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openmw/apps/openmw/mwinput/inputmanagerimp.cpp

253 lines
7.9 KiB
C++

#include "inputmanagerimp.hpp"
#include <osgViewer/ViewerEventHandlers>
#include <components/esm3/esmreader.hpp>
#include <components/esm3/esmwriter.hpp>
#include <components/sdlutil/sdlinputwrapper.hpp>
#include <components/settings/values.hpp>
#include "../mwbase/environment.hpp"
#include "../mwbase/windowmanager.hpp"
#include "../mwbase/world.hpp"
#include "../mwworld/esmstore.hpp"
#include "actionmanager.hpp"
#include "bindingsmanager.hpp"
#include "controllermanager.hpp"
#include "controlswitch.hpp"
#include "gyromanager.hpp"
#include "keyboardmanager.hpp"
#include "mousemanager.hpp"
#include "sensormanager.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::filesystem::path& userFile, bool userFileExists,
const std::filesystem::path& userControllerBindingsFile, const std::filesystem::path& controllerBindingsFile,
bool grab)
: mControlsDisabled(false)
, mInputWrapper(std::make_unique<SDLUtil::InputWrapper>(window, viewer, grab))
, mBindingsManager(std::make_unique<BindingsManager>(userFile, userFileExists))
, mControlSwitch(std::make_unique<ControlSwitch>())
, mActionManager(std::make_unique<ActionManager>(
mBindingsManager.get(), screenCaptureOperation, viewer, screenCaptureHandler))
, mKeyboardManager(std::make_unique<KeyboardManager>(mBindingsManager.get()))
, mMouseManager(std::make_unique<MouseManager>(mBindingsManager.get(), mInputWrapper.get(), window))
, mControllerManager(std::make_unique<ControllerManager>(
mBindingsManager.get(), mMouseManager.get(), userControllerBindingsFile, controllerBindingsFile))
, mSensorManager(std::make_unique<SensorManager>())
, mGyroManager(std::make_unique<GyroManager>())
{
mInputWrapper->setWindowEventCallback(MWBase::Environment::get().getWindowManager());
mInputWrapper->setKeyboardEventCallback(mKeyboardManager.get());
mInputWrapper->setMouseEventCallback(mMouseManager.get());
mInputWrapper->setControllerEventCallback(mControllerManager.get());
mInputWrapper->setSensorEventCallback(mSensorManager.get());
}
void InputManager::clear()
{
// Enable all controls
mControlSwitch->clear();
}
InputManager::~InputManager() {}
void InputManager::update(float dt, bool disableControls, bool disableEvents)
{
mControlsDisabled = disableControls;
mInputWrapper->setMouseVisible(MWBase::Environment::get().getWindowManager()->getCursorVisible());
mInputWrapper->capture(disableEvents);
if (disableControls)
{
mMouseManager->updateCursorMode();
return;
}
mBindingsManager->update(dt);
mMouseManager->updateCursorMode();
mControllerManager->update(dt);
mMouseManager->update(dt);
mSensorManager->update(dt);
mActionManager->update(dt);
if (Settings::input().mEnableGyroscope)
{
bool controllerAvailable = mControllerManager->isGyroAvailable();
bool sensorAvailable = mSensorManager->isGyroAvailable();
if (controllerAvailable || sensorAvailable)
{
mGyroManager->update(
dt, controllerAvailable ? mControllerManager->getGyroValues() : mSensorManager->getGyroValues());
}
}
}
void InputManager::setDragDrop(bool dragDrop)
{
mBindingsManager->setDragDrop(dragDrop);
}
void InputManager::setGamepadGuiCursorEnabled(bool enabled)
{
mControllerManager->setGamepadGuiCursorEnabled(enabled);
}
bool InputManager::isGamepadGuiCursorEnabled()
{
return mControllerManager->gamepadGuiCursorEnabled();
}
void InputManager::changeInputMode(bool guiMode)
{
mControllerManager->setGuiCursorEnabled(guiMode);
mMouseManager->setGuiCursorEnabled(guiMode);
mGyroManager->setGuiCursorEnabled(guiMode);
mMouseManager->setMouseLookEnabled(!guiMode);
if (guiMode)
MWBase::Environment::get().getWindowManager()->showCrosshair(false);
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.
}
void InputManager::processChangedSettings(const Settings::CategorySettingVector& changed)
{
mSensorManager->processChangedSettings(changed);
}
bool InputManager::getControlSwitch(std::string_view sw)
{
return mControlSwitch->get(sw);
}
void InputManager::toggleControlSwitch(std::string_view sw, bool value)
{
mControlSwitch->set(sw, value);
}
void InputManager::resetIdleTime()
{
mActionManager->resetIdleTime();
}
bool InputManager::isIdle() const
{
return mActionManager->getIdleTime() > 0.5;
}
std::string_view InputManager::getActionDescription(int action) const
{
return mBindingsManager->getActionDescription(action);
}
std::string InputManager::getActionKeyBindingName(int action) const
{
return mBindingsManager->getActionKeyBindingName(action);
}
std::string InputManager::getActionControllerBindingName(int action) const
{
return mBindingsManager->getActionControllerBindingName(action);
}
bool InputManager::actionIsActive(int action) const
{
return mBindingsManager->actionIsActive(action);
}
float InputManager::getActionValue(int action) const
{
return mBindingsManager->getActionValue(action);
}
bool InputManager::isControllerButtonPressed(SDL_GameControllerButton button) const
{
return mControllerManager->isButtonPressed(button);
}
float InputManager::getControllerAxisValue(SDL_GameControllerAxis axis) const
{
return mControllerManager->getAxisValue(axis);
}
int InputManager::getMouseMoveX() const
{
return mMouseManager->getMouseMoveX();
}
int InputManager::getMouseMoveY() const
{
return mMouseManager->getMouseMoveY();
}
const std::initializer_list<int>& InputManager::getActionKeySorting()
{
return mBindingsManager->getActionKeySorting();
}
const std::initializer_list<int>& InputManager::getActionControllerSorting()
{
return mBindingsManager->getActionControllerSorting();
}
void InputManager::enableDetectingBindingMode(int action, bool keyboard)
{
mBindingsManager->enableDetectingBindingMode(action, keyboard);
}
int InputManager::countSavedGameRecords() const
{
return mControlSwitch->countSavedGameRecords();
}
void InputManager::write(ESM::ESMWriter& writer, Loading::Listener& progress)
{
mControlSwitch->write(writer, progress);
}
void InputManager::readRecord(ESM::ESMReader& reader, uint32_t type)
{
if (type == ESM::REC_INPU)
{
mControlSwitch->readRecord(reader, type);
}
}
void InputManager::resetToDefaultKeyBindings()
{
mBindingsManager->loadKeyDefaults(true);
}
void InputManager::resetToDefaultControllerBindings()
{
mBindingsManager->loadControllerDefaults(true);
}
void InputManager::setJoystickLastUsed(bool enabled)
{
mControllerManager->setJoystickLastUsed(enabled);
}
bool InputManager::joystickLastUsed()
{
return mControllerManager->joystickLastUsed();
}
void InputManager::executeAction(int action)
{
mActionManager->executeAction(action);
}
}