// input.hxx -- 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. // // $Id$ #ifndef _INPUT_HXX #define _INPUT_HXX #ifndef __cplusplus # error This library requires C++ #endif #include #include #include #include #include #include #include #include
#include
#include
#include #include SG_USING_STD(map); SG_USING_STD(vector); #if defined( UL_WIN32 ) #define TGT_PLATFORM "windows" #elif defined ( UL_MAC_OSX ) #define TGT_PLATFORM "mac" #else #define TGT_PLATFORM "unix" #endif //////////////////////////////////////////////////////////////////////// // General binding support. //////////////////////////////////////////////////////////////////////// /** * An input binding of some sort. * *

This class represents a binding that can be assigned to a * keyboard key, a joystick button or axis, or even a panel * instrument.

*/ class FGBinding : public SGConditional { public: /** * Default constructor. */ FGBinding (); /** * Convenience constructor. * * @param node The binding will be built from this node. */ FGBinding (const SGPropertyNode * node); /** * Destructor. */ virtual ~FGBinding () {} /** * Get the command name. * * @return The string name of the command for this binding. */ virtual const string &getCommandName () const { return _command_name; } /** * Get the command itself. * * @return The command associated with this binding, or 0 if none * is present. */ virtual SGCommandMgr::command_t getCommand () const { return _command; } /** * Get the argument that will be passed to the command. * * @return A property node that will be passed to the command as its * argument, or 0 if none was supplied. */ virtual const SGPropertyNode * getArg () { return _arg; } /** * Read a binding from a property node. * * @param node The property node containing the binding. */ virtual void read (const SGPropertyNode * node); /** * Fire a binding. */ virtual void fire () const; /** * Fire a binding with a scaled movement (rather than absolute position). */ virtual void fire (double offset, double max) const; /** * Fire a binding with a setting (i.e. joystick axis). * * A double 'setting' property will be added to the arguments. * * @param setting The input setting, usually between -1.0 and 1.0. */ virtual void fire (double setting) const; private: // just to be safe. FGBinding (const FGBinding &binding); string _command_name; mutable SGCommandMgr::command_t _command; mutable SGPropertyNode_ptr _arg; mutable SGPropertyNode_ptr _setting; }; //////////////////////////////////////////////////////////////////////// // General input mapping support. //////////////////////////////////////////////////////////////////////// /** * Generic input module. * *

This module is designed to handle input from multiple sources -- * keyboard, joystick, mouse, or even panel switches -- in a consistent * way, and to allow users to rebind any of the actions at runtime.

*/ class FGInput : public SGSubsystem { public: /** * Default constructor. */ FGInput (); /** * Destructor. */ virtual ~FGInput(); // // Implementation of SGSubsystem. // virtual void init (); virtual void reinit (); virtual void update (double dt); virtual void suspend (); virtual void resume (); virtual bool is_suspended () const; /** * Control whether this is the default module to receive events. * * The first input module created will set itself as the default * automatically. * * @param status true if this should be the default module for * events, false otherwise. */ virtual void makeDefault (bool status = true); /** * Handle a single keystroke. * * @param k The integer key code, see Main/fg_os.hxx * @param modifiers Modifier keys pressed (bitfield). * @param x The mouse x position at the time of keypress. * @param y The mouse y position at the time of keypress. */ virtual void doKey (int k, int modifiers, int x, int y); /** * Handle a mouse click event. * * @param button The mouse button selected. * @param updown Button status. * @param x The X position of the mouse event, in screen coordinates. * @param y The Y position of the mouse event, in screen coordinates. */ virtual void doMouseClick (int button, int updown, int x, int y); /** * Handle mouse motion. * * @param x The new mouse x position, in screen coordinates. * @param y The new mouse y position, in screen coordinates. */ virtual void doMouseMotion (int x, int y); private: // Constants enum { MAX_KEYS = 1024, #ifdef WIN32 MAX_JOYSTICKS = 2, #else MAX_JOYSTICKS = 10, #endif MAX_JOYSTICK_AXES = _JS_MAX_AXES, MAX_JOYSTICK_BUTTONS = 32, MAX_MICE = 1, MAX_MOUSE_BUTTONS = 8 }; struct mouse; friend struct mouse; typedef vector binding_list_t; /** * Settings for a key or button. */ struct button { button (); virtual ~button (); bool is_repeatable; float interval_sec; float last_dt; int last_state; binding_list_t bindings[KEYMOD_MAX]; }; /** * Settings for a single joystick axis. */ struct axis { axis (); virtual ~axis (); float last_value; float tolerance; binding_list_t bindings[KEYMOD_MAX]; float low_threshold; float high_threshold; struct button low; struct button high; float interval_sec; double last_dt; }; /** * Settings for a joystick. */ struct joystick { joystick (); virtual ~joystick (); int jsnum; jsJoystick * js; int naxes; int nbuttons; axis * axes; button * buttons; }; /** * Settings for a mouse mode. */ struct mouse_mode { mouse_mode (); virtual ~mouse_mode (); int cursor; bool constrained; bool pass_through; button * buttons; binding_list_t x_bindings[KEYMOD_MAX]; binding_list_t y_bindings[KEYMOD_MAX]; }; /** * Settings for a mouse. */ struct mouse { mouse (); virtual ~mouse (); int x; int y; SGPropertyNode * mode_node; SGPropertyNode * mouse_button_nodes[MAX_MOUSE_BUTTONS]; int nModes; int current_mode; double timeout; int save_x; int save_y; mouse_mode * modes; }; /** * Initialize key bindings. */ void _init_keyboard (); /** * Initialize joystick bindings. */ void _init_joystick (); /** * Initialize mouse bindings. */ void _init_mouse (); /** * Initialize a single button. */ inline void _init_button (const SGPropertyNode * node, button &b, const string name); /** * Update the keyboard. */ void _update_keyboard (); /** * Update the joystick. */ void _update_joystick (double dt); /** * Update the mouse. */ void _update_mouse (double dt); /** * Update a single button. */ inline void _update_button (button &b, int modifiers, bool pressed, int x, int y); /** * Read bindings and modifiers. */ void _read_bindings (const SGPropertyNode * node, binding_list_t * binding_list, int modifiers); /** * Look up the bindings for a key code. */ const vector &_find_key_bindings (unsigned int k, int modifiers); button _key_bindings[MAX_KEYS]; joystick _joystick_bindings[MAX_JOYSTICKS]; mouse _mouse_bindings[MAX_MICE]; }; #endif // _INPUT_HXX