/**
* Copyright (c) 2003-2009, Xith3D Project Group all rights reserved.
*
* Portions based on the Java3D interface, Copyright by Sun Microsystems.
* Many thanks to the developers of Java3D and Sun Microsystems for their
* innovation and design.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
*
* Redistributions of source code must retain the above copyright notice,
* this list of conditions and the following disclaimer.
*
* Redistributions in binary form must reproduce the above copyright notice,
* this list of conditions and the following disclaimer in the documentation
* and/or other materials provided with the distribution.
*
* Neither the name of the 'Xith3D Project Group' nor the names of its
* contributors may be used to endorse or promote products derived from this
* software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
* ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
* LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
* SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
* INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
* CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) A
* RISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE
*/
package org.xith3d.input.modules.fpih;
import java.util.ArrayList;
import org.jagatoo.input.managers.InputStatesManager;
import org.xith3d.input.FirstPersonInputHandler;
/**
* This is a special key-states manager for the {@link FirstPersonInputHandler}.
*
* @author Marvin Froehlich (aka Qudus)
*/
public class FPIHInputStatesManager extends InputStatesManager
{
private final FirstPersonInputHandler fpih;
private boolean isMovingForward = false;
private boolean isMovingBackward = false;
private boolean isMovingLeft = false;
private boolean isMovingRight = false;
private boolean isTurningLeft = false;
private boolean isTurningRight = false;
private boolean isAimingUp = false;
private boolean isAimingDown = false;
private boolean isJumping = false;
private boolean isCrouching = false;
private boolean isZoomingIn = false;
private boolean isZoomingOut = false;
private final ArrayList<MovementListener> movementListeners;
private final void notifyMovementStarted( FPIHInputAction command )
{
if ( movementListeners.size() > 0 )
{
switch ( command )
{
case WALK_FORWARD:
case WALK_BACKWARD:
case STRAFE_LEFT:
case STRAFE_RIGHT:
case JUMP:
case CROUCH:
for ( int i = 0; i < movementListeners.size(); i++ )
{
movementListeners.get( i ).onPlayerMovementStarted( command );
}
break;
}
}
}
private final void notifyMovementStopped( FPIHInputAction command )
{
if ( movementListeners.size() > 0 )
{
switch ( command )
{
case WALK_FORWARD:
case WALK_BACKWARD:
case STRAFE_LEFT:
case STRAFE_RIGHT:
case JUMP:
case CROUCH:
for ( int i = 0; i < movementListeners.size(); i++ )
{
movementListeners.get( i ).onPlayerMovementStopped( command );
}
break;
}
}
}
private final void notifyJumped()
{
for ( int i = 0; i < movementListeners.size(); i++ )
{
movementListeners.get( i ).onPlayerJumped();
}
}
private final void notifyCrouchStarted()
{
for ( int i = 0; i < movementListeners.size(); i++ )
{
movementListeners.get( i ).onPlayerCrouched();
}
}
private final void notifyCrouchStopped()
{
for ( int i = 0; i < movementListeners.size(); i++ )
{
movementListeners.get( i ).onPlayerStoodUp();
}
}
/**
* Called when the player starts to move into any direction.
* This method will never contain any code and can easily been
* overridden.
*
* @param command the KeyCommand, that invoked this event
*/
protected void startMovement( FPIHInputAction command )
{
notifyMovementStarted( command );
}
/**
* Called when the player stopps to move into any direction.
* This method will never contain any code and can easily been
* overridden.
*
* @param command the KeyCommand, that invoked this event
*/
protected void stopMovement( FPIHInputAction command )
{
notifyMovementStopped( command );
}
/**
* Called, when the player jumped.
* This method will never contain any code and can easily been
* overridden.
*/
protected void startJump()
{
fpih.startJump();
notifyJumped();
}
/**
* Makes the player crouch.
*/
protected void startCrouch()
{
fpih.startCrouch();
notifyCrouchStarted();
}
/**
* Makes the player stand up from crouch.
*/
protected void stopCrouch()
{
fpih.startCrouch();
notifyCrouchStopped();
}
public final boolean isMovingForward()
{
return ( isMovingForward && getSimpleInputState( FPIHInputAction.WALK_FORWARD ) > 0 );
}
public final boolean isMovingBackward()
{
return ( isMovingBackward && getSimpleInputState( FPIHInputAction.WALK_BACKWARD ) > 0 );
}
public final boolean isMovingLeft()
{
return ( isMovingLeft && getSimpleInputState( FPIHInputAction.STRAFE_LEFT ) > 0 );
}
public final boolean isMovingRight()
{
return ( isMovingRight && getSimpleInputState( FPIHInputAction.STRAFE_RIGHT ) > 0 );
}
/**
* @return true, if the player is currently moving into any direction
*/
public final boolean isMoving()
{
return ( isMovingForward() || isMovingBackward() || isMovingLeft() || isMovingRight() );
}
public final boolean isTurningLeft()
{
return ( isTurningLeft && getSimpleInputState( FPIHInputAction.TURN_LEFT ) > 0 );
}
public final boolean isTurningRight()
{
return ( isTurningRight && getSimpleInputState( FPIHInputAction.TURN_RIGHT ) > 0 );
}
/**
* @return true, if the player is currently moving into any direction
*/
public final boolean isTurning()
{
return ( isTurningLeft() || isTurningRight() || isAimingUp() || isAimingDown() );
}
public final boolean isAimingUp()
{
return ( isAimingUp && getSimpleInputState( FPIHInputAction.AIM_UP ) > 0 );
}
public final boolean isAimingDown()
{
return ( isAimingDown && getSimpleInputState( FPIHInputAction.AIM_DOWN ) > 0 );
}
public final boolean isJumping()
{
return ( isJumping && getSimpleInputState( FPIHInputAction.JUMP ) > 0 );
}
public final boolean isCrouching()
{
return ( isCrouching && getSimpleInputState( FPIHInputAction.CROUCH ) > 0 );
}
public final boolean isZoomingIn()
{
return ( isZoomingIn && getSimpleInputState( FPIHInputAction.ZOOM_IN ) > 0 );
}
public final boolean isZoomingOut()
{
return ( isZoomingOut && getSimpleInputState( FPIHInputAction.ZOOM_OUT ) > 0 );
}
/**
* @return true, if view is currently zooming
*/
public final boolean isZooming()
{
return ( isZoomingIn() || isZoomingOut() );
}
@Override
public void update( long nanoTime )
{
super.update( nanoTime );
switch ( getInputState( FPIHInputAction.WALK_FORWARD ) )
{
case MADE_POSITIVE:
isMovingForward = true;
startMovement( FPIHInputAction.WALK_FORWARD );
break;
case POSITIVE:
break;
case MADE_NEGATIVE:
isMovingForward = false;
stopMovement( FPIHInputAction.WALK_FORWARD );
break;
case NEGATIVE:
if ( isMovingForward )
stopMovement( FPIHInputAction.WALK_FORWARD );
break;
}
switch ( getInputState( FPIHInputAction.WALK_BACKWARD ) )
{
case MADE_POSITIVE:
isMovingBackward = true;
startMovement( FPIHInputAction.WALK_BACKWARD );
break;
case POSITIVE:
break;
case MADE_NEGATIVE:
isMovingBackward = false;
stopMovement( FPIHInputAction.WALK_BACKWARD );
break;
case NEGATIVE:
if ( isMovingBackward )
stopMovement( FPIHInputAction.WALK_BACKWARD );
break;
}
switch ( getInputState( FPIHInputAction.STRAFE_LEFT ) )
{
case MADE_POSITIVE:
isMovingLeft = true;
startMovement( FPIHInputAction.STRAFE_LEFT );
break;
case POSITIVE:
break;
case MADE_NEGATIVE:
isMovingLeft = false;
stopMovement( FPIHInputAction.STRAFE_LEFT );
break;
case NEGATIVE:
if ( isMovingLeft )
stopMovement( FPIHInputAction.STRAFE_LEFT );
break;
}
switch ( getInputState( FPIHInputAction.STRAFE_RIGHT ) )
{
case MADE_POSITIVE:
isMovingRight = true;
startMovement( FPIHInputAction.STRAFE_RIGHT );
break;
case POSITIVE:
break;
case MADE_NEGATIVE:
isMovingRight = false;
stopMovement( FPIHInputAction.STRAFE_RIGHT );
break;
case NEGATIVE:
if ( isMovingRight )
stopMovement( FPIHInputAction.STRAFE_RIGHT );
break;
}
switch ( getInputState( FPIHInputAction.TURN_LEFT ) )
{
case MADE_POSITIVE:
isTurningLeft = true;
startMovement( FPIHInputAction.TURN_LEFT );
break;
case POSITIVE:
break;
case MADE_NEGATIVE:
isTurningLeft = false;
stopMovement( FPIHInputAction.TURN_LEFT );
break;
case NEGATIVE:
if ( isTurningLeft )
stopMovement( FPIHInputAction.TURN_LEFT );
break;
}
switch ( getInputState( FPIHInputAction.TURN_RIGHT ) )
{
case MADE_POSITIVE:
isTurningRight = true;
startMovement( FPIHInputAction.TURN_RIGHT );
break;
case POSITIVE:
break;
case MADE_NEGATIVE:
isTurningRight = false;
stopMovement( FPIHInputAction.TURN_RIGHT );
break;
case NEGATIVE:
if ( isTurningRight )
stopMovement( FPIHInputAction.TURN_RIGHT );
break;
}
switch ( getInputState( FPIHInputAction.AIM_UP ) )
{
case MADE_POSITIVE:
isAimingUp = true;
startMovement( FPIHInputAction.AIM_UP );
break;
case POSITIVE:
break;
case MADE_NEGATIVE:
isAimingUp = false;
stopMovement( FPIHInputAction.AIM_UP );
break;
case NEGATIVE:
if ( isAimingUp )
stopMovement( FPIHInputAction.AIM_UP );
break;
}
switch ( getInputState( FPIHInputAction.AIM_DOWN ) )
{
case MADE_POSITIVE:
isAimingDown = true;
startMovement( FPIHInputAction.AIM_DOWN );
break;
case POSITIVE:
break;
case MADE_NEGATIVE:
isAimingDown = false;
stopMovement( FPIHInputAction.AIM_DOWN );
break;
case NEGATIVE:
if ( isAimingDown )
stopMovement( FPIHInputAction.AIM_DOWN );
break;
}
switch ( getInputState( FPIHInputAction.JUMP ) )
{
case MADE_POSITIVE:
isJumping = true;
startJump();
break;
case POSITIVE:
break;
case MADE_NEGATIVE:
isJumping = false;
break;
case NEGATIVE:
break;
}
switch ( getInputState( FPIHInputAction.CROUCH ) )
{
case MADE_POSITIVE:
isCrouching = true;
startCrouch();
break;
case POSITIVE:
break;
case MADE_NEGATIVE:
isCrouching = false;
stopCrouch();
break;
case NEGATIVE:
if ( isCrouching )
stopCrouch();
break;
}
}
public FPIHInputStatesManager( FirstPersonInputHandler fpih, ArrayList< MovementListener > movementListeners )
{
super( fpih.getBindingsManager() );
this.fpih = fpih;
this.movementListeners = movementListeners;
}
}