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flightgear/src/Input/input.hxx

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// input.hxx -- handle user input from various sources.
//
// Written by David Megginson, started May 2001.
//
// Copyright (C) 2001 David Megginson, david@megginson.com
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License as
// published by the Free Software Foundation; either version 2 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful, but
// WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
//
// $Id$
#ifndef _INPUT_HXX
#define _INPUT_HXX
#ifndef __cplusplus
# error This library requires C++
#endif
#include <simgear/compiler.h>
#include <simgear/misc/commands.hxx>
#include <simgear/misc/props.hxx>
#include <Main/fgfs.hxx>
#include <Main/globals.hxx>
#include <map>
#include <vector>
SG_USING_STD(map);
SG_USING_STD(vector);
/**
* An input binding of some sort.
*
* <p>This class represents a binding that can be assigned to a
* keyboard key, a joystick button or axis, or even a panel
* instrument.</p>
*/
class FGBinding
{
public:
FGBinding ();
FGBinding (const SGPropertyNode * node);
virtual ~FGBinding ();
virtual const string &getCommandName () const { return _command_name; }
virtual SGCommandMgr::command_t getCommand () const { return _command; }
virtual const SGPropertyNode * getArg () { return _arg; }
virtual void read (const SGPropertyNode * node);
virtual void fire () const;
// virtual void fire (double value);
// virtual void fire (int xdelta, int ydelta);
private:
string _command_name;
SGCommandMgr::command_t _command;
const SGPropertyNode * _arg;
};
/**
* Generic input module.
*
* <p>This module is designed to handle input from multiple sources --
* keyboard, joystick, mouse, or even panel switches -- in a consistent
* way, and to allow users to rebind any of the actions at runtime.</p>
*/
class FGInput : public FGSubsystem
{
public:
enum {
FG_MOD_NONE = 0,
FG_MOD_SHIFT = 1,
FG_MOD_CTRL = 2,
FG_MOD_ALT = 4,
FG_MOD_MAX = 8 // one past all modifiers
};
FGInput();
virtual ~FGInput();
//
// Implementation of FGSubsystem.
//
virtual void init ();
virtual void bind ();
virtual void unbind ();
virtual void update ();
/**
* Handle a single keystroke.
*
* <p>Note: for special keys, the integer key code will be the Glut
* code + 256.</p>
*
* @param k The integer key code, as returned by glut.
* @param modifiers Modifier keys pressed (bitfield).
* @param x The mouse x position at the time of keypress.
* @param y The mouse y position at the time of keypress.
* @see #FG_MOD_SHIFT
* @see #FG_MOD_CTRL
* @see #FG_MOD_ALT
*/
virtual void doKey (int k, int modifiers, int x, int y);
private:
/**
* Look up the bindings for a key code.
*/
const vector<FGBinding> * _find_bindings (int k, int modifiers);
typedef map<int,vector<FGBinding> > keyboard_map;
keyboard_map _key_bindings[FG_MOD_MAX];
};
extern FGInput current_input;
#endif // _CONTROLS_HXX