- normalize axes events
- handle relative and absolute axes separately in own classes
- ignore tolerance for relative axes, they can fire the same event multiple times which must not be ignored.
Patches for configure.ac and Makefile.am files in FG/SG so Mac developers can build these in a unix way.
These also enables Mac developers to choose either PLIB framework or PLIB static libs.
Fixed: wrong event name for abs-hat0-y
Modified: let AxisElement to generate normalized input (-1.0 to 1.0).
This can be temporal and can be removed when AxisEvent normalizes its value.
Modified: clean up code
Added: some comments so other Mac developers can see what's going on
temporarily lose control over the aircraft while pressing a
modifier for a button.
- cosmetics: remove trailing spaces and commented out debug messages
CameraGroup supports cameras opened in different windows or in the
same window, with flexible view and perspective specification.
Clean up mouse click handling via osgViewer. Don't let any camera
"have focus;" this forces events to be reported in window coordinates
and simplifies life. Don't use the osgViewer::View::requestWarpPointer
method; instead use our own code which only deals with window
coordinates.
Make glut and sdl versions work with CameraGroup too.
- this exposed a bizarre issue on Mac where dragging in <AGL/agl.h> in
extensions.hxx was pulling in all of Carbon to the global namespace
- very scary. As a result, I now need to explicitly include CoreFoundation
in fg_init.cxx.
- change SG_USING_STD(x) to using std::x
SimGear change. It changes all the SG_xxxx to be the 'real' includes, and gets
rid of many #ifdef SG_HAVE_STD_INCLUDES. As an added bonus, rather than
replacing 'SG_USING_NAMESPACE(std)' with 'using namespace std', I just fixed
the small number of places to use std:: explicitly. So we're no longer polluting
the global namespace with the entire contents of std, in many cases.
There is one more 'mechanical' change to come - getting rid of SG_USING_STD(X),
but I want to keep that separate from everything else. (There's another
mechnical change, replacing <math.h> with <cmath> and so on *everywhere*, but
one step at a time)
Switch to defining PU_USE_NONE and providing our own callback
functions to pui for "get window" and "get window size." A new
WindowSystemAdapter class assigns ID numbers to windows for the
purpose of identifying them to plib; the window size can be extracted
from the osg::GraphicsContext class in all the different
implementations (osgViewer, glut, sdl).
Implement a GraphicsContextOperation that runs code in a particular
graphics context, perhaps in another thread, and provides an
isFinished() method to test if the operation has finished. This allows
us to initialize plib PUI properly if there are multiple graphics
contexts without using fgMakeCurrent(). fgMakeCurrent() can't work in
multi-threaded OSG configurations.
Eliminate fgMakeCurrent() and all its uses, either by using
GraphicsContextOperation or by seeing that it is not necessary.
Attach the GUI camera as a slave camera.
Don't manipulate the OSG state in the drawImplementation() functions
for SGHUDAndPanelDrawable and SGPuDrawable; it's not needed.
are not available out-of-the-box on all systems and keyboards, and should
therefore not be used in files committed to CVS. This makes them well
suited for local key bindings, as they aren't likely to get overwritten
with later releases. SDL supports Meta and Super, OSG supports only Meta,
and GLUT supports neither.
This is required to make sure the same letter key gets released,
which got the press event. (After Ctrl-press -> a-press -> Ctrl-release
a-release we want the Ctrl-a binding released, not the a binding.)
- add key listener interface for direct key access from Nasal space
src/Input/input.cxx src/Main/renderer.cxx
src/Main/renderer.hxx src/Scenery/scenery.cxx
src/Scenery/scenery.hxx: Move scenery picking into the renderer.
There is most of the required data defined. Also we can better use
the pick visitor that will be needed with th upcommung panel code.
SGPropertyNode to guarded ones. This is also done for JSBSim/JSBSim.hxx,
for which JSB had given explicit permission a while ago. I postponed that
back then, but now is the time.
the mouse rather than wrapping it. Wrapping around to the other side
of the screen has very bad consequences when using the mouse for
flying or viewing -- it can result in sudden jumps in the controls or
the viewpoint when the mouse jumps to another side of the screen.
Right now, the mouse is constrained to stay between 25% and 75% of the
screen on both the X and Y axis -- whenever it hits an edge, it jumps
back to the centre of the screen again (which causes no control or
view jump).
Display the ground intersection point on mouse click (if click not consumed
by the gui or the panel.) This should eventually get stuffed into the
property tree.
each other out. The problem is this: if we press, for example, "Ctrl-a", but
release the "Ctrl" modifier button *before* the "a" button (which nobody does
intentionally, but which happens all the time), then we don't get the RELEASE
signal on "Ctrl-a" (keycode 1), but on the "a" (79). But "a" hasn't been
pressed, so the signal is dropped. And who releases "Ctrl-a"? Nobody!
So the next PRESSED signal for "Ctrl-a" is ignored, too. It is still
"pressed" after all, isn't it? That's the reason for the occasional
non-functioning of keys.
Due to the nearing 0.9.9 release, I only commit a crude last-minute fix.
It's not as intrusive as it looks, and shouldn't be "dangerous" at all.
It only makes sure that when we get an unexpected RELEASE for one letter
key ("a") that the two twins "A" and "Ctrl-A" are released if they are
still in "pressed" state.
The proper fix will be to let fg_os{,_sdl}.cxx always report presses on the
same key ("a", "Shift-a", "Ctrl-a", "Alt-a", and other combinations of
modifiers) as the *same* key (97), only with modifiers appropriately set.
- automatic detection of axis directionality, so that axis inputs are appropriately inverted only when necessary
- fixed trim axis names for better understandability
- fixed signs for flaps up/down property increments
- button 0 was previously used for skipping axes and buttons in both loops. Now button 0 can be assigned a binding (e.g., brakes). Instead, moving any axis during the button-assignment-loop indicates skipping.
- The user is now told how to skip a control.
- use new removeChildren() to remove the named js nodes that we don't
need any more (they are now *really* removed, not just detached), and
- move it into postinit(). (getChildren() returns a SGPropertyNode_ptr,
so all nodes are refcounted and, thus, after the last sg/props change
no longer removable in that scope ;-) Maybe we'll need an alternative
getChildren() that returns SGPropertyNode* ...
- This doesn't do what the author though it would do:
if (modifiers&KEYMOD_RELEASED == 0) ... (see below)
- MSVC and type fixes
mf:
fixing this uncovered an old bug: the "key pressed" branch was
actually never executed -- always only "released". And that is why
the <repeatable> property didn't work. And *that* was the reason
why the Spitfire's starter didn't work with freeglut, and Vivian
had to write a nasty workaround for it.
block (this required to move most of init() into postinit())
- undo the "which" pseudo-namespace workaround, and do it proper:
- let all nasal code in a joystick config file be executed in its own
namespace. This allows to define functions in the init block that
can be used throughout the driver file, and to write state variables
in one binding, while reading them in other bindings, all without
having to make sure that the values aren't lost in between, or collide
with another joystick driver's code.
For this the input subsystem creates a namespace for each joystick:
"__js0" for joystick 0, etc. The two leading underscores are there to
avoid collisions with user defined modules (similar to internal compiler
variables). The namespace shouldn't be used explicitly, at least not in
releases, and not from outside code, except for testing purposes, for
which it can be useful. (If using the Cyborg joystick as js[0], you
can read the modifier level as "__js0.modifier" from any nasal context.)
to the joystick index (x in /input/joysticks/js[x]) both when initializing
nasal init blocks & whenever updating the joystick. That's the only way to
make these nasal contexts aware of the joytick for which they were called.
And that's useful if a js maintains common variables, such as modifiers or
state variables, that should be shared between the namespace-less bindings
and initialization code. And, yes, it's over-engineered ... :-)
its own data, and can distinguish itself from other instances of the
same js driver. This property is removed after script execution.
Example:
self = props.globals.getNode(getprop("/input/joysticks/this"));
(no need to list the paths explicitly in $FG_ROOT/joysticks.xml any more)
- move identified js nodes to /input/joysticks/js[0-9], but
- don't overwrite already set joystick data there
- remove all nodes when they aren't used any more
- add "id" node, which contains the js id that lead to the selection
of a "named js" config
- add "source" node containing the path of the used js config file
- execute all nasal script groups at initialization time
input.cxx allocates memory for js->getNumAxes() axes and for jsCaps.wNumButtons
or MAX_JOYSTICK_BUTTONS buttons per joystick. But it doesn't check if some
xml config defines bindings for more axes/buttons, in which case it writes
to unallocated memory and causes crashes. This is a real world example:
sidewinder-force-feed-pro.xml defines 7 axes, but only newer versions of
this js do actually have that many. Older ones (-> gameport) don't. The patch
drops unused and unusable bindings.
motion.
- Track a timeout value so we can optionally hide the mouse pointer after
some user specified timeout period.
- in doMouseMotion() always update m.x and m.y even if we return early because
pui wanted the event. Without this, we can't reliably detect motion vs.
inactivity.
- in _update_mouse() add a dt parameter so we can decriment the timeout value
in "real" time.
- in _update_mouse() optionally hide the mouse pointer if m.timeout goes to
zero. Restore the pointer (and the timeout counter) if the mouse is moved.
anymore. Instead Frederic Bouvier suggests to add a <number> tag to
the axis definition which accepts values for <windows> and <unix>
for now but which can be extended later on:
<axis>
<desc>Rudder</desc>
<number>
<unix>2</unix>
<windows>3</windows>
</number>
<binding>
<command>property-scale</command>
<property>/controls/flight/rudder</property>
<offset type="double">0.0</offset>
<factor type="double">1.0</factor>
<power type="double">2.0</power>
</binding>
</axis>
command bindings accessible from XML. This still probably isn't a final
solution (which would drive the HUD from propery values), but it's a step
in the right direction anyway.