this->handlerGUI_    = 0;
170
171    COUT(ORX_DEBUG) << "*** InputManager: Destroying done." << std::endl;
172  }
173
174  /**
175    @brief Updates the InputManager
176    @param dt Delta time
177  */
178  void InputManager::tick(float dt)
179  {
180    // reset the game if it has changed
181    if (this->currentMode_ != this->setMode_)
182    {
183      switch (this->setMode_)
184      {
185      case IM_GUI:
186        this->mouse_->setEventCallback(this->handlerGUI_);
187        this->keyboard_->setEventCallback(this->handlerGUI_);
188        break;
189      case IM_INGAME:
190        this->mouse_->setEventCallback(this->handlerGame_);
191        this->keyboard_->setEventCallback(this->handlerGame_);
192        break;
193      case IM_KEYBOARD:
194        this->mouse_->setEventCallback(this->handlerGame_);
195        this->keyboard_->setEventCallback(this->handlerBuffer_);
196        break;
197      case IM_UNINIT:
198        this->mouse_->setEventCallback(0);
199        this->keyboard_->setEventCallback(0);
200        break;
201      }
202      this->currentMode_ = this->setMode_;
203    }
204
205    // capture all the input. That calls the event handlers.
206    if (mouse_)
207      mouse_->capture();
208
209    if (keyboard_)
210      keyboard_->capture();
211  }
212
213  /**
214    @brief Adjusts the mouse window metrics.
215    This method has to be called every time the size of the window changes.
216    @param width The new width of the render window
217    @param height the new height of the render window
218  */
219  void InputManager::setWindowExtents(int width, int height)
220  {
221    // Set mouse region (if window resizes, we should alter this to reflect as well)
222    const OIS::MouseState &mouseState = mouse_->getMouseState();
223    mouseState.width  = width;
224    mouseState.height = height;
225  }
226
227  /**
228    @brief Sets the input mode to either GUI, inGame or Buffer
229    @param mode The new input mode
230    @remark Only has an affect if the mode actually changes
231  */
232  void InputManager::setInputMode(InputMode mode)
233  {
234    this->setMode_ = mode;
235  }
236
237  /**
238    @brief Returns the current input handling method
239    @return The current input mode.
240  */
241  InputMode InputManager::getInputMode()
242  {
243    return this->currentMode_;
244  }
245
246}
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