2d1d8cd274
this way, keyboard buttons can work the same way as joystick buttons - added declaration for FGBinding::fire(double); this adds a setting property to the arguments passed to the command, so that it can use the current axis position as part of its calculations - added data structures from joystick.cxx
288 lines
5.8 KiB
C++
288 lines
5.8 KiB
C++
// input.hxx -- handle user input from various sources.
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//
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// Written by David Megginson, started May 2001.
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//
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// Copyright (C) 2001 David Megginson, david@megginson.com
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//
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License as
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// published by the Free Software Foundation; either version 2 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful, but
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// WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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// General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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//
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// $Id$
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#ifndef _INPUT_HXX
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#define _INPUT_HXX
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#ifndef __cplusplus
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# error This library requires C++
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#endif
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#include <plib/js.h>
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#include <simgear/compiler.h>
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#include <simgear/misc/commands.hxx>
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#include <simgear/misc/props.hxx>
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#include <Main/fgfs.hxx>
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#include <Main/globals.hxx>
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#include <map>
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#include <vector>
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SG_USING_STD(map);
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SG_USING_STD(vector);
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/**
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* An input binding of some sort.
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*
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* <p>This class represents a binding that can be assigned to a
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* keyboard key, a joystick button or axis, or even a panel
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* instrument.</p>
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*/
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class FGBinding
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{
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public:
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/**
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* Default constructor.
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*/
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FGBinding ();
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/**
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* Convenience constructor.
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*
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* @param node The binding will be built from this node.
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*/
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FGBinding (const SGPropertyNode * node);
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/**
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* Destructor.
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*/
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virtual ~FGBinding ();
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/**
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* Get the command name.
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*
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* @return The string name of the command for this binding.
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*/
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virtual const string &getCommandName () const { return _command_name; }
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/**
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* Get the command itself.
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*
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* @return The command associated with this binding, or 0 if none
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* is present.
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*/
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virtual SGCommandMgr::command_t getCommand () const { return _command; }
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/**
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* Get the argument that will be passed to the command.
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*
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* @return A property node that will be passed to the command as its
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* argument, or 0 if none was supplied.
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*/
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virtual const SGPropertyNode * getArg () { return _arg; }
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/**
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* Read a binding from a property node.
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*
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* @param node The property node containing the binding.
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*/
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virtual void read (const SGPropertyNode * node);
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/**
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* Fire a binding.
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*/
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virtual void fire () const;
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/**
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* Fire a binding with a setting (i.e. joystick axis).
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*
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* A double 'setting' property will be added to the arguments.
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*
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* @param setting The input setting, usually between -1.0 and 1.0.
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*/
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virtual void fire (double setting) const;
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private:
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void _fire (const SGPropertyNode *arg) const;
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string _command_name;
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SGCommandMgr::command_t _command;
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const SGPropertyNode * _arg;
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};
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/**
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* Generic input module.
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*
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* <p>This module is designed to handle input from multiple sources --
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* keyboard, joystick, mouse, or even panel switches -- in a consistent
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* way, and to allow users to rebind any of the actions at runtime.</p>
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*/
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class FGInput : public FGSubsystem
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{
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public:
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enum {
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FG_MOD_NONE = 0,
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FG_MOD_UP = 1, // key- or button-up
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FG_MOD_SHIFT = 2,
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FG_MOD_CTRL = 4,
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FG_MOD_ALT = 8,
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FG_MOD_MAX = 16 // enough to handle all combinations
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};
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FGInput();
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virtual ~FGInput();
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//
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// Implementation of FGSubsystem.
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//
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virtual void init ();
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virtual void bind ();
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virtual void unbind ();
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virtual void update ();
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/**
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* Handle a single keystroke.
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*
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* <p>Note: for special keys, the integer key code will be the Glut
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* code + 256.</p>
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*
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* @param k The integer key code, as returned by glut.
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* @param modifiers Modifier keys pressed (bitfield).
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* @param x The mouse x position at the time of keypress.
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* @param y The mouse y position at the time of keypress.
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* @see #FG_MOD_SHIFT
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* @see #FG_MOD_CTRL
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* @see #FG_MOD_ALT
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*/
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virtual void doKey (int k, int modifiers, int x, int y);
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private:
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typedef vector<FGBinding> binding_list_t;
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// Constants
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static const int MAX_KEYS = 1024;
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#ifdef WIN32
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static const int MAX_JOYSTICKS = 2;
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#else
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static const int MAX_JOYSTICKS = 10;
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#endif
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static const int MAX_AXES = _JS_MAX_AXES;
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static const int MAX_BUTTONS = 32;
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/**
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* Settings for a key or button.
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*/
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struct button {
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button ()
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: is_repeatable(true),
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last_state(-1)
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{}
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bool is_repeatable;
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int last_state;
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binding_list_t bindings[FG_MOD_MAX];
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};
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/**
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* Settings for a single joystick axis.
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*/
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struct axis {
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axis ()
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: last_value(9999999),
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tolerance(0.002)
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{}
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float last_value;
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float tolerance;
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binding_list_t bindings[FG_MOD_MAX];
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};
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/**
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* Settings for a joystick.
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*/
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struct joystick {
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virtual ~joystick () {
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delete js;
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delete[] axes;
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delete[] buttons;
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}
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int naxes;
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int nbuttons;
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jsJoystick * js;
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axis * axes;
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button * buttons;
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};
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/**
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* Initialize key bindings.
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*/
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void _init_keyboard ();
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/**
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* Initialize joystick bindings.
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*/
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void _init_joystick ();
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/**
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* Update the keyboard.
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*/
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void _update_keyboard ();
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/**
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* Update the joystick.
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*/
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void _update_joystick ();
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/**
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* Read bindings and modifiers.
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*/
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void _read_bindings (const SGPropertyNode * node,
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binding_list_t * binding_list,
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int modifiers);
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/**
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* Look up the bindings for a key code.
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*/
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const vector<FGBinding> &_find_key_bindings (unsigned int k, int modifiers);
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button _key_bindings[MAX_KEYS];
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joystick _joystick_bindings[MAX_JOYSTICKS];
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};
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extern FGInput current_input;
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#endif // _CONTROLS_HXX
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