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//
// Copyright (c) 2010-2011 Matthew Jack and Doug Binks
//
// This software is provided 'as-is', without any express or implied
// warranty. In no event will the authors be held liable for any damages
// arising from the use of this software.
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it
// freely, subject to the following restrictions:
// 1. The origin of this software must not be misrepresented; you must not
// claim that you wrote the original software. If you use this software
// in a product, an acknowledgment in the product documentation would be
// appreciated but is not required.
// 2. Altered source versions must be plainly marked as such, and must not be
// misrepresented as being the original software.
// 3. This notice may not be removed or altered from any source distribution.
#include "IInputManager.h"
#include "IGameManager.h"
#include "IGameObject.h"
#include "IObjectUtils.h"
#include "ICameraControl.h"
#include "GlobalParameters.h"
#include "../../RuntimeObjectSystem/ObjectInterfacePerModule.h"
#include "../../RuntimeCompiler/IFileChangeNotifier.h"
#include "../../Systems/SystemTable.h"
#include "../../Systems/IEntitySystem.h"
#include "../../Systems/IAssetSystem.h"
#include "../../Systems/ILogSystem.h"
#include "../../RuntimeObjectSystem/ISimpleSerializer.h"
#include "../../Systems/IGUISystem.h"
#include "../../Systems/IGame.h"
#include "../../Systems/IAssetSystem.h"
#include <float.h>
#include <assert.h>
#include <limits>
#include <algorithm>
#include <stdio.h>
class InputManager: public IInputManager, public IFileChangeListener, public IGUIEventListener, public IGameEventListener
{
// We have two sets of typedefs here, one for fast access during runtime, and another
// that is used for safe storage during serialization
typedef std::vector<IGameObject*> TGameObjects;
typedef std::vector<ObjectId> TGameObjectIds;
public:
InputManager()
: m_pInputElement(0)
, m_pInfoElement(0)
, m_pSelectedObject(0)
, m_pCameraControl(0)
, m_pGlobalParameters(0)
, m_bShowingObjectInfo(false)
{
}
virtual ~InputManager()
{
if( m_pEntity )
{
m_pEntity->SetUpdateable(NULL);
}
if ( m_pInputElement )
{
m_pInputElement->RemoveEventListener( "click", this );
m_pInputElement->RemoveReference();
}
if ( m_pInfoElement )
{
m_pInfoElement->RemoveReference();
}
((IGameManager*)IObjectUtils::GetUniqueInterface( "GameManager", IID_IGAMEMANAGER ))->RemoveListener(this);
}
// IObject
virtual void Serialize(ISimpleSerializer *pSerializer)
{
AU_ASSERT(pSerializer);
IEntityObject::Serialize(pSerializer);
SERIALIZEIOBJPTR(m_pSelectedObject);
SerializeObjectsList( pSerializer);
}
virtual void Init( bool isFirstInit )
{
m_pEntity->SetUpdateable( this );
m_pCameraControl = (ICameraControl*)IObjectUtils::GetUniqueInterface( "CameraControl", IID_ICAMERACONTROL );
IGameManager* pGameManager = (IGameManager*)IObjectUtils::GetUniqueInterface( "GameManager", IID_IGAMEMANAGER );
pGameManager->AddListener(this);
m_pGlobalParameters = pGameManager->GetGlobalParameters();
InitWatch();
InitDocument(false);
}
// ~IObject
// IAUUpdateable
virtual void Update( float deltaTime )
{
if( !m_pInfoElement )
{
// No available element to alter - probably a document error
return;
}
if (m_pSelectedObject)
{
if (!m_bShowingObjectInfo)
{
m_pInfoElement->SetProperty( "display", "inline" );
m_bShowingObjectInfo = true;
}
char info[1024];
m_pSelectedObject->GetDebugInfo(info, sizeof(info));
m_pInfoElement->SetAttribute( "value", info );
}
else if (m_bShowingObjectInfo)
{
m_pInfoElement->SetProperty( "display", "none" );
m_bShowingObjectInfo = false;
}
}
// ~IAUUpdateable
// IFileChangeListener
virtual void OnFileChange(const IAUDynArray<const char*>& filelist)
{
// Reload RML document and clear RCSS cache
InitDocument(true);
}
// ~IFileChangeListener
// IGUIEventListener
virtual void OnEvent( const IGUIEvent& event_info )
{
AUVec3f selectPos;
char buff[16];
event_info.GetParameter( "mouse_x", buff, sizeof(buff) );
selectPos.SetX( (float)atof( buff ) );
event_info.GetParameter( "mouse_y", buff, sizeof(buff) );
selectPos.SetY( (float)atof( buff ) );
event_info.GetParameter( "button", buff, sizeof(buff) );
int button = atoi( buff );
AUVec3f worldPos = m_pCameraControl->Unproject( selectPos );
IGameObject* pGameObject = GetSelectedObject( worldPos );
if ( button == 0 ) // left button
{
if ( m_pSelectedObject && pGameObject != m_pSelectedObject )
{
// Deselect currently selected object
m_pSelectedObject->OnDeselect();
m_pSelectedObject = 0;
}
if ( pGameObject )
{
// Select object
pGameObject->OnSelect();
m_pSelectedObject = pGameObject;
}
}
else // right button
{
if ( m_pSelectedObject && pGameObject != m_pSelectedObject )
{
// Set target
m_pSelectedObject->OnPositionRequest( worldPos );
}
}
}
// ~IGUIEventListener
// IGameEventListener
virtual void OnGameReset()
{
m_pSelectedObject = 0;
m_Objects.clear();
}
virtual void OnGameObjectCreated( IGameObject* pGameObject )
{
m_Objects.push_back( pGameObject );
}
virtual void OnGameObjectAboutToDestroy( IGameObject* pGameObject )
{
TGameObjects::iterator it = std::find(m_Objects.begin(), m_Objects.end(), pGameObject);
if (it != m_Objects.end())
{
m_Objects.erase(it);
}
if (m_pSelectedObject == pGameObject)
{
m_pSelectedObject = 0;
}
}
// IInputManager
virtual IGameObject* GetCurrentlySelectedObject()
{
return m_pSelectedObject;
}
virtual const IGameObject* GetCurrentlySelectedObject() const
{
return m_pSelectedObject;
}
// ~IInputManager
private:
IGameObject* GetSelectedObject( const AUVec3f& selectPos )
{
IGameObject* pGameObject = 0;
float dist = FLT_MAX;
TGameObjects::iterator it = m_Objects.begin();
TGameObjects::iterator itEnd = m_Objects.end();
while (it != itEnd)
{
IGameObject* pObj = *it;
const AUVec3f& objPos = pObj->GetEntity()->GetPosition();
float testDist = AUVec3f(objPos.x - selectPos.x, 0.0f, objPos.z - selectPos.z).Magnitude();
if ( testDist < pObj->GetCollisionRadius() && testDist < dist )
{
pGameObject = pObj;
dist = testDist;
}
++it;
}
return pGameObject;
}
void InitWatch()
{
IFileChangeNotifier* pFileChangeNotifier = PerModuleInterface::g_pSystemTable->pFileChangeNotifier;
// Set watches on the data files we rely on for drawing GUI
std::string path = PerModuleInterface::g_pSystemTable->pAssetSystem->GetAssetDirectory();
path += "/GUI/input.rml";
pFileChangeNotifier->Watch(path.c_str(), this);
path = PerModuleInterface::g_pSystemTable->pAssetSystem->GetAssetDirectory();
path += "/GUI/input.rcss";
pFileChangeNotifier->Watch(path.c_str(), this);
}
void InitDocument(bool forceLoad)
{
// may be serializing an already initialized object, ensure we handle reference
// counting correctly.
if (m_pInputElement)
{
m_pInputElement->RemoveEventListener( "click", this );
m_pInputElement->RemoveReference();
m_pInputElement = 0;
}
if ( m_pInfoElement )
{
m_pInfoElement->RemoveReference();
m_pInfoElement = 0;
}
// Load and show the input element
IGUISystem* pGUI = PerModuleInterface::g_pSystemTable->pGUISystem;
if (forceLoad)
{
// Clear style sheet cache so any changes to RCSS files will be applied
pGUI->ClearStyleSheetCache();
}
IGUIDocument* pDocument = forceLoad ? NULL : pGUI->GetDocument("Input");
if (pDocument == NULL)
{
pDocument = pGUI->LoadDocument("/GUI/input.rml", "Input");
}
if (pDocument != NULL)
{
pDocument->Show();
m_pInputElement = pDocument->Element()->GetElementById("input");
m_pInputElement->AddEventListener( "click", this );
// Make input element same size as window
char buff[16];
float windowWidth, windowHeight;
PerModuleInterface::g_pSystemTable->pGame->GetWindowSize( windowWidth, windowHeight );
_snprintf_s(buff, sizeof(buff), _TRUNCATE, "%d",(int)windowWidth);
m_pInputElement->SetProperty( "width", buff );
_snprintf_s(buff, sizeof(buff), _TRUNCATE, "%d",(int)windowHeight);
m_pInputElement->SetProperty( "height", buff );
// Set up info element in the bottom right corner
m_pInfoElement = pDocument->Element()->GetElementById("info");
if( m_pInfoElement )
{
if ( m_pSelectedObject )
{
m_pInfoElement->SetProperty( "display", "inline" );
m_bShowingObjectInfo = true;
}
else
{
m_pInfoElement->SetProperty( "display", "none" );
m_bShowingObjectInfo = false;
}
}
pDocument->RemoveReference();
}
}
void SerializeObjectsList( ISimpleSerializer *pSerializer )
{
TGameObjectIds m_ObjectIds;
if ( !pSerializer->IsLoading() )
{
// Create a collection of ObjectIds that matches m_Objects pointer collection
size_t count = m_Objects.size();
m_ObjectIds.resize( count );
for (size_t i=0; i<count; ++i)
{
m_ObjectIds[i] = m_Objects[i]->GetObjectId();
}
}
SERIALIZE(m_ObjectIds);
if ( pSerializer->IsLoading() )
{
// Rebuild m_objects pointer collection
size_t count = m_ObjectIds.size();
m_Objects.clear();
m_Objects.resize( count );
for (size_t i=0; i<count; ++i)
{
IGameObject* pGameObject = 0;
IObjectUtils::GetObject( &pGameObject, m_ObjectIds[i] );
m_Objects[i] = pGameObject;
}
}
}
// Private Members
ICameraControl* m_pCameraControl;
GlobalParameters* m_pGlobalParameters;
TGameObjects m_Objects;
IGUIElement* m_pInputElement;
IGUIElement* m_pInfoElement;
IGameObject* m_pSelectedObject;
bool m_bShowingObjectInfo;
};
REGISTERCLASS(InputManager);