364 lines
11 KiB
C++
364 lines
11 KiB
C++
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// FGMouseInput.cxx -- handle user input from mouse devices
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//
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// Written by Torsten Dreyer, started August 2009
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// Based on work from David Megginson, started May 2001.
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//
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// Copyright (C) 2009 Torsten Dreyer, Torsten (at) t3r _dot_ de
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// Copyright (C) 2001 David Megginson, david@megginson.com
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//
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License as
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// published by the Free Software Foundation; either version 2 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful, but
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// WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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// General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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//
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// $Id$
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#include "FGMouseInput.hxx"
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void ActivePickCallbacks::init( int b, const osgGA::GUIEventAdapter* ea )
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{
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// Get the list of hit callbacks. Take the first callback that
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// accepts the mouse button press and ignore the rest of them
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// That is they get sorted by distance and by scenegraph depth.
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// The nearest one is the first one and the deepest
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// (the most specialized one in the scenegraph) is the first.
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std::vector<SGSceneryPick> pickList;
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if (FGRenderer::pick(pickList, ea)) {
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std::vector<SGSceneryPick>::const_iterator i;
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for (i = pickList.begin(); i != pickList.end(); ++i) {
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if (i->callback->buttonPressed(b, i->info)) {
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(*this)[b].push_back(i->callback);
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return;
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}
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}
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}
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}
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void ActivePickCallbacks::update( double dt )
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{
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// handle repeatable mouse press events
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for( iterator mi = begin(); mi != end(); ++mi ) {
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std::list<SGSharedPtr<SGPickCallback> >::iterator li;
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for (li = mi->second.begin(); li != mi->second.end(); ++li) {
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(*li)->update(dt);
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}
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}
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}
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#include <plib/pu.h>
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#include <Model/panelnode.hxx>
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#include <Cockpit/panel.hxx>
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////////////////////////////////////////////////////////////////////////
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// The Mouse Input Implementation
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////////////////////////////////////////////////////////////////////////
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const FGMouseInput::MouseCursorMap FGMouseInput::mouse_cursor_map[] = {
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{ "none", MOUSE_CURSOR_NONE },
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{ "inherit", MOUSE_CURSOR_POINTER },
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{ "wait", MOUSE_CURSOR_WAIT },
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{ "crosshair", MOUSE_CURSOR_CROSSHAIR },
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{ "left-right", MOUSE_CURSOR_LEFTRIGHT },
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{ 0, 0 }
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};
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FGMouseInput * FGMouseInput::mouseInput = NULL;
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FGMouseInput::FGMouseInput()
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{
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if( mouseInput == NULL )
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mouseInput = this;
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}
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FGMouseInput::~FGMouseInput()
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{
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if( mouseInput == this )
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mouseInput = NULL;
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}
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void FGMouseInput::init()
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{
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SG_LOG(SG_INPUT, SG_DEBUG, "Initializing mouse bindings");
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string module = "";
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SGPropertyNode * mouse_nodes = fgGetNode("/input/mice");
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if (mouse_nodes == 0) {
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SG_LOG(SG_INPUT, SG_WARN, "No mouse bindings (/input/mice)!!");
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mouse_nodes = fgGetNode("/input/mice", true);
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}
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int j;
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for (int i = 0; i < MAX_MICE; i++) {
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SGPropertyNode * mouse_node = mouse_nodes->getChild("mouse", i, true);
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mouse &m = bindings[i];
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// Grab node pointers
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char buf[64];
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sprintf(buf, "/devices/status/mice/mouse[%d]/mode", i);
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m.mode_node = fgGetNode(buf);
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if (m.mode_node == NULL) {
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m.mode_node = fgGetNode(buf, true);
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m.mode_node->setIntValue(0);
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}
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for (j = 0; j < MAX_MOUSE_BUTTONS; j++) {
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sprintf(buf, "/devices/status/mice/mouse[%d]/button[%d]", i, j);
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m.mouse_button_nodes[j] = fgGetNode(buf, true);
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m.mouse_button_nodes[j]->setBoolValue(false);
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}
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// Read all the modes
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m.nModes = mouse_node->getIntValue("mode-count", 1);
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m.modes = new mouse_mode[m.nModes];
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for (int j = 0; j < m.nModes; j++) {
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int k;
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// Read the mouse cursor for this mode
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SGPropertyNode * mode_node = mouse_node->getChild("mode", j, true);
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const char * cursor_name =
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mode_node->getStringValue("cursor", "inherit");
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m.modes[j].cursor = MOUSE_CURSOR_POINTER;
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for (k = 0; mouse_cursor_map[k].name != 0; k++) {
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if (!strcmp(mouse_cursor_map[k].name, cursor_name)) {
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m.modes[j].cursor = mouse_cursor_map[k].cursor;
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break;
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}
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}
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// Read other properties for this mode
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m.modes[j].constrained = mode_node->getBoolValue("constrained", false);
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m.modes[j].pass_through = mode_node->getBoolValue("pass-through", false);
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// Read the button bindings for this mode
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m.modes[j].buttons = new FGButton[MAX_MOUSE_BUTTONS];
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char buf[32];
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for (k = 0; k < MAX_MOUSE_BUTTONS; k++) {
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sprintf(buf, "mouse button %d", k);
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SG_LOG(SG_INPUT, SG_DEBUG, "Initializing mouse button " << k);
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m.modes[j].buttons[k].init( mode_node->getChild("button", k), buf, module );
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}
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// Read the axis bindings for this mode
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read_bindings(mode_node->getChild("x-axis", 0, true), m.modes[j].x_bindings, KEYMOD_NONE, module );
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read_bindings(mode_node->getChild("y-axis", 0, true), m.modes[j].y_bindings, KEYMOD_NONE, module );
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}
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}
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fgRegisterMouseClickHandler(mouseClickHandler);
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fgRegisterMouseMotionHandler(mouseMotionHandler);
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}
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void FGMouseInput::update ( double dt )
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{
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mouse &m = bindings[0];
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int mode = m.mode_node->getIntValue();
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if (mode != m.current_mode) {
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m.current_mode = mode;
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m.timeout = fgGetDouble( "/sim/mouse/cursor-timeout-sec", 10.0 );
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if (mode >= 0 && mode < m.nModes) {
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fgSetMouseCursor(m.modes[mode].cursor);
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m.x = fgGetInt("/sim/startup/xsize", 800) / 2;
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m.y = fgGetInt("/sim/startup/ysize", 600) / 2;
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fgWarpMouse(m.x, m.y);
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} else {
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SG_LOG(SG_INPUT, SG_DEBUG, "Mouse mode " << mode << " out of range");
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fgSetMouseCursor(MOUSE_CURSOR_POINTER);
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}
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}
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if ( fgGetBool( "/sim/mouse/hide-cursor", true ) ) {
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if ( m.x != m.save_x || m.y != m.save_y ) {
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m.timeout = fgGetDouble( "/sim/mouse/cursor-timeout-sec", 10.0 );
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if (fgGetMouseCursor() == MOUSE_CURSOR_NONE)
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fgSetMouseCursor(m.modes[mode].cursor);
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} else {
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m.timeout -= dt;
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if ( m.timeout <= 0.0 ) {
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fgSetMouseCursor(MOUSE_CURSOR_NONE);
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m.timeout = 0.0;
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}
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}
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m.save_x = m.x;
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m.save_y = m.y;
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}
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activePickCallbacks.update( dt );
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}
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FGMouseInput::mouse::mouse ()
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: x(-1),
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y(-1),
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save_x(-1),
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save_y(-1),
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nModes(1),
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current_mode(0),
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modes(NULL)
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{
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}
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FGMouseInput::mouse::~mouse ()
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{
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delete [] modes;
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}
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FGMouseInput::mouse_mode::mouse_mode ()
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: cursor(MOUSE_CURSOR_POINTER),
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constrained(false),
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pass_through(false),
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buttons(NULL)
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{
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}
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FGMouseInput::mouse_mode::~mouse_mode ()
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{
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// FIXME: memory leak
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// for (int i = 0; i < KEYMOD_MAX; i++) {
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// int j;
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// for (j = 0; i < x_bindings[i].size(); j++)
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// delete bindings[i][j];
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// for (j = 0; j < y_bindings[i].size(); j++)
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// delete bindings[i][j];
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// }
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delete [] buttons;
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}
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void FGMouseInput::doMouseClick (int b, int updown, int x, int y, bool mainWindow, const osgGA::GUIEventAdapter* ea)
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{
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int modifiers = fgGetKeyModifiers();
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mouse &m = bindings[0];
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mouse_mode &mode = m.modes[m.current_mode];
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// Let the property manager know.
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if (b >= 0 && b < MAX_MOUSE_BUTTONS)
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m.mouse_button_nodes[b]->setBoolValue(updown == MOUSE_BUTTON_DOWN);
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// Pass on to PUI and the panel if
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// requested, and return if one of
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// them consumes the event.
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if (updown != MOUSE_BUTTON_DOWN) {
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// Execute the mouse up event in any case, may be we should
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// stop processing here?
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while (!activePickCallbacks[b].empty()) {
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activePickCallbacks[b].front()->buttonReleased();
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activePickCallbacks[b].pop_front();
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}
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}
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if (mode.pass_through) {
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if (0 <= x && 0 <= y && puMouse(b, updown, x, y))
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return;
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else if (0 <= x && 0 <= y && (globals->get_current_panel() != 0) &&
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globals->get_current_panel()->getVisibility() &&
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globals->get_current_panel()->doMouseAction(b, updown, x, y))
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return;
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else if (0 <= x && 0 <= y && fgHandle3DPanelMouseEvent(b, updown, x, y))
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return;
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else {
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// pui didn't want the click event so compute a
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// scenegraph intersection point corresponding to the mouse click
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if (updown == MOUSE_BUTTON_DOWN) {
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activePickCallbacks.init( b, ea );
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}
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}
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}
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// OK, PUI and the panel didn't want the click
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if (b >= MAX_MOUSE_BUTTONS) {
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SG_LOG(SG_INPUT, SG_ALERT, "Mouse button " << b
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<< " where only " << MAX_MOUSE_BUTTONS << " expected");
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return;
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}
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m.modes[m.current_mode].buttons[b].update( modifiers, 0 != updown, x, y);
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}
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void FGMouseInput::doMouseMotion (int x, int y)
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{
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// Don't call fgGetKeyModifiers() here, until we are using a
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// toolkit that supports getting the mods from outside a key
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// callback. Glut doesn't.
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int modifiers = KEYMOD_NONE;
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int xsize = fgGetInt("/sim/startup/xsize", 800);
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int ysize = fgGetInt("/sim/startup/ysize", 600);
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mouse &m = bindings[0];
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if (m.current_mode < 0 || m.current_mode >= m.nModes) {
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m.x = x;
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m.y = y;
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return;
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}
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mouse_mode &mode = m.modes[m.current_mode];
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// Pass on to PUI if requested, and return
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// if PUI consumed the event.
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if (mode.pass_through && puMouse(x, y)) {
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m.x = x;
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m.y = y;
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return;
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}
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// OK, PUI didn't want the event,
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// so we can play with it.
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if (x != m.x) {
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int delta = x - m.x;
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for (unsigned int i = 0; i < mode.x_bindings[modifiers].size(); i++)
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mode.x_bindings[modifiers][i]->fire(double(delta), double(xsize));
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}
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if (y != m.y) {
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int delta = y - m.y;
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for (unsigned int i = 0; i < mode.y_bindings[modifiers].size(); i++)
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mode.y_bindings[modifiers][i]->fire(double(delta), double(ysize));
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}
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// Constrain the mouse if requested
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if (mode.constrained) {
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bool need_warp = false;
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if (x <= (xsize * .25) || x >= (xsize * .75)) {
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x = int(xsize * .5);
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need_warp = true;
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}
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if (y <= (ysize * .25) || y >= (ysize * .75)) {
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y = int(ysize * .5);
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need_warp = true;
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}
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if (need_warp)
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fgWarpMouse(x, y);
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}
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if (m.x != x)
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fgSetInt("/devices/status/mice/mouse/x", m.x = x);
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if (m.y != y)
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fgSetInt("/devices/status/mice/mouse/y", m.y = y);
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}
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void FGMouseInput::mouseClickHandler(int button, int updown, int x, int y, bool mainWindow, const osgGA::GUIEventAdapter* ea)
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{
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if(mouseInput)
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mouseInput->doMouseClick(button, updown, x, y, mainWindow, ea);
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}
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void FGMouseInput::mouseMotionHandler(int x, int y)
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{
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if (mouseInput != 0)
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mouseInput->doMouseMotion(x, y);
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}
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