Started integrating OE (NO-COMPILE)

actorid
Nicolay Korslund 14 years ago
parent 064e3e2e23
commit 259908013e

3
.gitmodules vendored

@ -1,3 +1,6 @@
[submodule "libs/mangle"]
path = libs/mangle
url = git://github.com/korslund/mangle.git
[submodule "libs/openengine"]
path = libs/openengine
url = git://github.com/korslund/OpenEngine

@ -1,12 +1,17 @@
#ifndef _MWINPUT_MWINPUTMANAGER_H
#define _MWINPUT_MWINPUTMANAGER_H
#include "components/engine/input/listener.hpp"
#include "components/engine/input/dispatcher.hpp"
#include "components/engine/input/poller.hpp"
#include "boost/bind.hpp"
#include "apps/openmw/mwrender/playerpos.hpp"
#include "libs/platform/strings.h"
#include <libs/openengine/input/dispatcher.hpp>
#include <libs/openengine/input/poller.hpp>
#include <libs/openengine/ogre/exitlistener.hpp>
#include <libs/openengine/ogre/mouselook.hpp>
#include <libs/mangle/input/drivers/ois_driver.hpp>
#include <libs/platform/strings.h>
#include <boost/bind.hpp>
#include "../mwrender/playerpos.hpp"
namespace MWInput
{
@ -29,13 +34,10 @@ namespace MWInput
// Class that handles all input and key bindings for OpenMW
class MWInputManager : public Ogre::FrameListener
{
// Note: the order here is important. The OISManager must be
// initialized before poller and listener.
Input::Dispatcher disp;
Mangle::Input::EventPtr disp;
Render::OgreRenderer &ogre;
Input::OISManager input;
Input::Poller poller;
Input::InputListener listener;
Mangle::Input::OISDriver input;
OEngine::Input::Poller poller;
MWRender::PlayerPos &player;
// Count screenshots. TODO: We should move this functionality to
@ -59,21 +61,21 @@ namespace MWInput
public:
MWInputManager(Render::OgreRenderer &_ogre,
MWRender::PlayerPos &_player, bool debug)
: disp(A_LAST),
ogre(_ogre),
input(_ogre, debug),
: ogre(_ogre),
input(ogre.getWindow(), !debug),
poller(input),
listener(_ogre, input, disp),
player(_player),
shotCount(0)
{
using namespace Input;
using namespace OEngine::Input;
using namespace OIS;
disp = EventPtr(new Dispatcher(A_LAST));
// Bind MW-specific functions
disp.funcs.bind(A_Quit, boost::bind(&InputListener::exitNow, &listener),
disp->funcs.bind(A_Quit, boost::bind(&InputListener::exitNow, &listener),
"Quit program");
disp.funcs.bind(A_Screenshot, boost::bind(&MWInputManager::screenshot, this),
disp->funcs.bind(A_Screenshot, boost::bind(&MWInputManager::screenshot, this),
"Screenshot");
// Add ourselves as a frame listener, to catch movement keys
@ -83,9 +85,9 @@ namespace MWInput
listener.setCamera(player.getCamera());
// Key bindings
disp.bind(KC_Q, A_Quit);
disp.bind(KC_ESCAPE, A_Quit);
disp.bind(KC_SYSRQ, A_Screenshot);
disp->bind(KC_Q, A_Quit);
disp->bind(KC_ESCAPE, A_Quit);
disp->bind(KC_SYSRQ, A_Screenshot);
// Key bindings for polled keys
@ -109,6 +111,9 @@ namespace MWInput
// Used to check for movement keys
bool frameStarted(const Ogre::FrameEvent &evt)
{
// Tell OIS to handle all input events
input.capture();
float speed = 300 * evt.timeSinceLastFrame;
float moveX = 0, moveY = 0, moveZ = 0;

@ -1 +1 @@
Subproject commit eed875ae043c3c48fd23e18342c17d6f2331cc17
Subproject commit 9f21081c13f70bc41e20b50c19ed2dac9b458833

@ -0,0 +1 @@
Subproject commit 5333b8e230e285e9183b0639188283bdbc15af6c

@ -1,97 +1,3 @@
// Frame listener, passed to Ogre. The only thing we use this for is
// to capture input and pass control to D code.
class MorroFrameListener: public FrameListener
{
public:
// Start of frame
bool frameStarted(const FrameEvent& evt)
{
TRACE("frameStarted (Input)");
if(mWindow->isClosed())
return false;
// Capture keyboard and mouse events
mKeyboard->capture();
mMouse->capture();
// Notify the GUI
mGUI->injectFrameEntered(evt.timeSinceLastFrame);
// Turn over control to the D code
return d_frameStarted(evt.timeSinceLastFrame);
}
};
// Recieves input events and sends them to the D event handler.
class InputListener : public OIS::KeyListener, public OIS::MouseListener
{
public:
bool keyPressed( const OIS::KeyEvent &arg )
{
/*
std::cout << "KeyPressed {" << arg.key
<< ", " << ((OIS::Keyboard*)(arg.device))->getAsString(arg.key)
<< "} || Character (" << (char)arg.text << ")\n";
//*/
if(guiMode)
mGUI->injectKeyPress(arg);
d_handleKey(arg.key, arg.text);
return true;
}
bool mouseMoved( const OIS::MouseEvent &arg )
{
/*
const OIS::MouseState& s = arg.state;
std::cout << "MouseMoved: Abs("
<< s.X.abs << ", " << s.Y.abs << ", " << s.Z.abs << ") Rel("
<< s.X.rel << ", " << s.Y.rel << ", " << s.Z.rel << ")\n";
*/
// TODO: this should be handled elsewhere later on, most likely in
// Monster script.
if(guiMode)
mGUI->injectMouseMove(arg);
d_handleMouseMove(&arg.state);
return true;
}
bool mousePressed( const OIS::MouseEvent &arg, OIS::MouseButtonID id )
{
/*
const OIS::MouseState& s = arg.state;
std::cout << "Mouse button #" << id << " pressed. Abs("
<< s.X.abs << ", " << s.Y.abs << ", " << s.Z.abs << ") Rel("
<< s.X.rel << ", " << s.Y.rel << ", " << s.Z.rel << ")\n";
*/
if(guiMode)
mGUI->injectMousePress(arg, id);
d_handleMouseButton(&arg.state, id);
return true;
}
bool mouseReleased( const OIS::MouseEvent &arg, OIS::MouseButtonID id )
{
if(guiMode)
mGUI->injectMouseRelease(arg, id);
return true;
}
bool keyReleased( const OIS::KeyEvent &arg )
{
if(guiMode)
mGUI->injectKeyRelease(arg);
return true;
}
};
MorroFrameListener mFrameListener;
InputListener mInput;
// Get current camera orientation, in the form of 'front' and 'up'
// vectors.
extern "C" void ogre_getCameraOrientation(float *fx, float *fy, float *fz,

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