Move gamepads handling to the separate file

pull/578/head
Andrei Kortunov 5 years ago
parent f9d6137a29
commit e353647d15

@ -25,7 +25,7 @@ add_openmw_dir (mwrender
)
add_openmw_dir (mwinput
actions actionmanager inputmanagerimp mousemanager sdlmappings sensormanager
actions actionmanager controllermanager inputmanagerimp mousemanager sdlmappings sensormanager
)
add_openmw_dir (mwgui

@ -0,0 +1,409 @@
#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);
}
void 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);
}
}
MWWorld::Player& player = MWBase::Environment::get().getWorld()->getPlayer();
// Disable movement in Gui mode
if (MWBase::Environment::get().getWindowManager()->isGuiMode()
|| MWBase::Environment::get().getStateManager()->getState() != MWBase::StateManager::State_Running)
{
mGamepadZoom = 0;
return;
}
// Configure player movement according to keyboard input. Actual movement will
// be done in the physics system.
if (MWBase::Environment::get().getInputManager()->getControlSwitch("playercontrols"))
{
bool triedToMove = false;
// joystick 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;
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);
}
}
}
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;
}
}

@ -0,0 +1,77 @@
#ifndef MWINPUT_MWCONTROLLERMANAGER_H
#define MWINPUT_MWCONTROLLERMANAGER_H
#include <string>
#include <components/settings/settings.hpp>
#include <components/sdlutil/events.hpp>
#include <components/sdlutil/sdlinputwrapper.hpp>
namespace ICS
{
class InputControlSystem;
}
namespace MWInput
{
class ActionManager;
class MouseManager;
class ControllerManager : public SDLUtil::ControllerListener
{
public:
ControllerManager(ICS::InputControlSystem* inputBinder,
SDLUtil::InputWrapper* inputWrapper,
ActionManager* actionManager,
MouseManager* mouseManager,
const std::string& userControllerBindingsFile,
const std::string& controllerBindingsFile);
virtual ~ControllerManager() = default;
void clear();
void update(float dt, bool disableControls, bool gamepadPreviewMode);
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);
void processChangedSettings(const Settings::CategorySettingVector& changed);
void setJoystickLastUsed(bool enabled) { mJoystickLastUsed = enabled; }
bool joystickLastUsed() { return mJoystickLastUsed; }
void setGuiCursorEnabled(bool enabled) { mGuiCursorEnabled = enabled; }
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 */
mActionManager = new ActionManager(mInputBinder, screenCaptureOperation, viewer, screenCaptureHandler);
// Load controller mappings
if(!controllerBindingsFile.empty())
{
SDL_GameControllerAddMappingsFromFile(controllerBindingsFile.c_str());
}
if(!userControllerBindingsFile.empty())
{
SDL_GameControllerAddMappingsFromFile(userControllerBindingsFile.c_str());
}
mMouseManager = new MouseManager(mInputBinder, mInputManager, window);
mInputManager->setMouseEventCallback (mMouseManager);
// 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);
}
}
mControllerManager = new ControllerManager(mInputBinder, mInputManager, mActionManager, mMouseManager, userControllerBindingsFile, controllerBindingsFile);
mInputManager->setControllerEventCallback(mControllerManager);
mSensorManager = new SensorManager();
mInputManager->setSensorEventCallback (mSensorManager);
mMouseManager = new MouseManager(mInputBinder, mInputManager, window);
mInputManager->setMouseEventCallback (mMouseManager);
mActionManager = new ActionManager(mInputBinder, screenCaptureOperation, viewer, screenCaptureHandler);
}
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>

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