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227 lines
6.7 KiB
C++
227 lines
6.7 KiB
C++
#include "inputmanagerimp.hpp"
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#include <osgViewer/ViewerEventHandlers>
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#include <components/sdlutil/sdlinputwrapper.hpp>
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#include <components/esm/esmwriter.hpp>
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#include <components/esm/esmreader.hpp>
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#include "../mwbase/windowmanager.hpp"
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#include "../mwbase/environment.hpp"
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#include "../mwbase/world.hpp"
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#include "../mwworld/esmstore.hpp"
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#include "actionmanager.hpp"
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#include "bindingsmanager.hpp"
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#include "controllermanager.hpp"
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#include "controlswitch.hpp"
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#include "keyboardmanager.hpp"
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#include "mousemanager.hpp"
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#include "sdlmappings.hpp"
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#include "sensormanager.hpp"
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namespace MWInput
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{
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InputManager::InputManager(
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SDL_Window* window,
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osg::ref_ptr<osgViewer::Viewer> viewer,
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osg::ref_ptr<osgViewer::ScreenCaptureHandler> screenCaptureHandler,
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osgViewer::ScreenCaptureHandler::CaptureOperation *screenCaptureOperation,
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const std::string& userFile, bool userFileExists, const std::string& userControllerBindingsFile,
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const std::string& controllerBindingsFile, bool grab)
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: mControlsDisabled(false)
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{
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mInputWrapper = new SDLUtil::InputWrapper(window, viewer, grab);
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mInputWrapper->setWindowEventCallback(MWBase::Environment::get().getWindowManager());
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mBindingsManager = new BindingsManager(userFile, userFileExists);
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mControlSwitch = new ControlSwitch();
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mActionManager = new ActionManager(mBindingsManager, screenCaptureOperation, viewer, screenCaptureHandler);
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mKeyboardManager = new KeyboardManager(mBindingsManager);
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mInputWrapper->setKeyboardEventCallback(mKeyboardManager);
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mMouseManager = new MouseManager(mBindingsManager, mInputWrapper, window);
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mInputWrapper->setMouseEventCallback(mMouseManager);
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mControllerManager = new ControllerManager(mBindingsManager, mActionManager, mMouseManager, userControllerBindingsFile, controllerBindingsFile);
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mInputWrapper->setControllerEventCallback(mControllerManager);
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mSensorManager = new SensorManager();
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mInputWrapper->setSensorEventCallback(mSensorManager);
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}
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void InputManager::clear()
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{
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// Enable all controls
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mControlSwitch->clear();
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}
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InputManager::~InputManager()
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{
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delete mActionManager;
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delete mControllerManager;
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delete mKeyboardManager;
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delete mMouseManager;
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delete mSensorManager;
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delete mControlSwitch;
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delete mBindingsManager;
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delete mInputWrapper;
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}
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void InputManager::setAttemptJump(bool jumping)
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{
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mActionManager->setAttemptJump(jumping);
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}
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void InputManager::update(float dt, bool disableControls, bool disableEvents)
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{
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mControlsDisabled = disableControls;
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mInputWrapper->setMouseVisible(MWBase::Environment::get().getWindowManager()->getCursorVisible());
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mInputWrapper->capture(disableEvents);
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if (disableControls)
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{
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mMouseManager->updateCursorMode();
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return;
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}
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mBindingsManager->update(dt);
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mMouseManager->updateCursorMode();
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bool controllerMove = mControllerManager->update(dt);
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mMouseManager->update(dt);
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mSensorManager->update(dt);
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mActionManager->update(dt, controllerMove);
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MWBase::Environment::get().getWorld()->applyDeferredPreviewRotationToPlayer(dt);
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}
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void InputManager::setDragDrop(bool dragDrop)
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{
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mBindingsManager->setDragDrop(dragDrop);
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}
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void InputManager::setGamepadGuiCursorEnabled(bool enabled)
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{
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mControllerManager->setGamepadGuiCursorEnabled(enabled);
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}
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void InputManager::changeInputMode(bool guiMode)
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{
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mControllerManager->setGuiCursorEnabled(guiMode);
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mMouseManager->setGuiCursorEnabled(guiMode);
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mSensorManager->setGuiCursorEnabled(guiMode);
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mMouseManager->setMouseLookEnabled(!guiMode);
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if (guiMode)
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MWBase::Environment::get().getWindowManager()->showCrosshair(false);
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bool isCursorVisible = guiMode && (!mControllerManager->joystickLastUsed() || mControllerManager->gamepadGuiCursorEnabled());
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MWBase::Environment::get().getWindowManager()->setCursorVisible(isCursorVisible);
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// if not in gui mode, the camera decides whether to show crosshair or not.
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}
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void InputManager::processChangedSettings(const Settings::CategorySettingVector& changed)
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{
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mMouseManager->processChangedSettings(changed);
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mSensorManager->processChangedSettings(changed);
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}
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bool InputManager::getControlSwitch(const std::string& sw)
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{
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return mControlSwitch->get(sw);
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}
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void InputManager::toggleControlSwitch(const std::string& sw, bool value)
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{
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mControlSwitch->set(sw, value);
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}
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void InputManager::resetIdleTime()
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{
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mActionManager->resetIdleTime();
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}
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std::string InputManager::getActionDescription(int action)
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{
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return mBindingsManager->getActionDescription(action);
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}
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std::string InputManager::getActionKeyBindingName(int action)
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{
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return mBindingsManager->getActionKeyBindingName(action);
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}
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std::string InputManager::getActionControllerBindingName(int action)
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{
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return mBindingsManager->getActionControllerBindingName(action);
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}
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std::vector<int> InputManager::getActionKeySorting()
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{
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return mBindingsManager->getActionKeySorting();
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}
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std::vector<int> InputManager::getActionControllerSorting()
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{
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return mBindingsManager->getActionControllerSorting();
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}
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void InputManager::enableDetectingBindingMode(int action, bool keyboard)
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{
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mBindingsManager->enableDetectingBindingMode(action, keyboard);
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}
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int InputManager::countSavedGameRecords() const
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{
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return mControlSwitch->countSavedGameRecords();
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}
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void InputManager::write(ESM::ESMWriter& writer, Loading::Listener& progress)
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{
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mControlSwitch->write(writer, progress);
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}
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void InputManager::readRecord(ESM::ESMReader& reader, uint32_t type)
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{
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if (type == ESM::REC_INPU)
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{
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mControlSwitch->readRecord(reader, type);
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}
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}
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void InputManager::resetToDefaultKeyBindings()
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{
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mBindingsManager->loadKeyDefaults(true);
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}
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void InputManager::resetToDefaultControllerBindings()
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{
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mBindingsManager->loadControllerDefaults(true);
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}
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void InputManager::setJoystickLastUsed(bool enabled)
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{
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mControllerManager->setJoystickLastUsed(enabled);
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}
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bool InputManager::joystickLastUsed()
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{
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return mControllerManager->joystickLastUsed();
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}
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void InputManager::executeAction(int action)
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{
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mActionManager->executeAction(action);
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}
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}
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