mirror of
				https://github.com/TES3MP/openmw-tes3mp.git
				synced 2025-11-04 11:56:44 +00:00 
			
		
		
		
	
		
			
				
	
	
		
			2008 lines
		
	
	
	
		
			82 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			2008 lines
		
	
	
	
		
			82 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
#include "inputmanagerimp.hpp"
 | 
						|
 | 
						|
#include <osgViewer/ViewerEventHandlers>
 | 
						|
 | 
						|
#include <MyGUI_InputManager.h>
 | 
						|
#include <MyGUI_RenderManager.h>
 | 
						|
#include <MyGUI_Widget.h>
 | 
						|
#include <MyGUI_Button.h>
 | 
						|
#include <MyGUI_EditBox.h>
 | 
						|
 | 
						|
#include <SDL_version.h>
 | 
						|
 | 
						|
#include <components/debug/debuglog.hpp>
 | 
						|
#include <components/sdlutil/sdlinputwrapper.hpp>
 | 
						|
#include <components/sdlutil/sdlvideowrapper.hpp>
 | 
						|
#include <components/esm/esmwriter.hpp>
 | 
						|
#include <components/esm/esmreader.hpp>
 | 
						|
#include <components/esm/controlsstate.hpp>
 | 
						|
 | 
						|
#include "../mwbase/world.hpp"
 | 
						|
#include "../mwbase/windowmanager.hpp"
 | 
						|
#include "../mwbase/statemanager.hpp"
 | 
						|
#include "../mwbase/environment.hpp"
 | 
						|
#include "../mwbase/mechanicsmanager.hpp"
 | 
						|
 | 
						|
#include "../mwworld/player.hpp"
 | 
						|
#include "../mwworld/class.hpp"
 | 
						|
#include "../mwworld/inventorystore.hpp"
 | 
						|
#include "../mwworld/esmstore.hpp"
 | 
						|
 | 
						|
#include "../mwmechanics/npcstats.hpp"
 | 
						|
#include "../mwmechanics/actorutil.hpp"
 | 
						|
 | 
						|
namespace MWInput
 | 
						|
{
 | 
						|
    InputManager::InputManager(
 | 
						|
            SDL_Window* window,
 | 
						|
            osg::ref_ptr<osgViewer::Viewer> viewer,
 | 
						|
            osg::ref_ptr<osgViewer::ScreenCaptureHandler> screenCaptureHandler,
 | 
						|
            osgViewer::ScreenCaptureHandler::CaptureOperation *screenCaptureOperation,
 | 
						|
            const std::string& userFile, bool userFileExists,
 | 
						|
            const std::string& userControllerBindingsFile,
 | 
						|
            const std::string& controllerBindingsFile, bool grab)
 | 
						|
        : mWindow(window)
 | 
						|
        , mWindowVisible(true)
 | 
						|
        , mViewer(viewer)
 | 
						|
        , mScreenCaptureHandler(screenCaptureHandler)
 | 
						|
        , mScreenCaptureOperation(screenCaptureOperation)
 | 
						|
        , mJoystickLastUsed(false)
 | 
						|
        , mPlayer(nullptr)
 | 
						|
        , mInputManager(nullptr)
 | 
						|
        , mVideoWrapper(nullptr)
 | 
						|
        , mUserFile(userFile)
 | 
						|
        , mDragDrop(false)
 | 
						|
        , mGrabCursor (Settings::Manager::getBool("grab cursor", "Input"))
 | 
						|
        , mInvertX (Settings::Manager::getBool("invert x axis", "Input"))
 | 
						|
        , mInvertY (Settings::Manager::getBool("invert y axis", "Input"))
 | 
						|
        , mControlsDisabled(false)
 | 
						|
        , mJoystickEnabled (Settings::Manager::getBool("enable controller", "Input"))
 | 
						|
        , mCameraSensitivity (Settings::Manager::getFloat("camera sensitivity", "Input"))
 | 
						|
        , mCameraYMultiplier (Settings::Manager::getFloat("camera y multiplier", "Input"))
 | 
						|
        , mPreviewPOVDelay(0.f)
 | 
						|
        , mTimeIdle(0.f)
 | 
						|
        , mMouseLookEnabled(false)
 | 
						|
        , mGuiCursorEnabled(true)
 | 
						|
        , mGamepadGuiCursorEnabled(true)
 | 
						|
        , mDetectingKeyboard(false)
 | 
						|
        , mOverencumberedMessageDelay(0.f)
 | 
						|
        , mGuiCursorX(0)
 | 
						|
        , mGuiCursorY(0)
 | 
						|
        , mMouseWheel(0)
 | 
						|
        , mGamepadZoom(0)
 | 
						|
        , mUserFileExists(userFileExists)
 | 
						|
        , mAlwaysRunActive(Settings::Manager::getBool("always run", "Input"))
 | 
						|
        , mSneakToggles(Settings::Manager::getBool("toggle sneak", "Input"))
 | 
						|
        , mSneakToggleShortcutTimer(0.f)
 | 
						|
        , mSneakGamepadShortcut(false)
 | 
						|
        , mSneaking(false)
 | 
						|
        , mAttemptJump(false)
 | 
						|
        , mInvUiScalingFactor(1.f)
 | 
						|
        , mGamepadCursorSpeed(Settings::Manager::getFloat("gamepad cursor speed", "Input"))
 | 
						|
        , mFakeDeviceID(1)
 | 
						|
    {
 | 
						|
        mInputManager = new SDLUtil::InputWrapper(window, viewer, grab);
 | 
						|
        mInputManager->setMouseEventCallback (this);
 | 
						|
        mInputManager->setKeyboardEventCallback (this);
 | 
						|
        mInputManager->setWindowEventCallback(this);
 | 
						|
        mInputManager->setControllerEventCallback(this);
 | 
						|
 | 
						|
        mVideoWrapper = new SDLUtil::VideoWrapper(window, viewer);
 | 
						|
        mVideoWrapper->setGammaContrast(Settings::Manager::getFloat("gamma", "Video"),
 | 
						|
                                        Settings::Manager::getFloat("contrast", "Video"));
 | 
						|
 | 
						|
        std::string file = userFileExists ? userFile : "";
 | 
						|
        mInputBinder = new ICS::InputControlSystem(file, true, this, nullptr, A_Last);
 | 
						|
 | 
						|
        loadKeyDefaults();
 | 
						|
        loadControllerDefaults();
 | 
						|
 | 
						|
        for (int i = 0; i < A_Last; ++i)
 | 
						|
        {
 | 
						|
            mInputBinder->getChannel (i)->addListener (this);
 | 
						|
        }
 | 
						|
 | 
						|
        mControlSwitch["playercontrols"]      = true;
 | 
						|
        mControlSwitch["playerfighting"]      = true;
 | 
						|
        mControlSwitch["playerjumping"]       = true;
 | 
						|
        mControlSwitch["playerlooking"]       = true;
 | 
						|
        mControlSwitch["playermagic"]         = true;
 | 
						|
        mControlSwitch["playerviewswitch"]    = true;
 | 
						|
        mControlSwitch["vanitymode"]          = true;
 | 
						|
 | 
						|
        /* Joystick Init */
 | 
						|
 | 
						|
        // Load controller mappings
 | 
						|
#if SDL_VERSION_ATLEAST(2,0,2)
 | 
						|
        if(!controllerBindingsFile.empty())
 | 
						|
        {
 | 
						|
            SDL_GameControllerAddMappingsFromFile(controllerBindingsFile.c_str());
 | 
						|
        }
 | 
						|
        if(!userControllerBindingsFile.empty())
 | 
						|
        {
 | 
						|
            SDL_GameControllerAddMappingsFromFile(userControllerBindingsFile.c_str());
 | 
						|
        }
 | 
						|
#endif
 | 
						|
 | 
						|
        // 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);
 | 
						|
            }
 | 
						|
        }
 | 
						|
 | 
						|
        float uiScale = Settings::Manager::getFloat("scaling factor", "GUI");
 | 
						|
        if (uiScale != 0.f)
 | 
						|
            mInvUiScalingFactor = 1.f / uiScale;
 | 
						|
 | 
						|
        int w,h;
 | 
						|
        SDL_GetWindowSize(window, &w, &h);
 | 
						|
 | 
						|
        mGuiCursorX = mInvUiScalingFactor * w / 2.f;
 | 
						|
        mGuiCursorY = mInvUiScalingFactor * h / 2.f;
 | 
						|
    }
 | 
						|
 | 
						|
    void InputManager::clear()
 | 
						|
    {
 | 
						|
        // Enable all controls
 | 
						|
        for (std::map<std::string, bool>::iterator it = mControlSwitch.begin(); it != mControlSwitch.end(); ++it)
 | 
						|
            it->second = true;
 | 
						|
    }
 | 
						|
 | 
						|
    InputManager::~InputManager()
 | 
						|
    {
 | 
						|
        mInputBinder->save (mUserFile);
 | 
						|
 | 
						|
        delete mInputBinder;
 | 
						|
 | 
						|
        delete mInputManager;
 | 
						|
 | 
						|
        delete mVideoWrapper;
 | 
						|
    }
 | 
						|
 | 
						|
    bool InputManager::isWindowVisible()
 | 
						|
    {
 | 
						|
        return mWindowVisible;
 | 
						|
    }
 | 
						|
 | 
						|
    void InputManager::setPlayerControlsEnabled(bool enabled)
 | 
						|
    {
 | 
						|
        int playerChannels[] = {A_AutoMove, A_AlwaysRun, A_ToggleWeapon,
 | 
						|
                                A_ToggleSpell, A_Rest, A_QuickKey1, A_QuickKey2,
 | 
						|
                                A_QuickKey3, A_QuickKey4, A_QuickKey5, A_QuickKey6,
 | 
						|
                                A_QuickKey7, A_QuickKey8, A_QuickKey9, A_QuickKey10,
 | 
						|
                                A_Use, A_Journal};
 | 
						|
 | 
						|
        for(size_t i = 0; i < sizeof(playerChannels)/sizeof(playerChannels[0]); i++) {
 | 
						|
            int pc = playerChannels[i];
 | 
						|
            mInputBinder->getChannel(pc)->setEnabled(enabled);
 | 
						|
        }
 | 
						|
    }
 | 
						|
 | 
						|
    bool isLeftOrRightButton(int action, ICS::InputControlSystem* ics, int deviceId, bool joystick)
 | 
						|
    {
 | 
						|
        int mouseBinding = ics->getMouseButtonBinding(ics->getControl(action), ICS::Control::INCREASE);
 | 
						|
        if (mouseBinding != ICS_MAX_DEVICE_BUTTONS)
 | 
						|
            return true;
 | 
						|
        int buttonBinding = ics->getJoystickButtonBinding(ics->getControl(action), deviceId, ICS::Control::INCREASE);
 | 
						|
        if (joystick && (buttonBinding == 0 || buttonBinding == 1))
 | 
						|
            return true;
 | 
						|
        return false;
 | 
						|
    }
 | 
						|
 | 
						|
    void InputManager::handleGuiArrowKey(int action)
 | 
						|
    {
 | 
						|
        // This is currently keyboard-specific code
 | 
						|
        // TODO: see if GUI controls can be refactored into a single function
 | 
						|
        if (mJoystickLastUsed)
 | 
						|
            return;
 | 
						|
 | 
						|
        if (SDL_IsTextInputActive())
 | 
						|
            return;
 | 
						|
 | 
						|
        if (isLeftOrRightButton(action, mInputBinder, mFakeDeviceID, mJoystickLastUsed))
 | 
						|
            return;
 | 
						|
 | 
						|
        MyGUI::KeyCode key;
 | 
						|
        switch (action)
 | 
						|
        {
 | 
						|
        case A_MoveLeft:
 | 
						|
            key = MyGUI::KeyCode::ArrowLeft;
 | 
						|
            break;
 | 
						|
        case A_MoveRight:
 | 
						|
            key = MyGUI::KeyCode::ArrowRight;
 | 
						|
            break;
 | 
						|
        case A_MoveForward:
 | 
						|
            key = MyGUI::KeyCode::ArrowUp;
 | 
						|
            break;
 | 
						|
        case A_MoveBackward:
 | 
						|
        default:
 | 
						|
            key = MyGUI::KeyCode::ArrowDown;
 | 
						|
            break;
 | 
						|
        }
 | 
						|
 | 
						|
        MWBase::Environment::get().getWindowManager()->injectKeyPress(key, 0, false);
 | 
						|
    }
 | 
						|
 | 
						|
    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 ();
 | 
						|
 | 
						|
        int action = channel->getNumber();
 | 
						|
 | 
						|
        if (mDragDrop && action != A_GameMenu && action != A_Inventory)
 | 
						|
            return;
 | 
						|
 | 
						|
        if((previousValue == 1 || previousValue == 0) && (currentValue==1 || currentValue==0))
 | 
						|
        {
 | 
						|
            //Is a normal button press, so don't change it at all
 | 
						|
        }
 | 
						|
        //Otherwise only trigger button presses as they go through specific points
 | 
						|
        else if(previousValue >= .8 && currentValue < .8)
 | 
						|
        {
 | 
						|
            currentValue = 0.0;
 | 
						|
            previousValue = 1.0;
 | 
						|
        }
 | 
						|
        else if(previousValue <= .6 && currentValue > .6)
 | 
						|
        {
 | 
						|
            currentValue = 1.0;
 | 
						|
            previousValue = 0.0;
 | 
						|
        }
 | 
						|
        else
 | 
						|
        {
 | 
						|
            //If it's not switching between those values, ignore the channel change.
 | 
						|
            return;
 | 
						|
        }
 | 
						|
 | 
						|
        if (mControlSwitch["playercontrols"])
 | 
						|
        {
 | 
						|
            if (action == A_Use)
 | 
						|
            {
 | 
						|
                if(mJoystickLastUsed && currentValue == 1.0 && actionIsActive(A_ToggleWeapon))
 | 
						|
                    action = A_CycleWeaponRight;
 | 
						|
 | 
						|
                else if (mJoystickLastUsed && currentValue == 1.0 && actionIsActive(A_ToggleSpell))
 | 
						|
                    action = A_CycleSpellRight;
 | 
						|
 | 
						|
                else
 | 
						|
                {
 | 
						|
                    MWMechanics::DrawState_ state = MWBase::Environment::get().getWorld()->getPlayer().getDrawState();
 | 
						|
                    mPlayer->setAttackingOrSpell(currentValue != 0 && state != MWMechanics::DrawState_Nothing);
 | 
						|
                }
 | 
						|
            }
 | 
						|
            else if (action == A_Jump)
 | 
						|
            {
 | 
						|
                if(mJoystickLastUsed && currentValue == 1.0 && actionIsActive(A_ToggleWeapon))
 | 
						|
                    action = A_CycleWeaponLeft;
 | 
						|
 | 
						|
                else if (mJoystickLastUsed && currentValue == 1.0 && actionIsActive(A_ToggleSpell))
 | 
						|
                    action = A_CycleSpellLeft;
 | 
						|
 | 
						|
                else
 | 
						|
                    mAttemptJump = (currentValue == 1.0 && previousValue == 0.0);
 | 
						|
            }
 | 
						|
        }
 | 
						|
 | 
						|
        if (currentValue == 1)
 | 
						|
        {
 | 
						|
            // trigger action activated
 | 
						|
            switch (action)
 | 
						|
            {
 | 
						|
            case A_GameMenu:
 | 
						|
                toggleMainMenu ();
 | 
						|
                break;
 | 
						|
            case A_Screenshot:
 | 
						|
                screenshot();
 | 
						|
                break;
 | 
						|
            case A_Inventory:
 | 
						|
                toggleInventory ();
 | 
						|
                break;
 | 
						|
            case A_Console:
 | 
						|
                toggleConsole ();
 | 
						|
                break;
 | 
						|
            case A_Activate:
 | 
						|
                resetIdleTime();
 | 
						|
                activate();
 | 
						|
                break;
 | 
						|
            case A_MoveLeft:
 | 
						|
            case A_MoveRight:
 | 
						|
            case A_MoveForward:
 | 
						|
            case A_MoveBackward:
 | 
						|
                handleGuiArrowKey(action);
 | 
						|
                break;
 | 
						|
            case A_Journal:
 | 
						|
                toggleJournal ();
 | 
						|
                break;
 | 
						|
            case A_AutoMove:
 | 
						|
                toggleAutoMove ();
 | 
						|
                break;
 | 
						|
            case A_AlwaysRun:
 | 
						|
                toggleWalking ();
 | 
						|
                break;
 | 
						|
            case A_ToggleWeapon:
 | 
						|
                toggleWeapon ();
 | 
						|
                break;
 | 
						|
            case A_Rest:
 | 
						|
                rest();
 | 
						|
                break;
 | 
						|
            case A_ToggleSpell:
 | 
						|
                toggleSpell ();
 | 
						|
                break;
 | 
						|
            case A_QuickKey1:
 | 
						|
                quickKey(1);
 | 
						|
                break;
 | 
						|
            case A_QuickKey2:
 | 
						|
                quickKey(2);
 | 
						|
                break;
 | 
						|
            case A_QuickKey3:
 | 
						|
                quickKey(3);
 | 
						|
                break;
 | 
						|
            case A_QuickKey4:
 | 
						|
                quickKey(4);
 | 
						|
                break;
 | 
						|
            case A_QuickKey5:
 | 
						|
                quickKey(5);
 | 
						|
                break;
 | 
						|
            case A_QuickKey6:
 | 
						|
                quickKey(6);
 | 
						|
                break;
 | 
						|
            case A_QuickKey7:
 | 
						|
                quickKey(7);
 | 
						|
                break;
 | 
						|
            case A_QuickKey8:
 | 
						|
                quickKey(8);
 | 
						|
                break;
 | 
						|
            case A_QuickKey9:
 | 
						|
                quickKey(9);
 | 
						|
                break;
 | 
						|
            case A_QuickKey10:
 | 
						|
                quickKey(10);
 | 
						|
                break;
 | 
						|
            case A_QuickKeysMenu:
 | 
						|
                showQuickKeysMenu();
 | 
						|
                break;
 | 
						|
            case A_ToggleHUD:
 | 
						|
                MWBase::Environment::get().getWindowManager()->toggleHud();
 | 
						|
                break;
 | 
						|
            case A_ToggleDebug:
 | 
						|
                MWBase::Environment::get().getWindowManager()->toggleDebugWindow();
 | 
						|
                break;
 | 
						|
            case A_ZoomIn:
 | 
						|
                if (mControlSwitch["playerviewswitch"] && mControlSwitch["playercontrols"] && !MWBase::Environment::get().getWindowManager()->isGuiMode())
 | 
						|
                    MWBase::Environment::get().getWorld()->setCameraDistance(ZOOM_SCALE, true, true);
 | 
						|
                break;
 | 
						|
            case A_ZoomOut:
 | 
						|
                if (mControlSwitch["playerviewswitch"] && mControlSwitch["playercontrols"] && !MWBase::Environment::get().getWindowManager()->isGuiMode())
 | 
						|
                    MWBase::Environment::get().getWorld()->setCameraDistance(-ZOOM_SCALE, true, true);
 | 
						|
                break;
 | 
						|
            case A_QuickSave:
 | 
						|
                quickSave();
 | 
						|
                break;
 | 
						|
            case A_QuickLoad:
 | 
						|
                quickLoad();
 | 
						|
                break;
 | 
						|
            case A_CycleSpellLeft:
 | 
						|
                if (checkAllowedToUseItems() && MWBase::Environment::get().getWindowManager()->isAllowed(MWGui::GW_Magic))
 | 
						|
                    MWBase::Environment::get().getWindowManager()->cycleSpell(false);
 | 
						|
                break;
 | 
						|
            case A_CycleSpellRight:
 | 
						|
                if (checkAllowedToUseItems() && MWBase::Environment::get().getWindowManager()->isAllowed(MWGui::GW_Magic))
 | 
						|
                    MWBase::Environment::get().getWindowManager()->cycleSpell(true);
 | 
						|
                break;
 | 
						|
            case A_CycleWeaponLeft:
 | 
						|
                if (checkAllowedToUseItems() && MWBase::Environment::get().getWindowManager()->isAllowed(MWGui::GW_Inventory))
 | 
						|
                    MWBase::Environment::get().getWindowManager()->cycleWeapon(false);
 | 
						|
                break;
 | 
						|
            case A_CycleWeaponRight:
 | 
						|
                if (checkAllowedToUseItems() && MWBase::Environment::get().getWindowManager()->isAllowed(MWGui::GW_Inventory))
 | 
						|
                    MWBase::Environment::get().getWindowManager()->cycleWeapon(true);
 | 
						|
                break;
 | 
						|
            case A_Sneak:
 | 
						|
                if (mSneakToggles)
 | 
						|
                {
 | 
						|
                    toggleSneaking();
 | 
						|
                }
 | 
						|
                break;
 | 
						|
            }
 | 
						|
        }
 | 
						|
    }
 | 
						|
 | 
						|
    void InputManager::updateCursorMode()
 | 
						|
    {
 | 
						|
        bool grab = !MWBase::Environment::get().getWindowManager()->containsMode(MWGui::GM_MainMenu)
 | 
						|
             && !MWBase::Environment::get().getWindowManager()->isConsoleMode();
 | 
						|
 | 
						|
        bool was_relative = mInputManager->getMouseRelative();
 | 
						|
        bool is_relative = !MWBase::Environment::get().getWindowManager()->isGuiMode();
 | 
						|
 | 
						|
        // don't keep the pointer away from the window edge in gui mode
 | 
						|
        // stop using raw mouse motions and switch to system cursor movements
 | 
						|
        mInputManager->setMouseRelative(is_relative);
 | 
						|
 | 
						|
        //we let the mouse escape in the main menu
 | 
						|
        mInputManager->setGrabPointer(grab && (mGrabCursor || is_relative));
 | 
						|
 | 
						|
        //we switched to non-relative mode, move our cursor to where the in-game
 | 
						|
        //cursor is
 | 
						|
        if( !is_relative && was_relative != is_relative )
 | 
						|
        {
 | 
						|
            mInputManager->warpMouse(static_cast<int>(mGuiCursorX/mInvUiScalingFactor), static_cast<int>(mGuiCursorY/mInvUiScalingFactor));
 | 
						|
        }
 | 
						|
    }
 | 
						|
 | 
						|
    bool InputManager::checkAllowedToUseItems() const
 | 
						|
    {
 | 
						|
        MWWorld::Ptr player = MWMechanics::getPlayer();
 | 
						|
        if (player.getClass().getNpcStats(player).isWerewolf())
 | 
						|
        {
 | 
						|
            // Cannot use items or spells while in werewolf form
 | 
						|
            MWBase::Environment::get().getWindowManager()->messageBox("#{sWerewolfRefusal}");
 | 
						|
            return false;
 | 
						|
        }
 | 
						|
        return true;
 | 
						|
    }
 | 
						|
 | 
						|
    void InputManager::update(float dt, bool disableControls, bool disableEvents)
 | 
						|
    {
 | 
						|
        mControlsDisabled = disableControls;
 | 
						|
 | 
						|
        mInputManager->setMouseVisible(MWBase::Environment::get().getWindowManager()->getCursorVisible());
 | 
						|
 | 
						|
        mInputManager->capture(disableEvents);
 | 
						|
 | 
						|
        if (mControlsDisabled)
 | 
						|
        {
 | 
						|
            updateCursorMode();
 | 
						|
            return;
 | 
						|
        }
 | 
						|
 | 
						|
        // update values of channels (as a result of pressed keys)
 | 
						|
        mInputBinder->update(dt);
 | 
						|
 | 
						|
        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;
 | 
						|
            const MyGUI::IntSize& viewSize = MyGUI::RenderManager::getInstance().getViewSize();
 | 
						|
 | 
						|
            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)
 | 
						|
            {
 | 
						|
                mGuiCursorX += xmove;
 | 
						|
                mGuiCursorY += ymove;
 | 
						|
                mMouseWheel -= static_cast<int>(zAxis * dt * 1500.0f);
 | 
						|
 | 
						|
                mGuiCursorX = std::max(0.f, std::min(mGuiCursorX, float(viewSize.width-1)));
 | 
						|
                mGuiCursorY = std::max(0.f, std::min(mGuiCursorY, float(viewSize.height-1)));
 | 
						|
 | 
						|
                MyGUI::InputManager::getInstance().injectMouseMove(static_cast<int>(mGuiCursorX), static_cast<int>(mGuiCursorY), mMouseWheel);
 | 
						|
                mInputManager->warpMouse(static_cast<int>(mGuiCursorX/mInvUiScalingFactor), static_cast<int>(mGuiCursorY/mInvUiScalingFactor));
 | 
						|
                MWBase::Environment::get().getWindowManager()->setCursorActive(true);
 | 
						|
            }
 | 
						|
        }
 | 
						|
        if (mMouseLookEnabled)
 | 
						|
        {
 | 
						|
            float xAxis = mInputBinder->getChannel(A_LookLeftRight)->getValue()*2.0f-1.0f;
 | 
						|
            float yAxis = mInputBinder->getChannel(A_LookUpDown)->getValue()*2.0f-1.0f;
 | 
						|
            if (xAxis != 0 || yAxis != 0)
 | 
						|
            {
 | 
						|
                resetIdleTime();
 | 
						|
 | 
						|
                float rot[3];
 | 
						|
                rot[0] = yAxis * (dt * 100.0f) * 10.0f * mCameraSensitivity * (1.0f/256.f) * (mInvertY ? -1 : 1) * mCameraYMultiplier;
 | 
						|
                rot[1] = 0.0f;
 | 
						|
                rot[2] = xAxis * (dt * 100.0f) * 10.0f * mCameraSensitivity * (1.0f/256.f) * (mInvertX ? -1 : 1);
 | 
						|
 | 
						|
                // Only actually turn player when we're not in vanity mode
 | 
						|
                if(!MWBase::Environment::get().getWorld()->vanityRotateCamera(rot) && mControlSwitch["playerlooking"])
 | 
						|
                {
 | 
						|
                    mPlayer->yaw(rot[2]);
 | 
						|
                    mPlayer->pitch(rot[0]);
 | 
						|
                }
 | 
						|
            }
 | 
						|
        }
 | 
						|
 | 
						|
        // Disable movement in Gui mode
 | 
						|
        if (!(MWBase::Environment::get().getWindowManager()->isGuiMode()
 | 
						|
            || MWBase::Environment::get().getStateManager()->getState() != MWBase::StateManager::State_Running))
 | 
						|
        {
 | 
						|
            // Configure player movement according to keyboard input. Actual movement will
 | 
						|
            // be done in the physics system.
 | 
						|
            if (mControlSwitch["playercontrols"])
 | 
						|
            {
 | 
						|
                bool triedToMove = false;
 | 
						|
                bool isRunning = false;
 | 
						|
                bool alwaysRunAllowed = false;
 | 
						|
 | 
						|
                // joystick movement
 | 
						|
                float xAxis = mInputBinder->getChannel(A_MoveLeftRight)->getValue();
 | 
						|
                float yAxis = mInputBinder->getChannel(A_MoveForwardBackward)->getValue();
 | 
						|
                if (xAxis != .5)
 | 
						|
                {
 | 
						|
                    triedToMove = true;
 | 
						|
                    mPlayer->setLeftRight((xAxis - 0.5f) * 2);
 | 
						|
                }
 | 
						|
 | 
						|
                if (yAxis != .5)
 | 
						|
                {
 | 
						|
                    triedToMove = true;
 | 
						|
                    mPlayer->setAutoMove (false);
 | 
						|
                    mPlayer->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))
 | 
						|
                {
 | 
						|
                    alwaysRunAllowed = true;
 | 
						|
                    triedToMove = true;
 | 
						|
                    mPlayer->setLeftRight (actionIsActive(A_MoveRight) ? 1 : -1);
 | 
						|
                }
 | 
						|
 | 
						|
                if (actionIsActive(A_MoveForward) != actionIsActive(A_MoveBackward))
 | 
						|
                {
 | 
						|
                    alwaysRunAllowed = true;
 | 
						|
                    triedToMove = true;
 | 
						|
                    mPlayer->setAutoMove (false);
 | 
						|
                    mPlayer->setForwardBackward (actionIsActive(A_MoveForward) ? 1 : -1);
 | 
						|
                }
 | 
						|
 | 
						|
                if (mPlayer->getAutoMove())
 | 
						|
                {
 | 
						|
                    alwaysRunAllowed = true;
 | 
						|
                    triedToMove = true;
 | 
						|
                    mPlayer->setForwardBackward (1);
 | 
						|
                }
 | 
						|
 | 
						|
                if (!mSneakToggles)
 | 
						|
                {
 | 
						|
                    if(mJoystickLastUsed)
 | 
						|
                    {
 | 
						|
                        if(actionIsActive(A_Sneak))
 | 
						|
                        {
 | 
						|
                            if(mSneakToggleShortcutTimer) // New Sneak Button Press
 | 
						|
                            {
 | 
						|
                                if(mSneakToggleShortcutTimer <= 0.3f)
 | 
						|
                                {
 | 
						|
                                    mSneakGamepadShortcut = true;
 | 
						|
                                    toggleSneaking();
 | 
						|
                                }
 | 
						|
                                else
 | 
						|
                                    mSneakGamepadShortcut = false;
 | 
						|
                            }
 | 
						|
 | 
						|
                            if(!mSneaking)
 | 
						|
                                toggleSneaking();
 | 
						|
                            mSneakToggleShortcutTimer = 0.f;
 | 
						|
                        }
 | 
						|
                        else
 | 
						|
                        {
 | 
						|
                            if(!mSneakGamepadShortcut && mSneaking)
 | 
						|
                                toggleSneaking();
 | 
						|
                            if(mSneakToggleShortcutTimer <= 0.3f)
 | 
						|
                                mSneakToggleShortcutTimer += dt;
 | 
						|
                        }
 | 
						|
                    }
 | 
						|
                    else
 | 
						|
                        mPlayer->setSneak(actionIsActive(A_Sneak));
 | 
						|
                }
 | 
						|
 | 
						|
                if (mAttemptJump && mControlSwitch["playerjumping"])
 | 
						|
                {
 | 
						|
                    mPlayer->setUpDown (1);
 | 
						|
                    triedToMove = true;
 | 
						|
                    mOverencumberedMessageDelay = 0.f;
 | 
						|
                }
 | 
						|
 | 
						|
                if ((mAlwaysRunActive && alwaysRunAllowed) || isRunning)
 | 
						|
                    mPlayer->setRunState(!actionIsActive(A_Run));
 | 
						|
                else
 | 
						|
                    mPlayer->setRunState(actionIsActive(A_Run));
 | 
						|
 | 
						|
                // if player tried to start moving, but can't (due to being overencumbered), display a notification.
 | 
						|
                if (triedToMove)
 | 
						|
                {
 | 
						|
                    MWWorld::Ptr player = MWBase::Environment::get().getWorld ()->getPlayerPtr();
 | 
						|
                    mOverencumberedMessageDelay -= dt;
 | 
						|
                    if (player.getClass().getEncumbrance(player) > player.getClass().getCapacity(player))
 | 
						|
                    {
 | 
						|
                        mPlayer->setAutoMove (false);
 | 
						|
                        if (mOverencumberedMessageDelay <= 0)
 | 
						|
                        {
 | 
						|
                            MWBase::Environment::get().getWindowManager ()->messageBox("#{sNotifyMessage59}");
 | 
						|
                            mOverencumberedMessageDelay = 1.0;
 | 
						|
                        }
 | 
						|
                    }
 | 
						|
                }
 | 
						|
 | 
						|
                if (mControlSwitch["playerviewswitch"]) {
 | 
						|
 | 
						|
                    if (actionIsActive(A_TogglePOV)) {
 | 
						|
                        if (mPreviewPOVDelay <= 0.5 &&
 | 
						|
                            (mPreviewPOVDelay += dt) > 0.5)
 | 
						|
                        {
 | 
						|
                            mPreviewPOVDelay = 1.f;
 | 
						|
                            MWBase::Environment::get().getWorld()->togglePreviewMode(true);
 | 
						|
                        }
 | 
						|
                    } else {
 | 
						|
                        //disable preview mode
 | 
						|
                        MWBase::Environment::get().getWorld()->togglePreviewMode(false);
 | 
						|
                        if (mPreviewPOVDelay > 0.f && mPreviewPOVDelay <= 0.5) {
 | 
						|
                            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);
 | 
						|
                    }
 | 
						|
                }
 | 
						|
            }
 | 
						|
            if (actionIsActive(A_MoveForward) ||
 | 
						|
                actionIsActive(A_MoveBackward) ||
 | 
						|
                actionIsActive(A_MoveLeft) ||
 | 
						|
                actionIsActive(A_MoveRight) ||
 | 
						|
                actionIsActive(A_Jump) ||
 | 
						|
                actionIsActive(A_Sneak) ||
 | 
						|
                actionIsActive(A_TogglePOV) ||
 | 
						|
                actionIsActive(A_ZoomIn) ||
 | 
						|
                actionIsActive(A_ZoomOut) )
 | 
						|
            {
 | 
						|
                resetIdleTime();
 | 
						|
            } else {
 | 
						|
                updateIdleTime(dt);
 | 
						|
            }
 | 
						|
        }
 | 
						|
        else
 | 
						|
            mGamepadZoom = 0;
 | 
						|
        mAttemptJump = false; // Can only jump on first frame input is on
 | 
						|
    }
 | 
						|
 | 
						|
    void InputManager::setDragDrop(bool dragDrop)
 | 
						|
    {
 | 
						|
        mDragDrop = dragDrop;
 | 
						|
    }
 | 
						|
 | 
						|
    void InputManager::changeInputMode(bool guiMode)
 | 
						|
    {
 | 
						|
        mGuiCursorEnabled = guiMode;
 | 
						|
        mMouseLookEnabled = !guiMode;
 | 
						|
        if (guiMode)
 | 
						|
            MWBase::Environment::get().getWindowManager()->showCrosshair(false);
 | 
						|
        MWBase::Environment::get().getWindowManager()->setCursorVisible(guiMode && (!mJoystickLastUsed || mGamepadGuiCursorEnabled));
 | 
						|
        // if not in gui mode, the camera decides whether to show crosshair or not.
 | 
						|
    }
 | 
						|
 | 
						|
    void InputManager::processChangedSettings(const Settings::CategorySettingVector& changed)
 | 
						|
    {
 | 
						|
        bool changeRes = false;
 | 
						|
 | 
						|
        for (Settings::CategorySettingVector::const_iterator it = changed.begin();
 | 
						|
        it != changed.end(); ++it)
 | 
						|
        {
 | 
						|
            if (it->first == "Input" && it->second == "invert x axis")
 | 
						|
                mInvertX = Settings::Manager::getBool("invert x axis", "Input");
 | 
						|
 | 
						|
            if (it->first == "Input" && it->second == "invert y axis")
 | 
						|
                mInvertY = Settings::Manager::getBool("invert y axis", "Input");
 | 
						|
 | 
						|
            if (it->first == "Input" && it->second == "camera sensitivity")
 | 
						|
                mCameraSensitivity = Settings::Manager::getFloat("camera sensitivity", "Input");
 | 
						|
 | 
						|
            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"
 | 
						|
                    || it->second == "fullscreen"
 | 
						|
                    || it->second == "window border"))
 | 
						|
                changeRes = true;
 | 
						|
 | 
						|
            if (it->first == "Video" && it->second == "vsync")
 | 
						|
                mVideoWrapper->setSyncToVBlank(Settings::Manager::getBool("vsync", "Video"));
 | 
						|
 | 
						|
            if (it->first == "Video" && (it->second == "gamma" || it->second == "contrast"))
 | 
						|
                mVideoWrapper->setGammaContrast(Settings::Manager::getFloat("gamma", "Video"),
 | 
						|
                                                Settings::Manager::getFloat("contrast", "Video"));
 | 
						|
        }
 | 
						|
 | 
						|
        if (changeRes)
 | 
						|
        {
 | 
						|
            mVideoWrapper->setVideoMode(Settings::Manager::getInt("resolution x", "Video"),
 | 
						|
                                        Settings::Manager::getInt("resolution y", "Video"),
 | 
						|
                                        Settings::Manager::getBool("fullscreen", "Video"),
 | 
						|
                                        Settings::Manager::getBool("window border", "Video"));
 | 
						|
        }
 | 
						|
    }
 | 
						|
 | 
						|
    bool InputManager::getControlSwitch (const std::string& sw)
 | 
						|
    {
 | 
						|
        return mControlSwitch[sw];
 | 
						|
    }
 | 
						|
 | 
						|
    void InputManager::toggleControlSwitch (const std::string& sw, bool value)
 | 
						|
    {
 | 
						|
        /// \note 7 switches at all, if-else is relevant
 | 
						|
        if (sw == "playercontrols" && !value) {
 | 
						|
            mPlayer->setLeftRight(0);
 | 
						|
            mPlayer->setForwardBackward(0);
 | 
						|
            mPlayer->setAutoMove(false);
 | 
						|
            mPlayer->setUpDown(0);
 | 
						|
        } else if (sw == "playerjumping" && !value) {
 | 
						|
            /// \fixme maybe crouching at this time
 | 
						|
            mPlayer->setUpDown(0);
 | 
						|
        } else if (sw == "vanitymode") {
 | 
						|
            MWBase::Environment::get().getWorld()->allowVanityMode(value);
 | 
						|
        } else if (sw == "playerlooking" && !value) {
 | 
						|
            MWBase::Environment::get().getWorld()->rotateObject(mPlayer->getPlayer(), 0.f, 0.f, 0.f);
 | 
						|
        }
 | 
						|
        mControlSwitch[sw] = value;
 | 
						|
    }
 | 
						|
 | 
						|
    void InputManager::keyPressed( const SDL_KeyboardEvent &arg )
 | 
						|
    {
 | 
						|
        // HACK: to make Morrowind's default keybinding for the console work without printing an extra "^" upon closing
 | 
						|
        // This assumes that SDL_TextInput events always come *after* the key event
 | 
						|
        // (which is somewhat reasonable, and hopefully true for all SDL platforms)
 | 
						|
        OIS::KeyCode kc = mInputManager->sdl2OISKeyCode(arg.keysym.sym);
 | 
						|
        if (mInputBinder->getKeyBinding(mInputBinder->getControl(A_Console), ICS::Control::INCREASE)
 | 
						|
                == arg.keysym.scancode
 | 
						|
                && MWBase::Environment::get().getWindowManager()->isConsoleMode())
 | 
						|
            SDL_StopTextInput();
 | 
						|
 | 
						|
        bool consumed = false;
 | 
						|
        if (kc != OIS::KC_UNASSIGNED && !mInputBinder->detectingBindingState())
 | 
						|
        {
 | 
						|
            consumed = MWBase::Environment::get().getWindowManager()->injectKeyPress(MyGUI::KeyCode::Enum(kc), 0, arg.repeat);
 | 
						|
            if (SDL_IsTextInputActive() &&  // Little trick to check if key is printable
 | 
						|
                                    ( !(SDLK_SCANCODE_MASK & arg.keysym.sym) && std::isprint(arg.keysym.sym)))
 | 
						|
                consumed = true;
 | 
						|
            setPlayerControlsEnabled(!consumed);
 | 
						|
        }
 | 
						|
        if (arg.repeat)
 | 
						|
            return;
 | 
						|
 | 
						|
        if (!mControlsDisabled && !consumed)
 | 
						|
            mInputBinder->keyPressed (arg);
 | 
						|
        mJoystickLastUsed = false;
 | 
						|
    }
 | 
						|
 | 
						|
    void InputManager::textInput(const SDL_TextInputEvent &arg)
 | 
						|
    {
 | 
						|
        MyGUI::UString ustring(&arg.text[0]);
 | 
						|
        MyGUI::UString::utf32string utf32string = ustring.asUTF32();
 | 
						|
        for (MyGUI::UString::utf32string::const_iterator it = utf32string.begin(); it != utf32string.end(); ++it)
 | 
						|
            MyGUI::InputManager::getInstance().injectKeyPress(MyGUI::KeyCode::None, *it);
 | 
						|
    }
 | 
						|
 | 
						|
    void InputManager::keyReleased(const SDL_KeyboardEvent &arg )
 | 
						|
    {
 | 
						|
        mJoystickLastUsed = false;
 | 
						|
        OIS::KeyCode kc = mInputManager->sdl2OISKeyCode(arg.keysym.sym);
 | 
						|
 | 
						|
        if (!mInputBinder->detectingBindingState())
 | 
						|
            setPlayerControlsEnabled(!MyGUI::InputManager::getInstance().injectKeyRelease(MyGUI::KeyCode::Enum(kc)));
 | 
						|
        mInputBinder->keyReleased (arg);
 | 
						|
    }
 | 
						|
 | 
						|
    void InputManager::mousePressed( const SDL_MouseButtonEvent &arg, Uint8 id )
 | 
						|
    {
 | 
						|
        mJoystickLastUsed = false;
 | 
						|
        bool guiMode = false;
 | 
						|
 | 
						|
        if (id == SDL_BUTTON_LEFT || id == SDL_BUTTON_RIGHT) // MyGUI only uses these mouse events
 | 
						|
        {
 | 
						|
            guiMode = MWBase::Environment::get().getWindowManager()->isGuiMode();
 | 
						|
            guiMode = MyGUI::InputManager::getInstance().injectMousePress(static_cast<int>(mGuiCursorX), static_cast<int>(mGuiCursorY), sdlButtonToMyGUI(id)) && guiMode;
 | 
						|
            if (MyGUI::InputManager::getInstance ().getMouseFocusWidget () != 0)
 | 
						|
            {
 | 
						|
                MyGUI::Button* b = MyGUI::InputManager::getInstance ().getMouseFocusWidget ()->castType<MyGUI::Button>(false);
 | 
						|
                if (b && b->getEnabled() && id == SDL_BUTTON_LEFT)
 | 
						|
                {
 | 
						|
                    MWBase::Environment::get().getWindowManager()->playSound("Menu Click");
 | 
						|
                }
 | 
						|
            }
 | 
						|
            MWBase::Environment::get().getWindowManager()->setCursorActive(true);
 | 
						|
        }
 | 
						|
 | 
						|
        setPlayerControlsEnabled(!guiMode);
 | 
						|
 | 
						|
        // Don't trigger any mouse bindings while in settings menu, otherwise rebinding controls becomes impossible
 | 
						|
        if (MWBase::Environment::get().getWindowManager()->getMode() != MWGui::GM_Settings)
 | 
						|
            mInputBinder->mousePressed (arg, id);
 | 
						|
    }
 | 
						|
 | 
						|
    void InputManager::mouseReleased( const SDL_MouseButtonEvent &arg, Uint8 id )
 | 
						|
    {
 | 
						|
        mJoystickLastUsed = false;
 | 
						|
 | 
						|
        if(mInputBinder->detectingBindingState())
 | 
						|
        {
 | 
						|
            mInputBinder->mouseReleased (arg, id);
 | 
						|
        } else {
 | 
						|
            bool guiMode = MWBase::Environment::get().getWindowManager()->isGuiMode();
 | 
						|
            guiMode = MyGUI::InputManager::getInstance().injectMouseRelease(static_cast<int>(mGuiCursorX), static_cast<int>(mGuiCursorY), sdlButtonToMyGUI(id)) && guiMode;
 | 
						|
 | 
						|
            if(mInputBinder->detectingBindingState()) return; // don't allow same mouseup to bind as initiated bind
 | 
						|
 | 
						|
            setPlayerControlsEnabled(!guiMode);
 | 
						|
            mInputBinder->mouseReleased (arg, id);
 | 
						|
        }
 | 
						|
    }
 | 
						|
 | 
						|
    void InputManager::mouseWheelMoved(const SDL_MouseWheelEvent &arg)
 | 
						|
    {
 | 
						|
        if (mInputBinder->detectingBindingState() || !mControlsDisabled)
 | 
						|
            mInputBinder->mouseWheelMoved(arg);
 | 
						|
 | 
						|
        mJoystickLastUsed = false;
 | 
						|
    }
 | 
						|
 | 
						|
    void InputManager::mouseMoved(const SDLUtil::MouseMotionEvent &arg )
 | 
						|
    {
 | 
						|
        mInputBinder->mouseMoved (arg);
 | 
						|
 | 
						|
        mJoystickLastUsed = false;
 | 
						|
        resetIdleTime ();
 | 
						|
 | 
						|
        if (mGuiCursorEnabled)
 | 
						|
        {
 | 
						|
            if (!mGamepadGuiCursorEnabled)
 | 
						|
                mGamepadGuiCursorEnabled = true;
 | 
						|
            // 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
 | 
						|
            mGuiCursorX = static_cast<float>(arg.x) * mInvUiScalingFactor;
 | 
						|
            mGuiCursorY = static_cast<float>(arg.y) * mInvUiScalingFactor;
 | 
						|
 | 
						|
            mMouseWheel = int(arg.z);
 | 
						|
 | 
						|
            MyGUI::InputManager::getInstance().injectMouseMove( int(mGuiCursorX), int(mGuiCursorY), mMouseWheel);
 | 
						|
            // FIXME: inject twice to force updating focused widget states (tooltips) resulting from changing the viewport by scroll wheel
 | 
						|
            MyGUI::InputManager::getInstance().injectMouseMove( int(mGuiCursorX), int(mGuiCursorY), mMouseWheel);
 | 
						|
 | 
						|
            MWBase::Environment::get().getWindowManager()->setCursorActive(true);
 | 
						|
        }
 | 
						|
 | 
						|
        if (mMouseLookEnabled && !mControlsDisabled)
 | 
						|
        {
 | 
						|
            resetIdleTime();
 | 
						|
 | 
						|
            float x = arg.xrel * mCameraSensitivity * (1.0f/256.f) * (mInvertX ? -1 : 1);
 | 
						|
            float y = arg.yrel * mCameraSensitivity * (1.0f/256.f) * (mInvertY ? -1 : 1) * mCameraYMultiplier;
 | 
						|
 | 
						|
            float rot[3];
 | 
						|
            rot[0] = -y;
 | 
						|
            rot[1] = 0.0f;
 | 
						|
            rot[2] = -x;
 | 
						|
 | 
						|
            // Only actually turn player when we're not in vanity mode
 | 
						|
            if(!MWBase::Environment::get().getWorld()->vanityRotateCamera(rot) && mControlSwitch["playerlooking"])
 | 
						|
            {
 | 
						|
                mPlayer->yaw(x);
 | 
						|
                mPlayer->pitch(y);
 | 
						|
            }
 | 
						|
 | 
						|
            if (arg.zrel && mControlSwitch["playerviewswitch"] && mControlSwitch["playercontrols"]) //Check to make sure you are allowed to zoomout and there is a change
 | 
						|
            {
 | 
						|
                MWBase::Environment::get().getWorld()->changeVanityModeScale(static_cast<float>(arg.zrel));
 | 
						|
            }
 | 
						|
        }
 | 
						|
    }
 | 
						|
 | 
						|
    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 = MyGUI::InputManager::getInstance().injectMousePress(static_cast<int>(mGuiCursorX), static_cast<int>(mGuiCursorY), sdlButtonToMyGUI(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 = MyGUI::InputManager::getInstance().injectMouseRelease(static_cast<int>(mGuiCursorX), static_cast<int>(mGuiCursorY), sdlButtonToMyGUI(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)
 | 
						|
    {
 | 
						|
    }
 | 
						|
 | 
						|
    void InputManager::windowVisibilityChange(bool visible)
 | 
						|
    {
 | 
						|
        mWindowVisible = visible;
 | 
						|
    }
 | 
						|
 | 
						|
    void InputManager::windowResized(int x, int y)
 | 
						|
    {
 | 
						|
        // Note: this is a side effect of resolution change or window resize.
 | 
						|
        // There is no need to track these changes.
 | 
						|
        Settings::Manager::setInt("resolution x", "Video", x);
 | 
						|
        Settings::Manager::setInt("resolution y", "Video", y);
 | 
						|
        Settings::Manager::resetPendingChange("resolution x", "Video");
 | 
						|
        Settings::Manager::resetPendingChange("resolution y", "Video");
 | 
						|
 | 
						|
        MWBase::Environment::get().getWindowManager()->windowResized(x, y);
 | 
						|
 | 
						|
        // We should reload TrueType fonts to fit new resolution
 | 
						|
        MWBase::Environment::get().getWindowManager()->loadUserFonts();
 | 
						|
    }
 | 
						|
 | 
						|
    void InputManager::windowClosed()
 | 
						|
    {
 | 
						|
        MWBase::Environment::get().getStateManager()->requestQuit();
 | 
						|
    }
 | 
						|
 | 
						|
    void InputManager::toggleMainMenu()
 | 
						|
    {
 | 
						|
        if (MyGUI::InputManager::getInstance().isModalAny())
 | 
						|
        {
 | 
						|
            MWBase::Environment::get().getWindowManager()->exitCurrentModal();
 | 
						|
            return;
 | 
						|
        }
 | 
						|
 | 
						|
        if (MWBase::Environment::get().getWindowManager()->isConsoleMode())
 | 
						|
        {
 | 
						|
            MWBase::Environment::get().getWindowManager()->toggleConsole();
 | 
						|
            return;
 | 
						|
        }
 | 
						|
 | 
						|
        if (!MWBase::Environment::get().getWindowManager()->isGuiMode()) //No open GUIs, open up the MainMenu
 | 
						|
        {
 | 
						|
            MWBase::Environment::get().getWindowManager()->pushGuiMode (MWGui::GM_MainMenu);
 | 
						|
        }
 | 
						|
        else //Close current GUI
 | 
						|
        {
 | 
						|
            MWBase::Environment::get().getWindowManager()->exitCurrentGuiMode();
 | 
						|
        }
 | 
						|
    }
 | 
						|
 | 
						|
    void InputManager::quickLoad() {
 | 
						|
        if (!MyGUI::InputManager::getInstance().isModalAny())
 | 
						|
            MWBase::Environment::get().getStateManager()->quickLoad();
 | 
						|
    }
 | 
						|
 | 
						|
    void InputManager::quickSave() {
 | 
						|
        if (!MyGUI::InputManager::getInstance().isModalAny())
 | 
						|
            MWBase::Environment::get().getStateManager()->quickSave();
 | 
						|
    }
 | 
						|
    void InputManager::toggleSpell()
 | 
						|
    {
 | 
						|
        if (MWBase::Environment::get().getWindowManager()->isGuiMode()) return;
 | 
						|
 | 
						|
        // Not allowed before the magic window is accessible
 | 
						|
        if (!mControlSwitch["playermagic"] || !mControlSwitch["playercontrols"])
 | 
						|
            return;
 | 
						|
 | 
						|
        if (!checkAllowedToUseItems())
 | 
						|
            return;
 | 
						|
 | 
						|
        // Not allowed if no spell selected
 | 
						|
        MWWorld::InventoryStore& inventory = mPlayer->getPlayer().getClass().getInventoryStore(mPlayer->getPlayer());
 | 
						|
        if (MWBase::Environment::get().getWindowManager()->getSelectedSpell().empty() &&
 | 
						|
            inventory.getSelectedEnchantItem() == inventory.end())
 | 
						|
            return;
 | 
						|
 | 
						|
        if (MWBase::Environment::get().getMechanicsManager()->isAttackingOrSpell(mPlayer->getPlayer()))
 | 
						|
            return;
 | 
						|
 | 
						|
        MWMechanics::DrawState_ state = mPlayer->getDrawState();
 | 
						|
        if (state == MWMechanics::DrawState_Weapon || state == MWMechanics::DrawState_Nothing)
 | 
						|
            mPlayer->setDrawState(MWMechanics::DrawState_Spell);
 | 
						|
        else
 | 
						|
            mPlayer->setDrawState(MWMechanics::DrawState_Nothing);
 | 
						|
    }
 | 
						|
 | 
						|
    void InputManager::toggleWeapon()
 | 
						|
    {
 | 
						|
        if (MWBase::Environment::get().getWindowManager()->isGuiMode()) return;
 | 
						|
 | 
						|
        // Not allowed before the inventory window is accessible
 | 
						|
        if (!mControlSwitch["playerfighting"] || !mControlSwitch["playercontrols"])
 | 
						|
            return;
 | 
						|
 | 
						|
        // We want to interrupt animation only if attack is preparing, but still is not triggered
 | 
						|
        // Otherwise we will get a "speedshooting" exploit, when player can skip reload animation by hitting "Toggle Weapon" key twice
 | 
						|
        if (MWBase::Environment::get().getMechanicsManager()->isAttackPreparing(mPlayer->getPlayer()))
 | 
						|
            mPlayer->setAttackingOrSpell(false);
 | 
						|
        else if (MWBase::Environment::get().getMechanicsManager()->isAttackingOrSpell(mPlayer->getPlayer()))
 | 
						|
            return;
 | 
						|
 | 
						|
        MWMechanics::DrawState_ state = mPlayer->getDrawState();
 | 
						|
        if (state == MWMechanics::DrawState_Spell || state == MWMechanics::DrawState_Nothing)
 | 
						|
            mPlayer->setDrawState(MWMechanics::DrawState_Weapon);
 | 
						|
        else
 | 
						|
            mPlayer->setDrawState(MWMechanics::DrawState_Nothing);
 | 
						|
    }
 | 
						|
 | 
						|
    void InputManager::rest()
 | 
						|
    {
 | 
						|
        if (!mControlSwitch["playercontrols"])
 | 
						|
            return;
 | 
						|
 | 
						|
        if (!MWBase::Environment::get().getWindowManager()->getRestEnabled () || MWBase::Environment::get().getWindowManager()->isGuiMode ())
 | 
						|
            return;
 | 
						|
 | 
						|
        MWBase::Environment::get().getWindowManager()->pushGuiMode (MWGui::GM_Rest); //Open rest GUI
 | 
						|
 | 
						|
    }
 | 
						|
 | 
						|
    void InputManager::screenshot()
 | 
						|
    {
 | 
						|
        bool regularScreenshot = true;
 | 
						|
 | 
						|
        std::string settingStr;
 | 
						|
 | 
						|
        settingStr = Settings::Manager::getString("screenshot type","Video");
 | 
						|
        regularScreenshot = settingStr.size() == 0 || settingStr.compare("regular") == 0;
 | 
						|
 | 
						|
        if (regularScreenshot)
 | 
						|
        {
 | 
						|
            mScreenCaptureHandler->setFramesToCapture(1);
 | 
						|
            mScreenCaptureHandler->captureNextFrame(*mViewer);
 | 
						|
        }
 | 
						|
        else
 | 
						|
        {
 | 
						|
            osg::ref_ptr<osg::Image> screenshot (new osg::Image);
 | 
						|
 | 
						|
            if (MWBase::Environment::get().getWorld()->screenshot360(screenshot.get(),settingStr))
 | 
						|
            {
 | 
						|
                (*mScreenCaptureOperation) (*(screenshot.get()),0);
 | 
						|
                // FIXME: mScreenCaptureHandler->getCaptureOperation() causes crash for some reason
 | 
						|
            }
 | 
						|
        }
 | 
						|
    }
 | 
						|
 | 
						|
    void InputManager::toggleInventory()
 | 
						|
    {
 | 
						|
        if (!mControlSwitch["playercontrols"])
 | 
						|
            return;
 | 
						|
 | 
						|
        if (MyGUI::InputManager::getInstance ().isModalAny())
 | 
						|
            return;
 | 
						|
 | 
						|
        if (MWBase::Environment::get().getWindowManager()->isConsoleMode())
 | 
						|
            return;
 | 
						|
 | 
						|
        // Toggle between game mode and inventory mode
 | 
						|
        if(!MWBase::Environment::get().getWindowManager()->isGuiMode())
 | 
						|
            MWBase::Environment::get().getWindowManager()->pushGuiMode(MWGui::GM_Inventory);
 | 
						|
        else
 | 
						|
        {
 | 
						|
            MWGui::GuiMode mode = MWBase::Environment::get().getWindowManager()->getMode();
 | 
						|
            if(mode == MWGui::GM_Inventory || mode == MWGui::GM_Container)
 | 
						|
                MWBase::Environment::get().getWindowManager()->popGuiMode();
 | 
						|
        }
 | 
						|
 | 
						|
        // .. but don't touch any other mode, except container.
 | 
						|
    }
 | 
						|
 | 
						|
    void InputManager::toggleConsole()
 | 
						|
    {
 | 
						|
        if (MyGUI::InputManager::getInstance ().isModalAny())
 | 
						|
            return;
 | 
						|
 | 
						|
        MWBase::Environment::get().getWindowManager()->toggleConsole();
 | 
						|
    }
 | 
						|
 | 
						|
    void InputManager::toggleJournal()
 | 
						|
    {
 | 
						|
        if (!mControlSwitch["playercontrols"])
 | 
						|
            return;
 | 
						|
        if (MyGUI::InputManager::getInstance ().isModalAny())
 | 
						|
            return;
 | 
						|
 | 
						|
        if(MWBase::Environment::get().getWindowManager()->getMode() != MWGui::GM_Journal
 | 
						|
                && MWBase::Environment::get().getWindowManager()->getMode() != MWGui::GM_MainMenu
 | 
						|
                && MWBase::Environment::get().getWindowManager()->getMode() != MWGui::GM_Settings
 | 
						|
                && MWBase::Environment::get().getWindowManager ()->getJournalAllowed())
 | 
						|
        {
 | 
						|
            MWBase::Environment::get().getWindowManager()->pushGuiMode(MWGui::GM_Journal);
 | 
						|
        }
 | 
						|
        else if(MWBase::Environment::get().getWindowManager()->containsMode(MWGui::GM_Journal))
 | 
						|
        {
 | 
						|
            MWBase::Environment::get().getWindowManager()->removeGuiMode(MWGui::GM_Journal);
 | 
						|
        }
 | 
						|
    }
 | 
						|
 | 
						|
    void InputManager::quickKey (int index)
 | 
						|
    {
 | 
						|
        if (!mControlSwitch["playercontrols"] || !mControlSwitch["playerfighting"] || !mControlSwitch["playermagic"])
 | 
						|
            return;
 | 
						|
        if (!checkAllowedToUseItems())
 | 
						|
            return;
 | 
						|
 | 
						|
        if (MWBase::Environment::get().getWorld()->getGlobalFloat ("chargenstate")!=-1)
 | 
						|
            return;
 | 
						|
 | 
						|
        if (!MWBase::Environment::get().getWindowManager()->isGuiMode())
 | 
						|
            MWBase::Environment::get().getWindowManager()->activateQuickKey (index);
 | 
						|
    }
 | 
						|
 | 
						|
    void InputManager::showQuickKeysMenu()
 | 
						|
    {
 | 
						|
        if (!MWBase::Environment::get().getWindowManager()->isGuiMode ()
 | 
						|
                && MWBase::Environment::get().getWorld()->getGlobalFloat ("chargenstate")==-1)
 | 
						|
        {
 | 
						|
            if (!checkAllowedToUseItems())
 | 
						|
                return;
 | 
						|
 | 
						|
            MWBase::Environment::get().getWindowManager()->pushGuiMode (MWGui::GM_QuickKeysMenu);
 | 
						|
 | 
						|
        }
 | 
						|
        else if (MWBase::Environment::get().getWindowManager()->getMode () == MWGui::GM_QuickKeysMenu) {
 | 
						|
            while(MyGUI::InputManager::getInstance().isModalAny()) { //Handle any open Modal windows
 | 
						|
                MWBase::Environment::get().getWindowManager()->exitCurrentModal();
 | 
						|
            }
 | 
						|
            MWBase::Environment::get().getWindowManager()->exitCurrentGuiMode(); //And handle the actual main window
 | 
						|
        }
 | 
						|
    }
 | 
						|
 | 
						|
    void InputManager::activate()
 | 
						|
    {
 | 
						|
        if (MWBase::Environment::get().getWindowManager()->isGuiMode())
 | 
						|
        {
 | 
						|
            if (!SDL_IsTextInputActive() && !isLeftOrRightButton(A_Activate, mInputBinder, mFakeDeviceID, mJoystickLastUsed))
 | 
						|
                MWBase::Environment::get().getWindowManager()->injectKeyPress(MyGUI::KeyCode::Return, 0, false);
 | 
						|
        }
 | 
						|
        else if (mControlSwitch["playercontrols"])
 | 
						|
            mPlayer->activate();
 | 
						|
    }
 | 
						|
 | 
						|
    void InputManager::toggleAutoMove()
 | 
						|
    {
 | 
						|
        if (MWBase::Environment::get().getWindowManager()->isGuiMode()) return;
 | 
						|
 | 
						|
        if (mControlSwitch["playercontrols"])
 | 
						|
            mPlayer->setAutoMove (!mPlayer->getAutoMove());
 | 
						|
    }
 | 
						|
 | 
						|
    void InputManager::toggleWalking()
 | 
						|
    {
 | 
						|
        if (MWBase::Environment::get().getWindowManager()->isGuiMode() || SDL_IsTextInputActive()) return;
 | 
						|
        mAlwaysRunActive = !mAlwaysRunActive;
 | 
						|
 | 
						|
        Settings::Manager::setBool("always run", "Input", mAlwaysRunActive);
 | 
						|
    }
 | 
						|
 | 
						|
    void InputManager::toggleSneaking()
 | 
						|
    {
 | 
						|
        if (MWBase::Environment::get().getWindowManager()->isGuiMode()) return;
 | 
						|
        if (!mControlSwitch["playercontrols"]) return;
 | 
						|
        mSneaking = !mSneaking;
 | 
						|
        mPlayer->setSneak(mSneaking);
 | 
						|
    }
 | 
						|
 | 
						|
    void InputManager::resetIdleTime()
 | 
						|
    {
 | 
						|
        if (mTimeIdle < 0)
 | 
						|
            MWBase::Environment::get().getWorld()->toggleVanityMode(false);
 | 
						|
        mTimeIdle = 0.f;
 | 
						|
    }
 | 
						|
 | 
						|
    void InputManager::updateIdleTime(float dt)
 | 
						|
    {
 | 
						|
        static const float vanityDelay = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>()
 | 
						|
                .find("fVanityDelay")->mValue.getFloat();
 | 
						|
        if (mTimeIdle >= 0.f)
 | 
						|
            mTimeIdle += dt;
 | 
						|
        if (mTimeIdle > vanityDelay) {
 | 
						|
            MWBase::Environment::get().getWorld()->toggleVanityMode(true);
 | 
						|
            mTimeIdle = -1.f;
 | 
						|
        }
 | 
						|
    }
 | 
						|
 | 
						|
    bool InputManager::actionIsActive (int id)
 | 
						|
    {
 | 
						|
        return (mInputBinder->getChannel (id)->getValue ()==1.0);
 | 
						|
    }
 | 
						|
 | 
						|
    void InputManager::loadKeyDefaults (bool force)
 | 
						|
    {
 | 
						|
        // using hardcoded key defaults is inevitable, if we want the configuration files to stay valid
 | 
						|
        // across different versions of OpenMW (in the case where another input action is added)
 | 
						|
        std::map<int, SDL_Scancode> defaultKeyBindings;
 | 
						|
 | 
						|
        //Gets the Keyvalue from the Scancode; gives the button in the same place reguardless of keyboard format
 | 
						|
        defaultKeyBindings[A_Activate] = SDL_SCANCODE_SPACE;
 | 
						|
        defaultKeyBindings[A_MoveBackward] = SDL_SCANCODE_S;
 | 
						|
        defaultKeyBindings[A_MoveForward] = SDL_SCANCODE_W;
 | 
						|
        defaultKeyBindings[A_MoveLeft] = SDL_SCANCODE_A;
 | 
						|
        defaultKeyBindings[A_MoveRight] = SDL_SCANCODE_D;
 | 
						|
        defaultKeyBindings[A_ToggleWeapon] = SDL_SCANCODE_F;
 | 
						|
        defaultKeyBindings[A_ToggleSpell] = SDL_SCANCODE_R;
 | 
						|
        defaultKeyBindings[A_CycleSpellLeft] = SDL_SCANCODE_MINUS;
 | 
						|
        defaultKeyBindings[A_CycleSpellRight] = SDL_SCANCODE_EQUALS;
 | 
						|
        defaultKeyBindings[A_CycleWeaponLeft] = SDL_SCANCODE_LEFTBRACKET;
 | 
						|
        defaultKeyBindings[A_CycleWeaponRight] = SDL_SCANCODE_RIGHTBRACKET;
 | 
						|
 | 
						|
        defaultKeyBindings[A_QuickKeysMenu] = SDL_SCANCODE_F1;
 | 
						|
        defaultKeyBindings[A_Console] = SDL_SCANCODE_GRAVE;
 | 
						|
        defaultKeyBindings[A_Run] = SDL_SCANCODE_LSHIFT;
 | 
						|
        defaultKeyBindings[A_Sneak] = SDL_SCANCODE_LCTRL;
 | 
						|
        defaultKeyBindings[A_AutoMove] = SDL_SCANCODE_Q;
 | 
						|
        defaultKeyBindings[A_Jump] = SDL_SCANCODE_E;
 | 
						|
        defaultKeyBindings[A_Journal] = SDL_SCANCODE_J;
 | 
						|
        defaultKeyBindings[A_Rest] = SDL_SCANCODE_T;
 | 
						|
        defaultKeyBindings[A_GameMenu] = SDL_SCANCODE_ESCAPE;
 | 
						|
        defaultKeyBindings[A_TogglePOV] = SDL_SCANCODE_TAB;
 | 
						|
        defaultKeyBindings[A_QuickKey1] = SDL_SCANCODE_1;
 | 
						|
        defaultKeyBindings[A_QuickKey2] = SDL_SCANCODE_2;
 | 
						|
        defaultKeyBindings[A_QuickKey3] = SDL_SCANCODE_3;
 | 
						|
        defaultKeyBindings[A_QuickKey4] = SDL_SCANCODE_4;
 | 
						|
        defaultKeyBindings[A_QuickKey5] = SDL_SCANCODE_5;
 | 
						|
        defaultKeyBindings[A_QuickKey6] = SDL_SCANCODE_6;
 | 
						|
        defaultKeyBindings[A_QuickKey7] = SDL_SCANCODE_7;
 | 
						|
        defaultKeyBindings[A_QuickKey8] = SDL_SCANCODE_8;
 | 
						|
        defaultKeyBindings[A_QuickKey9] = SDL_SCANCODE_9;
 | 
						|
        defaultKeyBindings[A_QuickKey10] = SDL_SCANCODE_0;
 | 
						|
        defaultKeyBindings[A_Screenshot] = SDL_SCANCODE_F12;
 | 
						|
        defaultKeyBindings[A_ToggleHUD] = SDL_SCANCODE_F11;
 | 
						|
        defaultKeyBindings[A_ToggleDebug] = SDL_SCANCODE_F10;
 | 
						|
        defaultKeyBindings[A_AlwaysRun] = SDL_SCANCODE_CAPSLOCK;
 | 
						|
        defaultKeyBindings[A_QuickSave] = SDL_SCANCODE_F5;
 | 
						|
        defaultKeyBindings[A_QuickLoad] = SDL_SCANCODE_F9;
 | 
						|
 | 
						|
        std::map<int, int> defaultMouseButtonBindings;
 | 
						|
        defaultMouseButtonBindings[A_Inventory] = SDL_BUTTON_RIGHT;
 | 
						|
        defaultMouseButtonBindings[A_Use] = SDL_BUTTON_LEFT;
 | 
						|
 | 
						|
        std::map<int, ICS::InputControlSystem::MouseWheelClick> defaultMouseWheelBindings;
 | 
						|
        defaultMouseWheelBindings[A_ZoomIn] = ICS::InputControlSystem::MouseWheelClick::UP;
 | 
						|
        defaultMouseWheelBindings[A_ZoomOut] = ICS::InputControlSystem::MouseWheelClick::DOWN;
 | 
						|
 | 
						|
        for (int i = 0; i < A_Last; ++i)
 | 
						|
        {
 | 
						|
            ICS::Control* control;
 | 
						|
            bool controlExists = mInputBinder->getChannel(i)->getControlsCount () != 0;
 | 
						|
            if (!controlExists)
 | 
						|
            {
 | 
						|
                control = new ICS::Control(std::to_string(i), false, true, 0, ICS::ICS_MAX, ICS::ICS_MAX);
 | 
						|
                mInputBinder->addControl(control);
 | 
						|
                control->attachChannel(mInputBinder->getChannel(i), ICS::Channel::DIRECT);
 | 
						|
            }
 | 
						|
            else
 | 
						|
            {
 | 
						|
                control = mInputBinder->getChannel(i)->getAttachedControls ().front().control;
 | 
						|
            }
 | 
						|
 | 
						|
            if (!controlExists || force ||
 | 
						|
                    ( mInputBinder->getKeyBinding (control, ICS::Control::INCREASE) == SDL_SCANCODE_UNKNOWN
 | 
						|
                      && mInputBinder->getMouseButtonBinding (control, ICS::Control::INCREASE) == ICS_MAX_DEVICE_BUTTONS
 | 
						|
                      && mInputBinder->getMouseWheelBinding(control, ICS::Control::INCREASE) == ICS::InputControlSystem::MouseWheelClick::UNASSIGNED
 | 
						|
                      ))
 | 
						|
            {
 | 
						|
                clearAllKeyBindings(control);
 | 
						|
 | 
						|
                if (defaultKeyBindings.find(i) != defaultKeyBindings.end()
 | 
						|
                        && (force || !mInputBinder->isKeyBound(defaultKeyBindings[i])))
 | 
						|
                {
 | 
						|
                    control->setInitialValue(0.0f);
 | 
						|
                    mInputBinder->addKeyBinding(control, defaultKeyBindings[i], ICS::Control::INCREASE);
 | 
						|
                }
 | 
						|
                else if (defaultMouseButtonBindings.find(i) != defaultMouseButtonBindings.end()
 | 
						|
                         && (force || !mInputBinder->isMouseButtonBound(defaultMouseButtonBindings[i])))
 | 
						|
                {
 | 
						|
                    control->setInitialValue(0.0f);
 | 
						|
                    mInputBinder->addMouseButtonBinding (control, defaultMouseButtonBindings[i], ICS::Control::INCREASE);
 | 
						|
                }
 | 
						|
                else if (defaultMouseWheelBindings.find(i) != defaultMouseWheelBindings.end()
 | 
						|
                        && (force || !mInputBinder->isMouseWheelBound(defaultMouseWheelBindings[i])))
 | 
						|
                {
 | 
						|
                    control->setInitialValue(0.f);
 | 
						|
                    mInputBinder->addMouseWheelBinding(control, defaultMouseWheelBindings[i], ICS::Control::INCREASE);
 | 
						|
                }
 | 
						|
 | 
						|
                if (i == A_LookLeftRight && !mInputBinder->isKeyBound(SDL_SCANCODE_KP_4) && !mInputBinder->isKeyBound(SDL_SCANCODE_KP_6))
 | 
						|
                {
 | 
						|
                    mInputBinder->addKeyBinding(control, SDL_SCANCODE_KP_6, ICS::Control::INCREASE);
 | 
						|
                    mInputBinder->addKeyBinding(control, SDL_SCANCODE_KP_4, ICS::Control::DECREASE);
 | 
						|
                }
 | 
						|
                if (i == A_LookUpDown && !mInputBinder->isKeyBound(SDL_SCANCODE_KP_8) && !mInputBinder->isKeyBound(SDL_SCANCODE_KP_2))
 | 
						|
                {
 | 
						|
                    mInputBinder->addKeyBinding(control, SDL_SCANCODE_KP_2, ICS::Control::INCREASE);
 | 
						|
                    mInputBinder->addKeyBinding(control, SDL_SCANCODE_KP_8, ICS::Control::DECREASE);
 | 
						|
                }
 | 
						|
            }
 | 
						|
        }
 | 
						|
    }
 | 
						|
 | 
						|
    void InputManager::loadControllerDefaults(bool force)
 | 
						|
    {
 | 
						|
        // using hardcoded key defaults is inevitable, if we want the configuration files to stay valid
 | 
						|
        // across different versions of OpenMW (in the case where another input action is added)
 | 
						|
        std::map<int, int> defaultButtonBindings;
 | 
						|
 | 
						|
        defaultButtonBindings[A_Activate] = SDL_CONTROLLER_BUTTON_A;
 | 
						|
        defaultButtonBindings[A_ToggleWeapon] = SDL_CONTROLLER_BUTTON_X;
 | 
						|
        defaultButtonBindings[A_ToggleSpell] = SDL_CONTROLLER_BUTTON_Y;
 | 
						|
        //defaultButtonBindings[A_QuickButtonsMenu] = SDL_GetButtonFromScancode(SDL_SCANCODE_F1); // Need to implement, should be ToggleSpell(5) AND Wait(9)
 | 
						|
        defaultButtonBindings[A_Sneak] = SDL_CONTROLLER_BUTTON_LEFTSTICK;
 | 
						|
        defaultButtonBindings[A_Journal] = SDL_CONTROLLER_BUTTON_LEFTSHOULDER;
 | 
						|
        defaultButtonBindings[A_Rest] = SDL_CONTROLLER_BUTTON_RIGHTSHOULDER;
 | 
						|
        defaultButtonBindings[A_TogglePOV] = SDL_CONTROLLER_BUTTON_RIGHTSTICK;
 | 
						|
        defaultButtonBindings[A_Inventory] = SDL_CONTROLLER_BUTTON_B;
 | 
						|
        defaultButtonBindings[A_GameMenu] = SDL_CONTROLLER_BUTTON_START;
 | 
						|
        defaultButtonBindings[A_QuickSave] = SDL_CONTROLLER_BUTTON_GUIDE;
 | 
						|
        defaultButtonBindings[A_MoveForward] = SDL_CONTROLLER_BUTTON_DPAD_UP;
 | 
						|
        defaultButtonBindings[A_MoveLeft] = SDL_CONTROLLER_BUTTON_DPAD_LEFT;
 | 
						|
        defaultButtonBindings[A_MoveBackward] = SDL_CONTROLLER_BUTTON_DPAD_DOWN;
 | 
						|
        defaultButtonBindings[A_MoveRight] = SDL_CONTROLLER_BUTTON_DPAD_RIGHT;
 | 
						|
 | 
						|
        std::map<int, int> defaultAxisBindings;
 | 
						|
        defaultAxisBindings[A_MoveForwardBackward] = SDL_CONTROLLER_AXIS_LEFTY;
 | 
						|
        defaultAxisBindings[A_MoveLeftRight] = SDL_CONTROLLER_AXIS_LEFTX;
 | 
						|
        defaultAxisBindings[A_LookUpDown] = SDL_CONTROLLER_AXIS_RIGHTY;
 | 
						|
        defaultAxisBindings[A_LookLeftRight] = SDL_CONTROLLER_AXIS_RIGHTX;
 | 
						|
        defaultAxisBindings[A_Use] = SDL_CONTROLLER_AXIS_TRIGGERRIGHT;
 | 
						|
        defaultAxisBindings[A_Jump] = SDL_CONTROLLER_AXIS_TRIGGERLEFT;
 | 
						|
 | 
						|
        for (int i = 0; i < A_Last; i++)
 | 
						|
        {
 | 
						|
            ICS::Control* control;
 | 
						|
            bool controlExists = mInputBinder->getChannel(i)->getControlsCount () != 0;
 | 
						|
            if (!controlExists)
 | 
						|
            {
 | 
						|
                float initial;
 | 
						|
                if (defaultAxisBindings.find(i) == defaultAxisBindings.end())
 | 
						|
                    initial = 0.0f;
 | 
						|
                else initial = 0.5f;
 | 
						|
                control = new ICS::Control(std::to_string(i), false, true, initial, ICS::ICS_MAX, ICS::ICS_MAX);
 | 
						|
                mInputBinder->addControl(control);
 | 
						|
                control->attachChannel(mInputBinder->getChannel(i), ICS::Channel::DIRECT);
 | 
						|
            }
 | 
						|
            else
 | 
						|
            {
 | 
						|
                control = mInputBinder->getChannel(i)->getAttachedControls ().front().control;
 | 
						|
            }
 | 
						|
 | 
						|
            if (!controlExists || force || ( mInputBinder->getJoystickAxisBinding (control, mFakeDeviceID, ICS::Control::INCREASE) == ICS::InputControlSystem::UNASSIGNED && mInputBinder->getJoystickButtonBinding (control, mFakeDeviceID, ICS::Control::INCREASE) == ICS_MAX_DEVICE_BUTTONS ))
 | 
						|
            {
 | 
						|
                clearAllControllerBindings(control);
 | 
						|
 | 
						|
                if (defaultButtonBindings.find(i) != defaultButtonBindings.end()
 | 
						|
                        && (force || !mInputBinder->isJoystickButtonBound(mFakeDeviceID, defaultButtonBindings[i])))
 | 
						|
                {
 | 
						|
                    control->setInitialValue(0.0f);
 | 
						|
                    mInputBinder->addJoystickButtonBinding(control, mFakeDeviceID, defaultButtonBindings[i], ICS::Control::INCREASE);
 | 
						|
                }
 | 
						|
                else if (defaultAxisBindings.find(i) != defaultAxisBindings.end() && (force || !mInputBinder->isJoystickAxisBound(mFakeDeviceID, defaultAxisBindings[i])))
 | 
						|
                {
 | 
						|
                    control->setValue(0.5f);
 | 
						|
                    control->setInitialValue(0.5f);
 | 
						|
                    mInputBinder->addJoystickAxisBinding(control, mFakeDeviceID, defaultAxisBindings[i], ICS::Control::INCREASE);
 | 
						|
                }
 | 
						|
            }
 | 
						|
        }
 | 
						|
    }
 | 
						|
 | 
						|
    std::string InputManager::getActionDescription (int action)
 | 
						|
    {
 | 
						|
        std::map<int, std::string> descriptions;
 | 
						|
 | 
						|
        if (action == A_Screenshot)
 | 
						|
            return "Screenshot";
 | 
						|
        else if (action == A_ZoomIn)
 | 
						|
            return "Zoom In";
 | 
						|
        else if (action == A_ZoomOut)
 | 
						|
            return "Zoom Out";
 | 
						|
 | 
						|
        descriptions[A_Use] = "sUse";
 | 
						|
        descriptions[A_Activate] = "sActivate";
 | 
						|
        descriptions[A_MoveBackward] = "sBack";
 | 
						|
        descriptions[A_MoveForward] = "sForward";
 | 
						|
        descriptions[A_MoveLeft] = "sLeft";
 | 
						|
        descriptions[A_MoveRight] = "sRight";
 | 
						|
        descriptions[A_ToggleWeapon] = "sReady_Weapon";
 | 
						|
        descriptions[A_ToggleSpell] = "sReady_Magic";
 | 
						|
        descriptions[A_CycleSpellLeft] = "sPrevSpell";
 | 
						|
        descriptions[A_CycleSpellRight] = "sNextSpell";
 | 
						|
        descriptions[A_CycleWeaponLeft] = "sPrevWeapon";
 | 
						|
        descriptions[A_CycleWeaponRight] = "sNextWeapon";
 | 
						|
        descriptions[A_Console] = "sConsoleTitle";
 | 
						|
        descriptions[A_Run] = "sRun";
 | 
						|
        descriptions[A_Sneak] = "sCrouch_Sneak";
 | 
						|
        descriptions[A_AutoMove] = "sAuto_Run";
 | 
						|
        descriptions[A_Jump] = "sJump";
 | 
						|
        descriptions[A_Journal] = "sJournal";
 | 
						|
        descriptions[A_Rest] = "sRestKey";
 | 
						|
        descriptions[A_Inventory] = "sInventory";
 | 
						|
        descriptions[A_TogglePOV] = "sTogglePOVCmd";
 | 
						|
        descriptions[A_QuickKeysMenu] = "sQuickMenu";
 | 
						|
        descriptions[A_QuickKey1] = "sQuick1Cmd";
 | 
						|
        descriptions[A_QuickKey2] = "sQuick2Cmd";
 | 
						|
        descriptions[A_QuickKey3] = "sQuick3Cmd";
 | 
						|
        descriptions[A_QuickKey4] = "sQuick4Cmd";
 | 
						|
        descriptions[A_QuickKey5] = "sQuick5Cmd";
 | 
						|
        descriptions[A_QuickKey6] = "sQuick6Cmd";
 | 
						|
        descriptions[A_QuickKey7] = "sQuick7Cmd";
 | 
						|
        descriptions[A_QuickKey8] = "sQuick8Cmd";
 | 
						|
        descriptions[A_QuickKey9] = "sQuick9Cmd";
 | 
						|
        descriptions[A_QuickKey10] = "sQuick10Cmd";
 | 
						|
        descriptions[A_AlwaysRun] = "sAlways_Run";
 | 
						|
        descriptions[A_QuickSave] = "sQuickSaveCmd";
 | 
						|
        descriptions[A_QuickLoad] = "sQuickLoadCmd";
 | 
						|
 | 
						|
        if (descriptions[action] == "")
 | 
						|
            return ""; // not configurable
 | 
						|
 | 
						|
        return "#{" + descriptions[action] + "}";
 | 
						|
    }
 | 
						|
 | 
						|
    std::string InputManager::getActionKeyBindingName (int action)
 | 
						|
    {
 | 
						|
        if (mInputBinder->getChannel (action)->getControlsCount () == 0)
 | 
						|
            return "#{sNone}";
 | 
						|
 | 
						|
        ICS::Control* c = mInputBinder->getChannel (action)->getAttachedControls ().front().control;
 | 
						|
 | 
						|
        SDL_Scancode key = mInputBinder->getKeyBinding (c, ICS::Control::INCREASE);
 | 
						|
        unsigned int mouse = mInputBinder->getMouseButtonBinding (c, ICS::Control::INCREASE);
 | 
						|
        ICS::InputControlSystem::MouseWheelClick wheel = mInputBinder->getMouseWheelBinding(c, ICS::Control::INCREASE);
 | 
						|
        if (key != SDL_SCANCODE_UNKNOWN)
 | 
						|
            return MyGUI::TextIterator::toTagsString(mInputBinder->scancodeToString (key));
 | 
						|
        else if (mouse != ICS_MAX_DEVICE_BUTTONS)
 | 
						|
            return "#{sMouse} " + std::to_string(mouse);
 | 
						|
        else if (wheel != ICS::InputControlSystem::MouseWheelClick::UNASSIGNED)
 | 
						|
            switch (wheel)
 | 
						|
            {
 | 
						|
                case ICS::InputControlSystem::MouseWheelClick::UP:
 | 
						|
                    return "Mouse Wheel Up";
 | 
						|
                case ICS::InputControlSystem::MouseWheelClick::DOWN:
 | 
						|
                    return "Mouse Wheel Down";
 | 
						|
                case ICS::InputControlSystem::MouseWheelClick::RIGHT:
 | 
						|
                    return "Mouse Wheel Right";
 | 
						|
                case ICS::InputControlSystem::MouseWheelClick::LEFT:
 | 
						|
                    return "Mouse Wheel Left";
 | 
						|
                default:
 | 
						|
                    return "#{sNone}";
 | 
						|
            }
 | 
						|
        else
 | 
						|
            return "#{sNone}";
 | 
						|
    }
 | 
						|
 | 
						|
    std::string InputManager::getActionControllerBindingName (int action)
 | 
						|
    {
 | 
						|
        if (mInputBinder->getChannel (action)->getControlsCount () == 0)
 | 
						|
            return "#{sNone}";
 | 
						|
 | 
						|
        ICS::Control* c = mInputBinder->getChannel (action)->getAttachedControls ().front().control;
 | 
						|
 | 
						|
        if (mInputBinder->getJoystickAxisBinding (c, mFakeDeviceID, ICS::Control::INCREASE) != ICS::InputControlSystem::UNASSIGNED)
 | 
						|
            return sdlControllerAxisToString(mInputBinder->getJoystickAxisBinding (c, mFakeDeviceID, ICS::Control::INCREASE));
 | 
						|
        else if (mInputBinder->getJoystickButtonBinding (c, mFakeDeviceID, ICS::Control::INCREASE) != ICS_MAX_DEVICE_BUTTONS )
 | 
						|
            return sdlControllerButtonToString(mInputBinder->getJoystickButtonBinding (c, mFakeDeviceID, ICS::Control::INCREASE));
 | 
						|
        else
 | 
						|
            return "#{sNone}";
 | 
						|
    }
 | 
						|
 | 
						|
    std::string InputManager::sdlControllerButtonToString(int button)
 | 
						|
    {
 | 
						|
        switch(button)
 | 
						|
        {
 | 
						|
            case SDL_CONTROLLER_BUTTON_A:
 | 
						|
                return "A Button";
 | 
						|
            case SDL_CONTROLLER_BUTTON_B:
 | 
						|
                return "B Button";
 | 
						|
            case SDL_CONTROLLER_BUTTON_BACK:
 | 
						|
                return "Back Button";
 | 
						|
            case SDL_CONTROLLER_BUTTON_DPAD_DOWN:
 | 
						|
                return "DPad Down";
 | 
						|
            case SDL_CONTROLLER_BUTTON_DPAD_LEFT:
 | 
						|
                return "DPad Left";
 | 
						|
            case SDL_CONTROLLER_BUTTON_DPAD_RIGHT:
 | 
						|
                return "DPad Right";
 | 
						|
            case SDL_CONTROLLER_BUTTON_DPAD_UP:
 | 
						|
                return "DPad Up";
 | 
						|
            case SDL_CONTROLLER_BUTTON_GUIDE:
 | 
						|
                return "Guide Button";
 | 
						|
            case SDL_CONTROLLER_BUTTON_LEFTSHOULDER:
 | 
						|
                return "Left Shoulder";
 | 
						|
            case SDL_CONTROLLER_BUTTON_LEFTSTICK:
 | 
						|
                return "Left Stick Button";
 | 
						|
            case SDL_CONTROLLER_BUTTON_RIGHTSHOULDER:
 | 
						|
                return "Right Shoulder";
 | 
						|
            case SDL_CONTROLLER_BUTTON_RIGHTSTICK:
 | 
						|
                return "Right Stick Button";
 | 
						|
            case SDL_CONTROLLER_BUTTON_START:
 | 
						|
                return "Start Button";
 | 
						|
            case SDL_CONTROLLER_BUTTON_X:
 | 
						|
                return "X Button";
 | 
						|
            case SDL_CONTROLLER_BUTTON_Y:
 | 
						|
                return "Y Button";
 | 
						|
            default:
 | 
						|
                return "Button " + std::to_string(button);
 | 
						|
        }
 | 
						|
    }
 | 
						|
    std::string InputManager::sdlControllerAxisToString(int axis)
 | 
						|
    {
 | 
						|
        switch(axis)
 | 
						|
        {
 | 
						|
            case SDL_CONTROLLER_AXIS_LEFTX:
 | 
						|
                return "Left Stick X";
 | 
						|
            case SDL_CONTROLLER_AXIS_LEFTY:
 | 
						|
                return "Left Stick Y";
 | 
						|
            case SDL_CONTROLLER_AXIS_RIGHTX:
 | 
						|
                return "Right Stick X";
 | 
						|
            case SDL_CONTROLLER_AXIS_RIGHTY:
 | 
						|
                return "Right Stick Y";
 | 
						|
            case SDL_CONTROLLER_AXIS_TRIGGERLEFT:
 | 
						|
                return "Left Trigger";
 | 
						|
            case SDL_CONTROLLER_AXIS_TRIGGERRIGHT:
 | 
						|
                return "Right Trigger";
 | 
						|
            default:
 | 
						|
                return "Axis " + std::to_string(axis);
 | 
						|
        }
 | 
						|
     }
 | 
						|
 | 
						|
    std::vector<int> InputManager::getActionKeySorting()
 | 
						|
    {
 | 
						|
        std::vector<int> ret;
 | 
						|
        ret.push_back(A_MoveForward);
 | 
						|
        ret.push_back(A_MoveBackward);
 | 
						|
        ret.push_back(A_MoveLeft);
 | 
						|
        ret.push_back(A_MoveRight);
 | 
						|
        ret.push_back(A_TogglePOV);
 | 
						|
        ret.push_back(A_ZoomIn);
 | 
						|
        ret.push_back(A_ZoomOut);
 | 
						|
        ret.push_back(A_Run);
 | 
						|
        ret.push_back(A_AlwaysRun);
 | 
						|
        ret.push_back(A_Sneak);
 | 
						|
        ret.push_back(A_Activate);
 | 
						|
        ret.push_back(A_Use);
 | 
						|
        ret.push_back(A_ToggleWeapon);
 | 
						|
        ret.push_back(A_ToggleSpell);
 | 
						|
        ret.push_back(A_CycleSpellLeft);
 | 
						|
        ret.push_back(A_CycleSpellRight);
 | 
						|
        ret.push_back(A_CycleWeaponLeft);
 | 
						|
        ret.push_back(A_CycleWeaponRight);
 | 
						|
        ret.push_back(A_AutoMove);
 | 
						|
        ret.push_back(A_Jump);
 | 
						|
        ret.push_back(A_Inventory);
 | 
						|
        ret.push_back(A_Journal);
 | 
						|
        ret.push_back(A_Rest);
 | 
						|
        ret.push_back(A_Console);
 | 
						|
        ret.push_back(A_QuickSave);
 | 
						|
        ret.push_back(A_QuickLoad);
 | 
						|
        ret.push_back(A_Screenshot);
 | 
						|
        ret.push_back(A_QuickKeysMenu);
 | 
						|
        ret.push_back(A_QuickKey1);
 | 
						|
        ret.push_back(A_QuickKey2);
 | 
						|
        ret.push_back(A_QuickKey3);
 | 
						|
        ret.push_back(A_QuickKey4);
 | 
						|
        ret.push_back(A_QuickKey5);
 | 
						|
        ret.push_back(A_QuickKey6);
 | 
						|
        ret.push_back(A_QuickKey7);
 | 
						|
        ret.push_back(A_QuickKey8);
 | 
						|
        ret.push_back(A_QuickKey9);
 | 
						|
        ret.push_back(A_QuickKey10);
 | 
						|
 | 
						|
        return ret;
 | 
						|
    }
 | 
						|
    std::vector<int> InputManager::getActionControllerSorting()
 | 
						|
    {
 | 
						|
        std::vector<int> ret;
 | 
						|
        ret.push_back(A_TogglePOV);
 | 
						|
        ret.push_back(A_ZoomIn);
 | 
						|
        ret.push_back(A_ZoomOut);
 | 
						|
        ret.push_back(A_Sneak);
 | 
						|
        ret.push_back(A_Activate);
 | 
						|
        ret.push_back(A_Use);
 | 
						|
        ret.push_back(A_ToggleWeapon);
 | 
						|
        ret.push_back(A_ToggleSpell);
 | 
						|
        ret.push_back(A_AutoMove);
 | 
						|
        ret.push_back(A_Jump);
 | 
						|
        ret.push_back(A_Inventory);
 | 
						|
        ret.push_back(A_Journal);
 | 
						|
        ret.push_back(A_Rest);
 | 
						|
        ret.push_back(A_QuickSave);
 | 
						|
        ret.push_back(A_QuickLoad);
 | 
						|
        ret.push_back(A_Screenshot);
 | 
						|
        ret.push_back(A_QuickKeysMenu);
 | 
						|
        ret.push_back(A_QuickKey1);
 | 
						|
        ret.push_back(A_QuickKey2);
 | 
						|
        ret.push_back(A_QuickKey3);
 | 
						|
        ret.push_back(A_QuickKey4);
 | 
						|
        ret.push_back(A_QuickKey5);
 | 
						|
        ret.push_back(A_QuickKey6);
 | 
						|
        ret.push_back(A_QuickKey7);
 | 
						|
        ret.push_back(A_QuickKey8);
 | 
						|
        ret.push_back(A_QuickKey9);
 | 
						|
        ret.push_back(A_QuickKey10);
 | 
						|
        ret.push_back(A_CycleSpellLeft);
 | 
						|
        ret.push_back(A_CycleSpellRight);
 | 
						|
        ret.push_back(A_CycleWeaponLeft);
 | 
						|
        ret.push_back(A_CycleWeaponRight);
 | 
						|
 | 
						|
        return ret;
 | 
						|
    }
 | 
						|
 | 
						|
    void InputManager::enableDetectingBindingMode (int action, bool keyboard)
 | 
						|
    {
 | 
						|
        mDetectingKeyboard = keyboard;
 | 
						|
        ICS::Control* c = mInputBinder->getChannel (action)->getAttachedControls ().front().control;
 | 
						|
        mInputBinder->enableDetectingBindingState (c, ICS::Control::INCREASE);
 | 
						|
    }
 | 
						|
 | 
						|
    void InputManager::keyBindingDetected(ICS::InputControlSystem* ICS, ICS::Control* control
 | 
						|
        , SDL_Scancode key, ICS::Control::ControlChangingDirection direction)
 | 
						|
    {
 | 
						|
        //Disallow binding escape key
 | 
						|
        if(key==SDL_SCANCODE_ESCAPE)
 | 
						|
        {
 | 
						|
            //Stop binding if esc pressed
 | 
						|
            mInputBinder->cancelDetectingBindingState();
 | 
						|
            MWBase::Environment::get().getWindowManager ()->notifyInputActionBound ();
 | 
						|
            return;
 | 
						|
        }
 | 
						|
 | 
						|
        // Disallow binding reserved keys
 | 
						|
        if (key == SDL_SCANCODE_F3 || key == SDL_SCANCODE_F4 || key == SDL_SCANCODE_F10 || key == SDL_SCANCODE_F11)
 | 
						|
            return;
 | 
						|
 | 
						|
        #ifndef __APPLE__
 | 
						|
        // Disallow binding Windows/Meta keys
 | 
						|
        if (key == SDL_SCANCODE_LGUI || key == SDL_SCANCODE_RGUI)
 | 
						|
            return;
 | 
						|
        #endif
 | 
						|
 | 
						|
        if(!mDetectingKeyboard)
 | 
						|
            return;
 | 
						|
 | 
						|
        clearAllKeyBindings(control);
 | 
						|
        control->setInitialValue(0.0f);
 | 
						|
        ICS::DetectingBindingListener::keyBindingDetected (ICS, control, key, direction);
 | 
						|
        MWBase::Environment::get().getWindowManager ()->notifyInputActionBound ();
 | 
						|
    }
 | 
						|
 | 
						|
    void InputManager::mouseAxisBindingDetected(ICS::InputControlSystem* ICS, ICS::Control* control
 | 
						|
        , ICS::InputControlSystem::NamedAxis axis, ICS::Control::ControlChangingDirection direction)
 | 
						|
    {
 | 
						|
        // we don't want mouse movement bindings
 | 
						|
        return;
 | 
						|
    }
 | 
						|
 | 
						|
    void InputManager::mouseButtonBindingDetected(ICS::InputControlSystem* ICS, ICS::Control* control
 | 
						|
        , unsigned int button, ICS::Control::ControlChangingDirection direction)
 | 
						|
    {
 | 
						|
        if(!mDetectingKeyboard)
 | 
						|
            return;
 | 
						|
        clearAllKeyBindings(control);
 | 
						|
        control->setInitialValue(0.0f);
 | 
						|
        ICS::DetectingBindingListener::mouseButtonBindingDetected (ICS, control, button, direction);
 | 
						|
        MWBase::Environment::get().getWindowManager ()->notifyInputActionBound ();
 | 
						|
    }
 | 
						|
 | 
						|
    void InputManager::mouseWheelBindingDetected(ICS::InputControlSystem* ICS, ICS::Control* control
 | 
						|
        , ICS::InputControlSystem::MouseWheelClick click, ICS::Control::ControlChangingDirection direction)
 | 
						|
    {
 | 
						|
        if(!mDetectingKeyboard)
 | 
						|
            return;
 | 
						|
        clearAllKeyBindings(control);
 | 
						|
        control->setInitialValue(0.0f);
 | 
						|
        ICS::DetectingBindingListener::mouseWheelBindingDetected(ICS, control, click, direction);
 | 
						|
        MWBase::Environment::get().getWindowManager()->notifyInputActionBound();
 | 
						|
    }
 | 
						|
 | 
						|
    void InputManager::joystickAxisBindingDetected(ICS::InputControlSystem* ICS, int deviceID, ICS::Control* control
 | 
						|
        , int axis, ICS::Control::ControlChangingDirection direction)
 | 
						|
    {
 | 
						|
        //only allow binding to the trigers
 | 
						|
        if(axis != SDL_CONTROLLER_AXIS_TRIGGERLEFT && axis != SDL_CONTROLLER_AXIS_TRIGGERRIGHT)
 | 
						|
            return;
 | 
						|
        if(mDetectingKeyboard)
 | 
						|
            return;
 | 
						|
 | 
						|
        clearAllControllerBindings(control);
 | 
						|
        control->setValue(0.5f); //axis bindings must start at 0.5
 | 
						|
        control->setInitialValue(0.5f);
 | 
						|
        ICS::DetectingBindingListener::joystickAxisBindingDetected (ICS, deviceID, control, axis, direction);
 | 
						|
        MWBase::Environment::get().getWindowManager ()->notifyInputActionBound ();
 | 
						|
    }
 | 
						|
 | 
						|
    void InputManager::joystickButtonBindingDetected(ICS::InputControlSystem* ICS, int deviceID, ICS::Control* control
 | 
						|
        , unsigned int button, ICS::Control::ControlChangingDirection direction)
 | 
						|
    {
 | 
						|
        if(mDetectingKeyboard)
 | 
						|
            return;
 | 
						|
        clearAllControllerBindings(control);
 | 
						|
        control->setInitialValue(0.0f);
 | 
						|
        ICS::DetectingBindingListener::joystickButtonBindingDetected (ICS, deviceID, control, button, direction);
 | 
						|
        MWBase::Environment::get().getWindowManager ()->notifyInputActionBound ();
 | 
						|
    }
 | 
						|
 | 
						|
    void InputManager::clearAllKeyBindings (ICS::Control* control)
 | 
						|
    {
 | 
						|
        // right now we don't really need multiple bindings for the same action, so remove all others first
 | 
						|
        if (mInputBinder->getKeyBinding (control, ICS::Control::INCREASE) != SDL_SCANCODE_UNKNOWN)
 | 
						|
            mInputBinder->removeKeyBinding (mInputBinder->getKeyBinding (control, ICS::Control::INCREASE));
 | 
						|
        if (mInputBinder->getMouseButtonBinding (control, ICS::Control::INCREASE) != ICS_MAX_DEVICE_BUTTONS)
 | 
						|
            mInputBinder->removeMouseButtonBinding (mInputBinder->getMouseButtonBinding (control, ICS::Control::INCREASE));
 | 
						|
        if (mInputBinder->getMouseWheelBinding (control, ICS::Control::INCREASE) != ICS::InputControlSystem::MouseWheelClick::UNASSIGNED)
 | 
						|
            mInputBinder->removeMouseWheelBinding (mInputBinder->getMouseWheelBinding(control, ICS::Control::INCREASE));
 | 
						|
    }
 | 
						|
 | 
						|
    void InputManager::clearAllControllerBindings (ICS::Control* control)
 | 
						|
    {
 | 
						|
        // right now we don't really need multiple bindings for the same action, so remove all others first
 | 
						|
        if (mInputBinder->getJoystickAxisBinding (control, mFakeDeviceID, ICS::Control::INCREASE) != SDL_SCANCODE_UNKNOWN)
 | 
						|
            mInputBinder->removeJoystickAxisBinding (mFakeDeviceID, mInputBinder->getJoystickAxisBinding (control, mFakeDeviceID, ICS::Control::INCREASE));
 | 
						|
        if (mInputBinder->getJoystickButtonBinding (control, mFakeDeviceID, ICS::Control::INCREASE) != ICS_MAX_DEVICE_BUTTONS)
 | 
						|
            mInputBinder->removeJoystickButtonBinding (mFakeDeviceID, mInputBinder->getJoystickButtonBinding (control, mFakeDeviceID, ICS::Control::INCREASE));
 | 
						|
    }
 | 
						|
 | 
						|
    int InputManager::countSavedGameRecords() const
 | 
						|
    {
 | 
						|
        return 1;
 | 
						|
    }
 | 
						|
 | 
						|
    void InputManager::write(ESM::ESMWriter& writer, Loading::Listener& /*progress*/)
 | 
						|
    {
 | 
						|
        ESM::ControlsState controls;
 | 
						|
        controls.mViewSwitchDisabled = !getControlSwitch("playerviewswitch");
 | 
						|
        controls.mControlsDisabled = !getControlSwitch("playercontrols");
 | 
						|
        controls.mJumpingDisabled = !getControlSwitch("playerjumping");
 | 
						|
        controls.mLookingDisabled = !getControlSwitch("playerlooking");
 | 
						|
        controls.mVanityModeDisabled = !getControlSwitch("vanitymode");
 | 
						|
        controls.mWeaponDrawingDisabled = !getControlSwitch("playerfighting");
 | 
						|
        controls.mSpellDrawingDisabled = !getControlSwitch("playermagic");
 | 
						|
 | 
						|
        writer.startRecord (ESM::REC_INPU);
 | 
						|
        controls.save(writer);
 | 
						|
        writer.endRecord (ESM::REC_INPU);
 | 
						|
    }
 | 
						|
 | 
						|
    void InputManager::readRecord(ESM::ESMReader& reader, uint32_t type)
 | 
						|
    {
 | 
						|
        if (type == ESM::REC_INPU)
 | 
						|
        {
 | 
						|
            ESM::ControlsState controls;
 | 
						|
            controls.load(reader);
 | 
						|
 | 
						|
            toggleControlSwitch("playerviewswitch", !controls.mViewSwitchDisabled);
 | 
						|
            toggleControlSwitch("playercontrols", !controls.mControlsDisabled);
 | 
						|
            toggleControlSwitch("playerjumping", !controls.mJumpingDisabled);
 | 
						|
            toggleControlSwitch("playerlooking", !controls.mLookingDisabled);
 | 
						|
            toggleControlSwitch("vanitymode", !controls.mVanityModeDisabled);
 | 
						|
            toggleControlSwitch("playerfighting", !controls.mWeaponDrawingDisabled);
 | 
						|
            toggleControlSwitch("playermagic", !controls.mSpellDrawingDisabled);
 | 
						|
        }
 | 
						|
    }
 | 
						|
 | 
						|
    void InputManager::resetToDefaultKeyBindings()
 | 
						|
    {
 | 
						|
        loadKeyDefaults(true);
 | 
						|
    }
 | 
						|
 | 
						|
    void InputManager::resetToDefaultControllerBindings()
 | 
						|
    {
 | 
						|
        loadControllerDefaults(true);
 | 
						|
    }
 | 
						|
 | 
						|
    MyGUI::MouseButton InputManager::sdlButtonToMyGUI(Uint8 button)
 | 
						|
    {
 | 
						|
        //The right button is the second button, according to MyGUI
 | 
						|
        if(button == SDL_BUTTON_RIGHT)
 | 
						|
            button = SDL_BUTTON_MIDDLE;
 | 
						|
        else if(button == SDL_BUTTON_MIDDLE)
 | 
						|
            button = SDL_BUTTON_RIGHT;
 | 
						|
 | 
						|
        //MyGUI's buttons are 0 indexed
 | 
						|
        return MyGUI::MouseButton::Enum(button - 1);
 | 
						|
    }
 | 
						|
}
 |