bringing back some joystick code (can't test since i don't own one XD I will need help on this probably)

git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/branches/irrlicht@3296 178a84e3-b1eb-0310-8ba1-8eac791a3b58
This commit is contained in:
auria
2009-03-23 19:09:16 +00:00
parent 10eadc6090
commit 38ff0a3d46
5 changed files with 417 additions and 378 deletions

View File

@@ -21,7 +21,7 @@ void DeviceManager::add(GamePadDevice* d)
}
// TODO
bool DeviceManager::mapInputToPlayerAndAction( Input::InputType type, int id0, int id1, int id2,
bool DeviceManager::mapInputToPlayerAndAction( Input::InputType type, int id0, int id1, int id2, int value,
int* player /* out */, PlayerAction* action /* out */ )
{
// TODO - auto-detect player ID from device
@@ -45,6 +45,10 @@ bool DeviceManager::mapInputToPlayerAndAction( Input::InputType type, int id0, i
}
else if(type == Input::IT_STICKMOTION)
{
for(unsigned int n=0; n<m_gamepad_amount; n++)
{
if( m_gamepads[n].m_index == id0 && m_gamepads[n].hasBinding(id1 /* axis */, value, action) ) return true;
}
return false;
}
else

View File

@@ -20,7 +20,7 @@ public:
/** Given some input, finds to which device it belongs and, using the corresponding device object,
maps this input to the corresponding player and game action. returns false if player/action could not be set */
bool mapInputToPlayerAndAction( Input::InputType type, int id0, int id1, int id2,
bool mapInputToPlayerAndAction( Input::InputType type, int id0, int id1, int id2, int value,
int* player /* out */, PlayerAction* action /* out */ );
};

View File

@@ -67,6 +67,13 @@ GamePadDevice::GamePadDevice(int sdlIndex)
m_index = -1;
} // GamePadDevice
// -----------------------------------------------------------------------------
bool GamePadDevice::hasBinding(int axis, int value, PlayerAction* action /* out */)
{
if(value > -m_deadzone && value < m_deadzone) return false; // within deadzone
return false;
}
// -----------------------------------------------------------------------------
/** Destructor for GamePadDevice.
*/

View File

@@ -48,6 +48,9 @@ public:
int m_deadzone;
int m_index;
Input::AxisDirection *m_prevAxisDirections;
/** checks if this key belongs to this belongs. if yes, sets action and returns true; otherwise returns false */
bool hasBinding(int axis, int value, PlayerAction* action /* out */);
GamePadDevice(int sdlIndex);
~GamePadDevice();

View File

@@ -51,8 +51,8 @@ InputManager *input_manager;
/** Initialise SDL.
*/
InputManager::InputManager()
: m_sensed_input(0),
m_mode(BOOTSTRAP), m_mouse_val_x(0), m_mouse_val_y(0)
: m_sensed_input(0),
m_mode(BOOTSTRAP), m_mouse_val_x(0), m_mouse_val_y(0)
{
m_device_manager = new DeviceManager();
@@ -81,84 +81,84 @@ void InputManager::initGamePadDevices()
// TODO - init gamepad devices from config file
/*
m_stick_infos = new GamePadDevice *[numSticks];
std::vector<GamePadDevice *> *si = new std::vector<GamePadDevice *>;
for (int i = 0; i < numSticks; i++)
si->push_back(m_stick_infos[i] = new GamePadDevice(i));
// Get the list of known configs and make a copy of it.
std::vector<UserConfig::StickConfig *> *sc
= new std::vector<UserConfig::StickConfig *>(*user_config->getStickConfigs());
bool match;
std::vector<GamePadDevice *>::iterator si_ite = si->begin();
// FIXME: Visual Studio triggers an exception (in debug mode) when si
// becomes empty (incompatible iterators). This is apparently caused
// by using erase. For now I added a work around by checking for
// si->size()>0, which solves the problem for me. But I have only one
// gamepad, I'd suspect that with more gamepads the problem still exists.
while (si->size()>0 && si_ite != si->end())
{
match = false;
std::vector<UserConfig::StickConfig *>::iterator sc_ite = sc->begin();
while (sc_ite != sc->end())
{
if (nextIndex <= (*sc_ite)->m_preferredIndex)
nextIndex = (*sc_ite)->m_preferredIndex + 1;
if (!(*si_ite)->m_id.compare((*sc_ite)->m_id))
{
// Connected stick matches a stored one.
// Copy important properties.
// Deadzone is taken only if its not null.
if ((*sc_ite)->m_deadzone)
(*si_ite)->m_deadzone = (*sc_ite)->m_deadzone;
// Restore former used index and other properties.
(*si_ite)->m_index = (*sc_ite)->m_preferredIndex;
// Remove matching entries from the list to prevent double
// allocation.
sc->erase(sc_ite);
si->erase(si_ite);
match = true;
break;
}
sc_ite++;
}
if (!match)
si_ite++;
}
delete sc;
// si now contains all those stick infos which have no stick config yet
// and nextIndex is set to the next free index.
// Now add all those new sticks and generate a config for them.
si_ite = si->begin();
while (si_ite != si->end())
{
(*si_ite)->m_index = nextIndex;
UserConfig::StickConfig *sc = new UserConfig::StickConfig((*si_ite)->m_id);
sc->m_preferredIndex = nextIndex;
sc->m_deadzone = DEADZONE_JOYSTICK;
user_config->addStickConfig(sc);
nextIndex++;
si_ite++;
}
delete si;
m_stick_infos = new GamePadDevice *[numSticks];
std::vector<GamePadDevice *> *si = new std::vector<GamePadDevice *>;
for (int i = 0; i < numSticks; i++)
si->push_back(m_stick_infos[i] = new GamePadDevice(i));
// Get the list of known configs and make a copy of it.
std::vector<UserConfig::StickConfig *> *sc
= new std::vector<UserConfig::StickConfig *>(*user_config->getStickConfigs());
bool match;
std::vector<GamePadDevice *>::iterator si_ite = si->begin();
// FIXME: Visual Studio triggers an exception (in debug mode) when si
// becomes empty (incompatible iterators). This is apparently caused
// by using erase. For now I added a work around by checking for
// si->size()>0, which solves the problem for me. But I have only one
// gamepad, I'd suspect that with more gamepads the problem still exists.
while (si->size()>0 && si_ite != si->end())
{
match = false;
std::vector<UserConfig::StickConfig *>::iterator sc_ite = sc->begin();
while (sc_ite != sc->end())
{
if (nextIndex <= (*sc_ite)->m_preferredIndex)
nextIndex = (*sc_ite)->m_preferredIndex + 1;
if (!(*si_ite)->m_id.compare((*sc_ite)->m_id))
{
// Connected stick matches a stored one.
// Copy important properties.
// Deadzone is taken only if its not null.
if ((*sc_ite)->m_deadzone)
(*si_ite)->m_deadzone = (*sc_ite)->m_deadzone;
// Restore former used index and other properties.
(*si_ite)->m_index = (*sc_ite)->m_preferredIndex;
// Remove matching entries from the list to prevent double
// allocation.
sc->erase(sc_ite);
si->erase(si_ite);
match = true;
break;
}
sc_ite++;
}
if (!match)
si_ite++;
}
delete sc;
// si now contains all those stick infos which have no stick config yet
// and nextIndex is set to the next free index.
// Now add all those new sticks and generate a config for them.
si_ite = si->begin();
while (si_ite != si->end())
{
(*si_ite)->m_index = nextIndex;
UserConfig::StickConfig *sc = new UserConfig::StickConfig((*si_ite)->m_id);
sc->m_preferredIndex = nextIndex;
sc->m_deadzone = DEADZONE_JOYSTICK;
user_config->addStickConfig(sc);
nextIndex++;
si_ite++;
}
delete si;
*/
} // initGamePadDevices
@@ -175,9 +175,9 @@ InputManager::~InputManager()
// delete m_stick_infos[i];
//delete [] m_stick_infos;
// FIXME LEAK: delete m_action_map if defined
} // ~InputManager
@@ -280,7 +280,7 @@ void InputManager::handleStaticAction(StaticAction ga, int value)
*
*/
void InputManager::input(Input::InputType type, int id0, int id1, int id2,
int value)
int value)
{
// menu navigation. TODO : enable navigation with gamepads
@@ -314,7 +314,7 @@ void InputManager::input(Input::InputType type, int id0, int id1, int id2,
GUIEngine::getDevice()->postEventFromUser(wrapper);
}
}
// in-game event handling
else
@@ -322,7 +322,7 @@ void InputManager::input(Input::InputType type, int id0, int id1, int id2,
int player;
PlayerAction action;
const bool action_found = m_device_manager->mapInputToPlayerAndAction( type, id0, id1, id2, &player, &action );
const bool action_found = m_device_manager->mapInputToPlayerAndAction( type, id0, id1, id2, value, &player, &action );
//GameAction ga = m_action_map->getEntry(type, id0, id1, id2);
#if 0 // TODO - input sensing
@@ -370,31 +370,31 @@ void InputManager::input(Input::InputType type, int id0, int id1, int id2,
} // if m_mode==INPUT_SENSE_PREFER_{AXIS,BUTTON}
else
#endif
if (action_found)
{
RaceManager::getWorld()->getLocalPlayerKart(player)->action(action, value);
}
if (action_found)
{
RaceManager::getWorld()->getLocalPlayerKart(player)->action(action, value);
}
}
} // input
//-----------------------------------------------------------------------------
/** Reads the SDL event loop, does some tricks with certain values and calls
* input() if appropriate.
*
* Digital inputs get the value of 32768 when pressed (key/button press,
* digital axis) because this is what SDL provides. Relative mouse inputs
* which do not fit into this scheme are converted to match. This is done to
* relieve the KartAction implementor from the need to think about different
* input devices and how SDL treats them. The same input gets the value of 0
* when released.
*
* Analog axes can have any value from [0, 32768].
*
* There are no negative values. Instead this is reported as an axis with a
* negative direction. This simplifies input configuration and allows greater
* flexibility (= treat 4 directions as four buttons).
*
*/
* input() if appropriate.
*
* Digital inputs get the value of 32768 when pressed (key/button press,
* digital axis) because this is what SDL provides. Relative mouse inputs
* which do not fit into this scheme are converted to match. This is done to
* relieve the KartAction implementor from the need to think about different
* input devices and how SDL treats them. The same input gets the value of 0
* when released.
*
* Analog axes can have any value from [0, 32768].
*
* There are no negative values. Instead this is reported as an axis with a
* negative direction. This simplifies input configuration and allows greater
* flexibility (= treat 4 directions as four buttons).
*
*/
void InputManager::input()
{
SDL_Event ev;
@@ -402,20 +402,20 @@ void InputManager::input()
* may not be equal to SDL's joystick index.
*/
int stickIndex;
while(SDL_PollEvent(&ev))
{
switch(ev.type)
{
case SDL_QUIT:
main_loop->abort();
break;
case SDL_KEYUP:
input(Input::IT_KEYBOARD, ev.key.keysym.sym, 0, 0, 0);
break;
case SDL_KEYDOWN:
case SDL_QUIT:
main_loop->abort();
break;
case SDL_KEYUP:
input(Input::IT_KEYBOARD, ev.key.keysym.sym, 0, 0, 0);
break;
case SDL_KEYDOWN:
// escape is a little special
if(ev.key.keysym.sym == 27)
{
@@ -426,186 +426,211 @@ void InputManager::input()
input(Input::IT_KEYBOARD, ev.key.keysym.sym,
#ifdef HAVE_IRRLICHT
// FIXME: not sure why this happens: with plib the unicode
// value is 0. Since all values defined in user_config
// assume that the unicode value is 0, it does not work
// with irrlicht, which has proper unicode values defined
// (keydown is not recognised, but keyup is). So for now
// (till user_config is migrated to ful lirrlicht support)
// we pass the 0 here artifically so that keyboard handling
// works.
0,
// FIXME: not sure why this happens: with plib the unicode
// value is 0. Since all values defined in user_config
// assume that the unicode value is 0, it does not work
// with irrlicht, which has proper unicode values defined
// (keydown is not recognised, but keyup is). So for now
// (till user_config is migrated to ful lirrlicht support)
// we pass the 0 here artifically so that keyboard handling
// works.
0,
#else
ev.key.keysym.unicode,
ev.key.keysym.unicode,
#endif
0, MAX_VALUE);
break;
case SDL_MOUSEMOTION:
// Reports absolute pointer values on a separate path to the menu
// system to avoid the trouble that arises because all other input
// methods have only one value to inspect (pressed/release,
// axis value) while the pointer has two.
if (!m_mode)
{
postIrrLichtMouseEvent(irr::EMIE_MOUSE_MOVED, ev.motion.x, ev.motion.y);
}
// If sensing input mouse movements are made less sensitive in order
// to avoid it being detected unwantedly.
else if (m_mode >= INPUT_SENSE_PREFER_AXIS &&
m_mode <= INPUT_SENSE_PREFER_BUTTON )
{
if (ev.motion.xrel <= -DEADZONE_MOUSE_SENSE)
input(Input::IT_MOUSEMOTION, 0, Input::AD_NEGATIVE, 0, 0);
else if (ev.motion.xrel >= DEADZONE_MOUSE_SENSE)
input(Input::IT_MOUSEMOTION, 0, Input::AD_POSITIVE, 0, 0);
if (ev.motion.yrel <= -DEADZONE_MOUSE_SENSE)
input(Input::IT_MOUSEMOTION, 1, Input::AD_NEGATIVE, 0, 0);
else if (ev.motion.yrel >= DEADZONE_MOUSE_SENSE)
input(Input::IT_MOUSEMOTION, 1, Input::AD_POSITIVE, 0, 0);
}
else
{
// Calculates new values for the mouse helper variables. It
// keeps them in the [-32768, 32768] range. The same values are
// used by SDL for stick axes.
m_mouse_val_x = std::max(-32768, std::min(32768,
m_mouse_val_x + ev.motion.xrel
* MULTIPLIER_MOUSE));
m_mouse_val_y = std::max(-32768,
std::min(32768, m_mouse_val_y + ev.motion.yrel
* MULTIPLIER_MOUSE));
}
break;
case SDL_MOUSEBUTTONUP:
postIrrLichtMouseEvent(irr::EMIE_LMOUSE_LEFT_UP, ev.motion.x, ev.motion.y);
//input(Input::IT_MOUSEBUTTON, ev.button.button, 0, 0, 0);
break;
case SDL_MOUSEBUTTONDOWN:
postIrrLichtMouseEvent(irr::EMIE_LMOUSE_PRESSED_DOWN, ev.motion.x, ev.motion.y);
//input(Input::IT_MOUSEBUTTON, ev.button.button, 0, 0, 32768);
break;
case SDL_JOYAXISMOTION:
if(user_config->m_gamepad_debug)
{
printf("axis motion: which %d axis %d value %d\n",
ev.jaxis.which, ev.jaxis.axis, ev.jaxis.value);
}
/* TODO - bring gamepad back in, with new InputDevice interface
stickIndex = m_stick_infos[ev.jaxis.which]->m_index;
// If the joystick axis exceeds the deadzone report the input.
// In menu mode (mode = MENU = 0) the joystick number is reported
// to be zero in all cases. This has the neat effect that all
// joysticks can be used to control the menu.
if(ev.jaxis.value <= -m_stick_infos[ev.jaxis.which]->m_deadzone)
{
if (m_stick_infos[ev.jaxis.which]
->m_prevAxisDirections[ev.jaxis.axis] == Input::AD_POSITIVE)
{
input(Input::IT_STICKMOTION, !m_mode ? 0 : stickIndex,
ev.jaxis.axis, Input::AD_POSITIVE, 0);
}
input(Input::IT_STICKMOTION, !m_mode ? 0 : stickIndex,
ev.jaxis.axis, Input::AD_NEGATIVE, -ev.jaxis.value);
m_stick_infos[ev.jaxis.which]->m_prevAxisDirections[ev.jaxis.axis]
= Input::AD_NEGATIVE;
}
else if(ev.jaxis.value >= m_stick_infos[ev.jaxis.which]->m_deadzone)
{
if (m_stick_infos[ev.jaxis.which]
->m_prevAxisDirections[ev.jaxis.axis] == Input::AD_NEGATIVE)
{
input(Input::IT_STICKMOTION, !m_mode ? 0 : stickIndex,
ev.jaxis.axis, Input::AD_NEGATIVE, 0);
}
input(Input::IT_STICKMOTION, !m_mode ? 0 : stickIndex,
ev.jaxis.axis, Input::AD_POSITIVE, ev.jaxis.value);
m_stick_infos[ev.jaxis.which]->m_prevAxisDirections[ev.jaxis.axis]
= Input::AD_POSITIVE;
}
else
{
// Axis stands still: This is reported once for digital axes and
// can be called multipled times for analog ones. Uses the
// previous direction in which the axis was triggered to
// determine which one has to be brought into the released
// state. This allows us to regard two directions of an axis
// as completely independent input variants (as if they where
// two buttons).
if (m_stick_infos[ev.jaxis.which]
->m_prevAxisDirections[ev.jaxis.axis] == Input::AD_NEGATIVE)
input(Input::IT_STICKMOTION, !m_mode ? 0 : stickIndex,
ev.jaxis.axis, Input::AD_NEGATIVE, 0);
else if (m_stick_infos[ev.jaxis.which]
->m_prevAxisDirections[ev.jaxis.axis] == Input::AD_POSITIVE)
input(Input::IT_STICKMOTION, !m_mode ? 0 : stickIndex,
ev.jaxis.axis, Input::AD_POSITIVE, 0);
0, MAX_VALUE);
m_stick_infos[ev.jaxis.which]->m_prevAxisDirections[ev.jaxis.axis]
= Input::AD_NEUTRAL;
}
*/
break;
case SDL_JOYBUTTONUP:
/* TODO - bring gamepad back in, with new InputDevice interface
stickIndex = m_stick_infos[ev.jbutton.which]->m_index;
*/
// See the SDL_JOYAXISMOTION case label because of !m_mode thingie.
input(Input::IT_STICKBUTTON, !m_mode ? 0 : stickIndex,
ev.jbutton.button, 0, 0);
break;
case SDL_JOYBUTTONDOWN:
/* TODO - bring gamepad back in, with new InputDevice interface
stickIndex = m_stick_infos[ev.jbutton.which]->m_index;
*/
break;
case SDL_MOUSEMOTION:
// Reports absolute pointer values on a separate path to the menu
// system to avoid the trouble that arises because all other input
// methods have only one value to inspect (pressed/release,
// axis value) while the pointer has two.
if (!m_mode)
{
postIrrLichtMouseEvent(irr::EMIE_MOUSE_MOVED, ev.motion.x, ev.motion.y);
}
// If sensing input mouse movements are made less sensitive in order
// to avoid it being detected unwantedly.
else if (m_mode >= INPUT_SENSE_PREFER_AXIS &&
m_mode <= INPUT_SENSE_PREFER_BUTTON )
{
if (ev.motion.xrel <= -DEADZONE_MOUSE_SENSE)
input(Input::IT_MOUSEMOTION, 0, Input::AD_NEGATIVE, 0, 0);
else if (ev.motion.xrel >= DEADZONE_MOUSE_SENSE)
input(Input::IT_MOUSEMOTION, 0, Input::AD_POSITIVE, 0, 0);
if (ev.motion.yrel <= -DEADZONE_MOUSE_SENSE)
input(Input::IT_MOUSEMOTION, 1, Input::AD_NEGATIVE, 0, 0);
else if (ev.motion.yrel >= DEADZONE_MOUSE_SENSE)
input(Input::IT_MOUSEMOTION, 1, Input::AD_POSITIVE, 0, 0);
}
else
{
// Calculates new values for the mouse helper variables. It
// keeps them in the [-32768, 32768] range. The same values are
// used by SDL for stick axes.
m_mouse_val_x = std::max(-32768, std::min(32768,
m_mouse_val_x + ev.motion.xrel
* MULTIPLIER_MOUSE));
m_mouse_val_y = std::max(-32768,
std::min(32768, m_mouse_val_y + ev.motion.yrel
* MULTIPLIER_MOUSE));
}
break;
case SDL_MOUSEBUTTONUP:
postIrrLichtMouseEvent(irr::EMIE_LMOUSE_LEFT_UP, ev.motion.x, ev.motion.y);
//input(Input::IT_MOUSEBUTTON, ev.button.button, 0, 0, 0);
break;
case SDL_MOUSEBUTTONDOWN:
postIrrLichtMouseEvent(irr::EMIE_LMOUSE_PRESSED_DOWN, ev.motion.x, ev.motion.y);
//input(Input::IT_MOUSEBUTTON, ev.button.button, 0, 0, 32768);
break;
case SDL_JOYAXISMOTION:
if(user_config->m_gamepad_debug)
{
printf("axis motion: which %d axis %d value %d\n",
ev.jaxis.which, ev.jaxis.axis, ev.jaxis.value);
}
// See the SDL_JOYAXISMOTION case label because of !m_mode thingie.
input(Input::IT_STICKBUTTON, !m_mode ? 0 : stickIndex,
ev.jbutton.button, 0, 32768);
break;
case SDL_USEREVENT:
if(ev.jaxis.value < 0)
{
/* TODO - bring back those weird axis tricks
if (m_stick_infos[ev.jaxis.which]->m_prevAxisDirections[ev.jaxis.axis] == Input::AD_POSITIVE)
{
input(Input::IT_STICKMOTION, !m_mode ? 0 : stickIndex, ev.jaxis.axis, Input::AD_POSITIVE, 0);
}
*/
input(Input::IT_STICKMOTION, !m_mode ? 0 : stickIndex, ev.jaxis.axis, Input::AD_NEGATIVE, -ev.jaxis.value);
//m_stick_infos[ev.jaxis.which]->m_prevAxisDirections[ev.jaxis.axis] = Input::AD_NEGATIVE;
}
else
{
/* TODO - bring back those weird axis tricks
if (m_stick_infos[ev.jaxis.which]->m_prevAxisDirections[ev.jaxis.axis] == Input::AD_NEGATIVE)
{
input(Input::IT_STICKMOTION, !m_mode ? 0 : stickIndex, ev.jaxis.axis, Input::AD_NEGATIVE, 0);
}
*/
input(Input::IT_STICKMOTION, !m_mode ? 0 : stickIndex, ev.jaxis.axis, Input::AD_POSITIVE, ev.jaxis.value);
//m_stick_infos[ev.jaxis.which]->m_prevAxisDirections[ev.jaxis.axis] = Input::AD_POSITIVE;
}
/* TODO - bring gamepad back in, with new InputDevice interface
stickIndex = m_stick_infos[ev.jaxis.which]->m_index;
// If the joystick axis exceeds the deadzone report the input.
// In menu mode (mode = MENU = 0) the joystick number is reported
// to be zero in all cases. This has the neat effect that all
// joysticks can be used to control the menu.*/
#if 0
if(ev.jaxis.value <= -m_stick_infos[ev.jaxis.which]->m_deadzone)
{
if (m_stick_infos[ev.jaxis.which]
->m_prevAxisDirections[ev.jaxis.axis] == Input::AD_POSITIVE)
{
input(Input::IT_STICKMOTION, !m_mode ? 0 : stickIndex,
ev.jaxis.axis, Input::AD_POSITIVE, 0);
}
input(Input::IT_STICKMOTION, !m_mode ? 0 : stickIndex,
ev.jaxis.axis, Input::AD_NEGATIVE, -ev.jaxis.value);
m_stick_infos[ev.jaxis.which]->m_prevAxisDirections[ev.jaxis.axis]
= Input::AD_NEGATIVE;
}
else if(ev.jaxis.value >= m_stick_infos[ev.jaxis.which]->m_deadzone)
{
if (m_stick_infos[ev.jaxis.which]
->m_prevAxisDirections[ev.jaxis.axis] == Input::AD_NEGATIVE)
{
input(Input::IT_STICKMOTION, !m_mode ? 0 : stickIndex,
ev.jaxis.axis, Input::AD_NEGATIVE, 0);
}
input(Input::IT_STICKMOTION, !m_mode ? 0 : stickIndex,
ev.jaxis.axis, Input::AD_POSITIVE, ev.jaxis.value);
m_stick_infos[ev.jaxis.which]->m_prevAxisDirections[ev.jaxis.axis]
= Input::AD_POSITIVE;
}
else
{
// Axis stands still: This is reported once for digital axes and
// can be called multipled times for analog ones. Uses the
// previous direction in which the axis was triggered to
// determine which one has to be brought into the released
// state. This allows us to regard two directions of an axis
// as completely independent input variants (as if they where
// two buttons).
if (m_stick_infos[ev.jaxis.which]
->m_prevAxisDirections[ev.jaxis.axis] == Input::AD_NEGATIVE)
input(Input::IT_STICKMOTION, !m_mode ? 0 : stickIndex,
ev.jaxis.axis, Input::AD_NEGATIVE, 0);
else if (m_stick_infos[ev.jaxis.which]
->m_prevAxisDirections[ev.jaxis.axis] == Input::AD_POSITIVE)
input(Input::IT_STICKMOTION, !m_mode ? 0 : stickIndex,
ev.jaxis.axis, Input::AD_POSITIVE, 0);
m_stick_infos[ev.jaxis.which]->m_prevAxisDirections[ev.jaxis.axis]
= Input::AD_NEUTRAL;
}
#endif
break;
case SDL_JOYBUTTONUP:
/* TODO - bring gamepad back in, with new InputDevice interface
stickIndex = m_stick_infos[ev.jbutton.which]->m_index;
*/
// See the SDL_JOYAXISMOTION case label because of !m_mode thingie.
input(Input::IT_STICKBUTTON, !m_mode ? 0 : stickIndex,
ev.jbutton.button, 0, 0);
break;
case SDL_JOYBUTTONDOWN:
/* TODO - bring gamepad back in, with new InputDevice interface
stickIndex = m_stick_infos[ev.jbutton.which]->m_index;
*/
// See the SDL_JOYAXISMOTION case label because of !m_mode thingie.
input(Input::IT_STICKBUTTON, !m_mode ? 0 : stickIndex,
ev.jbutton.button, 0, 32768);
break;
case SDL_USEREVENT:
// TODO - GUI countdown
break;
// used in display_res_confirm for the countdown timer
// (menu_manager->getCurrentMenu())->countdown();
// used in display_res_confirm for the countdown timer
// (menu_manager->getCurrentMenu())->countdown();
} // switch
} // while (SDL_PollEvent())
// Makes mouse behave like an analog axis.
if (m_mouse_val_x <= -DEADZONE_MOUSE)
input(Input::IT_MOUSEMOTION, 0, Input::AD_NEGATIVE, 0, -m_mouse_val_x);
else if (m_mouse_val_x >= DEADZONE_MOUSE)
input(Input::IT_MOUSEMOTION, 0, Input::AD_POSITIVE, 0, m_mouse_val_x);
else
m_mouse_val_x = 0;
m_mouse_val_x = 0;
if (m_mouse_val_y <= -DEADZONE_MOUSE)
input(Input::IT_MOUSEMOTION, 1, Input::AD_NEGATIVE, 0, -m_mouse_val_y);
else if (m_mouse_val_y >= DEADZONE_MOUSE)
input(Input::IT_MOUSEMOTION, 1, Input::AD_POSITIVE, 0, m_mouse_val_y);
input(Input::IT_MOUSEMOTION, 1, Input::AD_POSITIVE, 0, m_mouse_val_y);
else
m_mouse_val_y = 0;
m_mouse_val_y = 0;
} // input
//-----------------------------------------------------------------------------
/** Retrieves the Input instance that has been prepared in the input sense
* mode.
*
*
* It is wrong to call it when not in input sensing mode anymore.
*/
* mode.
*
*
* It is wrong to call it when not in input sensing mode anymore.
*/
Input &InputManager::getSensedInput()
{
assert (m_mode >= INPUT_SENSE_PREFER_AXIS &&
m_mode <= INPUT_SENSE_PREFER_BUTTON );
// m_sensed_input should be available in input sense mode.
assert (m_sensed_input);
@@ -614,7 +639,7 @@ Input &InputManager::getSensedInput()
//-----------------------------------------------------------------------------
/** Queries the input driver whether it is in the given expected mode.
*/
*/
bool InputManager::isInMode(InputDriverMode expMode)
{
return m_mode == expMode;
@@ -622,132 +647,132 @@ bool InputManager::isInMode(InputDriverMode expMode)
//-----------------------------------------------------------------------------
/** Sets the mode of the input driver.
*
* Switching of the input driver's modes is only needed for special menus
* (those who need typing or input sensing) and the MenuManager (switch to
* ingame/menu mode). Therefore there is a limited amount of legal combinations
* of current and next input driver modes: From the menu mode you can switch
* to any other mode and from any other mode only back to the menu mode.
*
* In input sense mode the pointer is invisible (any movement reports are
* suppressed). If an input happens it is stored internally and can be
* retrieved through drv_getm_sensed_input() *after* GA_SENSE_COMPLETE has been
* distributed to a menu (Normally the menu that received GA_SENSE_COMPLETE
* will request the sensed input ...). If GA_SENSE_CANCEL is received instead
* the user decided to cancel input sensing. No other game action values are
* distributed in this mode.
*
* And there is the bootstrap mode. You cannot switch to it and only leave it
* once per application instance. It is the state the input driver is first.
*
*/
*
* Switching of the input driver's modes is only needed for special menus
* (those who need typing or input sensing) and the MenuManager (switch to
* ingame/menu mode). Therefore there is a limited amount of legal combinations
* of current and next input driver modes: From the menu mode you can switch
* to any other mode and from any other mode only back to the menu mode.
*
* In input sense mode the pointer is invisible (any movement reports are
* suppressed). If an input happens it is stored internally and can be
* retrieved through drv_getm_sensed_input() *after* GA_SENSE_COMPLETE has been
* distributed to a menu (Normally the menu that received GA_SENSE_COMPLETE
* will request the sensed input ...). If GA_SENSE_CANCEL is received instead
* the user decided to cancel input sensing. No other game action values are
* distributed in this mode.
*
* And there is the bootstrap mode. You cannot switch to it and only leave it
* once per application instance. It is the state the input driver is first.
*
*/
void InputManager::setMode(InputDriverMode new_mode)
{
switch (new_mode)
{
case MENU:
switch (m_mode)
case MENU:
switch (m_mode)
{
case INGAME:
// Leaving ingame mode.
//if (m_action_map)
// delete m_action_map;
// Reset the helper values for the relative mouse movement
// supresses to the notification of them as an input.
m_mouse_val_x = m_mouse_val_y = 0;
SDLManager::showPointer();
// Fall through expected.
case BOOTSTRAP:
// Leaving boot strap mode.
// Installs the action map for the menu.
// m_action_map = user_config->newMenuActionMap();
m_mode = MENU;
break;
case INPUT_SENSE_PREFER_AXIS:
case INPUT_SENSE_PREFER_BUTTON:
// Leaving input sense mode.
SDLManager::showPointer();
// The order is deliberate just in case someone starts to make
// STK multithreaded: m_sensed_input must not be 0 when
// mode == INPUT_SENSE_PREFER_{AXIS,BUTTON}.
m_mode = MENU;
delete m_sensed_input;
m_sensed_input = 0;
break;
case LOWLEVEL:
// Leaving lowlevel mode.
SDL_EnableUNICODE(SDL_DISABLE);
SDLManager::showPointer();
m_mode = MENU;
break;
default:
;
// Something is broken.
//assert (false);
}
break;
case INGAME:
// Leaving ingame mode.
// We must be in menu mode now in order to switch.
assert (m_mode == MENU);
//if (m_action_map)
// delete m_action_map;
// Reset the helper values for the relative mouse movement
// supresses to the notification of them as an input.
m_mouse_val_x = m_mouse_val_y = 0;
// delete m_action_map;
SDLManager::showPointer();
// Installs the action map for the ingame mode.
// m_action_map = user_config->newIngameActionMap();
// Fall through expected.
case BOOTSTRAP:
// Leaving boot strap mode.
// Installs the action map for the menu.
// m_action_map = user_config->newMenuActionMap();
SDLManager::hidePointer();
m_mode = INGAME;
m_mode = MENU;
break;
case INPUT_SENSE_PREFER_AXIS:
case INPUT_SENSE_PREFER_BUTTON:
// Leaving input sense mode.
SDLManager::showPointer();
// We must be in menu mode now in order to switch.
assert (m_mode == MENU);
// The order is deliberate just in case someone starts to make
// STK multithreaded: m_sensed_input must not be 0 when
// mode == INPUT_SENSE_PREFER_{AXIS,BUTTON}.
m_mode = MENU;
// Reset the helper values for the relative mouse movement supresses to
// the notification of them as an input.
m_mouse_val_x = m_mouse_val_y = 0;
m_max_sensed_input = 0;
m_max_sensed_type = Input::IT_NONE;
m_sensed_input = new Input();
SDLManager::hidePointer();
m_mode = new_mode;
delete m_sensed_input;
m_sensed_input = 0;
break;
case LOWLEVEL:
// Leaving lowlevel mode.
SDL_EnableUNICODE(SDL_DISABLE);
SDLManager::showPointer();
m_mode = MENU;
// We must be in menu mode now in order to switch.
assert (m_mode == MENU);
SDL_EnableUNICODE(SDL_ENABLE);
SDLManager::hidePointer();
m_mode = LOWLEVEL;
break;
default:
;
// Something is broken.
//assert (false);
}
break;
case INGAME:
// We must be in menu mode now in order to switch.
assert (m_mode == MENU);
//if (m_action_map)
// delete m_action_map;
// Installs the action map for the ingame mode.
// m_action_map = user_config->newIngameActionMap();
SDLManager::hidePointer();
m_mode = INGAME;
break;
case INPUT_SENSE_PREFER_AXIS:
case INPUT_SENSE_PREFER_BUTTON:
// We must be in menu mode now in order to switch.
assert (m_mode == MENU);
// Reset the helper values for the relative mouse movement supresses to
// the notification of them as an input.
m_mouse_val_x = m_mouse_val_y = 0;
m_max_sensed_input = 0;
m_max_sensed_type = Input::IT_NONE;
m_sensed_input = new Input();
SDLManager::hidePointer();
m_mode = new_mode;
break;
case LOWLEVEL:
// We must be in menu mode now in order to switch.
assert (m_mode == MENU);
SDL_EnableUNICODE(SDL_ENABLE);
SDLManager::hidePointer();
m_mode = LOWLEVEL;
break;
default:
// Invalid mode.
assert(false);
// Invalid mode.
assert(false);
}
}