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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 <plib/js.h>
#include <plib/ul.h>
#include <simgear/compiler.h>
#include <simgear/structure/subsystem_mgr.hxx>
#include <simgear/structure/commands.hxx>
#include <simgear/props/condition.hxx>
#include <simgear/props/props.hxx>
#include <Main/fg_os.hxx>
#include <Main/fg_props.hxx>
#include <Main/globals.hxx>
#include <map>
#include <vector>
SG_USING_STD(map);
SG_USING_STD(vector);
#if defined( UL_WIN32 )
#define TGT_PLATFORM "Windows"
#else
#define TGT_PLATFORM "UNIX"
#endif
////////////////////////////////////////////////////////////////////////
// General binding support.
////////////////////////////////////////////////////////////////////////
/**
* 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 SGConditional
{
public:
/**
* Default constructor.
*/
FGBinding ();
/**
* Convenience constructor.
*
* @param node The binding will be built from this node.
*/
FGBinding (const SGPropertyNode * node);
/**
* Destructor.
*/
virtual ~FGBinding () {}
/**
* Get the command name.
*
* @return The string name of the command for this binding.
*/
virtual const string &getCommandName () const { return _command_name; }
/**
* Get the command itself.
*
* @return The command associated with this binding, or 0 if none
* is present.
*/
virtual SGCommandMgr::command_t getCommand () const { return _command; }
/**
* Get the argument that will be passed to the command.
*
* @return A property node that will be passed to the command as its
* argument, or 0 if none was supplied.
*/
virtual const SGPropertyNode * getArg () { return _arg; }
/**
* Read a binding from a property node.
*
* @param node The property node containing the binding.
*/
virtual void read (const SGPropertyNode * node);
/**
* Fire a binding.
*/
virtual void fire () const;
/**
* Fire a binding with a scaled movement (rather than absolute position).
*/
virtual void fire (double offset, double max) const;
/**
* Fire a binding with a setting (i.e. joystick axis).
*
* A double 'setting' property will be added to the arguments.
*
* @param setting The input setting, usually between -1.0 and 1.0.
*/
virtual void fire (double setting) const;
private:
// just to be safe.
FGBinding (const FGBinding &binding);
string _command_name;
mutable SGCommandMgr::command_t _command;
mutable SGPropertyNode_ptr _arg;
mutable SGPropertyNode_ptr _setting;
};
////////////////////////////////////////////////////////////////////////
// General input mapping support.
////////////////////////////////////////////////////////////////////////
/**
* 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 SGSubsystem
{
public:
/**
* Default constructor.
*/
FGInput ();
/**
* Destructor.
*/
virtual ~FGInput();
//
// Implementation of SGSubsystem.
//
virtual void init ();
virtual void update (double dt);
virtual void suspend ();
virtual void resume ();
virtual bool is_suspended () const;
/**
* Control whether this is the default module to receive events.
*
* The first input module created will set itself as the default
* automatically.
*
* @param status true if this should be the default module for
* events, false otherwise.
*/
virtual void makeDefault (bool status = true);
/**
* Handle a single keystroke.
*
* @param k The integer key code, see Main/fg_os.hxx
* @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.
*/
virtual void doKey (int k, int modifiers, int x, int y);
/**
* Handle a mouse click event.
*
* @param button The mouse button selected.
* @param updown Button status.
* @param x The X position of the mouse event, in screen coordinates.
* @param y The Y position of the mouse event, in screen coordinates.
*/
virtual void doMouseClick (int button, int updown, int x, int y);
/**
* Handle mouse motion.
*
* @param x The new mouse x position, in screen coordinates.
* @param y The new mouse y position, in screen coordinates.
*/
virtual void doMouseMotion (int x, int y);
private:
// Constants
enum
{
MAX_KEYS = 1024,
#ifdef WIN32
MAX_JOYSTICKS = 2,
#else
MAX_JOYSTICKS = 10,
#endif
MAX_JOYSTICK_AXES = _JS_MAX_AXES,
MAX_JOYSTICK_BUTTONS = 32,
MAX_MICE = 1,
MAX_MOUSE_BUTTONS = 8
};
struct mouse;
friend struct mouse;
typedef vector<FGBinding *> binding_list_t;
/**
* Settings for a key or button.
*/
struct button {
button ();
virtual ~button ();
bool is_repeatable;
float interval_sec;
float last_dt;
int last_state;
binding_list_t bindings[KEYMOD_MAX];
};
/**
* Settings for a single joystick axis.
*/
struct axis {
axis ();
virtual ~axis ();
float last_value;
float tolerance;
binding_list_t bindings[KEYMOD_MAX];
float low_threshold;
float high_threshold;
struct button low;
struct button high;
float interval_sec;
double last_dt;
};
/**
* Settings for a joystick.
*/
struct joystick {
joystick ();
virtual ~joystick ();
int jsnum;
jsJoystick * js;
int naxes;
int nbuttons;
axis * axes;
button * buttons;
};
/**
* Settings for a mouse mode.
*/
struct mouse_mode {
mouse_mode ();
virtual ~mouse_mode ();
int cursor;
bool constrained;
bool pass_through;
button * buttons;
binding_list_t x_bindings[KEYMOD_MAX];
binding_list_t y_bindings[KEYMOD_MAX];
};
/**
* Settings for a mouse.
*/
struct mouse {
mouse ();
virtual ~mouse ();
int x;
int y;
SGPropertyNode * mode_node;
SGPropertyNode * mouse_button_nodes[MAX_MOUSE_BUTTONS];
int nModes;
int current_mode;
mouse_mode * modes;
};
/**
* Initialize key bindings.
*/
void _init_keyboard ();
/**
* Initialize joystick bindings.
*/
void _init_joystick ();
/**
* Initialize mouse bindings.
*/
void _init_mouse ();
/**
* Initialize a single button.
*/
inline void _init_button (const SGPropertyNode * node,
button &b,
const string name);
/**
* Update the keyboard.
*/
void _update_keyboard ();
/**
* Update the joystick.
*/
void _update_joystick (double dt);
/**
* Update the mouse.
*/
void _update_mouse ();
/**
* Update a single button.
*/
inline void _update_button (button &b, int modifiers, bool pressed,
int x, int y);
/**
* Read bindings and modifiers.
*/
void _read_bindings (const SGPropertyNode * node,
binding_list_t * binding_list,
int modifiers);
/**
* Look up the bindings for a key code.
*/
const vector<FGBinding *> &_find_key_bindings (unsigned int k,
int modifiers);
button _key_bindings[MAX_KEYS];
joystick _joystick_bindings[MAX_JOYSTICKS];
mouse _mouse_bindings[MAX_MICE];
};
#endif // _INPUT_HXX