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flightgear/src/Input/input.cxx
frohlich 059c906be5 Modified Files:
src/Cockpit/panel.cxx src/Cockpit/panel.hxx
 	src/Cockpit/panel_io.cxx src/GUI/dialog.cxx src/GUI/dialog.hxx
	src/GUI/menubar.cxx src/GUI/menubar.hxx src/GUI/new_gui.hxx
	src/Input/input.cxx src/Input/input.hxx src/Main/renderer.cxx
	src/Scenery/scenery.cxx src/Scenery/scenery.hxx:
	Use SGBinding instead of FGBinding. Remove FGBinding. Install hooks
	to make the pick animation work.
2007-01-04 13:22:27 +00:00

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// 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
//
// $Id$
#ifdef HAVE_CONFIG_H
# include <config.h>
#endif
#ifdef HAVE_WINDOWS_H
# include <windows.h>
#endif
#include <simgear/compiler.h>
#include <math.h>
#include <ctype.h>
#include STL_FSTREAM
#include STL_STRING
#include <vector>
#include <simgear/compiler.h>
#include <simgear/constants.h>
#include <simgear/debug/logstream.hxx>
#include <simgear/math/SGMath.hxx>
#include <simgear/props/props.hxx>
#include <simgear/scene/util/SGSceneUserData.hxx>
#include <Aircraft/aircraft.hxx>
#include <Autopilot/xmlauto.hxx>
#include <Cockpit/hud.hxx>
#include <Cockpit/panel.hxx>
#include <Cockpit/panel_io.hxx>
#include <GUI/gui.h>
#include <Model/panelnode.hxx>
#include <Scripting/NasalSys.hxx>
#include <Main/globals.hxx>
#include <Main/fg_props.hxx>
#include "input.hxx"
#include <Scenery/scenery.hxx>
#include <Main/renderer.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;
////////////////////////////////////////////////////////////////////////
// Local functions.
////////////////////////////////////////////////////////////////////////
static bool
getModShift ()
{
return bool(fgGetKeyModifiers() & KEYMOD_SHIFT);
}
static bool
getModCtrl ()
{
return bool(fgGetKeyModifiers() & KEYMOD_CTRL);
}
static bool
getModAlt ()
{
return bool(fgGetKeyModifiers() & KEYMOD_ALT);
}
////////////////////////////////////////////////////////////////////////
// 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::reinit ()
{
init();
}
void
FGInput::postinit ()
{
_postinit_joystick();
}
void
FGInput::bind ()
{
fgTie("/devices/status/keyboard/shift", getModShift);
fgTie("/devices/status/keyboard/ctrl", getModCtrl);
fgTie("/devices/status/keyboard/alt", getModAlt);
}
void
FGInput::unbind ()
{
fgUntie("/devices/status/keyboard/shift");
fgUntie("/devices/status/keyboard/ctrl");
fgUntie("/devices/status/keyboard/alt");
}
void
FGInput::update (double dt)
{
_update_keyboard();
_update_joystick(dt);
_update_mouse(dt);
}
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)) {
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);
for (unsigned int i = 0; i < bindings.size(); i++)
bindings[i]->fire();
b.last_state = 1;
}
}
// 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);
for (unsigned int i = 0; i < bindings.size(); i++)
bindings[i]->fire();
b.last_state = 0;
} else {
if (k >= 1 && k <= 26) {
if (_key_bindings[k + '@'].last_state)
doKey(k + '@', KEYMOD_RELEASED, x, y);
if (_key_bindings[k + '`'].last_state)
doKey(k + '`', KEYMOD_RELEASED, x, y);
} else if (k >= 'A' && k <= 'Z') {
if (_key_bindings[k - '@'].last_state)
doKey(k - '@', KEYMOD_RELEASED, x, y);
if (_key_bindings[tolower(k)].last_state)
doKey(tolower(k), KEYMOD_RELEASED, x, y);
} else if (k >= 'a' && k <= 'z') {
if (_key_bindings[k - '`'].last_state)
doKey(k - '`', KEYMOD_RELEASED, x, y);
if (_key_bindings[toupper(k)].last_state)
doKey(toupper(k), KEYMOD_RELEASED, x, y);
}
}
}
}
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 (updown != MOUSE_BUTTON_DOWN) {
// Execute the mouse up event in any case, may be we should
// stop processing here?
while (!_activePickCallbacks[b].empty()) {
_activePickCallbacks[b].front()->buttonReleased();
_activePickCallbacks[b].pop_front();
}
}
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;
else {
// pui didn't want the click event so compute a
// scenegraph intersection point corresponding to the mouse click
if (updown == MOUSE_BUTTON_DOWN) {
FGScenery* scenery = globals->get_scenery();
SGVec3d start, dir;
// Get the list of hit callbacks. Take the first callback that
// accepts the mouse button press and ignore the rest of them
// That is they get sorted by distance and by scenegraph depth.
// The nearest one is the first one and the deepest
// (the most specialized one in the scenegraph) is the first.
if (FGRenderer::getPickInfo(start, dir, x, y)) {
std::vector<SGSceneryPick> pickList;
scenery->pick(start, dir, pickList);
std::vector<SGSceneryPick>::const_iterator i;
for (i = pickList.begin(); i != pickList.end(); ++i) {
if (i->callback->buttonPressed(b, i->info)) {
_activePickCallbacks[b].push_back(i->callback);
break;
}
}
}
}
}
}
// 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) {
m.x = x;
m.y = y;
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)) {
m.x = x;
m.y = 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 <= (xsize * .25) || x >= (xsize * .75)) {
x = int(xsize * .5);
need_warp = true;
}
if (y <= (ysize * .25) || y >= (ysize * .75)) {
y = int(ysize * .5);
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");
_module[0] = 0;
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<SGPropertyNode_ptr> 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");
_key_bindings[index].last_state = 0;
_read_bindings(keys[i], _key_bindings[index].bindings, KEYMOD_NONE);
}
}
void
FGInput::_scan_joystick_dir(SGPath *path, SGPropertyNode* node, int *index)
{
ulDir *dir = ulOpenDir(path->c_str());
if (dir) {
ulDirEnt* dent;
while ((dent = ulReadDir(dir)) != 0) {
if (dent->d_name[0] == '.')
continue;
SGPath p(path->str());
p.append(dent->d_name);
_scan_joystick_dir(&p, node, index);
}
ulCloseDir(dir);
} else if (path->extension() == "xml") {
SG_LOG(SG_INPUT, SG_DEBUG, "Reading joystick file " << path->str());
SGPropertyNode *n = node->getChild("js-named", (*index)++, true);
readProperties(path->str(), n);
n->setStringValue("source", path->c_str());
}
}
void
FGInput::_init_joystick ()
{
jsInit();
// TODO: zero the old bindings first.
SG_LOG(SG_INPUT, SG_DEBUG, "Initializing joystick bindings");
SGPropertyNode * js_nodes = fgGetNode("/input/joysticks", true);
// read all joystick xml files into /input/joysticks/js_named[1000++]
SGPath path(globals->get_fg_root());
path.append("Input/Joysticks");
int js_named_index = 1000;
_scan_joystick_dir(&path, js_nodes, &js_named_index);
// build name->node map with each <name> (reverse order)
map<string, SGPropertyNode_ptr> jsmap;
vector<SGPropertyNode_ptr> js_named = js_nodes->getChildren("js-named");
for (int k = (int)js_named.size() - 1; k >= 0; k--) {
SGPropertyNode *n = js_named[k];
vector<SGPropertyNode_ptr> names = n->getChildren("name");
if (names.size() && (n->getChildren("axis").size() || n->getChildren("button").size()))
for (unsigned int j = 0; j < names.size(); j++)
jsmap[names[j]->getStringValue()] = n;
}
// set up js[] nodes
for (int i = 0; i < MAX_JOYSTICKS; i++) {
jsJoystick * js = new jsJoystick(i);
_joystick_bindings[i].js = js;
if (js->notWorking()) {
SG_LOG(SG_INPUT, SG_DEBUG, "Joystick " << i << " not found");
continue;
}
const char * name = js->getName();
SGPropertyNode_ptr js_node = js_nodes->getChild("js", i);
if (js_node) {
SG_LOG(SG_INPUT, SG_INFO, "Using existing bindings for joystick " << i);
} else {
SG_LOG(SG_INPUT, SG_INFO, "Looking for bindings for joystick \"" << name << '"');
SGPropertyNode_ptr named;
if ((named = jsmap[name])) {
string source = named->getStringValue("source", "user defined");
SG_LOG(SG_INPUT, SG_INFO, "... found joystick: " << source);
} else if ((named = jsmap["default"])) {
string source = named->getStringValue("source", "user defined");
SG_LOG(SG_INPUT, SG_INFO, "No config found for joystick \"" << name
<< "\"\nUsing default: \"" << source << '"');
} else {
throw sg_throwable(string("No joystick configuration file with "
"<name>default</name> entry found!"));
}
js_node = js_nodes->getChild("js", i, true);
copyProperties(named, js_node);
js_node->setStringValue("id", name);
}
}
// get rid of unused config nodes
js_nodes->removeChildren("js-named", false);
}
void
FGInput::_postinit_joystick()
{
FGNasalSys *nasalsys = (FGNasalSys *)globals->get_subsystem("nasal");
SGPropertyNode *js_nodes = fgGetNode("/input/joysticks");
for (int i = 0; i < MAX_JOYSTICKS; i++) {
SGPropertyNode_ptr js_node = js_nodes->getChild("js", i);
jsJoystick *js = _joystick_bindings[i].js;
if (!js_node || js->notWorking())
continue;
#ifdef WIN32
JOYCAPS jsCaps ;
joyGetDevCaps( i, &jsCaps, sizeof(jsCaps) );
unsigned int nbuttons = jsCaps.wNumButtons;
if (nbuttons > MAX_JOYSTICK_BUTTONS) nbuttons = MAX_JOYSTICK_BUTTONS;
#else
unsigned 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 nasal groups.
//
string init;
init = "this=\"" + string(js_node->getPath()) + "\"";
sprintf(_module, "__js%d", i);
nasalsys->createModule(_module, _module, init.c_str(), init.size());
vector<SGPropertyNode_ptr> nasal = js_node->getChildren("nasal");
unsigned int j;
for (j = 0; j < nasal.size(); j++) {
nasal[j]->setStringValue("module", _module);
nasalsys->handleCommand(nasal[j]);
}
//
// Initialize the axes.
//
vector<SGPropertyNode_ptr> axes = js_node->getChildren("axis");
size_t nb_axes = axes.size();
for (j = 0; j < nb_axes; j++ ) {
const SGPropertyNode * axis_node = axes[j];
const SGPropertyNode * num_node = axis_node->getChild("number");
int n_axis = axis_node->getIndex();
if (num_node != 0) {
n_axis = num_node->getIntValue(TGT_PLATFORM, -1);
// Silently ignore platforms that are not specified within the
// <number></number> section
if (n_axis < 0)
continue;
}
if (n_axis >= naxes) {
SG_LOG(SG_INPUT, SG_DEBUG, "Dropping bindings for axis " << n_axis);
continue;
}
axis &a = _joystick_bindings[i].axes[n_axis];
js->setDeadBand(n_axis, axis_node->getDoubleValue("dead-band", 0.0));
a.tolerance = axis_node->getDoubleValue("tolerance", 0.002);
minRange[n_axis] = axis_node->getDoubleValue("min-range", minRange[n_axis]);
maxRange[n_axis] = axis_node->getDoubleValue("max-range", maxRange[n_axis]);
center[n_axis] = axis_node->getDoubleValue("center", center[n_axis]);
_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<SGPropertyNode_ptr> buttons = js_node->getChildren("button");
char buf[32];
for (j = 0; j < buttons.size() && 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);
}
if (n_but >= nbuttons) {
SG_LOG(SG_INPUT, SG_DEBUG, "Dropping bindings for button " << n_but);
continue;
}
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
//
static 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");
_module[0] = 0;
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");
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 ( double dt )
{
mouse &m = _mouse_bindings[0];
int mode = m.mode_node->getIntValue();
if (mode != m.current_mode) {
m.current_mode = mode;
m.timeout = fgGetDouble( "/sim/mouse/cursor-timeout-sec", 10.0 );
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);
}
}
if ( fgGetBool( "/sim/mouse/hide-cursor", true ) ) {
if ( m.x != m.save_x || m.y != m.save_y ) {
m.timeout = fgGetDouble( "/sim/mouse/cursor-timeout-sec", 10.0 );
fgSetMouseCursor(m.modes[mode].cursor);
} else {
m.timeout -= dt;
if ( m.timeout <= 0.0 ) {
fgSetMouseCursor(MOUSE_CURSOR_NONE);
m.timeout = 0.0;
}
}
m.save_x = m.x;
m.save_y = m.y;
}
// handle repeatable mouse press events
std::map<int, std::list<SGSharedPtr<SGPickCallback> > >::iterator mi;
for (mi = _activePickCallbacks.begin();
mi != _activePickCallbacks.end(); ++mi) {
std::list<SGSharedPtr<SGPickCallback> >::iterator li;
for (li = mi->second.begin(); li != mi->second.end(); ++li) {
(*li)->update(dt);
}
}
}
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<SGPropertyNode_ptr> bindings = node->getChildren("binding");
for (unsigned int i = 0; i < bindings.size(); i++) {
const char *cmd = bindings[i]->getStringValue("command");
SG_LOG(SG_INPUT, SG_DEBUG, "Reading binding " << cmd);
if (!strcmp(cmd, "nasal") && _module[0])
bindings[i]->setStringValue("module", _module);
binding_list[modifiers].push_back(new SGBinding(bindings[i], globals->get_props()));
}
// 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 FGInput::binding_list_t&
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),
interval_sec(0),
last_dt(0),
last_state(0)
{
}
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),
interval_sec(0),
last_dt(0)
{
}
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 ()
: jsnum(0),
js(0),
naxes(0),
nbuttons(0),
axes(0),
buttons(0)
{
}
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);
}