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flightgear/src/Input/input.hxx
curt 4d96e62a10 - added Melchior's patches to allow a joystick axis to act as a pair
of buttons (by adding "high" or "low" to the path before "binding")
2001-06-20 20:51:15 +00:00

318 lines
6.4 KiB
C++

// 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 <plib/js.h>
#include <simgear/compiler.h>
#include <simgear/misc/commands.hxx>
#include <simgear/misc/props.hxx>
#include <Main/fgfs.hxx>
#include <Main/globals.hxx>
#include <map>
#include <vector>
SG_USING_STD(map);
SG_USING_STD(vector);
/**
* An input binding of some sort.
*
* <p>This class represents a binding that can be assigned to a
* keyboard key, a joystick button or axis, or even a panel
* instrument.</p>
*/
class FGBinding
{
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 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:
void _fire (const SGPropertyNode *arg) const;
string _command_name;
SGCommandMgr::command_t _command;
const SGPropertyNode * _arg;
};
/**
* Generic input module.
*
* <p>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.</p>
*/
class FGInput : public FGSubsystem
{
public:
enum {
FG_MOD_NONE = 0,
FG_MOD_UP = 1, // key- or button-up
FG_MOD_SHIFT = 2,
FG_MOD_CTRL = 4,
FG_MOD_ALT = 8,
FG_MOD_MAX = 16 // enough to handle all combinations
};
FGInput();
virtual ~FGInput();
//
// Implementation of FGSubsystem.
//
virtual void init ();
virtual void bind ();
virtual void unbind ();
virtual void update ();
/**
* Handle a single keystroke.
*
* <p>Note: for special keys, the integer key code will be the Glut
* code + 256.</p>
*
* @param k The integer key code, as returned by glut.
* @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.
* @see #FG_MOD_SHIFT
* @see #FG_MOD_CTRL
* @see #FG_MOD_ALT
*/
virtual void doKey (int k, int modifiers, int x, int y);
private:
// Constants
enum
{
MAX_KEYS = 1024,
#ifdef WIN32
MAX_JOYSTICKS = 2,
#else
MAX_JOYSTICKS = 10,
#endif
MAX_AXES = _JS_MAX_AXES,
MAX_BUTTONS = 32
};
typedef vector<FGBinding> binding_list_t;
/**
* Settings for a key or button.
*/
struct button {
button ()
: is_repeatable(false),
last_state(-1)
{}
bool is_repeatable;
int last_state;
binding_list_t bindings[FG_MOD_MAX];
};
/**
* Settings for a single joystick axis.
*/
struct axis {
axis ()
: last_value(9999999),
tolerance(0.002),
low_threshold(-0.9),
high_threshold(0.9)
{}
float last_value;
float tolerance;
binding_list_t bindings[FG_MOD_MAX];
float low_threshold;
float high_threshold;
struct button low;
struct button high;
};
/**
* Settings for a joystick.
*/
struct joystick {
virtual ~joystick () {
delete js;
delete[] axes;
delete[] buttons;
}
int naxes;
int nbuttons;
jsJoystick * js;
axis * axes;
button * buttons;
};
/**
* Initialize key bindings.
*/
void _init_keyboard ();
/**
* Initialize joystick bindings.
*/
void _init_joystick ();
/**
* 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 ();
/**
* Update a single button.
*/
inline void _update_button (button &b, int modifiers, bool pressed);
/**
* 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<FGBinding> &_find_key_bindings (unsigned int k, int modifiers);
button _key_bindings[MAX_KEYS];
joystick _joystick_bindings[MAX_JOYSTICKS];
};
// Handle keyboard events
void GLUTkey(unsigned char k, int x, int y);
void GLUTkeyup(unsigned char k, int x, int y);
void GLUTspecialkey(int k, int x, int y);
void GLUTspecialkeyup(int k, int x, int y);
extern FGInput current_input;
#endif // _CONTROLS_HXX