// 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
#include "input.hxx" SG_USING_STD(ifstream); SG_USING_STD(string); SG_USING_STD(vector); void mouseClickHandler(int button, int updown, int x, int y); void mouseMotionHandler(int x, int y); void keyHandler(int key, int keymod, int mousex, int mousey); //////////////////////////////////////////////////////////////////////// // Local variables. //////////////////////////////////////////////////////////////////////// static FGInput * default_input = 0; //////////////////////////////////////////////////////////////////////// // Implementation of FGBinding. //////////////////////////////////////////////////////////////////////// FGBinding::FGBinding () : _command(0), _arg(new SGPropertyNode), _setting(0) { } FGBinding::FGBinding (const SGPropertyNode * node) : _command(0), _arg(0), _setting(0) { read(node); } void FGBinding::read (const SGPropertyNode * node) { const SGPropertyNode * conditionNode = node->getChild("condition"); if (conditionNode != 0) setCondition(sgReadCondition(globals->get_props(), conditionNode)); _command_name = node->getStringValue("command", ""); if (_command_name.empty()) { SG_LOG(SG_INPUT, SG_WARN, "No command supplied for binding."); _command = 0; return; } _arg = new SGPropertyNode; _setting = 0; copyProperties(node, _arg); // FIXME: don't use whole node!!! } void FGBinding::fire () const { if (test()) { if (_command == 0) _command = globals->get_commands()->getCommand(_command_name); if (_command == 0) { SG_LOG(SG_INPUT, SG_WARN, "No command attached to binding"); } else if (!(*_command)(_arg)) { SG_LOG(SG_INPUT, SG_ALERT, "Failed to execute command " << _command_name); } } } void FGBinding::fire (double offset, double max) const { if (test()) { _arg->setDoubleValue("offset", offset/max); fire(); } } void FGBinding::fire (double setting) const { if (test()) { // 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. //////////////////////////////////////////////////////////////////////// FGInput::FGInput () { if (default_input == 0) default_input = this; } FGInput::~FGInput () { if (default_input == this) default_input = 0; } void FGInput::init () { _init_keyboard(); _init_joystick(); _init_mouse(); fgRegisterKeyHandler(keyHandler); fgRegisterMouseClickHandler(mouseClickHandler); fgRegisterMouseMotionHandler(mouseMotionHandler); } void FGInput::update (double dt) { _update_keyboard(); _update_joystick(dt); _update_mouse(); } void FGInput::suspend () { // NO-OP } void FGInput::resume () { // NO-OP } bool FGInput::is_suspended () const { return false; } void FGInput::makeDefault (bool status) { if (status) default_input = this; else if (default_input == this) default_input = 0; } void FGInput::doKey (int k, int modifiers, int x, int y) { // Sanity check. if (k < 0 || k >= MAX_KEYS) { SG_LOG(SG_INPUT, SG_WARN, "Key value " << k << " out of range"); return; } button &b = _key_bindings[k]; // Key pressed. if (modifiers&KEYMOD_RELEASED == 0) { SG_LOG( SG_INPUT, SG_DEBUG, "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_DEBUG, "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; } } } } void FGInput::doMouseClick (int b, int updown, int x, int y) { int modifiers = fgGetKeyModifiers(); mouse &m = _mouse_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 (mode.pass_through) { if (puMouse(b, updown, x, y)) return; else if ((globals->get_current_panel() != 0) && globals->get_current_panel()->getVisibility() && globals->get_current_panel()->doMouseAction(b, updown, x, y)) return; else if (fgHandle3DPanelMouseEvent(b, updown, x, y)) return; } // 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; } _update_button(m.modes[m.current_mode].buttons[b], modifiers, 0 != updown, x, y); } void FGInput::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 = _mouse_bindings[0]; if (m.current_mode < 0 || m.current_mode >= m.nModes) 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)) 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 <= 0) { x = xsize - 2; need_warp = true; } else if (x >= (xsize-1)) { x = 1; need_warp = true; } if (y <= 0) { y = ysize - 2; need_warp = true; } else if (y >= (ysize-1)) { y = 1; need_warp = true; } if (need_warp) fgWarpMouse(x, y); } m.x = x; m.y = y; } void FGInput::_init_keyboard () { SG_LOG(SG_INPUT, SG_DEBUG, "Initializing key bindings"); SGPropertyNode * key_nodes = fgGetNode("/input/keyboard"); if (key_nodes == 0) { SG_LOG(SG_INPUT, SG_WARN, "No key bindings (/input/keyboard)!!"); key_nodes = fgGetNode("/input/keyboard", true); } 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_DEBUG, "Binding key " << index); _key_bindings[index].bindings->clear(); _key_bindings[index].is_repeatable = keys[i]->getBoolValue("repeatable"); _read_bindings(keys[i], _key_bindings[index].bindings, KEYMOD_NONE); } } void FGInput::_init_joystick () { // TODO: zero the old bindings first. SG_LOG(SG_INPUT, SG_DEBUG, "Initializing joystick bindings"); SGPropertyNode * js_nodes = fgGetNode("/input/joysticks"); if (js_nodes == 0) { SG_LOG(SG_INPUT, SG_WARN, "No joystick bindings (/input/joysticks)!!"); js_nodes = fgGetNode("/input/joysticks", true); } for (int i = 0; i < MAX_JOYSTICKS; i++) { SGPropertyNode_ptr js_node = js_nodes->getChild("js", i); if (js_node == 0) { SG_LOG(SG_INPUT, SG_DEBUG, "No bindings for joystick " << i); js_node = js_nodes->getChild("js", i, true); } jsJoystick * js = new jsJoystick(i); _joystick_bindings[i].js = js; if (js->notWorking()) { SG_LOG(SG_INPUT, SG_DEBUG, "Joystick " << i << " not found"); continue; } else { bool found_js = false; const char * name = js->getName(); SG_LOG(SG_INPUT, SG_INFO, "Looking for bindings for joystick \"" << name << '"'); vector nodes = js_nodes->getChildren("js-named"); for (unsigned int i = 0; i < nodes.size(); i++) { SGPropertyNode_ptr node = nodes[i]; vector name_nodes = node->getChildren("name"); for (unsigned int j = 0; j < name_nodes.size(); j++) { const char * js_name = name_nodes[j]->getStringValue(); SG_LOG(SG_INPUT, SG_INFO, " Trying \"" << js_name << '"'); if (!strcmp(js_name, name)) { SG_LOG(SG_INPUT, SG_INFO, " Found bindings"); js_node = node; found_js = true; break; } } if (found_js) break; } } #ifdef WIN32 JOYCAPS jsCaps ; joyGetDevCaps( i, &jsCaps, sizeof(jsCaps) ); int nbuttons = jsCaps.wNumButtons; if (nbuttons > MAX_JOYSTICK_BUTTONS) nbuttons = MAX_JOYSTICK_BUTTONS; #else int nbuttons = MAX_JOYSTICK_BUTTONS; #endif int naxes = js->getNumAxes(); if (naxes > MAX_JOYSTICK_AXES) naxes = MAX_JOYSTICK_AXES; _joystick_bindings[i].naxes = naxes; _joystick_bindings[i].nbuttons = nbuttons; SG_LOG(SG_INPUT, SG_DEBUG, "Initializing joystick " << i); // Set up range arrays float minRange[MAX_JOYSTICK_AXES]; float maxRange[MAX_JOYSTICK_AXES]; float center[MAX_JOYSTICK_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. // vector axes = js_node->getChildren("axis"); size_t nb_axes = axes.size(); int j; for (j = 0; j < nb_axes; j++) { const SGPropertyNode * axis_node = axes[j]; const SGPropertyNode * num_node = axis_node->getChild("number"); size_t n_axe = axis_node->getIndex(); if (num_node != 0) { n_axe = num_node->getIntValue(TGT_PLATFORM,n_axe); } axis &a = _joystick_bindings[i].axes[n_axe]; js->setDeadBand(n_axe, axis_node->getDoubleValue("dead-band", 0.0)); a.tolerance = axis_node->getDoubleValue("tolerance", 0.002); minRange[n_axe] = axis_node->getDoubleValue("min-range", minRange[n_axe]); maxRange[n_axe] = axis_node->getDoubleValue("max-range", maxRange[n_axe]); center[n_axe] = axis_node->getDoubleValue("center", center[n_axe]); _read_bindings(axis_node, a.bindings, KEYMOD_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); a.interval_sec = axis_node->getDoubleValue("interval-sec",0.0); a.last_dt = 0.0; } // // Initialize the buttons. // vector buttons = js_node->getChildren("button"); char buf[32]; for (j = 0; j < nbuttons; j++) { const SGPropertyNode * button_node = buttons[j]; const SGPropertyNode * num_node = button_node->getChild("number"); size_t n_but = button_node->getIndex(); if (num_node != 0) { n_but = num_node->getIntValue(TGT_PLATFORM,n_but); } sprintf(buf, "%d", n_but); SG_LOG(SG_INPUT, SG_DEBUG, "Initializing button " << n_but); _init_button(button_node, _joystick_bindings[i].buttons[n_but], buf); // get interval-sec property button &b = _joystick_bindings[i].buttons[n_but]; if (button_node != 0) { b.interval_sec = button_node->getDoubleValue("interval-sec",0.0); b.last_dt = 0.0; } } js->setMinRange(minRange); js->setMaxRange(maxRange); js->setCenter(center); } } // // Map of all known cursor names // This used to contain all the Glut cursors, but those are // not defined by other toolkits. It now supports only the cursor // images we actually use, in the interest of portability. Someday, // it would be cool to write an OpenGL cursor renderer, with the // cursors defined as textures referenced in the property tree. This // list could then be eliminated. -Andy // struct { const char * name; int cursor; } 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 } }; void FGInput::_init_mouse () { SG_LOG(SG_INPUT, SG_DEBUG, "Initializing mouse bindings"); 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 = _mouse_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 button[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); _init_button(mode_node->getChild("button", k), m.modes[j].buttons[k], buf); } // Read the axis bindings for this mode _read_bindings(mode_node->getChild("x-axis", 0, true), m.modes[j].x_bindings, KEYMOD_NONE); _read_bindings(mode_node->getChild("y-axis", 0, true), m.modes[j].y_bindings, KEYMOD_NONE); } } } void FGInput::_init_button (const SGPropertyNode * node, button &b, const string name) { if (node == 0) { SG_LOG(SG_INPUT, SG_DEBUG, "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, KEYMOD_NONE); } } void FGInput::_update_keyboard () { // no-op } void FGInput::_update_joystick (double dt) { int modifiers = KEYMOD_NONE; // FIXME: any way to get the real ones? int buttons; // float js_val, diff; float axis_values[MAX_JOYSTICK_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_DEBUG, "Axis " << j << " has moved"); SGPropertyNode node; a.last_value = axis_values[j]; // SG_LOG(SG_INPUT, SG_DEBUG, "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? a.last_dt += dt; if(a.last_dt >= a.interval_sec) { if (a.low.bindings[modifiers].size()) _update_button(_joystick_bindings[i].axes[j].low, modifiers, axis_values[j] < a.low_threshold, -1, -1); if (a.high.bindings[modifiers].size()) _update_button(_joystick_bindings[i].axes[j].high, modifiers, axis_values[j] > a.high_threshold, -1, -1); a.last_dt -= a.interval_sec; } } // Fire bindings for the buttons. for (j = 0; j < _joystick_bindings[i].nbuttons; j++) { button &b = _joystick_bindings[i].buttons[j]; b.last_dt += dt; if(b.last_dt >= b.interval_sec) { _update_button(_joystick_bindings[i].buttons[j], modifiers, (buttons & (1 << j)) > 0, -1, -1); b.last_dt -= b.interval_sec; } } } } void FGInput::_update_mouse () { mouse &m = _mouse_bindings[0]; int mode = m.mode_node->getIntValue(); if (mode != m.current_mode) { m.current_mode = mode; 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); } } } void FGInput::_update_button (button &b, int modifiers, bool pressed, int x, int y) { if (pressed) { // The press event may be repeated. if (!b.last_state || b.is_repeatable) { SG_LOG( SG_INPUT, SG_DEBUG, "Button has been pressed" ); for (unsigned int k = 0; k < b.bindings[modifiers].size(); k++) b.bindings[modifiers][k]->fire(x, y); } } else { // The release event is never repeated. if (b.last_state) { SG_LOG( SG_INPUT, SG_DEBUG, "Button has been released" ); for (unsigned int k = 0; k < b.bindings[modifiers|KEYMOD_RELEASED].size(); k++) b.bindings[modifiers|KEYMOD_RELEASED][k]->fire(x, y); } } b.last_state = pressed; } void FGInput::_read_bindings (const SGPropertyNode * node, binding_list_t * binding_list, int modifiers) { SG_LOG(SG_INPUT, SG_DEBUG, "Reading all bindings"); vector bindings = node->getChildren("binding"); for (unsigned int i = 0; i < bindings.size(); i++) { SG_LOG(SG_INPUT, SG_DEBUG, "Reading binding " << bindings[i]->getStringValue("command")); binding_list[modifiers].push_back(new FGBinding(bindings[i])); } // Read nested bindings for modifiers if (node->getChild("mod-up") != 0) _read_bindings(node->getChild("mod-up"), binding_list, modifiers|KEYMOD_RELEASED); if (node->getChild("mod-shift") != 0) _read_bindings(node->getChild("mod-shift"), binding_list, modifiers|KEYMOD_SHIFT); if (node->getChild("mod-ctrl") != 0) _read_bindings(node->getChild("mod-ctrl"), binding_list, modifiers|KEYMOD_CTRL); if (node->getChild("mod-alt") != 0) _read_bindings(node->getChild("mod-alt"), binding_list, modifiers|KEYMOD_ALT); } const vector & FGInput::_find_key_bindings (unsigned int k, int modifiers) { unsigned char kc = (unsigned char)k; button &b = _key_bindings[k]; // Try it straight, first. if (b.bindings[modifiers].size() > 0) return b.bindings[modifiers]; // Alt-Gr is CTRL+ALT else if (modifiers&(KEYMOD_CTRL|KEYMOD_ALT)) return _find_key_bindings(k, modifiers&~(KEYMOD_CTRL|KEYMOD_ALT)); // Try removing the control modifier // for control keys. else if ((modifiers&KEYMOD_CTRL) && iscntrl(kc)) return _find_key_bindings(k, modifiers&~KEYMOD_CTRL); // Try removing shift modifier // for upper case or any punctuation // (since different keyboards will // shift different punctuation types) else if ((modifiers&KEYMOD_SHIFT) && (isupper(kc) || ispunct(kc))) return _find_key_bindings(k, modifiers&~KEYMOD_SHIFT); // Try removing alt modifier for // high-bit characters. else if ((modifiers&KEYMOD_ALT) && k >= 128 && k < 256) return _find_key_bindings(k, modifiers&~KEYMOD_ALT); // Give up and return the empty vector. else return b.bindings[modifiers]; } //////////////////////////////////////////////////////////////////////// // Implementation of FGInput::button. //////////////////////////////////////////////////////////////////////// FGInput::button::button () : is_repeatable(false), last_state(-1) { } FGInput::button::~button () { // FIXME: memory leak // for (int i = 0; i < KEYMOD_MAX; i++) // for (int j = 0; i < bindings[i].size(); j++) // delete bindings[i][j]; } //////////////////////////////////////////////////////////////////////// // Implementation of FGInput::axis. //////////////////////////////////////////////////////////////////////// FGInput::axis::axis () : last_value(9999999), tolerance(0.002), low_threshold(-0.9), high_threshold(0.9) { } FGInput::axis::~axis () { // for (int i = 0; i < KEYMOD_MAX; i++) // for (int j = 0; i < bindings[i].size(); j++) // delete bindings[i][j]; } //////////////////////////////////////////////////////////////////////// // Implementation of FGInput::joystick. //////////////////////////////////////////////////////////////////////// FGInput::joystick::joystick () { } FGInput::joystick::~joystick () { // delete js; delete[] axes; delete[] buttons; } //////////////////////////////////////////////////////////////////////// // Implementation of FGInput::mouse_mode //////////////////////////////////////////////////////////////////////// FGInput::mouse_mode::mouse_mode () : cursor(MOUSE_CURSOR_POINTER), constrained(false), pass_through(false), buttons(0) { } FGInput::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; } //////////////////////////////////////////////////////////////////////// // Implementation of FGInput::mouse //////////////////////////////////////////////////////////////////////// FGInput::mouse::mouse () : x(-1), y(-1), nModes(1), current_mode(0), modes(0) { } FGInput::mouse::~mouse () { delete [] modes; } //////////////////////////////////////////////////////////////////////// // Implementation of OS callbacks. //////////////////////////////////////////////////////////////////////// void keyHandler(int key, int keymod, int mousex, int mousey) { if((keymod & KEYMOD_RELEASED) == 0) if(puKeyboard(key, PU_DOWN)) return; if(default_input) default_input->doKey(key, keymod, mousex, mousey); } void mouseClickHandler(int button, int updown, int x, int y) { if(default_input) default_input->doMouseClick(button, updown, x, y); } void mouseMotionHandler(int x, int y) { if (default_input != 0) default_input->doMouseMotion(x, y); }