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Formatting changes

This commit is contained in:
Andrei Kortunov 2020-04-17 16:51:47 +04:00
parent 85f91a7de8
commit b575712cb1
13 changed files with 114 additions and 144 deletions

View file

@ -579,10 +579,6 @@ namespace MWInput
player.setSneak(mSneaking);
}
void ActionManager::clear()
{
}
void ActionManager::handleGuiArrowKey(int action)
{
bool joystickUsed = MWBase::Environment::get().getInputManager()->joystickLastUsed();

View file

@ -23,8 +23,6 @@ namespace MWInput
osg::ref_ptr<osgViewer::Viewer> viewer,
osg::ref_ptr<osgViewer::ScreenCaptureHandler> screenCaptureHandler);
void clear();
void update(float dt, bool triedToMove);
void executeAction(int action);

View file

@ -220,8 +220,8 @@ namespace MWInput
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];
for(int pc : playerChannels)
{
mInputBinder->getChannel(pc)->setEnabled(enabled);
}
}
@ -308,8 +308,7 @@ namespace MWInput
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
))
&& mInputBinder->getMouseWheelBinding(control, ICS::Control::INCREASE) == ICS::InputControlSystem::MouseWheelClick::UNASSIGNED))
{
clearAllKeyBindings(mInputBinder, control);
@ -395,7 +394,8 @@ namespace MWInput
control = mInputBinder->getChannel(i)->getAttachedControls().front().control;
}
if (!controlExists || force || ( mInputBinder->getJoystickAxisBinding (control, sFakeDeviceId, ICS::Control::INCREASE) == ICS::InputControlSystem::UNASSIGNED && mInputBinder->getJoystickButtonBinding (control, sFakeDeviceId, ICS::Control::INCREASE) == ICS_MAX_DEVICE_BUTTONS ))
if (!controlExists || force || (mInputBinder->getJoystickAxisBinding(control, sFakeDeviceId, ICS::Control::INCREASE) == ICS::InputControlSystem::UNASSIGNED &&
mInputBinder->getJoystickButtonBinding(control, sFakeDeviceId, ICS::Control::INCREASE) == ICS_MAX_DEVICE_BUTTONS))
{
clearAllControllerBindings(mInputBinder, control);
@ -464,8 +464,8 @@ namespace MWInput
descriptions[A_QuickSave] = "sQuickSaveCmd";
descriptions[A_QuickLoad] = "sQuickLoadCmd";
if (descriptions[action] == "")
return ""; // not configurable
if (descriptions[action].empty())
return std::string(); // not configurable
return "#{" + descriptions[action] + "}";
}
@ -685,12 +685,12 @@ namespace MWInput
//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)
else if (previousValue >= 0.8 && currentValue < 0.8)
{
currentValue = 0.0;
previousValue = 1.0;
}
else if(previousValue <= .6 && currentValue > .6)
else if (previousValue <= 0.6 && currentValue > 0.6)
{
currentValue = 1.0;
previousValue = 0.0;

View file

@ -45,6 +45,7 @@ namespace MWInput
{
SDL_GameControllerAddMappingsFromFile(controllerBindingsFile.c_str());
}
if (!userControllerBindingsFile.empty())
{
SDL_GameControllerAddMappingsFromFile(userControllerBindingsFile.c_str());
@ -73,10 +74,6 @@ namespace MWInput
mInvUiScalingFactor = 1.f / uiScale;
}
void ControllerManager::clear()
{
}
void ControllerManager::processChangedSettings(const Settings::CategorySettingVector& changed)
{
for (const auto& setting : changed)
@ -131,13 +128,13 @@ namespace MWInput
{
float xAxis = mBindingsManager->getActionValue(A_MoveLeftRight);
float yAxis = mBindingsManager->getActionValue(A_MoveForwardBackward);
if (xAxis != .5)
if (xAxis != 0.5)
{
triedToMove = true;
player.setLeftRight((xAxis - 0.5f) * 2);
}
if (yAxis != .5)
if (yAxis != 0.5)
{
triedToMove = true;
player.setAutoMove (false);
@ -210,6 +207,7 @@ namespace MWInput
{
if (gamepadToGuiControl(arg))
return;
if (mGamepadGuiCursorEnabled)
{
// Temporary mouse binding until keyboard controls are available:
@ -245,6 +243,7 @@ namespace MWInput
mBindingsManager->controllerButtonReleased(deviceID, arg);
return;
}
if (!mJoystickEnabled || mControlsDisabled)
return;

View file

@ -23,8 +23,6 @@ namespace MWInput
virtual ~ControllerManager() = default;
void clear();
bool update(float dt, bool disableControls);
virtual void buttonPressed(int deviceID, const SDL_ControllerButtonEvent &arg);

View file

@ -58,11 +58,6 @@ namespace MWInput
{
// Enable all controls
mControlSwitch->clear();
mActionManager->clear();
mControllerManager->clear();
mSensorManager->clear();
mMouseManager->clear();
}
InputManager::~InputManager()
@ -90,19 +85,19 @@ namespace MWInput
bool grab = !MWBase::Environment::get().getWindowManager()->containsMode(MWGui::GM_MainMenu)
&& !MWBase::Environment::get().getWindowManager()->isConsoleMode();
bool was_relative = mInputWrapper->getMouseRelative();
bool is_relative = !MWBase::Environment::get().getWindowManager()->isGuiMode();
bool wasRelative = mInputWrapper->getMouseRelative();
bool isRelative = !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
mInputWrapper->setMouseRelative(is_relative);
mInputWrapper->setMouseRelative(isRelative);
//we let the mouse escape in the main menu
mInputWrapper->setGrabPointer(grab && (mGrabCursor || is_relative));
mInputWrapper->setGrabPointer(grab && (mGrabCursor || isRelative));
//we switched to non-relative mode, move our cursor to where the in-game
//cursor is
if(!is_relative && was_relative != is_relative)
if (!isRelative && wasRelative != isRelative)
{
mMouseManager->warpMouse();
}
@ -148,7 +143,9 @@ namespace MWInput
mMouseManager->setMouseLookEnabled(!guiMode);
if (guiMode)
MWBase::Environment::get().getWindowManager()->showCrosshair(false);
MWBase::Environment::get().getWindowManager()->setCursorVisible(guiMode && (!mControllerManager->joystickLastUsed() || mControllerManager->gamepadGuiCursorEnabled()));
bool isCursorVisible = guiMode && (!mControllerManager->joystickLastUsed() || mControllerManager->gamepadGuiCursorEnabled());
MWBase::Environment::get().getWindowManager()->setCursorVisible(isCursorVisible);
// if not in gui mode, the camera decides whether to show crosshair or not.
}

View file

@ -13,17 +13,6 @@
#include "actions.hpp"
namespace MWInput
{
class ControlSwitch;
class ActionManager;
class BindingsManager;
class ControllerManager;
class KeyboardManager;
class MouseManager;
class SensorManager;
}
namespace MWWorld
{
class Player;
@ -43,11 +32,18 @@ struct SDL_Window;
namespace MWInput
{
class ControlSwitch;
class ActionManager;
class BindingsManager;
class ControllerManager;
class KeyboardManager;
class MouseManager;
class SensorManager;
/**
* @brief Class that handles all input and key bindings for OpenMW.
* @brief Class that provides a high-level API for game input
*/
class InputManager :
public MWBase::InputManager
class InputManager : public MWBase::InputManager
{
public:
InputManager(
@ -99,6 +95,18 @@ namespace MWInput
virtual void executeAction(int action);
private:
void convertMousePosForMyGUI(int& x, int& y);
void handleGuiArrowKey(int action);
void updateCursorMode();
void quickKey(int index);
void showQuickKeysMenu();
void loadKeyDefaults(bool force = false);
void loadControllerDefaults(bool force = false);
SDLUtil::InputWrapper* mInputWrapper;
bool mGrabCursor;
@ -111,18 +119,6 @@ namespace MWInput
KeyboardManager* mKeyboardManager;
MouseManager* mMouseManager;
SensorManager* mSensorManager;
void convertMousePosForMyGUI(int& x, int& y);
void handleGuiArrowKey(int action);
void updateCursorMode();
void quickKey(int index);
void showQuickKeysMenu();
void loadKeyDefaults(bool force = false);
void loadControllerDefaults(bool force = false);
};
}
#endif

View file

@ -47,11 +47,13 @@ namespace MWInput
consumed = true;
mBindingsManager->setPlayerControlsEnabled(!consumed);
}
if (arg.repeat)
return;
if (!mControlsDisabled && !consumed)
mBindingsManager->keyPressed(arg);
MWBase::Environment::get().getInputManager()->setJoystickLastUsed(false);
}

View file

@ -47,10 +47,6 @@ namespace MWInput
mGuiCursorY = mInvUiScalingFactor * h / 2.f;
}
void MouseManager::clear()
{
}
void MouseManager::processChangedSettings(const Settings::CategorySettingVector& changed)
{
for (const auto& setting : changed)
@ -130,7 +126,8 @@ namespace MWInput
bool guiMode = MWBase::Environment::get().getWindowManager()->isGuiMode();
guiMode = MyGUI::InputManager::getInstance().injectMouseRelease(static_cast<int>(mGuiCursorX), static_cast<int>(mGuiCursorY), sdlButtonToMyGUI(id)) && guiMode;
if(mBindingsManager->isDetectingBindingState()) return; // don't allow same mouseup to bind as initiated bind
if (mBindingsManager->isDetectingBindingState())
return; // don't allow same mouseup to bind as initiated bind
mBindingsManager->setPlayerControlsEnabled(!guiMode);
mBindingsManager->mouseReleased(arg, id);

View file

@ -20,8 +20,6 @@ namespace MWInput
virtual ~MouseManager() = default;
void clear();
void update(float dt, bool disableControls);
virtual void mouseMoved(const SDLUtil::MouseMotionEvent &arg);

View file

@ -206,12 +206,9 @@ namespace MWInput
{
static std::map<SDL_Keycode, MyGUI::KeyCode> keyMap;
if (keyMap.empty())
{
initKeyMap(keyMap);
}
MyGUI::KeyCode kc = MyGUI::KeyCode::None;
auto foundKey = keyMap.find(code);
if (foundKey != keyMap.end())
kc = foundKey->second;

View file

@ -33,13 +33,6 @@ namespace MWInput
updateSensors();
}
void SensorManager::clear()
{
mGyroXSpeed = 0.f;
mGyroYSpeed = 0.f;
mGyroUpdateTimer = 0.f;
}
SensorManager::~SensorManager()
{
if (mGyroscope != nullptr)
@ -246,7 +239,8 @@ namespace MWInput
// More than half of second passed since the last gyroscope update.
// A device more likely was disconnected or switched to the sleep mode.
// Reset current rotation speed and wait for update.
clear();
mGyroXSpeed = 0.f;
mGyroYSpeed = 0.f;
mGyroUpdateTimer = 0.f;
return;
}

View file

@ -27,8 +27,6 @@ namespace MWInput
void init();
void clear();
void update(float dt);
virtual void sensorUpdated(const SDL_SensorEvent &arg);