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@ -118,6 +118,7 @@ namespace MWInput
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, mTimeIdle(0.f)
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, mOverencumberedMessageDelay(0.f)
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, mAlwaysRunActive(false)
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, mAttemptJump(false)
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, mControlsDisabled(false)
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{
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@ -165,6 +166,21 @@ namespace MWInput
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delete mInputManager;
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}
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void InputManager::setPlayerControlsEnabled(bool enabled)
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{
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int nPlayerChannels = 17;
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int playerChannels[] = {A_Activate, A_AutoMove, A_AlwaysRun, A_ToggleWeapon,
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A_ToggleSpell, A_Rest, A_QuickKey1, A_QuickKey2,
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A_QuickKey3, A_QuickKey4, A_QuickKey5, A_QuickKey6,
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A_QuickKey7, A_QuickKey8, A_QuickKey9, A_QuickKey10,
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A_Use};
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for(int i = 0; i < nPlayerChannels; i++) {
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int pc = playerChannels[i];
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mInputBinder->getChannel(pc)->setEnabled(enabled);
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}
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}
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void InputManager::channelChanged(ICS::Channel* channel, float currentValue, float previousValue)
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{
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if (mDragDrop)
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@ -179,6 +195,11 @@ namespace MWInput
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mPlayer->getPlayer().getClass().getCreatureStats(mPlayer->getPlayer()).setAttackingOrSpell(currentValue);
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}
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if (action == A_Jump)
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{
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mAttemptJump = (currentValue == 1.0 && previousValue == 0.0);
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}
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if (currentValue == 1)
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{
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// trigger action activated
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@ -305,11 +326,9 @@ namespace MWInput
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}
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// Disable movement in Gui mode
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if (MWBase::Environment::get().getWindowManager()->isGuiMode()
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|| MWBase::Environment::get().getStateManager()->getState() != MWBase::StateManager::State_Running)
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return;
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if (!(MWBase::Environment::get().getWindowManager()->isGuiMode()
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|| MWBase::Environment::get().getStateManager()->getState() != MWBase::StateManager::State_Running))
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{
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// Configure player movement according to keyboard input. Actual movement will
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// be done in the physics system.
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if (mControlSwitch["playercontrols"])
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@ -347,7 +366,7 @@ namespace MWInput
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mPlayer->setSneak(actionIsActive(A_Sneak));
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if (actionIsActive(A_Jump) && mControlSwitch["playerjumping"])
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if (mAttemptJump && mControlSwitch["playerjumping"])
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{
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mPlayer->setUpDown (1);
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triedToMove = true;
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@ -407,6 +426,8 @@ namespace MWInput
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updateIdleTime(dt);
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}
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}
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mAttemptJump = false; // Can only jump on first frame input is on
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}
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void InputManager::setDragDrop(bool dragDrop)
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{
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@ -517,13 +538,15 @@ namespace MWInput
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}
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}
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if (!mControlsDisabled)
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mInputBinder->keyPressed (arg);
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OIS::KeyCode kc = mInputManager->sdl2OISKeyCode(arg.keysym.sym);
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if (kc != OIS::KC_UNASSIGNED)
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MyGUI::InputManager::getInstance().injectKeyPress(MyGUI::KeyCode::Enum(kc), 0);
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{
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bool guiFocus = MyGUI::InputManager::getInstance().injectKeyPress(MyGUI::KeyCode::Enum(kc), 0);
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setPlayerControlsEnabled(!guiFocus);
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}
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if (!mControlsDisabled)
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mInputBinder->keyPressed (arg);
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}
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void InputManager::textInput(const SDL_TextInputEvent &arg)
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@ -536,21 +559,20 @@ namespace MWInput
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void InputManager::keyReleased(const SDL_KeyboardEvent &arg )
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{
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mInputBinder->keyReleased (arg);
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OIS::KeyCode kc = mInputManager->sdl2OISKeyCode(arg.keysym.sym);
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MyGUI::InputManager::getInstance().injectKeyRelease(MyGUI::KeyCode::Enum(kc));
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setPlayerControlsEnabled(!MyGUI::InputManager::getInstance().injectKeyRelease(MyGUI::KeyCode::Enum(kc)));
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mInputBinder->keyReleased (arg);
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}
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void InputManager::mousePressed( const SDL_MouseButtonEvent &arg, Uint8 id )
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{
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mInputBinder->mousePressed (arg, id);
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bool guiMode = false;
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if (id != SDL_BUTTON_LEFT && id != SDL_BUTTON_RIGHT)
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return; // MyGUI has no use for these events
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MyGUI::InputManager::getInstance().injectMousePress(mMouseX, mMouseY, sdlButtonToMyGUI(id));
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if (id == SDL_BUTTON_LEFT || id == SDL_BUTTON_RIGHT) // MyGUI only uses these mouse events
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{
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guiMode = MWBase::Environment::get().getWindowManager()->isGuiMode();
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guiMode = MyGUI::InputManager::getInstance().injectMousePress(mMouseX, mMouseY, sdlButtonToMyGUI(id)) && guiMode;
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if (MyGUI::InputManager::getInstance ().getMouseFocusWidget () != 0)
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{
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MyGUI::Button* b = MyGUI::InputManager::getInstance ().getMouseFocusWidget ()->castType<MyGUI::Button>(false);
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@ -561,11 +583,27 @@ namespace MWInput
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}
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}
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setPlayerControlsEnabled(!guiMode);
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mInputBinder->mousePressed (arg, id);
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}
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void InputManager::mouseReleased( const SDL_MouseButtonEvent &arg, Uint8 id )
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{
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if(mInputBinder->detectingBindingState())
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{
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mInputBinder->mouseReleased (arg, id);
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} else {
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bool guiMode = MWBase::Environment::get().getWindowManager()->isGuiMode();
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guiMode = MyGUI::InputManager::getInstance().injectMouseRelease(mMouseX, mMouseY, sdlButtonToMyGUI(id)) && guiMode;
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if(mInputBinder->detectingBindingState()) return; // don't allow same mouseup to bind as initiated bind
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MyGUI::InputManager::getInstance().injectMouseRelease(mMouseX, mMouseY, sdlButtonToMyGUI(id));
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setPlayerControlsEnabled(!guiMode);
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mInputBinder->mouseReleased (arg, id);
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}
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}
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void InputManager::mouseMoved(const SFO::MouseMotionEvent &arg )
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