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133 lines
3.7 KiB
C++
133 lines
3.7 KiB
C++
#ifndef _MWINPUT_MWINPUTMANAGER_H
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#define _MWINPUT_MWINPUTMANAGER_H
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#include "components/engine/input/listener.hpp"
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#include "components/engine/input/dispatcher.hpp"
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#include "components/engine/input/poller.hpp"
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#include "boost/bind.hpp"
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#include "apps/openmw/mwrender/playerpos.hpp"
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#include "libs/platform/strings.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_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_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 MWInputManager : public Ogre::FrameListener
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{
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// Note: the order here is important. The OISManager must be
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// initialized before poller and listener.
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Input::Dispatcher disp;
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Render::OgreRenderer &ogre;
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Input::OISManager input;
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Input::Poller poller;
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Input::InputListener listener;
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MWRender::PlayerPos &player;
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// Count screenshots. TODO: We should move this functionality to
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// OgreRender or somewhere else.
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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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public:
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MWInputManager(Render::OgreRenderer &_ogre,
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MWRender::PlayerPos &_player)
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: disp(A_LAST),
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ogre(_ogre),
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input(_ogre),
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poller(input),
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listener(_ogre, input, disp),
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player(_player),
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shotCount(0)
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{
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using namespace Input;
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using namespace OIS;
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// Bind MW-specific functions
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disp.funcs.bind(A_Quit, boost::bind(&InputListener::exitNow, &listener),
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"Quit program");
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disp.funcs.bind(A_Screenshot, boost::bind(&MWInputManager::screenshot, this),
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"Screenshot");
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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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// Tell the input listener about the camera
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listener.setCamera(player.getCamera());
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// Key bindings
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disp.bind(KC_Q, A_Quit);
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disp.bind(KC_ESCAPE, A_Quit);
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disp.bind(KC_SYSRQ, A_Screenshot);
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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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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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};
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}
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#endif
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