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Timestamp:
Jul 20, 2008, 6:49:24 PM (16 years ago)
Author:
rgrieder
Message:

Finally! The InputManager is now working like I imagined it to. And it's even easier to use it as well.
A little explanation: Every time you change something about the input distribution, it is a change of 'state' represented by the class 'InputState'.
That can be for instance: "console", "game", "gui", etc. Every state has a name and a priority which describes who comes first. Now if one state doesn't handle mouse input or instance, then the one with the next lower priority gets it. To prevent that, you can add the 'EmptyHandler' to the state with setMouseHandler.
InputState is just an abstract base class. There are two classes implementing it: SimpleInputState and ExtendedInputState. The latter allows for multiple input handlers for one single device.

Basically, what you need to know is what you see in Orxonox.cc, InGameConsole.cc and Shell.cc.

File:
1 edited

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  • code/branches/input/src/core/CorePrereqs.h

    r1543 r1637  
    158158
    159159  // input
    160   //class GUIInputHandler;
    161160  class BaseCommand;
    162161  class BufferedParamCommand;
    163162  class Button;
    164163  class CalibratorCallback;
     164  class ExtendedInputState;
    165165  class HalfAxis;
    166166  class InputBuffer;
    167167  class InputManager;
     168  class InputState;
    168169  class JoyStickHandler;
    169170  class MouseHandler;
     
    173174  class ParamCommand;
    174175  class SimpleCommand;
     176  class SimpleInputState;
    175177}
    176178
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