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openmw-tes3mp/apps/openmw/mwinput/controllermanager.cpp

411 lines
16 KiB
C++

#include "controllermanager.hpp"
#include <MyGUI_Button.h>
#include <MyGUI_InputManager.h>
#include <MyGUI_Widget.h>
#include <extern/oics/ICSInputControlSystem.h>
#include <components/debug/debuglog.hpp>
#include "../mwbase/environment.hpp"
#include "../mwbase/inputmanager.hpp"
#include "../mwbase/statemanager.hpp"
#include "../mwbase/windowmanager.hpp"
#include "../mwbase/world.hpp"
#include "../mwworld/player.hpp"
#include "actions.hpp"
#include "actionmanager.hpp"
#include "mousemanager.hpp"
namespace MWInput
{
static const int sFakeDeviceID = 1;
ControllerManager::ControllerManager(ICS::InputControlSystem* inputBinder,
SDLUtil::InputWrapper* inputWrapper,
ActionManager* actionManager,
MouseManager* mouseManager,
const std::string& userControllerBindingsFile,
const std::string& controllerBindingsFile)
: mInputBinder(inputBinder)
, mInputWrapper(inputWrapper)
, mActionManager(actionManager)
, mMouseManager(mouseManager)
, mJoystickEnabled (Settings::Manager::getBool("enable controller", "Input"))
, mGamepadCursorSpeed(Settings::Manager::getFloat("gamepad cursor speed", "Input"))
, mInvUiScalingFactor(1.f)
, mSneakToggleShortcutTimer(0.f)
, mGamepadZoom(0)
, mGamepadGuiCursorEnabled(true)
, mControlsDisabled(false)
, mJoystickLastUsed(false)
, mSneakGamepadShortcut(false)
, mGamepadPreviewMode(false)
{
if(!controllerBindingsFile.empty())
{
SDL_GameControllerAddMappingsFromFile(controllerBindingsFile.c_str());
}
if(!userControllerBindingsFile.empty())
{
SDL_GameControllerAddMappingsFromFile(userControllerBindingsFile.c_str());
}
// Open all presently connected sticks
int numSticks = SDL_NumJoysticks();
for(int i = 0; i < numSticks; i++)
{
if(SDL_IsGameController(i))
{
SDL_ControllerDeviceEvent evt;
evt.which = i;
controllerAdded(sFakeDeviceID, evt);
Log(Debug::Info) << "Detected game controller: " << SDL_GameControllerNameForIndex(i);
}
else
{
Log(Debug::Info) << "Detected unusable controller: " << SDL_JoystickNameForIndex(i);
}
}
float uiScale = Settings::Manager::getFloat("scaling factor", "GUI");
if (uiScale != 0.f)
mInvUiScalingFactor = 1.f / uiScale;
}
void ControllerManager::clear()
{
}
void ControllerManager::processChangedSettings(const Settings::CategorySettingVector& changed)
{
for (Settings::CategorySettingVector::const_iterator it = changed.begin(); it != changed.end(); ++it)
{
if (it->first == "Input" && it->second == "enable controller")
mJoystickEnabled = Settings::Manager::getBool("enable controller", "Input");
}
}
bool ControllerManager::actionIsActive (int id)
{
return (mInputBinder->getChannel (id)->getValue ()==1.0);
}
bool ControllerManager::update(float dt, bool disableControls, bool gamepadPreviewMode)
{
mControlsDisabled = disableControls;
mGamepadPreviewMode = gamepadPreviewMode;
if (mGuiCursorEnabled && !(mJoystickLastUsed && !mGamepadGuiCursorEnabled))
{
float xAxis = mInputBinder->getChannel(A_MoveLeftRight)->getValue()*2.0f-1.0f;
float yAxis = mInputBinder->getChannel(A_MoveForwardBackward)->getValue()*2.0f-1.0f;
float zAxis = mInputBinder->getChannel(A_LookUpDown)->getValue()*2.0f-1.0f;
xAxis *= (1.5f - mInputBinder->getChannel(A_Use)->getValue());
yAxis *= (1.5f - mInputBinder->getChannel(A_Use)->getValue());
// 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
float xMove = xAxis * dt * 1500.0f * mInvUiScalingFactor * mGamepadCursorSpeed;
float yMove = yAxis * dt * 1500.0f * mInvUiScalingFactor * mGamepadCursorSpeed;
if (xMove != 0 || yMove != 0 || zAxis != 0)
{
int mouseWheelMove = static_cast<int>(-zAxis * dt * 1500.0f);
mMouseManager->injectMouseMove(xMove, yMove, mouseWheelMove);
mMouseManager->warpMouse();
MWBase::Environment::get().getWindowManager()->setCursorActive(true);
}
}
// Disable movement in Gui mode
if (MWBase::Environment::get().getWindowManager()->isGuiMode()
|| MWBase::Environment::get().getStateManager()->getState() != MWBase::StateManager::State_Running)
{
mGamepadZoom = 0;
return false;
}
MWWorld::Player& player = MWBase::Environment::get().getWorld()->getPlayer();
bool triedToMove = false;
// Configure player movement according to controller input. Actual movement will
// be done in the physics system.
if (MWBase::Environment::get().getInputManager()->getControlSwitch("playercontrols"))
{
float xAxis = mInputBinder->getChannel(A_MoveLeftRight)->getValue();
float yAxis = mInputBinder->getChannel(A_MoveForwardBackward)->getValue();
if (xAxis != .5)
{
triedToMove = true;
player.setLeftRight((xAxis - 0.5f) * 2);
}
if (yAxis != .5)
{
triedToMove = true;
player.setAutoMove (false);
player.setForwardBackward((yAxis - 0.5f) * 2 * -1);
}
if (triedToMove)
mJoystickLastUsed = true;
if (triedToMove)
MWBase::Environment::get().getInputManager()->resetIdleTime();
static const bool isToggleSneak = Settings::Manager::getBool("toggle sneak", "Input");
if (!isToggleSneak)
{
if(mJoystickLastUsed)
{
if(actionIsActive(A_Sneak))
{
if(mSneakToggleShortcutTimer) // New Sneak Button Press
{
if(mSneakToggleShortcutTimer <= 0.3f)
{
mSneakGamepadShortcut = true;
mActionManager->toggleSneaking();
}
else
mSneakGamepadShortcut = false;
}
if(!mActionManager->isSneaking())
mActionManager->toggleSneaking();
mSneakToggleShortcutTimer = 0.f;
}
else
{
if(!mSneakGamepadShortcut && mActionManager->isSneaking())
mActionManager->toggleSneaking();
if(mSneakToggleShortcutTimer <= 0.3f)
mSneakToggleShortcutTimer += dt;
}
}
else
player.setSneak(actionIsActive(A_Sneak));
}
}
if (MWBase::Environment::get().getInputManager()->getControlSwitch("playerviewswitch"))
{
if (!actionIsActive(A_TogglePOV))
mGamepadZoom = 0;
if(mGamepadZoom)
{
MWBase::Environment::get().getWorld()->changeVanityModeScale(mGamepadZoom);
MWBase::Environment::get().getWorld()->setCameraDistance(mGamepadZoom, true, true);
}
}
return triedToMove;
}
void ControllerManager::buttonPressed(int deviceID, const SDL_ControllerButtonEvent &arg )
{
if (!mJoystickEnabled || mInputBinder->detectingBindingState())
return;
mJoystickLastUsed = true;
if (MWBase::Environment::get().getWindowManager()->isGuiMode())
{
if (gamepadToGuiControl(arg))
return;
if (mGamepadGuiCursorEnabled)
{
// Temporary mouse binding until keyboard controls are available:
if (arg.button == SDL_CONTROLLER_BUTTON_A) // We'll pretend that A is left click.
{
bool mousePressSuccess = mMouseManager->injectMouseButtonPress(SDL_BUTTON_LEFT);
if (MyGUI::InputManager::getInstance().getMouseFocusWidget())
{
MyGUI::Button* b = MyGUI::InputManager::getInstance().getMouseFocusWidget()->castType<MyGUI::Button>(false);
if (b && b->getEnabled())
MWBase::Environment::get().getWindowManager()->playSound("Menu Click");
}
MWBase::Environment::get().getInputManager()->setPlayerControlsEnabled(!mousePressSuccess);
}
}
}
else
MWBase::Environment::get().getInputManager()->setPlayerControlsEnabled(true);
//esc, to leave initial movie screen
auto kc = mInputWrapper->sdl2OISKeyCode(SDLK_ESCAPE);
MWBase::Environment::get().getInputManager()->setPlayerControlsEnabled(!MyGUI::InputManager::getInstance().injectKeyPress(MyGUI::KeyCode::Enum(kc), 0));
if (!mControlsDisabled)
mInputBinder->buttonPressed(deviceID, arg);
}
void ControllerManager::buttonReleased(int deviceID, const SDL_ControllerButtonEvent &arg )
{
if(mInputBinder->detectingBindingState())
{
mInputBinder->buttonReleased(deviceID, arg);
return;
}
if (!mJoystickEnabled || mControlsDisabled)
return;
mJoystickLastUsed = true;
if (MWBase::Environment::get().getWindowManager()->isGuiMode())
{
if (mGamepadGuiCursorEnabled)
{
// Temporary mouse binding until keyboard controls are available:
if (arg.button == SDL_CONTROLLER_BUTTON_A) // We'll pretend that A is left click.
{
bool mousePressSuccess = mMouseManager->injectMouseButtonRelease(SDL_BUTTON_LEFT);
if (mInputBinder->detectingBindingState()) // If the player just triggered binding, don't let button release bind.
return;
MWBase::Environment::get().getInputManager()->setPlayerControlsEnabled(!mousePressSuccess);
}
}
}
else
MWBase::Environment::get().getInputManager()->setPlayerControlsEnabled(true);
//esc, to leave initial movie screen
auto kc = mInputWrapper->sdl2OISKeyCode(SDLK_ESCAPE);
MWBase::Environment::get().getInputManager()->setPlayerControlsEnabled(!MyGUI::InputManager::getInstance().injectKeyRelease(MyGUI::KeyCode::Enum(kc)));
mInputBinder->buttonReleased(deviceID, arg);
}
void ControllerManager::axisMoved(int deviceID, const SDL_ControllerAxisEvent &arg)
{
if(!mJoystickEnabled || mControlsDisabled)
return;
mJoystickLastUsed = true;
if (MWBase::Environment::get().getWindowManager()->isGuiMode())
{
gamepadToGuiControl(arg);
}
else
{
if(mGamepadPreviewMode && arg.value) // Preview Mode Gamepad Zooming
{
if(arg.axis == SDL_CONTROLLER_AXIS_TRIGGERRIGHT)
{
mGamepadZoom = arg.value * 0.85f / 1000.f;
return; // Do not propagate event.
}
else if(arg.axis == SDL_CONTROLLER_AXIS_TRIGGERLEFT)
{
mGamepadZoom = -arg.value * 0.85f / 1000.f;
return; // Do not propagate event.
}
}
}
mInputBinder->axisMoved(deviceID, arg);
}
void ControllerManager::controllerAdded(int deviceID, const SDL_ControllerDeviceEvent &arg)
{
mInputBinder->controllerAdded(deviceID, arg);
}
void ControllerManager::controllerRemoved(const SDL_ControllerDeviceEvent &arg)
{
mInputBinder->controllerRemoved(arg);
}
bool ControllerManager::gamepadToGuiControl(const SDL_ControllerButtonEvent &arg)
{
// Presumption of GUI mode will be removed in the future.
// MyGUI KeyCodes *may* change.
MyGUI::KeyCode key = MyGUI::KeyCode::None;
switch (arg.button)
{
case SDL_CONTROLLER_BUTTON_DPAD_UP:
key = MyGUI::KeyCode::ArrowUp;
break;
case SDL_CONTROLLER_BUTTON_DPAD_RIGHT:
key = MyGUI::KeyCode::ArrowRight;
break;
case SDL_CONTROLLER_BUTTON_DPAD_DOWN:
key = MyGUI::KeyCode::ArrowDown;
break;
case SDL_CONTROLLER_BUTTON_DPAD_LEFT:
key = MyGUI::KeyCode::ArrowLeft;
break;
case SDL_CONTROLLER_BUTTON_A:
// If we are using the joystick as a GUI mouse, A must be handled via mouse.
if (mGamepadGuiCursorEnabled)
return false;
key = MyGUI::KeyCode::Space;
break;
case SDL_CONTROLLER_BUTTON_B:
if (MyGUI::InputManager::getInstance().isModalAny())
MWBase::Environment::get().getWindowManager()->exitCurrentModal();
else
MWBase::Environment::get().getWindowManager()->exitCurrentGuiMode();
return true;
case SDL_CONTROLLER_BUTTON_X:
key = MyGUI::KeyCode::Semicolon;
break;
case SDL_CONTROLLER_BUTTON_Y:
key = MyGUI::KeyCode::Apostrophe;
break;
case SDL_CONTROLLER_BUTTON_LEFTSHOULDER:
key = MyGUI::KeyCode::Period;
break;
case SDL_CONTROLLER_BUTTON_RIGHTSHOULDER:
key = MyGUI::KeyCode::Slash;
break;
case SDL_CONTROLLER_BUTTON_LEFTSTICK:
mGamepadGuiCursorEnabled = !mGamepadGuiCursorEnabled;
MWBase::Environment::get().getWindowManager()->setCursorActive(mGamepadGuiCursorEnabled);
return true;
default:
return false;
}
// Some keys will work even when Text Input windows/modals are in focus.
if (SDL_IsTextInputActive())
return false;
MWBase::Environment::get().getWindowManager()->injectKeyPress(key, 0, false);
return true;
}
bool ControllerManager::gamepadToGuiControl(const SDL_ControllerAxisEvent &arg)
{
switch (arg.axis)
{
case SDL_CONTROLLER_AXIS_TRIGGERRIGHT:
if (arg.value == 32767) // Treat like a button.
MWBase::Environment::get().getWindowManager()->injectKeyPress(MyGUI::KeyCode::Minus, 0, false);
break;
case SDL_CONTROLLER_AXIS_TRIGGERLEFT:
if (arg.value == 32767) // Treat like a button.
MWBase::Environment::get().getWindowManager()->injectKeyPress(MyGUI::KeyCode::Equals, 0, false);
break;
case SDL_CONTROLLER_AXIS_LEFTX:
case SDL_CONTROLLER_AXIS_LEFTY:
case SDL_CONTROLLER_AXIS_RIGHTX:
case SDL_CONTROLLER_AXIS_RIGHTY:
// If we are using the joystick as a GUI mouse, process mouse movement elsewhere.
if (mGamepadGuiCursorEnabled)
return false;
break;
default:
return false;
}
return true;
}
}