Some cleanup in input sensing code + fixed a totally stupid bug
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/branches/irrlicht@3671 178a84e3-b1eb-0310-8ba1-8eac791a3b58
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@ -411,7 +411,7 @@ namespace StateManager
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RibbonGridWidget* devices = getCurrentScreen()->getWidget<RibbonGridWidget>("devices");
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assert( devices != NULL );
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std::cout << "-------\nentering sensing mode for " << devices->getSelectionIDString().c_str() << std::endl;
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std::cout << "\n% Entering sensing mode for " << devices->getSelectionIDString().c_str() << std::endl;
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new PressAKeyDialog(0.4f, 0.4f);
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@ -455,7 +455,7 @@ namespace StateManager
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if(keyboard)
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{
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std::cout << "received some keyboard input\n";
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std::cout << "% Binding " << KartActionStrings[binding_to_set] << " : setting to keyboard key " << sensedInput->btnID << " \n\n";
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KeyboardDevice* keyboard = input_manager->getDeviceList()->getKeyboard(0);
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keyboard->editBinding(binding_to_set, sensedInput->btnID);
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@ -465,13 +465,18 @@ namespace StateManager
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}
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else if(gamepad)
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{
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std::cout << "received some gamepad input on device " << sensedInput->deviceID << " : ";
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std::cout << "% Binding " << KartActionStrings[binding_to_set] << " : setting to gamepad #" << sensedInput->deviceID << " : ";
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if(sensedInput->type == Input::IT_STICKMOTION)
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std::cout << "axis\n";
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{
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std::cout << "axis " << sensedInput->btnID << " direction " <<
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(sensedInput->axisDirection == Input::AD_NEGATIVE ? "-" : "+") << "\n\n";
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}
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else if(sensedInput->type == Input::IT_STICKBUTTON)
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std::cout << "button " << sensedInput->btnID << "\n";
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{
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std::cout << "button " << sensedInput->btnID << "\n\n";
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}
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else
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std::cout << "WTF?\n";
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std::cout << "Sensed unknown gamepad event type??\n";
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int gamepadID = -1;
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@ -283,7 +283,7 @@ void GamePadDevice::editBinding(const PlayerAction action, const Input::InputTyp
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{
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m_bindings[action].type = type;
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m_bindings[action].id = id;
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m_bindings[PA_ACCEL].dir = direction;
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m_bindings[action].dir = direction;
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}
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// -----------------------------------------------------------------------------
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void GamePadDevice::resetAxisDirection(const int axis, Input::AxisDirection direction, const int player)
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@ -164,7 +164,55 @@ void InputManager::handleStaticAction(int key, int value)
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}
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/**
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* Handles input when an input sensing mode (when configuring input)
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*/
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void InputManager::inputSensing(Input::InputType type, int deviceID, int btnID, int axisDirection, int value)
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{
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// See if the new input should be stored. This happens if:
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// 1) the value is larger
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// 2) nothing has been saved yet
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// 3) the new event has the preferred type : TODO - reimplement
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// The latter is necessary since some gamepads have analog
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// buttons that can return two different events when pressed
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bool store_new = abs(value) > m_max_sensed_input ||
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m_max_sensed_type == Input::IT_NONE;
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// don't store if we're trying to do something like bindings keyboard keys on a gamepad
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if(m_mode == INPUT_SENSE_KEYBOARD && type != Input::IT_KEYBOARD) store_new = false;
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if(m_mode == INPUT_SENSE_GAMEPAD && type != Input::IT_STICKMOTION && type != Input::IT_STICKBUTTON) store_new = false;
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// only store axes when they're pushed quite far
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if(m_mode == INPUT_SENSE_GAMEPAD && type == Input::IT_STICKMOTION && abs(value) < MAX_VALUE *2/3) store_new = false;
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if(store_new)
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{
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m_sensed_input->type = type;
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if(type == Input::IT_STICKMOTION)
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{
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std::cout << "%% storing new axis binding, value=" << value <<
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" deviceID=" << deviceID << " btnID=" << btnID << " axisDirection=" <<
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(axisDirection == Input::AD_NEGATIVE ? "-" : "+") << "\n";
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}
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else if(type == Input::IT_STICKBUTTON)
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{
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std::cout << "%% storing new gamepad button binding\n";
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}
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m_sensed_input->deviceID = deviceID;
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m_sensed_input->btnID = btnID;
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m_sensed_input->axisDirection = axisDirection;
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m_max_sensed_input = abs(value);
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m_max_sensed_type = type;
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}
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// Notify the completion of the input sensing if the key/stick/... is released.
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if(value==0)
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{
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StateManager::gotSensedInput(m_sensed_input);
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}
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}
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//-----------------------------------------------------------------------------
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/** Handles the conversion from some input to a GameAction and its distribution
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@ -211,73 +259,17 @@ void InputManager::input(Input::InputType type, int deviceID, int btnID, int axi
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if (m_mode == INPUT_SENSE_KEYBOARD ||
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m_mode == INPUT_SENSE_GAMEPAD)
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{
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//if(type == Input::IT_STICKMOTION)
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// std::cout << "sensing input detected an axis event\n";
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//if(type == Input::IT_STICKBUTTON)
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// std::cout << "sensing input detected a button event\n";
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// Input sensing should be canceled. (TODO)
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//if (ga == GA_LEAVE && m_sensed_input->type==Input::IT_KEYBOARD)
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//{
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// StateManager::gotSensedInput(NULL);
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//}
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// Stores the sensed input when the button/key/axes/<whatever> is
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// released only and is not used in a fixed mapping.
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//else
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//if (!UserConfigParams::isFixedInput(type, id0, id1, id2) ) // ignore static actions (TODO)
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{
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// See if the new input should be stored. This happens if:
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// 1) the value is larger
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// 2) nothing has been saved yet
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// 3) the new event has the preferred type : TODO - reimplement
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// The latter is necessary since some gamepads have analog
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// buttons that can return two different events when pressed
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bool store_new = abs(value) > m_max_sensed_input ||
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m_max_sensed_type == Input::IT_NONE;
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// (m_mode == INPUT_SENSE_GAMEPAD && (type == Input::IT_STICKMOTION ||
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// type == Input::IT_STICKBUTTON) &&
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// abs(value) > m_max_sensed_input);
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// don't store if we're trying to do something like bindings keyboard keys on a gamepad
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if(m_mode == INPUT_SENSE_KEYBOARD && type != Input::IT_KEYBOARD) store_new = false;
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if(m_mode == INPUT_SENSE_GAMEPAD && type != Input::IT_STICKMOTION && type != Input::IT_STICKBUTTON) store_new = false;
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// only store axes when they're pushed quite far
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if(m_mode == INPUT_SENSE_GAMEPAD && type == Input::IT_STICKMOTION && abs(value) < MAX_VALUE *2/3) store_new = false;
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if(store_new)
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{
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m_sensed_input->type = type;
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if(type == Input::IT_STICKMOTION)
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std::cout << "storing new axis binding, value=" << value <<
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" deviceID=" << deviceID << " btnID=" << btnID << "\n";
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if(type == Input::IT_STICKBUTTON)
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std::cout << "storing new button binding\n";
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m_sensed_input->deviceID = deviceID;
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m_sensed_input->btnID = btnID;
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m_sensed_input->axisDirection = axisDirection;
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m_max_sensed_input = abs(value);
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m_max_sensed_type = type;
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}
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// Notify the completion of the input sensing if the key/stick/
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// ... is released.
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if(value==0)
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{
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StateManager::gotSensedInput(m_sensed_input);
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}
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}
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inputSensing(type, deviceID, btnID, axisDirection, value);
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}
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// Otherwise, do something with the key if it matches a binding
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else if (action_found)
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{
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// ... when in-game
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if(StateManager::isGameState())
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{
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RaceManager::getWorld()->getLocalPlayerKart(player)->action(action, abs(value));
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}
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// ... when in menus
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else
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{
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// reset timer when released
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@ -68,9 +68,9 @@ private:
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int m_mouse_val_x, m_mouse_val_y;
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void input(Input::InputType, int, int, int, int);
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//void postIrrLichtMouseEvent(irr::EMOUSE_INPUT_EVENT type, const int x, const int y);
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void handleStaticAction(int id0, int value);
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void handlePlayerAction(PlayerAction pa, const int playerNo, int value);
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void inputSensing(Input::InputType type, int deviceID, int btnID, int axisDirection, int value);
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public:
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InputManager();
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~InputManager();
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