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#include "inputmanagerimp.hpp"
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#if defined(__APPLE__) && !defined(__LP64__)
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#include <Carbon/Carbon.h>
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#endif
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#include <OgreRoot.h>
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#include <OgreRenderWindow.h>
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#include <boost/lexical_cast.hpp>
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#include <OIS/OISInputManager.h>
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#include <MyGUI_InputManager.h>
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#include <MyGUI_RenderManager.h>
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#include <openengine/ogre/renderer.hpp>
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#include "../engine.hpp"
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#include "../mwworld/player.hpp"
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#include "../mwbase/world.hpp"
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#include "../mwbase/windowmanager.hpp"
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namespace MWInput
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{
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InputManager::InputManager(OEngine::Render::OgreRenderer &ogre,
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MWWorld::Player &player,
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MWBase::WindowManager &windows,
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bool debug,
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OMW::Engine& engine,
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const std::string& userFile, bool userFileExists)
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: mOgre(ogre)
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, mPlayer(player)
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, mWindows(windows)
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, mEngine(engine)
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, mMouseLookEnabled(true)
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, mMouseX(ogre.getWindow()->getWidth ()/2.f)
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, mMouseY(ogre.getWindow()->getHeight ()/2.f)
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, mUserFile(userFile)
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, mDragDrop(false)
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, mGuiCursorEnabled(false)
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, mInvertY (Settings::Manager::getBool("invert y axis", "Input"))
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, mCameraSensitivity (Settings::Manager::getFloat("camera sensitivity", "Input"))
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, mUISensitivity (Settings::Manager::getFloat("ui sensitivity", "Input"))
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, mCameraYMultiplier (Settings::Manager::getFloat("camera y multiplier", "Input"))
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, mUIYMultiplier (Settings::Manager::getFloat("ui y multiplier", "Input"))
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{
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Ogre::RenderWindow* window = ogre.getWindow ();
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size_t windowHnd;
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resetIdleTime();
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window->getCustomAttribute("WINDOW", &windowHnd);
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std::ostringstream windowHndStr;
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OIS::ParamList pl;
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windowHndStr << windowHnd;
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pl.insert(std::make_pair(std::string("WINDOW"), windowHndStr.str()));
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// Set non-exclusive mouse and keyboard input if the user requested
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// it.
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if (debug)
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{
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#if defined OIS_WIN32_PLATFORM
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pl.insert(std::make_pair(std::string("w32_mouse"),
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std::string("DISCL_FOREGROUND" )));
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pl.insert(std::make_pair(std::string("w32_mouse"),
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std::string("DISCL_NONEXCLUSIVE")));
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pl.insert(std::make_pair(std::string("w32_keyboard"),
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std::string("DISCL_FOREGROUND")));
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pl.insert(std::make_pair(std::string("w32_keyboard"),
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std::string("DISCL_NONEXCLUSIVE")));
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#elif defined OIS_LINUX_PLATFORM
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pl.insert(std::make_pair(std::string("x11_mouse_grab"),
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std::string("false")));
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pl.insert(std::make_pair(std::string("x11_mouse_hide"),
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std::string("false")));
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pl.insert(std::make_pair(std::string("x11_keyboard_grab"),
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std::string("false")));
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pl.insert(std::make_pair(std::string("XAutoRepeatOn"),
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std::string("true")));
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#endif
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}
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#if defined(__APPLE__) && !defined(__LP64__)
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// Give the application window focus to receive input events
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ProcessSerialNumber psn = { 0, kCurrentProcess };
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TransformProcessType(&psn, kProcessTransformToForegroundApplication);
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SetFrontProcess(&psn);
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#endif
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mInputManager = OIS::InputManager::createInputSystem( pl );
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// Create all devices
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mKeyboard = static_cast<OIS::Keyboard*>(mInputManager->createInputObject
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( OIS::OISKeyboard, true ));
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mMouse = static_cast<OIS::Mouse*>(mInputManager->createInputObject
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( OIS::OISMouse, true ));
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mKeyboard->setEventCallback (this);
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mMouse->setEventCallback (this);
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adjustMouseRegion (window->getWidth(), window->getHeight());
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MyGUI::InputManager::getInstance().injectMouseMove(mMouseX, mMouseY, mMouse->getMouseState ().Z.abs);
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std::string file = userFileExists ? userFile : "";
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mInputCtrl = new ICS::InputControlSystem(file, true, this, NULL, A_Last);
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loadKeyDefaults();
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for (int i = 0; i < A_Last; ++i)
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{
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mInputCtrl->getChannel (i)->addListener (this);
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}
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mControlSwitch["playercontrols"] = true;
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mControlSwitch["playerfighting"] = true;
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mControlSwitch["playerjumping"] = true;
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mControlSwitch["playerlooking"] = true;
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mControlSwitch["playermagic"] = true;
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mControlSwitch["playerviewswitch"] = true;
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mControlSwitch["vanitymode"] = true;
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changeInputMode(false);
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}
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InputManager::~InputManager()
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{
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mInputCtrl->save (mUserFile);
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delete mInputCtrl;
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mInputManager->destroyInputObject(mKeyboard);
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mInputManager->destroyInputObject(mMouse);
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OIS::InputManager::destroyInputSystem(mInputManager);
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}
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void InputManager::channelChanged(ICS::Channel* channel, float currentValue, float previousValue)
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{
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if (mDragDrop)
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return;
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resetIdleTime ();
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int action = channel->getNumber();
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if (currentValue == 1)
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{
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// trigger action activated
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switch (action)
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{
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case A_GameMenu:
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toggleMainMenu ();
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break;
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case A_Quit:
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exitNow();
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break;
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case A_Screenshot:
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screenshot();
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break;
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case A_Inventory:
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toggleInventory ();
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break;
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case A_Console:
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toggleConsole ();
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break;
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case A_Activate:
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activate();
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break;
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case A_Journal:
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toggleJournal ();
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break;
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case A_AutoMove:
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toggleAutoMove ();
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break;
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case A_ToggleSneak:
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/// \todo implement
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break;
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case A_ToggleWalk:
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toggleWalking ();
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break;
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case A_ToggleWeapon:
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toggleWeapon ();
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break;
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case A_ToggleSpell:
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toggleSpell ();
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break;
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case A_QuickKey1:
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quickKey(1);
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break;
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case A_QuickKey2:
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quickKey(2);
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break;
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case A_QuickKey3:
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quickKey(3);
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break;
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case A_QuickKey4:
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quickKey(4);
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break;
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case A_QuickKey5:
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quickKey(5);
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break;
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case A_QuickKey6:
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quickKey(6);
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break;
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case A_QuickKey7:
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quickKey(7);
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break;
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case A_QuickKey8:
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quickKey(8);
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break;
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case A_QuickKey9:
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quickKey(9);
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break;
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case A_QuickKey10:
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quickKey(10);
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break;
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case A_QuickKeysMenu:
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showQuickKeysMenu();
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break;
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}
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}
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}
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void InputManager::update(float dt)
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{
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// Tell OIS to handle all input events
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mKeyboard->capture();
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mMouse->capture();
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// update values of channels (as a result of pressed keys)
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mInputCtrl->update(dt);
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// Update windows/gui as a result of input events
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// For instance this could mean opening a new window/dialog,
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// by doing this after the input events are handled we
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// ensure that window/gui changes appear quickly while
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// avoiding that window/gui changes does not happen in
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// event callbacks (which may crash)
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mWindows.update();
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// Disable movement in Gui mode
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if (mWindows.isGuiMode()) return;
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// Configure player movement according to keyboard input. Actual movement will
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// be done in the physics system.
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if (mControlSwitch["playercontrols"])
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{
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if (actionIsActive(A_MoveLeft))
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{
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mPlayer.setAutoMove (false);
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mPlayer.setLeftRight (1);
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}
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else if (actionIsActive(A_MoveRight))
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{
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mPlayer.setAutoMove (false);
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mPlayer.setLeftRight (-1);
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}
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else
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mPlayer.setLeftRight (0);
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if (actionIsActive(A_MoveForward))
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{
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mPlayer.setAutoMove (false);
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mPlayer.setForwardBackward (1);
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}
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else if (actionIsActive(A_MoveBackward))
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{
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mPlayer.setAutoMove (false);
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mPlayer.setForwardBackward (-1);
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}
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else
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mPlayer.setForwardBackward (0);
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if (actionIsActive(A_Jump) && mControlSwitch["playerjumping"])
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mPlayer.setUpDown (1);
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else if (actionIsActive(A_Crouch))
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mPlayer.setUpDown (-1);
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else
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mPlayer.setUpDown (0);
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if (mControlSwitch["playerviewswitch"]) {
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if (actionIsActive(A_TogglePOV)) {
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if (mPreviewPOVDelay <= 0.5 &&
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(mPreviewPOVDelay += dt) > 0.5)
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{
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mPreviewPOVDelay = 1.f;
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MWBase::Environment::get().getWorld()->togglePreviewMode(true);
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}
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} else {
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if (mPreviewPOVDelay > 0.5) {
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//disable preview mode
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MWBase::Environment::get().getWorld()->togglePreviewMode(false);
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} else if (mPreviewPOVDelay > 0.f) {
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MWBase::Environment::get().getWorld()->togglePOV();
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}
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mPreviewPOVDelay = 0.f;
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}
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}
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}
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if (actionIsActive(A_MoveLeft)
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|| actionIsActive(A_MoveRight)
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|| actionIsActive(A_MoveForward)
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|| actionIsActive(A_MoveBackward)
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|| actionIsActive(A_Jump)
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|| actionIsActive(A_Crouch)
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|| actionIsActive(A_TogglePOV))
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{
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resetIdleTime ();
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}
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else
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{
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if (mTimeIdle >= 0.f) {
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mTimeIdle += dt;
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}
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if (mTimeIdle > 30.f && !mWindows.isGuiMode()) {
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MWBase::Environment::get().getWorld()->toggleVanityMode(true, false);
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mTimeIdle = -1.f;
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}
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}
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}
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void InputManager::setDragDrop(bool dragDrop)
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{
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mDragDrop = dragDrop;
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}
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void InputManager::changeInputMode(bool guiMode)
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{
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// Are we in GUI mode now?
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if(guiMode)
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{
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// Disable mouse look
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mMouseLookEnabled = false;
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// Enable GUI events
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mGuiCursorEnabled = true;
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}
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else
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{
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// Start mouse-looking again if allowed.
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if (mControlSwitch["playerlooking"]) {
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mMouseLookEnabled = true;
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}
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// Disable GUI events
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mGuiCursorEnabled = false;
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}
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}
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void InputManager::processChangedSettings(const Settings::CategorySettingVector& changed)
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{
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bool changeRes = false;
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for (Settings::CategorySettingVector::const_iterator it = changed.begin();
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it != changed.end(); ++it)
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{
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if (it->first == "Video" && (it->second == "resolution x" || it->second == "resolution y"))
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changeRes = true;
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if (it->first == "Input" && it->second == "invert y axis")
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mInvertY = Settings::Manager::getBool("invert y axis", "Input");
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if (it->first == "Input" && it->second == "camera sensitivity")
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mCameraSensitivity = Settings::Manager::getFloat("camera sensitivity", "Input");
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if (it->first == "Input" && it->second == "ui sensitivity")
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mUISensitivity = Settings::Manager::getFloat("ui sensitivity", "Input");
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}
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if (changeRes)
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adjustMouseRegion(Settings::Manager::getInt("resolution x", "Video"), Settings::Manager::getInt("resolution y", "Video"));
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}
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void InputManager::toggleControlSwitch (const std::string& sw, bool value)
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{
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if (mControlSwitch[sw] == value) {
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return;
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}
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/// \note 7 switches at all, if-else is relevant
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if (sw == "playercontrols" && !value) {
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mPlayer.setLeftRight(0);
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mPlayer.setForwardBackward(0);
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mPlayer.setAutoMove(false);
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mPlayer.setUpDown(0);
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} else if (sw == "playerjumping" && !value) {
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/// \fixme maybe crouching at this time
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mPlayer.setUpDown(0);
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|
|
} else if (sw == "playerlooking") {
|
|
|
|
if (value) {
|
|
|
|
mMouseLookEnabled = true;
|
|
|
|
} else {
|
|
|
|
mMouseLookEnabled = false;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
mControlSwitch[sw] = value;
|
|
|
|
}
|
|
|
|
|
|
|
|
void InputManager::resetIdleTime ()
|
|
|
|
{
|
|
|
|
if (mTimeIdle < 0) {
|
|
|
|
MWBase::Environment::get().getWorld()->toggleVanityMode(false, false);
|
|
|
|
}
|
|
|
|
mTimeIdle = 0.f;
|
|
|
|
}
|
|
|
|
|
|
|
|
void InputManager::adjustMouseRegion(int width, int height)
|
|
|
|
{
|
|
|
|
const OIS::MouseState &ms = mMouse->getMouseState();
|
|
|
|
ms.width = width;
|
|
|
|
ms.height = height;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool InputManager::keyPressed( const OIS::KeyEvent &arg )
|
|
|
|
{
|
|
|
|
mInputCtrl->keyPressed (arg);
|
|
|
|
|
|
|
|
MyGUI::InputManager::getInstance().injectKeyPress(MyGUI::KeyCode::Enum(arg.key), arg.text);
|
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool InputManager::keyReleased( const OIS::KeyEvent &arg )
|
|
|
|
{
|
|
|
|
mInputCtrl->keyReleased (arg);
|
|
|
|
|
|
|
|
MyGUI::InputManager::getInstance().injectKeyRelease(MyGUI::KeyCode::Enum(arg.key));
|
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool InputManager::mousePressed( const OIS::MouseEvent &arg, OIS::MouseButtonID id )
|
|
|
|
{
|
|
|
|
mInputCtrl->mousePressed (arg, id);
|
|
|
|
|
|
|
|
MyGUI::InputManager::getInstance().injectMousePress(mMouseX, mMouseY, MyGUI::MouseButton::Enum(id));
|
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool InputManager::mouseReleased( const OIS::MouseEvent &arg, OIS::MouseButtonID id )
|
|
|
|
{
|
|
|
|
mInputCtrl->mouseReleased (arg, id);
|
|
|
|
|
|
|
|
MyGUI::InputManager::getInstance().injectMouseRelease(mMouseX, mMouseY, MyGUI::MouseButton::Enum(id));
|
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool InputManager::mouseMoved( const OIS::MouseEvent &arg )
|
|
|
|
{
|
|
|
|
mInputCtrl->mouseMoved (arg);
|
|
|
|
|
|
|
|
resetIdleTime ();
|
|
|
|
|
|
|
|
if (mGuiCursorEnabled)
|
|
|
|
{
|
|
|
|
const MyGUI::IntSize& viewSize = MyGUI::RenderManager::getInstance().getViewSize();
|
|
|
|
|
|
|
|
// We keep track of our own mouse position, so that moving the mouse while in
|
|
|
|
// game mode does not move the position of the GUI cursor
|
|
|
|
mMouseX += float(arg.state.X.rel) * mUISensitivity;
|
|
|
|
mMouseY += float(arg.state.Y.rel) * mUISensitivity * mUIYMultiplier;
|
|
|
|
mMouseX = std::max(0.f, std::min(mMouseX, float(viewSize.width)));
|
|
|
|
mMouseY = std::max(0.f, std::min(mMouseY, float(viewSize.height)));
|
|
|
|
|
|
|
|
MyGUI::InputManager::getInstance().injectMouseMove( int(mMouseX), int(mMouseY), arg.state.Z.abs);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (mMouseLookEnabled)
|
|
|
|
{
|
|
|
|
float x = arg.state.X.rel * mCameraSensitivity * 0.2;
|
|
|
|
float y = arg.state.Y.rel * mCameraSensitivity * 0.2 * (mInvertY ? -1 : 1) * mUIYMultiplier;
|
|
|
|
|
|
|
|
MWBase::World *world = MWBase::Environment::get().getWorld();
|
|
|
|
world->rotateObject(world->getPlayer().getPlayer(), -y, 0.f, x, true);
|
|
|
|
}
|
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
void InputManager::toggleMainMenu()
|
|
|
|
{
|
|
|
|
if (mWindows.isGuiMode () && (mWindows.getMode () == MWGui::GM_MainMenu || mWindows.getMode () == MWGui::GM_Settings))
|
|
|
|
mWindows.popGuiMode();
|
|
|
|
else
|
|
|
|
mWindows.pushGuiMode (MWGui::GM_MainMenu);
|
|
|
|
}
|
|
|
|
|
|
|
|
void InputManager::toggleSpell()
|
|
|
|
{
|
|
|
|
if (mWindows.isGuiMode()) return;
|
|
|
|
|
|
|
|
MWMechanics::DrawState_ state = mPlayer.getDrawState();
|
|
|
|
if (state == MWMechanics::DrawState_Weapon || state == MWMechanics::DrawState_Nothing)
|
|
|
|
{
|
|
|
|
mPlayer.setDrawState(MWMechanics::DrawState_Spell);
|
|
|
|
std::cout << "Player has now readied his hands for spellcasting!\n" << std::endl;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
mPlayer.setDrawState(MWMechanics::DrawState_Nothing);
|
|
|
|
std::cout << "Player does not have any kind of attack ready now.\n" << std::endl;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void InputManager::toggleWeapon()
|
|
|
|
{
|
|
|
|
if (mWindows.isGuiMode()) return;
|
|
|
|
|
|
|
|
MWMechanics::DrawState_ state = mPlayer.getDrawState();
|
|
|
|
if (state == MWMechanics::DrawState_Spell || state == MWMechanics::DrawState_Nothing)
|
|
|
|
{
|
|
|
|
mPlayer.setDrawState(MWMechanics::DrawState_Weapon);
|
|
|
|
std::cout << "Player is now drawing his weapon.\n" << std::endl;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
mPlayer.setDrawState(MWMechanics::DrawState_Nothing);
|
|
|
|
std::cout << "Player does not have any kind of attack ready now.\n" << std::endl;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void InputManager::screenshot()
|
|
|
|
{
|
|
|
|
mEngine.screenshot();
|
|
|
|
|
|
|
|
std::vector<std::string> empty;
|
|
|
|
mWindows.messageBox ("Screenshot saved", empty);
|
|
|
|
}
|
|
|
|
|
|
|
|
void InputManager::toggleInventory()
|
|
|
|
{
|
|
|
|
bool gameMode = !mWindows.isGuiMode();
|
|
|
|
|
|
|
|
// Toggle between game mode and inventory mode
|
|
|
|
if(gameMode)
|
|
|
|
mWindows.pushGuiMode(MWGui::GM_Inventory);
|
|
|
|
else if(mWindows.getMode() == MWGui::GM_Inventory)
|
|
|
|
mWindows.popGuiMode();
|
|
|
|
|
|
|
|
// .. but don't touch any other mode.
|
|
|
|
}
|
|
|
|
|
|
|
|
void InputManager::toggleConsole()
|
|
|
|
{
|
|
|
|
bool gameMode = !mWindows.isGuiMode();
|
|
|
|
|
|
|
|
// Switch to console mode no matter what mode we are currently
|
|
|
|
// in, except of course if we are already in console mode
|
|
|
|
if (!gameMode)
|
|
|
|
{
|
|
|
|
if (mWindows.getMode() == MWGui::GM_Console)
|
|
|
|
mWindows.popGuiMode();
|
|
|
|
else
|
|
|
|
mWindows.pushGuiMode(MWGui::GM_Console);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
mWindows.pushGuiMode(MWGui::GM_Console);
|
|
|
|
}
|
|
|
|
|
|
|
|
void InputManager::toggleJournal()
|
|
|
|
{
|
|
|
|
// Toggle between game mode and journal mode
|
|
|
|
bool gameMode = !mWindows.isGuiMode();
|
|
|
|
|
|
|
|
if(gameMode)
|
|
|
|
mWindows.pushGuiMode(MWGui::GM_Journal);
|
|
|
|
else if(mWindows.getMode() == MWGui::GM_Journal)
|
|
|
|
mWindows.popGuiMode();
|
|
|
|
// .. but don't touch any other mode.
|
|
|
|
}
|
|
|
|
|
|
|
|
void InputManager::quickKey (int index)
|
|
|
|
{
|
|
|
|
std::cout << "quick key " << index << std::endl;
|
|
|
|
}
|
|
|
|
|
|
|
|
void InputManager::showQuickKeysMenu()
|
|
|
|
{
|
|
|
|
if (!mWindows.isGuiMode ())
|
|
|
|
mWindows.pushGuiMode (MWGui::GM_QuickKeysMenu);
|
|
|
|
}
|
|
|
|
|
|
|
|
void InputManager::activate()
|
|
|
|
{
|
|
|
|
mEngine.activate();
|
|
|
|
}
|
|
|
|
|
|
|
|
void InputManager::toggleAutoMove()
|
|
|
|
{
|
|
|
|
if (mWindows.isGuiMode()) return;
|
|
|
|
mPlayer.setAutoMove (!mPlayer.getAutoMove());
|
|
|
|
}
|
|
|
|
|
|
|
|
void InputManager::toggleWalking()
|
|
|
|
{
|
|
|
|
if (mWindows.isGuiMode()) return;
|
|
|
|
mPlayer.toggleRunning();
|
|
|
|
}
|
|
|
|
|
|
|
|
// Exit program now button (which is disabled in GUI mode)
|
|
|
|
void InputManager::exitNow()
|
|
|
|
{
|
|
|
|
if(!mWindows.isGuiMode())
|
|
|
|
Ogre::Root::getSingleton().queueEndRendering ();
|
|
|
|
}
|
|
|
|
|
|
|
|
bool InputManager::actionIsActive (int id)
|
|
|
|
{
|
|
|
|
return mInputCtrl->getChannel (id)->getValue () == 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
void InputManager::loadKeyDefaults (bool force)
|
|
|
|
{
|
|
|
|
// using hardcoded key defaults is inevitable, if we want the configuration files to stay valid
|
|
|
|
// across different versions of OpenMW (in the case where another input action is added)
|
|
|
|
std::map<int, int> defaultKeyBindings;
|
|
|
|
|
|
|
|
defaultKeyBindings[A_Activate] = OIS::KC_SPACE;
|
|
|
|
defaultKeyBindings[A_MoveBackward] = OIS::KC_S;
|
|
|
|
defaultKeyBindings[A_MoveForward] = OIS::KC_W;
|
|
|
|
defaultKeyBindings[A_MoveLeft] = OIS::KC_A;
|
|
|
|
defaultKeyBindings[A_MoveRight] = OIS::KC_D;
|
|
|
|
defaultKeyBindings[A_ToggleWeapon] = OIS::KC_F;
|
|
|
|
defaultKeyBindings[A_ToggleSpell] = OIS::KC_R;
|
|
|
|
defaultKeyBindings[A_QuickKeysMenu] = OIS::KC_F1;
|
|
|
|
defaultKeyBindings[A_Console] = OIS::KC_F2;
|
|
|
|
defaultKeyBindings[A_Crouch] = OIS::KC_LCONTROL;
|
|
|
|
defaultKeyBindings[A_AutoMove] = OIS::KC_Q;
|
|
|
|
defaultKeyBindings[A_Jump] = OIS::KC_E;
|
|
|
|
defaultKeyBindings[A_Journal] = OIS::KC_J;
|
|
|
|
defaultKeyBindings[A_Rest] = OIS::KC_T;
|
|
|
|
defaultKeyBindings[A_GameMenu] = OIS::KC_ESCAPE;
|
|
|
|
defaultKeyBindings[A_TogglePOV] = OIS::KC_TAB;
|
|
|
|
defaultKeyBindings[A_QuickKey1] = OIS::KC_1;
|
|
|
|
defaultKeyBindings[A_QuickKey2] = OIS::KC_2;
|
|
|
|
defaultKeyBindings[A_QuickKey3] = OIS::KC_3;
|
|
|
|
defaultKeyBindings[A_QuickKey4] = OIS::KC_4;
|
|
|
|
defaultKeyBindings[A_QuickKey5] = OIS::KC_5;
|
|
|
|
defaultKeyBindings[A_QuickKey6] = OIS::KC_6;
|
|
|
|
defaultKeyBindings[A_QuickKey7] = OIS::KC_7;
|
|
|
|
defaultKeyBindings[A_QuickKey8] = OIS::KC_8;
|
|
|
|
defaultKeyBindings[A_QuickKey9] = OIS::KC_9;
|
|
|
|
defaultKeyBindings[A_QuickKey10] = OIS::KC_0;
|
|
|
|
|
|
|
|
std::map<int, int> defaultMouseButtonBindings;
|
|
|
|
defaultMouseButtonBindings[A_Inventory] = OIS::MB_Right;
|
|
|
|
defaultMouseButtonBindings[A_Use] = OIS::MB_Left;
|
|
|
|
|
|
|
|
for (int i = 0; i < A_Last; ++i)
|
|
|
|
{
|
|
|
|
ICS::Control* control;
|
|
|
|
bool controlExists = mInputCtrl->getChannel(i)->getControlsCount () != 0;
|
|
|
|
if (!controlExists)
|
|
|
|
{
|
|
|
|
control = new ICS::Control(boost::lexical_cast<std::string>(i), false, true, 0, ICS::ICS_MAX, ICS::ICS_MAX);
|
|
|
|
mInputCtrl->addControl(control);
|
|
|
|
control->attachChannel(mInputCtrl->getChannel(i), ICS::Channel::DIRECT);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
control = mInputCtrl->getChannel(i)->getAttachedControls ().front().control;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!controlExists || force)
|
|
|
|
{
|
|
|
|
clearAllBindings (control);
|
|
|
|
|
|
|
|
if (defaultKeyBindings.find(i) != defaultKeyBindings.end())
|
|
|
|
mInputCtrl->addKeyBinding(control, static_cast<OIS::KeyCode>(defaultKeyBindings[i]), ICS::Control::INCREASE);
|
|
|
|
else if (defaultMouseButtonBindings.find(i) != defaultMouseButtonBindings.end())
|
|
|
|
mInputCtrl->addMouseButtonBinding (control, defaultMouseButtonBindings[i], ICS::Control::INCREASE);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
std::string InputManager::getActionDescription (int action)
|
|
|
|
{
|
|
|
|
std::map<int, std::string> descriptions;
|
|
|
|
|
|
|
|
descriptions[A_Activate] = "sActivate";
|
|
|
|
descriptions[A_MoveBackward] = "sBack";
|
|
|
|
descriptions[A_MoveForward] = "sForward";
|
|
|
|
descriptions[A_MoveLeft] = "sLeft";
|
|
|
|
descriptions[A_MoveRight] = "sRight";
|
|
|
|
descriptions[A_ToggleWeapon] = "sReady_Weapon";
|
|
|
|
descriptions[A_ToggleSpell] = "sReady_Magic";
|
|
|
|
descriptions[A_Console] = "sConsoleTitle";
|
|
|
|
descriptions[A_Crouch] = "sCrouch_Sneak";
|
|
|
|
descriptions[A_AutoMove] = "sAuto_Run";
|
|
|
|
descriptions[A_Jump] = "sJump";
|
|
|
|
descriptions[A_Journal] = "sJournal";
|
|
|
|
descriptions[A_Rest] = "sRestKey";
|
|
|
|
descriptions[A_Inventory] = "sInventory";
|
|
|
|
descriptions[A_TogglePOV] = "sTogglePOVCmd";
|
|
|
|
descriptions[A_QuickKeysMenu] = "sQuickMenu";
|
|
|
|
descriptions[A_QuickKey1] = "sQuick1Cmd";
|
|
|
|
descriptions[A_QuickKey2] = "sQuick2Cmd";
|
|
|
|
descriptions[A_QuickKey3] = "sQuick3Cmd";
|
|
|
|
descriptions[A_QuickKey4] = "sQuick4Cmd";
|
|
|
|
descriptions[A_QuickKey5] = "sQuick5Cmd";
|
|
|
|
descriptions[A_QuickKey6] = "sQuick6Cmd";
|
|
|
|
descriptions[A_QuickKey7] = "sQuick7Cmd";
|
|
|
|
descriptions[A_QuickKey8] = "sQuick8Cmd";
|
|
|
|
descriptions[A_QuickKey9] = "sQuick9Cmd";
|
|
|
|
descriptions[A_QuickKey10] = "sQuick10Cmd";
|
|
|
|
|
|
|
|
if (descriptions[action] == "")
|
|
|
|
return ""; // not configurable
|
|
|
|
|
|
|
|
return "#{" + descriptions[action] + "}";
|
|
|
|
}
|
|
|
|
|
|
|
|
std::string InputManager::getActionBindingName (int action)
|
|
|
|
{
|
|
|
|
if (mInputCtrl->getChannel (action)->getControlsCount () == 0)
|
|
|
|
return "#{sNone}";
|
|
|
|
|
|
|
|
ICS::Control* c = mInputCtrl->getChannel (action)->getAttachedControls ().front().control;
|
|
|
|
|
|
|
|
if (mInputCtrl->getKeyBinding (c, ICS::Control::INCREASE) != OIS::KC_UNASSIGNED)
|
|
|
|
return mInputCtrl->keyCodeToString (mInputCtrl->getKeyBinding (c, ICS::Control::INCREASE));
|
|
|
|
else if (mInputCtrl->getMouseButtonBinding (c, ICS::Control::INCREASE) != ICS_MAX_DEVICE_BUTTONS)
|
|
|
|
return "#{sMouse} " + boost::lexical_cast<std::string>(mInputCtrl->getMouseButtonBinding (c, ICS::Control::INCREASE));
|
|
|
|
else
|
|
|
|
return "#{sNone}";
|
|
|
|
}
|
|
|
|
|
|
|
|
std::vector<int> InputManager::getActionSorting()
|
|
|
|
{
|
|
|
|
std::vector<int> ret;
|
|
|
|
ret.push_back(A_MoveForward);
|
|
|
|
ret.push_back(A_MoveBackward);
|
|
|
|
ret.push_back(A_MoveLeft);
|
|
|
|
ret.push_back(A_MoveRight);
|
|
|
|
ret.push_back(A_TogglePOV);
|
|
|
|
ret.push_back(A_Crouch);
|
|
|
|
ret.push_back(A_Activate);
|
|
|
|
ret.push_back(A_ToggleWeapon);
|
|
|
|
ret.push_back(A_ToggleSpell);
|
|
|
|
ret.push_back(A_AutoMove);
|
|
|
|
ret.push_back(A_Jump);
|
|
|
|
ret.push_back(A_Inventory);
|
|
|
|
ret.push_back(A_Journal);
|
|
|
|
ret.push_back(A_Rest);
|
|
|
|
ret.push_back(A_Console);
|
|
|
|
ret.push_back(A_QuickKeysMenu);
|
|
|
|
ret.push_back(A_QuickKey1);
|
|
|
|
ret.push_back(A_QuickKey2);
|
|
|
|
ret.push_back(A_QuickKey3);
|
|
|
|
ret.push_back(A_QuickKey4);
|
|
|
|
ret.push_back(A_QuickKey5);
|
|
|
|
ret.push_back(A_QuickKey6);
|
|
|
|
ret.push_back(A_QuickKey7);
|
|
|
|
ret.push_back(A_QuickKey8);
|
|
|
|
ret.push_back(A_QuickKey9);
|
|
|
|
ret.push_back(A_QuickKey10);
|
|
|
|
|
|
|
|
return ret;
|
|
|
|
}
|
|
|
|
|
|
|
|
void InputManager::enableDetectingBindingMode (int action)
|
|
|
|
{
|
|
|
|
ICS::Control* c = mInputCtrl->getChannel (action)->getAttachedControls ().front().control;
|
|
|
|
|
|
|
|
mInputCtrl->enableDetectingBindingState (c, ICS::Control::INCREASE);
|
|
|
|
}
|
|
|
|
|
|
|
|
void InputManager::mouseAxisBindingDetected(ICS::InputControlSystem* ICS, ICS::Control* control
|
|
|
|
, ICS::InputControlSystem::NamedAxis axis, ICS::Control::ControlChangingDirection direction)
|
|
|
|
{
|
|
|
|
// we don't want mouse movement bindings
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
void InputManager::keyBindingDetected(ICS::InputControlSystem* ICS, ICS::Control* control
|
|
|
|
, OIS::KeyCode key, ICS::Control::ControlChangingDirection direction)
|
|
|
|
{
|
|
|
|
clearAllBindings(control);
|
|
|
|
ICS::DetectingBindingListener::keyBindingDetected (ICS, control, key, direction);
|
|
|
|
MWBase::Environment::get().getWindowManager ()->notifyInputActionBound ();
|
|
|
|
}
|
|
|
|
|
|
|
|
void InputManager::mouseButtonBindingDetected(ICS::InputControlSystem* ICS, ICS::Control* control
|
|
|
|
, unsigned int button, ICS::Control::ControlChangingDirection direction)
|
|
|
|
{
|
|
|
|
clearAllBindings(control);
|
|
|
|
ICS::DetectingBindingListener::mouseButtonBindingDetected (ICS, control, button, direction);
|
|
|
|
MWBase::Environment::get().getWindowManager ()->notifyInputActionBound ();
|
|
|
|
}
|
|
|
|
|
|
|
|
void InputManager::joystickAxisBindingDetected(ICS::InputControlSystem* ICS, ICS::Control* control
|
|
|
|
, int deviceId, int axis, ICS::Control::ControlChangingDirection direction)
|
|
|
|
{
|
|
|
|
clearAllBindings(control);
|
|
|
|
ICS::DetectingBindingListener::joystickAxisBindingDetected (ICS, control, deviceId, axis, direction);
|
|
|
|
MWBase::Environment::get().getWindowManager ()->notifyInputActionBound ();
|
|
|
|
}
|
|
|
|
|
|
|
|
void InputManager::joystickButtonBindingDetected(ICS::InputControlSystem* ICS, ICS::Control* control
|
|
|
|
, int deviceId, unsigned int button, ICS::Control::ControlChangingDirection direction)
|
|
|
|
{
|
|
|
|
clearAllBindings(control);
|
|
|
|
ICS::DetectingBindingListener::joystickButtonBindingDetected (ICS, control, deviceId, button, direction);
|
|
|
|
MWBase::Environment::get().getWindowManager ()->notifyInputActionBound ();
|
|
|
|
}
|
|
|
|
|
|
|
|
void InputManager::joystickPOVBindingDetected(ICS::InputControlSystem* ICS, ICS::Control* control
|
|
|
|
, int deviceId, int pov,ICS:: InputControlSystem::POVAxis axis, ICS::Control::ControlChangingDirection direction)
|
|
|
|
{
|
|
|
|
clearAllBindings(control);
|
|
|
|
ICS::DetectingBindingListener::joystickPOVBindingDetected (ICS, control, deviceId, pov, axis, direction);
|
|
|
|
MWBase::Environment::get().getWindowManager ()->notifyInputActionBound ();
|
|
|
|
}
|
|
|
|
|
|
|
|
void InputManager::joystickSliderBindingDetected(ICS::InputControlSystem* ICS, ICS::Control* control
|
|
|
|
, int deviceId, int slider, ICS::Control::ControlChangingDirection direction)
|
|
|
|
{
|
|
|
|
clearAllBindings(control);
|
|
|
|
ICS::DetectingBindingListener::joystickSliderBindingDetected (ICS, control, deviceId, slider, direction);
|
|
|
|
MWBase::Environment::get().getWindowManager ()->notifyInputActionBound ();
|
|
|
|
}
|
|
|
|
|
|
|
|
void InputManager::clearAllBindings (ICS::Control* control)
|
|
|
|
{
|
|
|
|
// right now we don't really need multiple bindings for the same action, so remove all others first
|
|
|
|
if (mInputCtrl->getKeyBinding (control, ICS::Control::INCREASE) != OIS::KC_UNASSIGNED)
|
|
|
|
mInputCtrl->removeKeyBinding (mInputCtrl->getKeyBinding (control, ICS::Control::INCREASE));
|
|
|
|
if (mInputCtrl->getMouseButtonBinding (control, ICS::Control::INCREASE) != ICS_MAX_DEVICE_BUTTONS)
|
|
|
|
mInputCtrl->removeMouseButtonBinding (mInputCtrl->getMouseButtonBinding (control, ICS::Control::INCREASE));
|
|
|
|
|
|
|
|
/// \todo add joysticks here once they are added
|
|
|
|
}
|
|
|
|
|
|
|
|
void InputManager::resetToDefaultBindings()
|
|
|
|
{
|
|
|
|
loadKeyDefaults(true);
|
|
|
|
}
|
|
|
|
}
|