mirror of
https://gitlab.com/OpenMW/openmw.git
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16aa13721a
Fixed incorrect code in onCreateClassDialogBack, should use set class from pickClassDialog. Add private method setGuiMode() which calls the input manager, updated all gui-mode changes in WindowManager to use that.
307 lines
8.7 KiB
C++
307 lines
8.7 KiB
C++
#include "inputmanager.hpp"
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#include <openengine/input/dispatcher.hpp>
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#include <openengine/input/poller.hpp>
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#include <openengine/gui/events.hpp>
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#include <openengine/ogre/exitlistener.hpp>
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#include <openengine/ogre/mouselook.hpp>
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#include <openengine/ogre/renderer.hpp>
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#include "../mwgui/window_manager.hpp"
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#include <mangle/input/servers/ois_driver.hpp>
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#include <mangle/input/filters/eventlist.hpp>
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#include <libs/platform/strings.h>
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#include "../mwrender/playerpos.hpp"
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#include "../engine.hpp"
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#include <boost/bind.hpp>
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#include <boost/filesystem.hpp>
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#include <OgreRoot.h>
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#include <OIS/OIS.h>
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namespace MWInput
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{
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enum Actions
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{
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A_Quit, // Exit the program
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A_Screenshot, // Take a screenshot
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A_Inventory, // Toggle inventory screen
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A_Console, // Toggle console screen
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A_MoveLeft, // Move player left / right
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A_MoveRight,
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A_MoveUp, // Move up / down
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A_MoveDown,
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A_MoveForward, // Forward / Backward
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A_MoveBackward,
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A_Activate,
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A_LAST // Marker for the last item
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};
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// Class that handles all input and key bindings for OpenMW
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class InputImpl : public Ogre::FrameListener
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{
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OEngine::Input::DispatcherPtr disp;
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OEngine::Render::OgreRenderer &ogre;
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OEngine::Render::ExitListener exit;
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Mangle::Input::OISDriver input;
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OEngine::Input::Poller poller;
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OEngine::Render::MouseLookEventPtr mouse;
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OEngine::GUI::EventInjectorPtr guiEvents;
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MWRender::PlayerPos &player;
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MWGui::WindowManager &windows;
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OMW::Engine& mEngine;
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// Count screenshots.
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int shotCount;
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// Write screenshot to file.
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void screenshot()
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{
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// Find the first unused filename.
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//
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char buf[50];
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do
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{
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snprintf(buf, 50, "screenshot%03d.png", shotCount++);
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} while (boost::filesystem::exists(buf));
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ogre.screenshot(buf);
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}
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// Called when the user presses the button to toggle the inventory
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// screen.
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void toggleInventory()
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{
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using namespace MWGui;
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GuiMode mode = windows.getMode();
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// Toggle between game mode and inventory mode
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if(mode == GM_Game)
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setGuiMode(GM_Inventory);
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else if(mode == GM_Inventory)
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setGuiMode(GM_Game);
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// .. but don't touch any other mode.
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}
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// Toggle console
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void toggleConsole()
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{
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using namespace MWGui;
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GuiMode mode = windows.getMode();
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// Switch to console mode no matter what mode we are currently
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// in, except of course if we are already in console mode
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if(mode == GM_Console)
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setGuiMode(GM_Game);
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else setGuiMode(GM_Console);
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}
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void activate()
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{
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mEngine.activate();
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}
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// Exit program now button (which is disabled in GUI mode)
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void exitNow()
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{
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if(!windows.isGuiMode())
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exit.exitNow();
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}
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public:
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InputImpl(OEngine::Render::OgreRenderer &_ogre,
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MWRender::PlayerPos &_player,
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MWGui::WindowManager &_windows,
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bool debug,
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OMW::Engine& engine)
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: ogre(_ogre),
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exit(ogre.getWindow()),
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input(ogre.getWindow(), !debug),
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poller(input),
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player(_player),
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windows(_windows),
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mEngine (engine),
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shotCount(0)
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{
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using namespace OEngine::Input;
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using namespace OEngine::Render;
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using namespace OEngine::GUI;
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using namespace Mangle::Input;
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using namespace OIS;
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disp = DispatcherPtr(new Dispatcher(A_LAST));
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// Bind MW-specific functions
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disp->funcs.bind(A_Quit, boost::bind(&InputImpl::exitNow, this),
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"Quit program");
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disp->funcs.bind(A_Screenshot, boost::bind(&InputImpl::screenshot, this),
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"Screenshot");
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disp->funcs.bind(A_Inventory, boost::bind(&InputImpl::toggleInventory, this),
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"Toggle inventory screen");
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disp->funcs.bind(A_Console, boost::bind(&InputImpl::toggleConsole, this),
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"Toggle console");
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disp->funcs.bind(A_Activate, boost::bind(&InputImpl::activate, this),
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"Activate");
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// Add the exit listener
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ogre.getRoot()->addFrameListener(&exit);
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// Add ourselves as a frame listener to catch movement keys
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ogre.getRoot()->addFrameListener(this);
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// Set up the mouse handler and tell it about the player camera
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mouse = MouseLookEventPtr(new MouseLookEvent(player.getCamera()));
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// This event handler pumps events into MyGUI
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guiEvents = EventInjectorPtr(new EventInjector(windows.getGui()));
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// Hook 'mouse' and 'disp' up as event handlers into 'input'
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// (the OIS driver and event source.) We do this through an
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// EventList which dispatches the event to multiple handlers for
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// us.
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{
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EventList *lst = new EventList;
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input.setEvent(EventPtr(lst));
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lst->add(mouse,Event::EV_MouseMove);
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lst->add(disp,Event::EV_KeyDown);
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lst->add(guiEvents,Event::EV_ALL);
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}
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// Start out in game mode
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setGuiMode(MWGui::GM_Game);
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/**********************************
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Key binding section
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The rest of this function has hard coded key bindings, and is
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intended to be replaced by user defined bindings later.
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**********************************/
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// Key bindings for keypress events
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disp->bind(A_Quit, KC_Q);
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disp->bind(A_Quit, KC_ESCAPE);
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disp->bind(A_Screenshot, KC_SYSRQ);
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disp->bind(A_Inventory, KC_I);
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disp->bind(A_Console, KC_F1);
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disp->bind(A_Activate, KC_SPACE);
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// Key bindings for polled keys
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// Arrow keys
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poller.bind(A_MoveLeft, KC_LEFT);
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poller.bind(A_MoveRight, KC_RIGHT);
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poller.bind(A_MoveForward, KC_UP);
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poller.bind(A_MoveBackward, KC_DOWN);
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// WASD keys
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poller.bind(A_MoveLeft, KC_A);
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poller.bind(A_MoveRight, KC_D);
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poller.bind(A_MoveForward, KC_W);
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poller.bind(A_MoveBackward, KC_S);
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// Use shift and ctrl for up and down
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poller.bind(A_MoveUp, KC_LSHIFT);
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poller.bind(A_MoveDown, KC_LCONTROL);
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}
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// Used to check for movement keys
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bool frameStarted(const Ogre::FrameEvent &evt)
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{
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// Tell OIS to handle all input events
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input.capture();
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// Update windows/gui as a result of input events
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// For instance this could mean opening a new window/dialog,
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// by doing this after the input events are handled we
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// ensure that window/gui changes appear quickly while
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// avoiding that window/gui changes does not happen in
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// event callbacks (which may crash)
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windows.update();
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// Disable movement in Gui mode
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if(windows.isGuiMode()) return true;
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float speed = 300 * evt.timeSinceLastFrame;
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float moveX = 0, moveY = 0, moveZ = 0;
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if(poller.isDown(A_MoveLeft)) moveX -= speed;
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if(poller.isDown(A_MoveRight)) moveX += speed;
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if(poller.isDown(A_MoveForward)) moveZ -= speed;
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if(poller.isDown(A_MoveBackward)) moveZ += speed;
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// TODO: These should be enabled for floating modes (like
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// swimming and levitation) and disabled for everything else.
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if(poller.isDown(A_MoveUp)) moveY += speed;
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if(poller.isDown(A_MoveDown)) moveY -= speed;
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if(moveX != 0 || moveY != 0 || moveZ != 0)
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player.moveRel(moveX, moveY, moveZ);
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return true;
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}
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// Switch between gui modes. Besides controlling the Gui windows
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// this also makes sure input is directed to the right place
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void setGuiMode(MWGui::GuiMode mode)
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{
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// Tell the GUI what to show (this also takes care of the mouse
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// pointer)
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windows.setMode(mode);
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// Are we in GUI mode now?
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if(windows.isGuiMode())
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{
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// Disable mouse look
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mouse->setCamera(NULL);
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// Enable GUI events
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guiEvents->enabled = true;
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}
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else
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{
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// Start mouse-looking again. TODO: This should also allow
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// for other ways to disable mouselook, like paralyzation.
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mouse->setCamera(player.getCamera());
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// Disable GUI events
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guiEvents->enabled = false;
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}
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}
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};
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MWInputManager::MWInputManager(OEngine::Render::OgreRenderer &ogre,
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MWRender::PlayerPos &player,
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MWGui::WindowManager &windows,
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bool debug,
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OMW::Engine& engine)
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{
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impl = new InputImpl(ogre,player,windows,debug, engine);
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}
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MWInputManager::~MWInputManager()
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{
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delete impl;
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}
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void MWInputManager::setGuiMode(MWGui::GuiMode mode)
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{
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impl->setGuiMode(mode);
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}
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}
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