mirror of
https://github.com/TES3MP/openmw-tes3mp.git
synced 2025-02-04 23:45:33 +00:00
Move gamepads handling to the separate file
This commit is contained in:
parent
f9d6137a29
commit
e353647d15
6 changed files with 525 additions and 357 deletions
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@ -25,7 +25,7 @@ add_openmw_dir (mwrender
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)
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add_openmw_dir (mwinput
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actions actionmanager inputmanagerimp mousemanager sdlmappings sensormanager
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actions actionmanager controllermanager inputmanagerimp mousemanager sdlmappings sensormanager
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)
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add_openmw_dir (mwgui
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409
apps/openmw/mwinput/controllermanager.cpp
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409
apps/openmw/mwinput/controllermanager.cpp
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#include "controllermanager.hpp"
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#include <MyGUI_Button.h>
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#include <MyGUI_InputManager.h>
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#include <MyGUI_Widget.h>
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#include <extern/oics/ICSInputControlSystem.h>
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#include <components/debug/debuglog.hpp>
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#include "../mwbase/environment.hpp"
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#include "../mwbase/inputmanager.hpp"
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#include "../mwbase/statemanager.hpp"
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#include "../mwbase/windowmanager.hpp"
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#include "../mwbase/world.hpp"
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#include "../mwworld/player.hpp"
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#include "actions.hpp"
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#include "actionmanager.hpp"
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#include "mousemanager.hpp"
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namespace MWInput
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{
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static const int sFakeDeviceID = 1;
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ControllerManager::ControllerManager(ICS::InputControlSystem* inputBinder,
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SDLUtil::InputWrapper* inputWrapper,
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ActionManager* actionManager,
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MouseManager* mouseManager,
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const std::string& userControllerBindingsFile,
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const std::string& controllerBindingsFile)
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: mInputBinder(inputBinder)
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, mInputWrapper(inputWrapper)
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, mActionManager(actionManager)
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, mMouseManager(mouseManager)
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, mJoystickEnabled (Settings::Manager::getBool("enable controller", "Input"))
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, mGamepadCursorSpeed(Settings::Manager::getFloat("gamepad cursor speed", "Input"))
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, mInvUiScalingFactor(1.f)
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, mSneakToggleShortcutTimer(0.f)
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, mGamepadZoom(0)
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, mGamepadGuiCursorEnabled(true)
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, mControlsDisabled(false)
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, mJoystickLastUsed(false)
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, mSneakGamepadShortcut(false)
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, mGamepadPreviewMode(false)
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{
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if(!controllerBindingsFile.empty())
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{
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SDL_GameControllerAddMappingsFromFile(controllerBindingsFile.c_str());
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}
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if(!userControllerBindingsFile.empty())
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{
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SDL_GameControllerAddMappingsFromFile(userControllerBindingsFile.c_str());
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}
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// Open all presently connected sticks
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int numSticks = SDL_NumJoysticks();
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for(int i = 0; i < numSticks; i++)
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{
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if(SDL_IsGameController(i))
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{
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SDL_ControllerDeviceEvent evt;
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evt.which = i;
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controllerAdded(sFakeDeviceID, evt);
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Log(Debug::Info) << "Detected game controller: " << SDL_GameControllerNameForIndex(i);
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}
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else
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{
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Log(Debug::Info) << "Detected unusable controller: " << SDL_JoystickNameForIndex(i);
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}
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}
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float uiScale = Settings::Manager::getFloat("scaling factor", "GUI");
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if (uiScale != 0.f)
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mInvUiScalingFactor = 1.f / uiScale;
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}
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void ControllerManager::clear()
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{
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}
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void ControllerManager::processChangedSettings(const Settings::CategorySettingVector& changed)
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{
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for (Settings::CategorySettingVector::const_iterator it = changed.begin(); it != changed.end(); ++it)
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{
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if (it->first == "Input" && it->second == "enable controller")
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mJoystickEnabled = Settings::Manager::getBool("enable controller", "Input");
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}
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}
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bool ControllerManager::actionIsActive (int id)
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{
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return (mInputBinder->getChannel (id)->getValue ()==1.0);
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}
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void ControllerManager::update(float dt, bool disableControls, bool gamepadPreviewMode)
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{
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mControlsDisabled = disableControls;
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mGamepadPreviewMode = gamepadPreviewMode;
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if (mGuiCursorEnabled && !(mJoystickLastUsed && !mGamepadGuiCursorEnabled))
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{
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float xAxis = mInputBinder->getChannel(A_MoveLeftRight)->getValue()*2.0f-1.0f;
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float yAxis = mInputBinder->getChannel(A_MoveForwardBackward)->getValue()*2.0f-1.0f;
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float zAxis = mInputBinder->getChannel(A_LookUpDown)->getValue()*2.0f-1.0f;
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xAxis *= (1.5f - mInputBinder->getChannel(A_Use)->getValue());
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yAxis *= (1.5f - mInputBinder->getChannel(A_Use)->getValue());
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// We keep track of our own mouse position, so that moving the mouse while in
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// game mode does not move the position of the GUI cursor
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float xMove = xAxis * dt * 1500.0f * mInvUiScalingFactor * mGamepadCursorSpeed;
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float yMove = yAxis * dt * 1500.0f * mInvUiScalingFactor * mGamepadCursorSpeed;
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if (xMove != 0 || yMove != 0 || zAxis != 0)
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{
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int mouseWheelMove = static_cast<int>(-zAxis * dt * 1500.0f);
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mMouseManager->injectMouseMove(xMove, yMove, mouseWheelMove);
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mMouseManager->warpMouse();
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MWBase::Environment::get().getWindowManager()->setCursorActive(true);
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}
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}
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MWWorld::Player& player = MWBase::Environment::get().getWorld()->getPlayer();
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// Disable movement in Gui mode
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if (MWBase::Environment::get().getWindowManager()->isGuiMode()
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|| MWBase::Environment::get().getStateManager()->getState() != MWBase::StateManager::State_Running)
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{
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mGamepadZoom = 0;
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return;
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}
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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 (MWBase::Environment::get().getInputManager()->getControlSwitch("playercontrols"))
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{
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bool triedToMove = false;
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// joystick movement
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float xAxis = mInputBinder->getChannel(A_MoveLeftRight)->getValue();
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float yAxis = mInputBinder->getChannel(A_MoveForwardBackward)->getValue();
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if (xAxis != .5)
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{
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triedToMove = true;
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player.setLeftRight((xAxis - 0.5f) * 2);
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}
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if (yAxis != .5)
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{
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triedToMove = true;
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player.setAutoMove (false);
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player.setForwardBackward((yAxis - 0.5f) * 2 * -1);
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}
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if (triedToMove)
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mJoystickLastUsed = true;
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if(triedToMove) MWBase::Environment::get().getInputManager()->resetIdleTime();
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static const bool isToggleSneak = Settings::Manager::getBool("toggle sneak", "Input");
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if (!isToggleSneak)
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{
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if(mJoystickLastUsed)
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{
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if(actionIsActive(A_Sneak))
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{
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if(mSneakToggleShortcutTimer) // New Sneak Button Press
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{
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if(mSneakToggleShortcutTimer <= 0.3f)
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{
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mSneakGamepadShortcut = true;
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mActionManager->toggleSneaking();
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}
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else
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mSneakGamepadShortcut = false;
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}
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if(!mActionManager->isSneaking())
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mActionManager->toggleSneaking();
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mSneakToggleShortcutTimer = 0.f;
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}
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else
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{
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if(!mSneakGamepadShortcut && mActionManager->isSneaking())
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mActionManager->toggleSneaking();
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if(mSneakToggleShortcutTimer <= 0.3f)
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mSneakToggleShortcutTimer += dt;
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}
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}
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else
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player.setSneak(actionIsActive(A_Sneak));
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}
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}
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if (MWBase::Environment::get().getInputManager()->getControlSwitch("playerviewswitch"))
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{
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if (!actionIsActive(A_TogglePOV))
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mGamepadZoom = 0;
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if(mGamepadZoom)
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{
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MWBase::Environment::get().getWorld()->changeVanityModeScale(mGamepadZoom);
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MWBase::Environment::get().getWorld()->setCameraDistance(mGamepadZoom, true, true);
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}
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}
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}
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void ControllerManager::buttonPressed(int deviceID, const SDL_ControllerButtonEvent &arg )
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{
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if (!mJoystickEnabled || mInputBinder->detectingBindingState())
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return;
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mJoystickLastUsed = true;
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if (MWBase::Environment::get().getWindowManager()->isGuiMode())
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{
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if (gamepadToGuiControl(arg))
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return;
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if (mGamepadGuiCursorEnabled)
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{
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// Temporary mouse binding until keyboard controls are available:
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if (arg.button == SDL_CONTROLLER_BUTTON_A) // We'll pretend that A is left click.
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{
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bool mousePressSuccess = mMouseManager->injectMouseButtonPress(SDL_BUTTON_LEFT);
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if (MyGUI::InputManager::getInstance().getMouseFocusWidget())
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{
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MyGUI::Button* b = MyGUI::InputManager::getInstance().getMouseFocusWidget()->castType<MyGUI::Button>(false);
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if (b && b->getEnabled())
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MWBase::Environment::get().getWindowManager()->playSound("Menu Click");
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}
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MWBase::Environment::get().getInputManager()->setPlayerControlsEnabled(!mousePressSuccess);
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}
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}
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}
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else
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MWBase::Environment::get().getInputManager()->setPlayerControlsEnabled(true);
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//esc, to leave initial movie screen
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auto kc = mInputWrapper->sdl2OISKeyCode(SDLK_ESCAPE);
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MWBase::Environment::get().getInputManager()->setPlayerControlsEnabled(!MyGUI::InputManager::getInstance().injectKeyPress(MyGUI::KeyCode::Enum(kc), 0));
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if (!mControlsDisabled)
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mInputBinder->buttonPressed(deviceID, arg);
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}
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void ControllerManager::buttonReleased(int deviceID, const SDL_ControllerButtonEvent &arg )
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{
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if(mInputBinder->detectingBindingState())
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{
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mInputBinder->buttonReleased(deviceID, arg);
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return;
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}
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if (!mJoystickEnabled || mControlsDisabled)
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return;
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mJoystickLastUsed = true;
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if (MWBase::Environment::get().getWindowManager()->isGuiMode())
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{
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if (mGamepadGuiCursorEnabled)
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{
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// Temporary mouse binding until keyboard controls are available:
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if (arg.button == SDL_CONTROLLER_BUTTON_A) // We'll pretend that A is left click.
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{
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bool mousePressSuccess = mMouseManager->injectMouseButtonRelease(SDL_BUTTON_LEFT);
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if (mInputBinder->detectingBindingState()) // If the player just triggered binding, don't let button release bind.
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return;
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MWBase::Environment::get().getInputManager()->setPlayerControlsEnabled(!mousePressSuccess);
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}
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}
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}
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else
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MWBase::Environment::get().getInputManager()->setPlayerControlsEnabled(true);
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//esc, to leave initial movie screen
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auto kc = mInputWrapper->sdl2OISKeyCode(SDLK_ESCAPE);
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MWBase::Environment::get().getInputManager()->setPlayerControlsEnabled(!MyGUI::InputManager::getInstance().injectKeyRelease(MyGUI::KeyCode::Enum(kc)));
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mInputBinder->buttonReleased(deviceID, arg);
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}
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void ControllerManager::axisMoved(int deviceID, const SDL_ControllerAxisEvent &arg)
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{
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if(!mJoystickEnabled || mControlsDisabled)
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return;
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mJoystickLastUsed = true;
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if (MWBase::Environment::get().getWindowManager()->isGuiMode())
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{
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gamepadToGuiControl(arg);
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}
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else
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{
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if(mGamepadPreviewMode && arg.value) // Preview Mode Gamepad Zooming
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{
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if(arg.axis == SDL_CONTROLLER_AXIS_TRIGGERRIGHT)
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{
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mGamepadZoom = arg.value * 0.85f / 1000.f;
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return; // Do not propagate event.
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}
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else if(arg.axis == SDL_CONTROLLER_AXIS_TRIGGERLEFT)
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{
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mGamepadZoom = -arg.value * 0.85f / 1000.f;
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return; // Do not propagate event.
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}
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}
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}
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mInputBinder->axisMoved(deviceID, arg);
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}
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void ControllerManager::controllerAdded(int deviceID, const SDL_ControllerDeviceEvent &arg)
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{
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mInputBinder->controllerAdded(deviceID, arg);
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}
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void ControllerManager::controllerRemoved(const SDL_ControllerDeviceEvent &arg)
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{
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mInputBinder->controllerRemoved(arg);
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}
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bool ControllerManager::gamepadToGuiControl(const SDL_ControllerButtonEvent &arg)
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{
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// Presumption of GUI mode will be removed in the future.
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// MyGUI KeyCodes *may* change.
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MyGUI::KeyCode key = MyGUI::KeyCode::None;
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switch (arg.button)
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{
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case SDL_CONTROLLER_BUTTON_DPAD_UP:
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key = MyGUI::KeyCode::ArrowUp;
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break;
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case SDL_CONTROLLER_BUTTON_DPAD_RIGHT:
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key = MyGUI::KeyCode::ArrowRight;
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break;
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case SDL_CONTROLLER_BUTTON_DPAD_DOWN:
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key = MyGUI::KeyCode::ArrowDown;
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break;
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case SDL_CONTROLLER_BUTTON_DPAD_LEFT:
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key = MyGUI::KeyCode::ArrowLeft;
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break;
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case SDL_CONTROLLER_BUTTON_A:
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// If we are using the joystick as a GUI mouse, A must be handled via mouse.
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if (mGamepadGuiCursorEnabled)
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return false;
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key = MyGUI::KeyCode::Space;
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break;
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case SDL_CONTROLLER_BUTTON_B:
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if (MyGUI::InputManager::getInstance().isModalAny())
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MWBase::Environment::get().getWindowManager()->exitCurrentModal();
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else
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MWBase::Environment::get().getWindowManager()->exitCurrentGuiMode();
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return true;
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case SDL_CONTROLLER_BUTTON_X:
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key = MyGUI::KeyCode::Semicolon;
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break;
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case SDL_CONTROLLER_BUTTON_Y:
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key = MyGUI::KeyCode::Apostrophe;
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break;
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case SDL_CONTROLLER_BUTTON_LEFTSHOULDER:
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key = MyGUI::KeyCode::Period;
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break;
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case SDL_CONTROLLER_BUTTON_RIGHTSHOULDER:
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key = MyGUI::KeyCode::Slash;
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break;
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case SDL_CONTROLLER_BUTTON_LEFTSTICK:
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mGamepadGuiCursorEnabled = !mGamepadGuiCursorEnabled;
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MWBase::Environment::get().getWindowManager()->setCursorActive(mGamepadGuiCursorEnabled);
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return true;
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default:
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return false;
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}
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// Some keys will work even when Text Input windows/modals are in focus.
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if (SDL_IsTextInputActive())
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return false;
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MWBase::Environment::get().getWindowManager()->injectKeyPress(key, 0, false);
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return true;
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}
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bool ControllerManager::gamepadToGuiControl(const SDL_ControllerAxisEvent &arg)
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{
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switch (arg.axis)
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{
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case SDL_CONTROLLER_AXIS_TRIGGERRIGHT:
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if (arg.value == 32767) // Treat like a button.
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MWBase::Environment::get().getWindowManager()->injectKeyPress(MyGUI::KeyCode::Minus, 0, false);
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break;
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case SDL_CONTROLLER_AXIS_TRIGGERLEFT:
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if (arg.value == 32767) // Treat like a button.
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MWBase::Environment::get().getWindowManager()->injectKeyPress(MyGUI::KeyCode::Equals, 0, false);
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break;
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case SDL_CONTROLLER_AXIS_LEFTX:
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case SDL_CONTROLLER_AXIS_LEFTY:
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case SDL_CONTROLLER_AXIS_RIGHTX:
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case SDL_CONTROLLER_AXIS_RIGHTY:
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// If we are using the joystick as a GUI mouse, process mouse movement elsewhere.
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if (mGamepadGuiCursorEnabled)
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return false;
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break;
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default:
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return false;
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}
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return true;
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}
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}
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77
apps/openmw/mwinput/controllermanager.hpp
Normal file
77
apps/openmw/mwinput/controllermanager.hpp
Normal file
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#ifndef MWINPUT_MWCONTROLLERMANAGER_H
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#define MWINPUT_MWCONTROLLERMANAGER_H
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#include <string>
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#include <components/settings/settings.hpp>
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#include <components/sdlutil/events.hpp>
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#include <components/sdlutil/sdlinputwrapper.hpp>
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namespace ICS
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{
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class InputControlSystem;
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}
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namespace MWInput
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{
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class ActionManager;
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class MouseManager;
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class ControllerManager : public SDLUtil::ControllerListener
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{
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public:
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ControllerManager(ICS::InputControlSystem* inputBinder,
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SDLUtil::InputWrapper* inputWrapper,
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ActionManager* actionManager,
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MouseManager* mouseManager,
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const std::string& userControllerBindingsFile,
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const std::string& controllerBindingsFile);
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virtual ~ControllerManager() = default;
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void clear();
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void update(float dt, bool disableControls, bool gamepadPreviewMode);
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virtual void buttonPressed(int deviceID, const SDL_ControllerButtonEvent &arg);
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virtual void buttonReleased(int deviceID, const SDL_ControllerButtonEvent &arg);
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virtual void axisMoved(int deviceID, const SDL_ControllerAxisEvent &arg);
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virtual void controllerAdded(int deviceID, const SDL_ControllerDeviceEvent &arg);
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virtual void controllerRemoved(const SDL_ControllerDeviceEvent &arg);
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void processChangedSettings(const Settings::CategorySettingVector& changed);
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void setJoystickLastUsed(bool enabled) { mJoystickLastUsed = enabled; }
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bool joystickLastUsed() { return mJoystickLastUsed; }
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void setGuiCursorEnabled(bool enabled) { mGuiCursorEnabled = enabled; }
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|
||||
void setGamepadGuiCursorEnabled(bool enabled) { mGamepadGuiCursorEnabled = enabled; }
|
||||
bool gamepadGuiCursorEnabled() { return mGamepadGuiCursorEnabled; }
|
||||
|
||||
private:
|
||||
// Return true if GUI consumes input.
|
||||
bool gamepadToGuiControl(const SDL_ControllerButtonEvent &arg);
|
||||
bool gamepadToGuiControl(const SDL_ControllerAxisEvent &arg);
|
||||
|
||||
bool actionIsActive(int id);
|
||||
|
||||
ICS::InputControlSystem* mInputBinder;
|
||||
SDLUtil::InputWrapper* mInputWrapper;
|
||||
ActionManager* mActionManager;
|
||||
MouseManager* mMouseManager;
|
||||
|
||||
bool mJoystickEnabled;
|
||||
float mGamepadCursorSpeed;
|
||||
float mInvUiScalingFactor;
|
||||
float mSneakToggleShortcutTimer;
|
||||
float mGamepadZoom;
|
||||
bool mGamepadGuiCursorEnabled;
|
||||
bool mControlsDisabled;
|
||||
bool mJoystickLastUsed;
|
||||
bool mGuiCursorEnabled;
|
||||
bool mSneakGamepadShortcut;
|
||||
bool mGamepadPreviewMode;
|
||||
};
|
||||
}
|
||||
#endif
|
|
@ -31,6 +31,7 @@
|
|||
#include "../mwmechanics/actorutil.hpp"
|
||||
|
||||
#include "actionmanager.hpp"
|
||||
#include "controllermanager.hpp"
|
||||
#include "mousemanager.hpp"
|
||||
#include "sdlmappings.hpp"
|
||||
#include "sensormanager.hpp"
|
||||
|
@ -46,31 +47,23 @@ namespace MWInput
|
|||
const std::string& controllerBindingsFile, bool grab)
|
||||
: mWindow(window)
|
||||
, mWindowVisible(true)
|
||||
, mJoystickLastUsed(false)
|
||||
, mInputManager(nullptr)
|
||||
, mVideoWrapper(nullptr)
|
||||
, mUserFile(userFile)
|
||||
, mDragDrop(false)
|
||||
, mGrabCursor (Settings::Manager::getBool("grab cursor", "Input"))
|
||||
, mControlsDisabled(false)
|
||||
, mJoystickEnabled (Settings::Manager::getBool("enable controller", "Input"))
|
||||
, mPreviewPOVDelay(0.f)
|
||||
, mTimeIdle(0.f)
|
||||
, mGuiCursorEnabled(true)
|
||||
, mGamepadGuiCursorEnabled(true)
|
||||
, mDetectingKeyboard(false)
|
||||
, mOverencumberedMessageDelay(0.f)
|
||||
, mGamepadZoom(0)
|
||||
, mSneakToggleShortcutTimer(0.f)
|
||||
, mSneakGamepadShortcut(false)
|
||||
, mAttemptJump(false)
|
||||
, mGamepadCursorSpeed(Settings::Manager::getFloat("gamepad cursor speed", "Input"))
|
||||
, mFakeDeviceID(1)
|
||||
{
|
||||
mInputManager = new SDLUtil::InputWrapper(window, viewer, grab);
|
||||
mInputManager->setKeyboardEventCallback (this);
|
||||
mInputManager->setWindowEventCallback(this);
|
||||
mInputManager->setControllerEventCallback(this);
|
||||
|
||||
mVideoWrapper = new SDLUtil::VideoWrapper(window, viewer);
|
||||
mVideoWrapper->setGammaContrast(Settings::Manager::getFloat("gamma", "Video"),
|
||||
|
@ -95,42 +88,16 @@ namespace MWInput
|
|||
mControlSwitch["playerviewswitch"] = true;
|
||||
mControlSwitch["vanitymode"] = true;
|
||||
|
||||
/* Joystick Init */
|
||||
|
||||
// Load controller mappings
|
||||
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(mFakeDeviceID, evt);
|
||||
Log(Debug::Info) << "Detected game controller: " << SDL_GameControllerNameForIndex(i);
|
||||
}
|
||||
else
|
||||
{
|
||||
Log(Debug::Info) << "Detected unusable controller: " << SDL_JoystickNameForIndex(i);
|
||||
}
|
||||
}
|
||||
|
||||
mSensorManager = new SensorManager();
|
||||
mInputManager->setSensorEventCallback (mSensorManager);
|
||||
mActionManager = new ActionManager(mInputBinder, screenCaptureOperation, viewer, screenCaptureHandler);
|
||||
|
||||
mMouseManager = new MouseManager(mInputBinder, mInputManager, window);
|
||||
mInputManager->setMouseEventCallback (mMouseManager);
|
||||
|
||||
mActionManager = new ActionManager(mInputBinder, screenCaptureOperation, viewer, screenCaptureHandler);
|
||||
mControllerManager = new ControllerManager(mInputBinder, mInputManager, mActionManager, mMouseManager, userControllerBindingsFile, controllerBindingsFile);
|
||||
mInputManager->setControllerEventCallback(mControllerManager);
|
||||
|
||||
mSensorManager = new SensorManager();
|
||||
mInputManager->setSensorEventCallback (mSensorManager);
|
||||
}
|
||||
|
||||
void InputManager::clear()
|
||||
|
@ -140,6 +107,7 @@ namespace MWInput
|
|||
it->second = true;
|
||||
|
||||
mActionManager->clear();
|
||||
mControllerManager->clear();
|
||||
mSensorManager->clear();
|
||||
mMouseManager->clear();
|
||||
}
|
||||
|
@ -149,6 +117,7 @@ namespace MWInput
|
|||
mInputBinder->save (mUserFile);
|
||||
|
||||
delete mActionManager;
|
||||
delete mControllerManager;
|
||||
delete mMouseManager;
|
||||
delete mSensorManager;
|
||||
|
||||
|
@ -178,93 +147,6 @@ namespace MWInput
|
|||
}
|
||||
}
|
||||
|
||||
bool InputManager::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 InputManager::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;
|
||||
}
|
||||
|
||||
void InputManager::channelChanged(ICS::Channel* channel, float currentValue, float previousValue)
|
||||
{
|
||||
resetIdleTime ();
|
||||
|
@ -297,12 +179,13 @@ namespace MWInput
|
|||
|
||||
if (mControlSwitch["playercontrols"])
|
||||
{
|
||||
bool joystickUsed = mControllerManager->joystickLastUsed();
|
||||
if (action == A_Use)
|
||||
{
|
||||
if(mJoystickLastUsed && currentValue == 1.0 && actionIsActive(A_ToggleWeapon))
|
||||
if(joystickUsed && currentValue == 1.0 && actionIsActive(A_ToggleWeapon))
|
||||
action = A_CycleWeaponRight;
|
||||
|
||||
else if (mJoystickLastUsed && currentValue == 1.0 && actionIsActive(A_ToggleSpell))
|
||||
else if (joystickUsed && currentValue == 1.0 && actionIsActive(A_ToggleSpell))
|
||||
action = A_CycleSpellRight;
|
||||
|
||||
else
|
||||
|
@ -314,10 +197,10 @@ namespace MWInput
|
|||
}
|
||||
else if (action == A_Jump)
|
||||
{
|
||||
if(mJoystickLastUsed && currentValue == 1.0 && actionIsActive(A_ToggleWeapon))
|
||||
if(joystickUsed && currentValue == 1.0 && actionIsActive(A_ToggleWeapon))
|
||||
action = A_CycleWeaponLeft;
|
||||
|
||||
else if (mJoystickLastUsed && currentValue == 1.0 && actionIsActive(A_ToggleSpell))
|
||||
else if (joystickUsed && currentValue == 1.0 && actionIsActive(A_ToggleSpell))
|
||||
action = A_CycleSpellLeft;
|
||||
|
||||
else
|
||||
|
@ -371,28 +254,7 @@ namespace MWInput
|
|||
|
||||
updateCursorMode();
|
||||
|
||||
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);
|
||||
}
|
||||
}
|
||||
mControllerManager->update(dt, disableControls, mPreviewPOVDelay == 1.f);
|
||||
|
||||
if (mMouseManager->update(dt, disableControls))
|
||||
resetIdleTime();
|
||||
|
@ -414,28 +276,10 @@ namespace MWInput
|
|||
bool isRunning = false;
|
||||
bool alwaysRunAllowed = false;
|
||||
|
||||
// joystick movement
|
||||
// keyboard movement
|
||||
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;
|
||||
|
||||
// keyboard movement
|
||||
isRunning = xAxis > .75 || xAxis < .25 || yAxis > .75 || yAxis < .25;
|
||||
if(triedToMove) resetIdleTime();
|
||||
|
||||
if (actionIsActive(A_MoveLeft) != actionIsActive(A_MoveRight))
|
||||
{
|
||||
|
@ -462,34 +306,7 @@ namespace MWInput
|
|||
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
|
||||
if(!mControllerManager->joystickLastUsed())
|
||||
player.setSneak(actionIsActive(A_Sneak));
|
||||
}
|
||||
|
||||
|
@ -537,13 +354,6 @@ namespace MWInput
|
|||
MWBase::Environment::get().getWorld()->togglePOV();
|
||||
}
|
||||
mPreviewPOVDelay = 0.f;
|
||||
mGamepadZoom = 0;
|
||||
}
|
||||
|
||||
if(mGamepadZoom)
|
||||
{
|
||||
MWBase::Environment::get().getWorld()->changeVanityModeScale(mGamepadZoom);
|
||||
MWBase::Environment::get().getWorld()->setCameraDistance(mGamepadZoom, true, true);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -562,8 +372,6 @@ namespace MWInput
|
|||
updateIdleTime(dt);
|
||||
}
|
||||
}
|
||||
else
|
||||
mGamepadZoom = 0;
|
||||
mAttemptJump = false; // Can only jump on first frame input is on
|
||||
}
|
||||
|
||||
|
@ -574,17 +382,18 @@ namespace MWInput
|
|||
|
||||
void InputManager::setGamepadGuiCursorEnabled(bool enabled)
|
||||
{
|
||||
mGamepadGuiCursorEnabled = enabled;
|
||||
mControllerManager->setGamepadGuiCursorEnabled(enabled);
|
||||
}
|
||||
|
||||
void InputManager::changeInputMode(bool guiMode)
|
||||
{
|
||||
mGuiCursorEnabled = guiMode;
|
||||
mMouseManager->setGuiCursorEnabled(guiMode);
|
||||
mMouseManager->setMouseLookEnabled(!guiMode);
|
||||
mControllerManager->setGuiCursorEnabled(mGuiCursorEnabled);
|
||||
mMouseManager->setGuiCursorEnabled(mGuiCursorEnabled);
|
||||
mMouseManager->setMouseLookEnabled(!mGuiCursorEnabled);
|
||||
if (guiMode)
|
||||
MWBase::Environment::get().getWindowManager()->showCrosshair(false);
|
||||
MWBase::Environment::get().getWindowManager()->setCursorVisible(guiMode && (!mJoystickLastUsed || mGamepadGuiCursorEnabled));
|
||||
MWBase::Environment::get().getWindowManager()->setCursorVisible(guiMode && (!mControllerManager->joystickLastUsed() || mControllerManager->gamepadGuiCursorEnabled()));
|
||||
// if not in gui mode, the camera decides whether to show crosshair or not.
|
||||
}
|
||||
|
||||
|
@ -598,9 +407,6 @@ namespace MWInput
|
|||
if (it->first == "Input" && it->second == "grab cursor")
|
||||
mGrabCursor = Settings::Manager::getBool("grab cursor", "Input");
|
||||
|
||||
if (it->first == "Input" && it->second == "enable controller")
|
||||
mJoystickEnabled = Settings::Manager::getBool("enable controller", "Input");
|
||||
|
||||
if (it->first == "Video" && (
|
||||
it->second == "resolution x"
|
||||
|| it->second == "resolution y"
|
||||
|
@ -686,7 +492,7 @@ namespace MWInput
|
|||
|
||||
if (!mControlsDisabled && !consumed)
|
||||
mInputBinder->keyPressed (arg);
|
||||
mJoystickLastUsed = false;
|
||||
mControllerManager->setJoystickLastUsed(false);
|
||||
}
|
||||
|
||||
void InputManager::textInput(const SDL_TextInputEvent &arg)
|
||||
|
@ -699,7 +505,7 @@ namespace MWInput
|
|||
|
||||
void InputManager::keyReleased(const SDL_KeyboardEvent &arg )
|
||||
{
|
||||
mJoystickLastUsed = false;
|
||||
mControllerManager->setJoystickLastUsed(false);
|
||||
OIS::KeyCode kc = mInputManager->sdl2OISKeyCode(arg.keysym.sym);
|
||||
|
||||
if (!mInputBinder->detectingBindingState())
|
||||
|
@ -707,118 +513,6 @@ namespace MWInput
|
|||
mInputBinder->keyReleased (arg);
|
||||
}
|
||||
|
||||
void InputManager::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");
|
||||
}
|
||||
|
||||
setPlayerControlsEnabled(!mousePressSuccess);
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
setPlayerControlsEnabled(true);
|
||||
|
||||
//esc, to leave initial movie screen
|
||||
OIS::KeyCode kc = mInputManager->sdl2OISKeyCode(SDLK_ESCAPE);
|
||||
setPlayerControlsEnabled(!MyGUI::InputManager::getInstance().injectKeyPress(MyGUI::KeyCode::Enum(kc), 0));
|
||||
|
||||
if (!mControlsDisabled)
|
||||
mInputBinder->buttonPressed(deviceID, arg);
|
||||
}
|
||||
|
||||
void InputManager::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;
|
||||
|
||||
setPlayerControlsEnabled(!mousePressSuccess);
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
setPlayerControlsEnabled(true);
|
||||
|
||||
//esc, to leave initial movie screen
|
||||
OIS::KeyCode kc = mInputManager->sdl2OISKeyCode(SDLK_ESCAPE);
|
||||
setPlayerControlsEnabled(!MyGUI::InputManager::getInstance().injectKeyRelease(MyGUI::KeyCode::Enum(kc)));
|
||||
|
||||
mInputBinder->buttonReleased(deviceID, arg);
|
||||
}
|
||||
|
||||
void InputManager::axisMoved(int deviceID, const SDL_ControllerAxisEvent &arg )
|
||||
{
|
||||
if(!mJoystickEnabled || mControlsDisabled)
|
||||
return;
|
||||
|
||||
mJoystickLastUsed = true;
|
||||
if (MWBase::Environment::get().getWindowManager()->isGuiMode())
|
||||
{
|
||||
gamepadToGuiControl(arg);
|
||||
}
|
||||
else
|
||||
{
|
||||
if(mPreviewPOVDelay == 1.f && 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 InputManager::controllerAdded(int deviceID, const SDL_ControllerDeviceEvent &arg)
|
||||
{
|
||||
mInputBinder->controllerAdded(deviceID, arg);
|
||||
}
|
||||
void InputManager::controllerRemoved(const SDL_ControllerDeviceEvent &arg)
|
||||
{
|
||||
mInputBinder->controllerRemoved(arg);
|
||||
}
|
||||
|
||||
void InputManager::windowFocusChange(bool have_focus)
|
||||
{
|
||||
}
|
||||
|
@ -1398,4 +1092,14 @@ namespace MWInput
|
|||
{
|
||||
loadControllerDefaults(true);
|
||||
}
|
||||
|
||||
void InputManager::setJoystickLastUsed(bool enabled)
|
||||
{
|
||||
mControllerManager->setJoystickLastUsed(enabled);
|
||||
}
|
||||
|
||||
bool InputManager::joystickLastUsed()
|
||||
{
|
||||
return mControllerManager->joystickLastUsed();
|
||||
}
|
||||
}
|
||||
|
|
|
@ -22,6 +22,7 @@
|
|||
namespace MWInput
|
||||
{
|
||||
class ActionManager;
|
||||
class ControllerManager;
|
||||
class MouseManager;
|
||||
class SensorManager;
|
||||
}
|
||||
|
@ -63,7 +64,6 @@ namespace MWInput
|
|||
public MWBase::InputManager,
|
||||
public SDLUtil::KeyListener,
|
||||
public SDLUtil::WindowListener,
|
||||
public SDLUtil::ControllerListener,
|
||||
public ICS::ChannelListener,
|
||||
public ICS::DetectingBindingListener
|
||||
{
|
||||
|
@ -106,19 +106,13 @@ namespace MWInput
|
|||
virtual void resetToDefaultKeyBindings();
|
||||
virtual void resetToDefaultControllerBindings();
|
||||
|
||||
virtual void setJoystickLastUsed(bool enabled) { mJoystickLastUsed = enabled; }
|
||||
virtual bool joystickLastUsed() {return mJoystickLastUsed;}
|
||||
virtual void setJoystickLastUsed(bool enabled);
|
||||
virtual bool joystickLastUsed();
|
||||
|
||||
virtual void keyPressed(const SDL_KeyboardEvent &arg );
|
||||
virtual void keyReleased( const SDL_KeyboardEvent &arg );
|
||||
virtual void textInput (const SDL_TextInputEvent &arg);
|
||||
|
||||
virtual void buttonPressed(int deviceID, const SDL_ControllerButtonEvent &arg);
|
||||
virtual void buttonReleased(int deviceID, const SDL_ControllerButtonEvent &arg);
|
||||
virtual void axisMoved(int deviceID, const SDL_ControllerAxisEvent &arg);
|
||||
virtual void controllerAdded(int deviceID, const SDL_ControllerDeviceEvent &arg);
|
||||
virtual void controllerRemoved(const SDL_ControllerDeviceEvent &arg);
|
||||
|
||||
virtual void windowVisibilityChange( bool visible );
|
||||
virtual void windowFocusChange( bool have_focus );
|
||||
virtual void windowResized (int x, int y);
|
||||
|
@ -159,9 +153,6 @@ namespace MWInput
|
|||
SDL_Window* mWindow;
|
||||
bool mWindowVisible;
|
||||
|
||||
bool mJoystickLastUsed;
|
||||
MWWorld::Player* mPlayer;
|
||||
|
||||
ICS::InputControlSystem* mInputBinder;
|
||||
|
||||
SDLUtil::InputWrapper* mInputManager;
|
||||
|
@ -174,30 +165,22 @@ namespace MWInput
|
|||
bool mGrabCursor;
|
||||
|
||||
bool mControlsDisabled;
|
||||
bool mJoystickEnabled;
|
||||
|
||||
float mPreviewPOVDelay;
|
||||
float mTimeIdle;
|
||||
|
||||
bool mGuiCursorEnabled;
|
||||
bool mGamepadGuiCursorEnabled;
|
||||
|
||||
bool mDetectingKeyboard;
|
||||
|
||||
float mOverencumberedMessageDelay;
|
||||
|
||||
float mGamepadZoom;
|
||||
bool mSneakToggles;
|
||||
float mSneakToggleShortcutTimer;
|
||||
bool mSneakGamepadShortcut;
|
||||
bool mAttemptJump;
|
||||
|
||||
std::map<std::string, bool> mControlSwitch;
|
||||
|
||||
float mInvUiScalingFactor;
|
||||
float mGamepadCursorSpeed;
|
||||
|
||||
ActionManager* mActionManager;
|
||||
ControllerManager* mControllerManager;
|
||||
MouseManager* mMouseManager;
|
||||
SensorManager* mSensorManager;
|
||||
|
||||
|
@ -206,9 +189,6 @@ namespace MWInput
|
|||
void updateIdleTime(float dt);
|
||||
|
||||
void handleGuiArrowKey(int action);
|
||||
// Return true if GUI consumes input.
|
||||
bool gamepadToGuiControl(const SDL_ControllerButtonEvent &arg);
|
||||
bool gamepadToGuiControl(const SDL_ControllerAxisEvent &arg);
|
||||
|
||||
void updateCursorMode();
|
||||
|
||||
|
|
|
@ -1,8 +1,6 @@
|
|||
#ifndef MWINPUT_MWMOUSEMANAGER_H
|
||||
#define MWINPUT_MWMOUSEMANAGER_H
|
||||
|
||||
#include <SDL_sensor.h>
|
||||
|
||||
#include <components/settings/settings.hpp>
|
||||
#include <components/sdlutil/events.hpp>
|
||||
|
||||
|
|
Loading…
Reference in a new issue