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