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flightgear/src/Input/FGMouseInput.cxx

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// FGMouseInput.cxx -- handle user input from mouse devices
//
// Written by Torsten Dreyer, started August 2009
// Based on work from David Megginson, started May 2001.
//
// Copyright (C) 2009 Torsten Dreyer, Torsten (at) t3r _dot_ de
// 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
//
// $Id$
#include "FGMouseInput.hxx"
void ActivePickCallbacks::init( int b, const osgGA::GUIEventAdapter* ea )
{
// Get the list of hit callbacks. Take the first callback that
// accepts the mouse button press and ignore the rest of them
// That is they get sorted by distance and by scenegraph depth.
// The nearest one is the first one and the deepest
// (the most specialized one in the scenegraph) is the first.
std::vector<SGSceneryPick> pickList;
if (FGRenderer::pick(pickList, ea)) {
std::vector<SGSceneryPick>::const_iterator i;
for (i = pickList.begin(); i != pickList.end(); ++i) {
if (i->callback->buttonPressed(b, i->info)) {
(*this)[b].push_back(i->callback);
return;
}
}
}
}
void ActivePickCallbacks::update( double dt )
{
// handle repeatable mouse press events
for( iterator mi = begin(); mi != end(); ++mi ) {
std::list<SGSharedPtr<SGPickCallback> >::iterator li;
for (li = mi->second.begin(); li != mi->second.end(); ++li) {
(*li)->update(dt);
}
}
}
#include <plib/pu.h>
#include <Model/panelnode.hxx>
#include <Cockpit/panel.hxx>
////////////////////////////////////////////////////////////////////////
// The Mouse Input Implementation
////////////////////////////////////////////////////////////////////////
const FGMouseInput::MouseCursorMap FGMouseInput::mouse_cursor_map[] = {
{ "none", MOUSE_CURSOR_NONE },
{ "inherit", MOUSE_CURSOR_POINTER },
{ "wait", MOUSE_CURSOR_WAIT },
{ "crosshair", MOUSE_CURSOR_CROSSHAIR },
{ "left-right", MOUSE_CURSOR_LEFTRIGHT },
{ 0, 0 }
};
FGMouseInput * FGMouseInput::mouseInput = NULL;
FGMouseInput::FGMouseInput()
{
if( mouseInput == NULL )
mouseInput = this;
}
FGMouseInput::~FGMouseInput()
{
if( mouseInput == this )
mouseInput = NULL;
}
void FGMouseInput::init()
{
SG_LOG(SG_INPUT, SG_DEBUG, "Initializing mouse bindings");
string module = "";
SGPropertyNode * mouse_nodes = fgGetNode("/input/mice");
if (mouse_nodes == 0) {
SG_LOG(SG_INPUT, SG_WARN, "No mouse bindings (/input/mice)!!");
mouse_nodes = fgGetNode("/input/mice", true);
}
int j;
for (int i = 0; i < MAX_MICE; i++) {
SGPropertyNode * mouse_node = mouse_nodes->getChild("mouse", i, true);
mouse &m = bindings[i];
// Grab node pointers
char buf[64];
sprintf(buf, "/devices/status/mice/mouse[%d]/mode", i);
m.mode_node = fgGetNode(buf);
if (m.mode_node == NULL) {
m.mode_node = fgGetNode(buf, true);
m.mode_node->setIntValue(0);
}
for (j = 0; j < MAX_MOUSE_BUTTONS; j++) {
sprintf(buf, "/devices/status/mice/mouse[%d]/button[%d]", i, j);
m.mouse_button_nodes[j] = fgGetNode(buf, true);
m.mouse_button_nodes[j]->setBoolValue(false);
}
// Read all the modes
m.nModes = mouse_node->getIntValue("mode-count", 1);
m.modes = new mouse_mode[m.nModes];
for (int j = 0; j < m.nModes; j++) {
int k;
// Read the mouse cursor for this mode
SGPropertyNode * mode_node = mouse_node->getChild("mode", j, true);
const char * cursor_name =
mode_node->getStringValue("cursor", "inherit");
m.modes[j].cursor = MOUSE_CURSOR_POINTER;
for (k = 0; mouse_cursor_map[k].name != 0; k++) {
if (!strcmp(mouse_cursor_map[k].name, cursor_name)) {
m.modes[j].cursor = mouse_cursor_map[k].cursor;
break;
}
}
// Read other properties for this mode
m.modes[j].constrained = mode_node->getBoolValue("constrained", false);
m.modes[j].pass_through = mode_node->getBoolValue("pass-through", false);
// Read the button bindings for this mode
m.modes[j].buttons = new FGButton[MAX_MOUSE_BUTTONS];
char buf[32];
for (k = 0; k < MAX_MOUSE_BUTTONS; k++) {
sprintf(buf, "mouse button %d", k);
SG_LOG(SG_INPUT, SG_DEBUG, "Initializing mouse button " << k);
m.modes[j].buttons[k].init( mode_node->getChild("button", k), buf, module );
}
// Read the axis bindings for this mode
read_bindings(mode_node->getChild("x-axis", 0, true), m.modes[j].x_bindings, KEYMOD_NONE, module );
read_bindings(mode_node->getChild("y-axis", 0, true), m.modes[j].y_bindings, KEYMOD_NONE, module );
}
}
fgRegisterMouseClickHandler(mouseClickHandler);
fgRegisterMouseMotionHandler(mouseMotionHandler);
}
void FGMouseInput::update ( double dt )
{
mouse &m = bindings[0];
int mode = m.mode_node->getIntValue();
if (mode != m.current_mode) {
m.current_mode = mode;
m.timeout = fgGetDouble( "/sim/mouse/cursor-timeout-sec", 10.0 );
if (mode >= 0 && mode < m.nModes) {
fgSetMouseCursor(m.modes[mode].cursor);
m.x = fgGetInt("/sim/startup/xsize", 800) / 2;
m.y = fgGetInt("/sim/startup/ysize", 600) / 2;
fgWarpMouse(m.x, m.y);
} else {
SG_LOG(SG_INPUT, SG_DEBUG, "Mouse mode " << mode << " out of range");
fgSetMouseCursor(MOUSE_CURSOR_POINTER);
}
}
if ( fgGetBool( "/sim/mouse/hide-cursor", true ) ) {
if ( m.x != m.save_x || m.y != m.save_y ) {
m.timeout = fgGetDouble( "/sim/mouse/cursor-timeout-sec", 10.0 );
if (fgGetMouseCursor() == MOUSE_CURSOR_NONE)
fgSetMouseCursor(m.modes[mode].cursor);
} else {
m.timeout -= dt;
if ( m.timeout <= 0.0 ) {
fgSetMouseCursor(MOUSE_CURSOR_NONE);
m.timeout = 0.0;
}
}
m.save_x = m.x;
m.save_y = m.y;
}
activePickCallbacks.update( dt );
}
FGMouseInput::mouse::mouse ()
: x(-1),
y(-1),
save_x(-1),
save_y(-1),
nModes(1),
current_mode(0),
modes(NULL)
{
}
FGMouseInput::mouse::~mouse ()
{
delete [] modes;
}
FGMouseInput::mouse_mode::mouse_mode ()
: cursor(MOUSE_CURSOR_POINTER),
constrained(false),
pass_through(false),
buttons(NULL)
{
}
FGMouseInput::mouse_mode::~mouse_mode ()
{
// FIXME: memory leak
// for (int i = 0; i < KEYMOD_MAX; i++) {
// int j;
// for (j = 0; i < x_bindings[i].size(); j++)
// delete bindings[i][j];
// for (j = 0; j < y_bindings[i].size(); j++)
// delete bindings[i][j];
// }
delete [] buttons;
}
void FGMouseInput::doMouseClick (int b, int updown, int x, int y, bool mainWindow, const osgGA::GUIEventAdapter* ea)
{
int modifiers = fgGetKeyModifiers();
mouse &m = bindings[0];
mouse_mode &mode = m.modes[m.current_mode];
// Let the property manager know.
if (b >= 0 && b < MAX_MOUSE_BUTTONS)
m.mouse_button_nodes[b]->setBoolValue(updown == MOUSE_BUTTON_DOWN);
// Pass on to PUI and the panel if
// requested, and return if one of
// them consumes the event.
if (updown != MOUSE_BUTTON_DOWN) {
// Execute the mouse up event in any case, may be we should
// stop processing here?
while (!activePickCallbacks[b].empty()) {
activePickCallbacks[b].front()->buttonReleased();
activePickCallbacks[b].pop_front();
}
}
if (mode.pass_through) {
if (0 <= x && 0 <= y && puMouse(b, updown, x, y))
return;
else if (0 <= x && 0 <= y && (globals->get_current_panel() != 0) &&
globals->get_current_panel()->getVisibility() &&
globals->get_current_panel()->doMouseAction(b, updown, x, y))
return;
else if (0 <= x && 0 <= y && fgHandle3DPanelMouseEvent(b, updown, x, y))
return;
else {
// pui didn't want the click event so compute a
// scenegraph intersection point corresponding to the mouse click
if (updown == MOUSE_BUTTON_DOWN) {
activePickCallbacks.init( b, ea );
}
}
}
// OK, PUI and the panel didn't want the click
if (b >= MAX_MOUSE_BUTTONS) {
SG_LOG(SG_INPUT, SG_ALERT, "Mouse button " << b
<< " where only " << MAX_MOUSE_BUTTONS << " expected");
return;
}
m.modes[m.current_mode].buttons[b].update( modifiers, 0 != updown, x, y);
}
void FGMouseInput::doMouseMotion (int x, int y)
{
// Don't call fgGetKeyModifiers() here, until we are using a
// toolkit that supports getting the mods from outside a key
// callback. Glut doesn't.
int modifiers = KEYMOD_NONE;
int xsize = fgGetInt("/sim/startup/xsize", 800);
int ysize = fgGetInt("/sim/startup/ysize", 600);
mouse &m = bindings[0];
if (m.current_mode < 0 || m.current_mode >= m.nModes) {
m.x = x;
m.y = y;
return;
}
mouse_mode &mode = m.modes[m.current_mode];
// Pass on to PUI if requested, and return
// if PUI consumed the event.
if (mode.pass_through && puMouse(x, y)) {
m.x = x;
m.y = y;
return;
}
// OK, PUI didn't want the event,
// so we can play with it.
if (x != m.x) {
int delta = x - m.x;
for (unsigned int i = 0; i < mode.x_bindings[modifiers].size(); i++)
mode.x_bindings[modifiers][i]->fire(double(delta), double(xsize));
}
if (y != m.y) {
int delta = y - m.y;
for (unsigned int i = 0; i < mode.y_bindings[modifiers].size(); i++)
mode.y_bindings[modifiers][i]->fire(double(delta), double(ysize));
}
// Constrain the mouse if requested
if (mode.constrained) {
bool need_warp = false;
if (x <= (xsize * .25) || x >= (xsize * .75)) {
x = int(xsize * .5);
need_warp = true;
}
if (y <= (ysize * .25) || y >= (ysize * .75)) {
y = int(ysize * .5);
need_warp = true;
}
if (need_warp)
fgWarpMouse(x, y);
}
if (m.x != x)
fgSetInt("/devices/status/mice/mouse/x", m.x = x);
if (m.y != y)
fgSetInt("/devices/status/mice/mouse/y", m.y = y);
}
void FGMouseInput::mouseClickHandler(int button, int updown, int x, int y, bool mainWindow, const osgGA::GUIEventAdapter* ea)
{
if(mouseInput)
mouseInput->doMouseClick(button, updown, x, y, mainWindow, ea);
}
void FGMouseInput::mouseMotionHandler(int x, int y)
{
if (mouseInput != 0)
mouseInput->doMouseMotion(x, y);
}