// input.cxx -- 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. // // $Id$ #ifdef HAVE_CONFIG_H # include #endif #ifdef HAVE_WINDOWS_H # include #endif #include #include #include #include STL_FSTREAM #include STL_STRING #include #include #include #include #include #include #include #include #include #include #include #include #include #include #ifndef FG_OLD_WEATHER # include #else # include #endif #include
#include
#include
#include "input.hxx" #if !defined(SG_HAVE_NATIVE_SGI_COMPILERS) SG_USING_STD(ifstream); #endif SG_USING_STD(string); SG_USING_STD(vector); //////////////////////////////////////////////////////////////////////// // Local data structures. //////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////// // Implementation of FGBinding. //////////////////////////////////////////////////////////////////////// FGBinding::FGBinding () : _command(0), _arg(new SGPropertyNode), _setting(0), _command_state(0) { } FGBinding::FGBinding (const FGBinding &binding) : _command_name(binding._command_name), _command(binding._command), _arg(new SGPropertyNode), _setting(0), _command_state(0) { copyProperties(binding._arg, _arg); } FGBinding::FGBinding (const SGPropertyNode * node) : _command(0), _arg(new SGPropertyNode), _setting(0), _command_state(0) { read(node); } FGBinding::~FGBinding () { delete _arg; // Delete the saved arguments delete _command_state; // Delete the saved command state } void FGBinding::read (const SGPropertyNode * node) { _command_name = node->getStringValue("command", ""); if (_command_name == "") { SG_LOG(SG_INPUT, SG_ALERT, "No command supplied for binding."); _command = 0; return; } _command = globals->get_commands()->getCommand(_command_name); if (_command == 0) { SG_LOG(SG_INPUT, SG_ALERT, "Command " << _command_name << " is undefined"); _arg = 0; return; } delete _arg; _arg = new SGPropertyNode; _setting = 0; copyProperties(node, _arg); // FIXME: don't use whole node!!! } void FGBinding::fire () const { if (_command == 0) { SG_LOG(SG_INPUT, SG_ALERT, "No command attached to binding"); } else if (!(*_command)(_arg, &_command_state)) { SG_LOG(SG_INPUT, SG_ALERT, "Failed to execute command " << _command_name); } } void FGBinding::fire (double setting) const { // A value is automatically added to // the args if (_setting == 0) // save the setting node for efficiency _setting = _arg->getChild("setting", 0, true); _setting->setDoubleValue(setting); fire(); } //////////////////////////////////////////////////////////////////////// // Implementation of FGInput. //////////////////////////////////////////////////////////////////////// // From main.cxx extern void fgReshape( int width, int height ); FGInput current_input; FGInput::FGInput () { // no op } FGInput::~FGInput () { // no op } void FGInput::init () { _init_keyboard(); _init_joystick(); } void FGInput::bind () { // no op } void FGInput::unbind () { // no op } void FGInput::update () { _update_keyboard(); _update_joystick(); } void FGInput::doKey (int k, int modifiers, int x, int y) { // SG_LOG( SG_INPUT, SG_INFO, "User pressed key " << k // << " with modifiers " << modifiers ); // Sanity check. if (k < 0 || k >= MAX_KEYS) { SG_LOG(SG_INPUT, SG_ALERT, "Key value " << k << " out of range"); return; } button &b = _key_bindings[k]; // Key pressed. if (modifiers&FG_MOD_UP == 0) { // SG_LOG( SG_INPUT, SG_INFO, "User pressed key " << k // << " with modifiers " << modifiers ); if (!b.last_state || b.is_repeatable) { const binding_list_t &bindings = _find_key_bindings(k, modifiers); int max = bindings.size(); if (max > 0) { for (int i = 0; i < max; i++) bindings[i].fire(); return; } } } // Key released. else { // SG_LOG(SG_INPUT, SG_INFO, "User released key " << k // << " with modifiers " << modifiers); if (b.last_state) { const binding_list_t &bindings = _find_key_bindings(k, modifiers); int max = bindings.size(); if (max > 0) { for (int i = 0; i < max; i++) bindings[i].fire(); return; } } } // Use the old, default actions. // SG_LOG( SG_INPUT, SG_INFO, "(No user binding.)" ); if (modifiers&FG_MOD_UP) return; // everything after here will be removed sooner or later... if (modifiers & FG_MOD_SHIFT) { switch (k) { case 72: // H key HUD_brightkey( true ); return; case 73: // I key // Minimal Hud fgHUDInit2(¤t_aircraft); return; } } else { SG_LOG( SG_INPUT, SG_DEBUG, "" ); switch (k) { case 104: // h key HUD_masterswitch( true ); return; case 105: // i key fgHUDInit(¤t_aircraft); // normal HUD return; // START SPECIALS case 256+GLUT_KEY_F6: // F6 toggles Autopilot target location if ( current_autopilot->get_HeadingMode() != FGAutopilot::FG_HEADING_WAYPOINT ) { current_autopilot->set_HeadingMode( FGAutopilot::FG_HEADING_WAYPOINT ); current_autopilot->set_HeadingEnabled( true ); } else { current_autopilot->set_HeadingMode( FGAutopilot::FG_TC_HEADING_LOCK ); } return; case 256+GLUT_KEY_F8: {// F8 toggles fog ... off fastest nicest... const string &fog = fgGetString("/sim/rendering/fog"); if (fog == "disabled") { fgSetString("/sim/rendering/fog", "fastest"); SG_LOG(SG_INPUT, SG_INFO, "Fog enabled, hint=fastest"); } else if (fog == "fastest") { fgSetString("/sim/rendering/fog", "nicest"); SG_LOG(SG_INPUT, SG_INFO, "Fog enabled, hint=nicest"); } else if (fog == "nicest") { fgSetString("/sim/rendering/fog", "disabled"); SG_LOG(SG_INPUT, SG_INFO, "Fog disabled"); } else { fgSetString("/sim/rendering/fog", "disabled"); SG_LOG(SG_INPUT, SG_ALERT, "Unrecognized fog type " << fog << ", changed to 'disabled'"); } return; } case 256+GLUT_KEY_F10: // F10 toggles menu on and off... SG_LOG(SG_INPUT, SG_INFO, "Invoking call back function"); guiToggleMenu(); return; case 256+GLUT_KEY_F11: // F11 Altitude Dialog. SG_LOG(SG_INPUT, SG_INFO, "Invoking Altitude call back function"); NewAltitude( NULL ); return; case 256+GLUT_KEY_F12: // F12 Heading Dialog... SG_LOG(SG_INPUT, SG_INFO, "Invoking Heading call back function"); NewHeading( NULL ); return; } // END SPECIALS } } void FGInput::_init_keyboard () { // TODO: zero the old bindings first. SG_LOG(SG_INPUT, SG_INFO, "Initializing key bindings"); SGPropertyNode * key_nodes = fgGetNode("/input/keyboard"); if (key_nodes == 0) { SG_LOG(SG_INPUT, SG_ALERT, "No key bindings (/input/keyboard)!!"); return; } vector keys = key_nodes->getChildren("key"); for (unsigned int i = 0; i < keys.size(); i++) { int index = keys[i]->getIndex(); SG_LOG(SG_INPUT, SG_INFO, "Binding key " << index); _key_bindings[index].is_repeatable = keys[i]->getBoolValue("repeatable"); _read_bindings(keys[i], _key_bindings[index].bindings, FG_MOD_NONE); } } void FGInput::_init_joystick () { // TODO: zero the old bindings first. SG_LOG(SG_INPUT, SG_INFO, "Initializing joystick bindings"); SGPropertyNode * js_nodes = fgGetNode("/input/joysticks"); if (js_nodes == 0) { SG_LOG(SG_INPUT, SG_ALERT, "No joystick bindings (/input/joysticks)!!"); return; } for (int i = 0; i < MAX_JOYSTICKS; i++) { const SGPropertyNode * js_node = js_nodes->getChild("js", i); if (js_node == 0) { SG_LOG(SG_INPUT, SG_ALERT, "No bindings for joystick " << i); continue; } jsJoystick * js = new jsJoystick(i); _joystick_bindings[i].js = js; if (js->notWorking()) { SG_LOG(SG_INPUT, SG_INFO, "Joystick " << i << " not found"); continue; } #ifdef WIN32 JOYCAPS jsCaps ; joyGetDevCaps( i, &jsCaps, sizeof(jsCaps) ); int nbuttons = jsCaps.wNumButtons; if (nbuttons > MAX_BUTTONS) nbuttons = MAX_BUTTONS; #else int nbuttons = MAX_BUTTONS; #endif int naxes = js->getNumAxes(); if (naxes > MAX_AXES) naxes = MAX_AXES; _joystick_bindings[i].naxes = naxes; _joystick_bindings[i].nbuttons = nbuttons; SG_LOG(SG_INPUT, SG_INFO, "Initializing joystick " << i); // Set up range arrays float minRange[MAX_AXES]; float maxRange[MAX_AXES]; float center[MAX_AXES]; // Initialize with default values js->getMinRange(minRange); js->getMaxRange(maxRange); js->getCenter(center); // Allocate axes and buttons _joystick_bindings[i].axes = new axis[naxes]; _joystick_bindings[i].buttons = new button[nbuttons]; // // Initialize the axes. // int j; for (j = 0; j < naxes; j++) { const SGPropertyNode * axis_node = js_node->getChild("axis", j); if (axis_node == 0) { SG_LOG(SG_INPUT, SG_INFO, "No bindings for axis " << j); continue; } axis &a = _joystick_bindings[i].axes[j]; js->setDeadBand(j, axis_node->getDoubleValue("dead-band", 0.0)); a.tolerance = axis_node->getDoubleValue("tolerance", 0.002); minRange[j] = axis_node->getDoubleValue("min-range", minRange[j]); maxRange[j] = axis_node->getDoubleValue("max-range", maxRange[j]); center[j] = axis_node->getDoubleValue("center", center[j]); _read_bindings(axis_node, a.bindings, FG_MOD_NONE); // Initialize the virtual axis buttons. _init_button(axis_node->getChild("low"), a.low, "low"); a.low_threshold = axis_node->getDoubleValue("low-threshold", -0.9); _init_button(axis_node->getChild("high"), a.high, "high"); a.high_threshold = axis_node->getDoubleValue("high-threshold", 0.9); } // // Initialize the buttons. // char buf[8]; for (j = 0; j < nbuttons; j++) { sprintf(buf, "%d", j); SG_LOG(SG_INPUT, SG_INFO, "Initializing button " << j); _init_button(js_node->getChild("button", j), _joystick_bindings[i].buttons[j], buf); } js->setMinRange(minRange); js->setMaxRange(maxRange); js->setCenter(center); } } inline void FGInput::_init_button (const SGPropertyNode * node, button &b, const string name) { if (node == 0) SG_LOG(SG_INPUT, SG_INFO, "No bindings for button " << name); else { b.is_repeatable = node->getBoolValue("repeatable", b.is_repeatable); // Get the bindings for the button _read_bindings(node, b.bindings, FG_MOD_NONE); } } void FGInput::_update_keyboard () { // no-op } void FGInput::_update_joystick () { int modifiers = FG_MOD_NONE; // FIXME: any way to get the real ones? int buttons; // float js_val, diff; float axis_values[MAX_AXES]; int i; int j; for ( i = 0; i < MAX_JOYSTICKS; i++) { jsJoystick * js = _joystick_bindings[i].js; if (js == 0 || js->notWorking()) continue; js->read(&buttons, axis_values); // Fire bindings for the axes. for ( j = 0; j < _joystick_bindings[i].naxes; j++) { axis &a = _joystick_bindings[i].axes[j]; // Do nothing if the axis position // is unchanged; only a change in // position fires the bindings. if (fabs(axis_values[j] - a.last_value) > a.tolerance) { // SG_LOG(SG_INPUT, SG_INFO, "Axis " << j << " has moved"); SGPropertyNode node; a.last_value = axis_values[j]; // SG_LOG(SG_INPUT, SG_INFO, "There are " // << a.bindings[modifiers].size() << " bindings"); for (unsigned int k = 0; k < a.bindings[modifiers].size(); k++) a.bindings[modifiers][k].fire(axis_values[j]); } // do we have to emulate axis buttons? if (a.low.bindings[modifiers].size()) _update_button(_joystick_bindings[i].axes[j].low, modifiers, axis_values[j] < a.low_threshold); if (a.high.bindings[modifiers].size()) _update_button(_joystick_bindings[i].axes[j].high, modifiers, axis_values[j] > a.high_threshold); } // Fire bindings for the buttons. for (j = 0; j < _joystick_bindings[i].nbuttons; j++) { _update_button(_joystick_bindings[i].buttons[j], modifiers, (buttons & (1 << j)) > 0); } } } void FGInput::_update_button (button &b, int modifiers, bool pressed) { if (pressed) { // The press event may be repeated. if (!b.last_state || b.is_repeatable) { // SG_LOG( SG_INPUT, SG_INFO, "Button has been pressed" ); for (unsigned int k = 0; k < b.bindings[modifiers].size(); k++) b.bindings[modifiers][k].fire(); } } else { // The release event is never repeated. if (b.last_state) { // SG_LOG( SG_INPUT, SG_INFO, "Button has been released" ); for (unsigned int k = 0; k < b.bindings[modifiers|FG_MOD_UP].size(); k++) b.bindings[modifiers|FG_MOD_UP][k].fire(); } } b.last_state = pressed; } void FGInput::_read_bindings (const SGPropertyNode * node, binding_list_t * binding_list, int modifiers) { SG_LOG(SG_INPUT, SG_INFO, "Reading all bindings"); vector bindings = node->getChildren("binding"); for (unsigned int i = 0; i < bindings.size(); i++) { SG_LOG(SG_INPUT, SG_INFO, "Reading binding " << bindings[i]->getStringValue("command")); binding_list[modifiers].push_back(FGBinding(bindings[i])); } // Read nested bindings for modifiers if (node->getChild("mod-up") != 0) _read_bindings(node->getChild("mod-up"), binding_list, modifiers|FG_MOD_UP); if (node->getChild("mod-shift") != 0) _read_bindings(node->getChild("mod-shift"), binding_list, modifiers|FG_MOD_SHIFT); if (node->getChild("mod-ctrl") != 0) _read_bindings(node->getChild("mod-ctrl"), binding_list, modifiers|FG_MOD_CTRL); if (node->getChild("mod-alt") != 0) _read_bindings(node->getChild("mod-alt"), binding_list, modifiers|FG_MOD_ALT); } const vector & FGInput::_find_key_bindings (unsigned int k, int modifiers) { button &b = _key_bindings[k]; // Try it straight, first. if (b.bindings[modifiers].size() > 0) return b.bindings[modifiers]; // Try removing the control modifier // for control keys. else if ((modifiers&FG_MOD_CTRL) && iscntrl(k)) return _find_key_bindings(k, modifiers&~FG_MOD_CTRL); // Try removing shift modifier // for upper case or any punctuation // (since different keyboards will // shift different punctuation types) else if ((modifiers&FG_MOD_SHIFT) && (isupper(k) || ispunct(k))) return _find_key_bindings(k, modifiers&~FG_MOD_SHIFT); // Try removing alt modifier for // high-bit characters. else if ((modifiers&FG_MOD_ALT) && k >= 128 && k < 256) return _find_key_bindings(k, modifiers&~FG_MOD_ALT); // Give up and return the empty vector. else return b.bindings[modifiers]; } /** * Construct the modifiers. */ static inline int get_mods () { int glut_modifiers = glutGetModifiers(); int modifiers = 0; if (glut_modifiers & GLUT_ACTIVE_SHIFT) modifiers |= FGInput::FG_MOD_SHIFT; if (glut_modifiers & GLUT_ACTIVE_CTRL) modifiers |= FGInput::FG_MOD_CTRL; if (glut_modifiers & GLUT_ACTIVE_ALT) modifiers |= FGInput::FG_MOD_ALT; return modifiers; } /** * Key-down event handler for Glut. * *

Pass the value on to the FGInput module unless PUI wants it.

* * @param k The integer value for the key pressed. * @param x (unused) * @param y (unused) */ void GLUTkey(unsigned char k, int x, int y) { // Give PUI a chance to grab it first. if (!puKeyboard(k, PU_DOWN)) current_input.doKey(k, get_mods(), x, y); } /** * Key-up event handler for GLUT. * *

PUI doesn't use this, so always pass it to the input manager.

* * @param k The integer value for the key pressed. * @param x (unused) * @param y (unused) */ void GLUTkeyup(unsigned char k, int x, int y) { current_input.doKey(k, get_mods()|FGInput::FG_MOD_UP, x, y); } /** * Special key-down handler for Glut. * *

Pass the value on to the FGInput module unless PUI wants it. * The key value will have 256 added to it.

* * @param k The integer value for the key pressed (will have 256 added * to it). * @param x (unused) * @param y (unused) */ void GLUTspecialkey(int k, int x, int y) { // Give PUI a chance to grab it first. if (!puKeyboard(k + PU_KEY_GLUT_SPECIAL_OFFSET, PU_DOWN)) current_input.doKey(k + 256, get_mods(), x, y); } /** * Special key-up handler for Glut. * * @param k The integer value for the key pressed (will have 256 added * to it). * @param x (unused) * @param y (unused) */ void GLUTspecialkeyup(int k, int x, int y) { current_input.doKey(k + 256, get_mods()|FGInput::FG_MOD_UP, x, y); } // end of input.cxx