- added support for conditions in FGBinding
- switched to a vector of binding pointers, to avoid copying - removed FGBinding copy constructor implementation
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0cf62da796
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dd440e7829
1 changed files with 27 additions and 26 deletions
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@ -92,16 +92,6 @@ FGBinding::FGBinding ()
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{
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}
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FGBinding::FGBinding (const FGBinding &binding)
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: _command_name(binding._command_name),
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_command(binding._command),
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_arg(new SGPropertyNode),
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_setting(0),
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_command_state(0)
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{
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copyProperties(binding._arg, _arg);
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}
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FGBinding::FGBinding (const SGPropertyNode * node)
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: _command(0),
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_arg(new SGPropertyNode),
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@ -120,6 +110,12 @@ FGBinding::~FGBinding ()
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void
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FGBinding::read (const SGPropertyNode * node)
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{
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const SGPropertyNode * conditionNode = node->getChild("condition");
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if (conditionNode != 0) {
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cerr << "Adding condition to binding" << endl;
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setCondition(fgReadCondition(conditionNode));
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}
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_command_name = node->getStringValue("command", "");
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if (_command_name == "") {
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SG_LOG(SG_INPUT, SG_ALERT, "No command supplied for binding.");
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@ -143,16 +139,20 @@ FGBinding::read (const SGPropertyNode * node)
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void
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FGBinding::fire () const
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{
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if (test()) {
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if (_command == 0) {
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SG_LOG(SG_INPUT, SG_ALERT, "No command attached to binding");
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} else if (!(*_command)(_arg, &_command_state)) {
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SG_LOG(SG_INPUT, SG_ALERT, "Failed to execute command " << _command_name);
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SG_LOG(SG_INPUT, SG_ALERT, "Failed to execute command "
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<< _command_name);
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}
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}
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}
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void
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FGBinding::fire (double setting) const
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{
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if (test()) {
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// A value is automatically added to
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// the args
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if (_setting == 0) // save the setting node for efficiency
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@ -160,6 +160,7 @@ FGBinding::fire (double setting) const
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_setting->setDoubleValue(setting);
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fire();
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}
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}
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@ -180,7 +181,7 @@ FGInput::FGInput ()
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FGInput::~FGInput ()
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{
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// no op
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// TODO: delete all FGBinding objects explicitly
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}
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void
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@ -233,7 +234,7 @@ FGInput::doKey (int k, int modifiers, int x, int y)
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int max = bindings.size();
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if (max > 0) {
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for (int i = 0; i < max; i++)
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bindings[i].fire();
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bindings[i]->fire();
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return;
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}
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}
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@ -249,7 +250,7 @@ FGInput::doKey (int k, int modifiers, int x, int y)
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int max = bindings.size();
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if (max > 0) {
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for (int i = 0; i < max; i++)
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bindings[i].fire();
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bindings[i]->fire();
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return;
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}
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}
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@ -519,7 +520,7 @@ FGInput::_update_joystick ()
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// SG_LOG(SG_INPUT, SG_INFO, "There are "
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// << a.bindings[modifiers].size() << " bindings");
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for (unsigned int k = 0; k < a.bindings[modifiers].size(); k++)
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a.bindings[modifiers][k].fire(axis_values[j]);
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a.bindings[modifiers][k]->fire(axis_values[j]);
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}
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// do we have to emulate axis buttons?
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@ -552,14 +553,14 @@ FGInput::_update_button (button &b, int modifiers, bool pressed)
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if (!b.last_state || b.is_repeatable) {
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// SG_LOG( SG_INPUT, SG_INFO, "Button has been pressed" );
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for (unsigned int k = 0; k < b.bindings[modifiers].size(); k++)
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b.bindings[modifiers][k].fire();
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b.bindings[modifiers][k]->fire();
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}
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} else {
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// The release event is never repeated.
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if (b.last_state) {
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// SG_LOG( SG_INPUT, SG_INFO, "Button has been released" );
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for (unsigned int k = 0; k < b.bindings[modifiers|FG_MOD_UP].size(); k++)
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b.bindings[modifiers|FG_MOD_UP][k].fire();
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b.bindings[modifiers|FG_MOD_UP][k]->fire();
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}
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}
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@ -577,7 +578,7 @@ FGInput::_read_bindings (const SGPropertyNode * node,
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for (unsigned int i = 0; i < bindings.size(); i++) {
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SG_LOG(SG_INPUT, SG_INFO, "Reading binding "
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<< bindings[i]->getStringValue("command"));
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binding_list[modifiers].push_back(FGBinding(bindings[i]));
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binding_list[modifiers].push_back(new FGBinding(bindings[i]));
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}
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// Read nested bindings for modifiers
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@ -599,7 +600,7 @@ FGInput::_read_bindings (const SGPropertyNode * node,
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}
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const vector<FGBinding> &
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const vector<FGBinding *> &
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FGInput::_find_key_bindings (unsigned int k, int modifiers)
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{
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button &b = _key_bindings[k];
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