/*==LICENSE==*
CyanWorlds . com Engine - MMOG client , server and tools
Copyright ( C ) 2011 Cyan Worlds , Inc .
This program is free software : you can redistribute it and / or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation , either version 3 of the License , or
( at your option ) any later version .
This program is distributed in the hope that it will be useful ,
but WITHOUT ANY WARRANTY ; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE . See the
GNU General Public License for more details .
You should have received a copy of the GNU General Public License
along with this program . If not , see < http : //www.gnu.org/licenses/>.
Additional permissions under GNU GPL version 3 section 7
If you modify this Program , or any covered work , by linking or
combining it with any of RAD Game Tools Bink SDK , Autodesk 3 ds Max SDK ,
NVIDIA PhysX SDK , Microsoft DirectX SDK , OpenSSL library , Independent
JPEG Group JPEG library , Microsoft Windows Media SDK , or Apple QuickTime SDK
( or a modified version of those libraries ) ,
containing parts covered by the terms of the Bink SDK EULA , 3 ds Max EULA ,
PhysX SDK EULA , DirectX SDK EULA , OpenSSL and SSLeay licenses , IJG
JPEG Library README , Windows Media SDK EULA , or QuickTime SDK EULA , the
licensors of this Program grant you additional
permission to convey the resulting work . Corresponding Source for a
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work .
You can contact Cyan Worlds , Inc . by email legal @ cyan . com
or by snail mail at :
Cyan Worlds , Inc .
14617 N Newport Hwy
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* = = LICENSE = = */
//////////////////////////////////////////////////////////////////////////////
// //
// plAvatarInputInterface //
// //
//////////////////////////////////////////////////////////////////////////////
# ifdef PLASMA_EXTERNAL_RELEASE
//#define LIMIT_VOICE_CHAT 1
# endif
# include "HeadSpin.h"
# include "plAvatarInputInterface.h"
# include "pnInputCore/plKeyMap.h"
# include "plMessage/plInputEventMsg.h"
# include "plInputInterfaceMgr.h"
# include "plInputManager.h"
# include "plInputDevice.h"
# include "pnKeyedObject/plKey.h"
# include "pnKeyedObject/plFixedKey.h"
# include "pnSceneObject/plSceneObject.h"
# include "pnMessage/plProxyDrawMsg.h"
# include "pnMessage/plCmdIfaceModMsg.h"
// DEHACK
// used to run debug drawing stuff only; should never be checked in with this enabled
#if 0
# include "FeatureLib/pfCamera/plVirtualCam.h"
# include "plDrawable/plDrawableSpans.h"
# endif
# include "plAudio/plVoiceChat.h"
# include "plInputDevice.h"
# include "plInputManager.h"
# include "hsResMgr.h"
# include "plgDispatch.h"
# include "hsMatrix44.h"
# include "pnSceneObject/plSceneObject.h"
# include "pnSceneObject/plCoordinateInterface.h"
# include "pnNetCommon/plNetApp.h"
//// Constructor/Destructor //////////////////////////////////////////////////
plAvatarInputInterface * plAvatarInputInterface : : fInstance = nil ;
plAvatarInputInterface : : plAvatarInputInterface ( )
{
fInstance = this ;
fMouseDisabled = false ;
fCurrentCursor = kCursorUp ;
fCursorOpacity = 1.f ;
fCursorTimeout = 0 ;
fCursorFadeDelay = 3.f ;
f3rdPerson = true ;
fInputMap = nil ;
ISetBasicMode ( ) ; // Must be after 3rdPerson and fInputMap are set.
SetEnabled ( true ) ; // Always enabled
// Add our control codes to our control map. Do NOT add the key bindings yet.
// Note: HERE is where you specify the actions for each command, i.e. net propagate and so forth.
// This part basically declares us master of the bindings for these commands.
// IF YOU ARE LOOKING TO CHANGE THE DEFAULT KEY BINDINGS, DO NOT LOOK HERE. GO TO
// RestoreDefaultKeyMappings()!!!!
# ifndef LIMIT_VOICE_CHAT
// only allow mapping of 'PushToTalk in online versions'
fControlMap - > AddCode ( S_PUSH_TO_TALK , kControlFlagNormal | kControlFlagNoRepeat ) ;
# endif
fControlMap - > AddCode ( S_SET_FIRST_PERSON_MODE , kControlFlagNormal | kControlFlagNoRepeat ) ;
fControlMap - > AddCode ( B_CONTROL_EXIT_MODE , kControlFlagNormal | kControlFlagNoRepeat ) ;
fControlMap - > AddCode ( B_CAMERA_ZOOM_IN , kControlFlagNormal ) ;
fControlMap - > AddCode ( B_CAMERA_ZOOM_OUT , kControlFlagNormal ) ;
fControlMap - > AddCode ( B_CONTROL_MODIFIER_FAST , kControlFlagNormal | kControlFlagNoRepeat ) ;
fControlMap - > AddCode ( B_CONTROL_MODIFIER_STRAFE , kControlFlagNormal | kControlFlagNoRepeat ) ;
fControlMap - > AddCode ( B_CONTROL_MOVE_FORWARD , kControlFlagNormal | kControlFlagNoRepeat ) ;
fControlMap - > AddCode ( B_CONTROL_MOVE_BACKWARD , kControlFlagNormal | kControlFlagNoRepeat ) ;
fControlMap - > AddCode ( B_CONTROL_ROTATE_LEFT , kControlFlagNormal | kControlFlagNoRepeat ) ;
fControlMap - > AddCode ( B_CONTROL_ROTATE_RIGHT , kControlFlagNormal | kControlFlagNoRepeat ) ;
fControlMap - > AddCode ( B_CONTROL_STRAFE_LEFT , kControlFlagNormal | kControlFlagNoRepeat ) ;
fControlMap - > AddCode ( B_CONTROL_STRAFE_RIGHT , kControlFlagNormal | kControlFlagNoRepeat ) ;
fControlMap - > AddCode ( B_CONTROL_ALWAYS_RUN , kControlFlagToggle | kControlFlagUpEvent | kControlFlagNoRepeat ) ;
fControlMap - > AddCode ( B_CONTROL_JUMP , kControlFlagNormal | kControlFlagNoRepeat ) ;
fControlMap - > AddCode ( B_CONTROL_DIVE , kControlFlagNormal | kControlFlagNoRepeat ) ;
fControlMap - > AddCode ( B_CONTROL_IGNORE_AVATARS , kControlFlagNormal | kControlFlagNoRepeat ) ;
fControlMap - > AddConsoleCommand ( " Game.EnterChatMode " ) ;
fControlMap - > AddConsoleCommand ( " Game.Emote.wave " ) ;
fControlMap - > AddConsoleCommand ( " Game.Emote.laugh " ) ;
fControlMap - > AddConsoleCommand ( " Game.Emote.clap " ) ;
fControlMap - > AddConsoleCommand ( " Game.Emote.dance " ) ;
fControlMap - > AddConsoleCommand ( " Game.Emote.talk " ) ;
fControlMap - > AddConsoleCommand ( " Game.Emote.sneeze " ) ;
fControlMap - > AddConsoleCommand ( " Game.Emote.sit " ) ;
fControlMap - > AddConsoleCommand ( " Keyboard.ResetBindings " ) ;
fControlMap - > AddConsoleCommand ( " Game.KIOpenKI " ) ;
fControlMap - > AddConsoleCommand ( " Game.KIHelp " ) ;
fControlMap - > AddConsoleCommand ( " Game.KICreateMarker " ) ;
fControlMap - > AddConsoleCommand ( " Game.KICreateMarkerFolder " ) ;
fControlMap - > AddConsoleCommand ( " Game.KIOpenYeeshaBook " ) ;
fControlMap - > AddConsoleCommand ( " Game.KIToggleMini " ) ;
fControlMap - > AddConsoleCommand ( " Game.KIPutAway " ) ;
fControlMap - > AddConsoleCommand ( " Game.KIChatPageUp " ) ;
fControlMap - > AddConsoleCommand ( " Game.KIChatPageDown " ) ;
fControlMap - > AddConsoleCommand ( " Game.KIChatToStart " ) ;
fControlMap - > AddConsoleCommand ( " Game.KIChatToEnd " ) ;
fControlMap - > AddConsoleCommand ( " Game.KIUpSizeFont " ) ;
fControlMap - > AddConsoleCommand ( " Game.KIDownSizeFont " ) ;
fControlMap - > AddConsoleCommand ( " Game.KITakePicture " ) ;
fControlMap - > AddConsoleCommand ( " Game.KICreateJournal " ) ;
# ifndef PLASMA_EXTERNAL_RELEASE
fControlMap - > AddCode ( B_CONTROL_TOGGLE_PHYSICAL , kControlFlagDownEvent | kControlFlagNoRepeat ) ;
fControlMap - > AddCode ( B_CONTROL_MOVE_UP , kControlFlagNormal | kControlFlagNoRepeat ) ;
fControlMap - > AddCode ( B_CONTROL_MOVE_DOWN , kControlFlagNormal | kControlFlagNoRepeat ) ;
fControlMap - > AddCode ( B_TOGGLE_DRIVE_MODE , kControlFlagDownEvent | kControlFlagNoRepeat ) ;
fControlMap - > AddConsoleCommand ( " NextStatusLog " ) ;
# endif
// IF YOU ARE LOOKING TO CHANGE THE DEFAULT KEY BINDINGS, DO NOT LOOK HERE. GO TO
// RestoreDefaultKeyMappings()!!!!
}
plAvatarInputInterface : : ~ plAvatarInputInterface ( )
{
delete fInputMap ;
}
//// Init/Shutdown ///////////////////////////////////////////////////////////
void plAvatarInputInterface : : Init ( plInputInterfaceMgr * manager )
{
plInputInterface : : Init ( manager ) ;
}
void plAvatarInputInterface : : Shutdown ( void )
{
}
void plAvatarInputInterface : : CameraInThirdPerson ( bool state )
{
if ( state ! = f3rdPerson )
{
f3rdPerson = state ;
if ( fInputMap - > IsBasic ( ) )
{
ISetBasicMode ( ) ;
}
}
}
void plAvatarInputInterface : : IDeactivateCommand ( plMouseInfo * info )
{
if ( IHasControlFlag ( info - > fCode ) & & ! ( info - > fControlFlags & ( kControlFlagNoDeactivate | kControlFlagToggle ) ) )
{
// The mapping is currently on, it's ok to deactivate, and it's not a toggle command
plCtrlCmd * pCmd = new plCtrlCmd ( this ) ;
pCmd - > fNetPropagateToPlayers = info - > fControlFlags & kControlFlagNetPropagate ;
pCmd - > fControlActivated = false ;
pCmd - > fControlCode = info - > fCode ;
IClearControlFlag ( pCmd - > fControlCode ) ;
fMessageQueue - > Append ( pCmd ) ;
}
}
//// IChangeInputMaps ////////////////////////////////////////////////////////
void plAvatarInputInterface : : IChangeInputMaps ( plAvatarInputMap * newMap )
{
newMap - > fButtonState = fInputMap ? fInputMap - > fButtonState : 0 ;
if ( fInputMap )
{
int i ;
for ( i = 0 ; i < fInputMap - > fMouseMap - > fMap . GetCount ( ) ; i + + )
{
plMouseInfo * info = fInputMap - > fMouseMap - > fMap [ i ] ;
IDeactivateCommand ( info ) ;
}
delete fInputMap ;
}
fInputMap = newMap ;
// fInputMap->fButtonState = 0;
// Reset();
}
void plAvatarInputInterface : : ISetSuspendMovementMode ( )
{
IChangeInputMaps ( new plSuspendedMovementMap ( ) ) ;
fCurrentCursor = kCursorUp ;
}
void plAvatarInputInterface : : ISetLadderMap ( )
{
IChangeInputMaps ( new plLadderControlMap ( ) ) ;
fCurrentCursor = kCursorUp ;
}
void plAvatarInputInterface : : ISetPreLadderMap ( )
{
IChangeInputMaps ( new plLadderMountMap ( ) ) ;
fCurrentCursor = kCursorUp ;
}
void plAvatarInputInterface : : ISetPostLadderMap ( )
{
IChangeInputMaps ( new plLadderDismountMap ( ) ) ;
fCurrentCursor = kCursorUp ;
}
void plAvatarInputInterface : : ISetBasicMode ( )
{
plAvatarInputMap * map ;
if ( ! f3rdPerson )
map = new plBasicFirstPersonControlMap ( ) ;
else
map = new plBasicThirdPersonControlMap ( ) ;
IChangeInputMaps ( map ) ;
fCurrentCursor = kCursorUp ;
}
void plAvatarInputInterface : : ISetMouseWalkMode ( ControlEventCode code )
{
if ( code = = S_SET_WALK_BACK_MODE )
IChangeInputMaps ( new pl3rdWalkBackwardMap ( ) ) ;
else if ( code = = S_SET_WALK_BACK_LB_MODE )
IChangeInputMaps ( new pl3rdWalkBackwardLBMap ( ) ) ;
else
IChangeInputMaps ( new pl3rdWalkForwardMap ( ) ) ;
fCurrentCursor = kCursorHidden ;
}
//// ClearKeyMap ///////////////////////////////////////////////
void plAvatarInputInterface : : ClearKeyMap ( )
{
// Note: we might be clearing our key bindings, but we still want to be owners of the commands,
if ( fControlMap ! = nil )
{
fControlMap - > UnmapAllBindings ( ) ;
// Still want this one tho
fControlMap - > BindKeyToConsoleCmd ( plCtrlShiftKeyCombo ( KEY_0 ) , " Keyboard.ResetBindings " ) ;
}
}
//// RestoreDefaultKeyMappings ///////////////////////////////////////////////
void plAvatarInputInterface : : RestoreDefaultKeyMappings ( void )
{
if ( fControlMap = = nil )
return ;
fControlMap - > UnmapAllBindings ( ) ;
# ifndef LIMIT_VOICE_CHAT
fControlMap - > BindKey ( KEY_TAB , S_PUSH_TO_TALK ) ;
# endif
fControlMap - > BindKey ( KEY_F1 , S_SET_FIRST_PERSON_MODE ) ;
fControlMap - > BindKey ( plCtrlKeyCombo ( KEY_F ) , S_SET_FIRST_PERSON_MODE ) ;
fControlMap - > BindKey ( KEY_BACKSPACE , B_CONTROL_EXIT_MODE ) ;
fControlMap - > BindKey ( KEY_ESCAPE , B_CONTROL_EXIT_MODE ) ;
fControlMap - > BindKey ( KEY_NUMPAD_ADD , B_CAMERA_ZOOM_IN ) ;
fControlMap - > BindKey ( KEY_NUMPAD_SUBTRACT , B_CAMERA_ZOOM_OUT ) ;
fControlMap - > BindKey ( KEY_SHIFT , B_CONTROL_MODIFIER_FAST ) ;
fControlMap - > BindKey ( KEY_Z , B_CONTROL_MODIFIER_STRAFE ) ;
fControlMap - > BindKey ( KEY_UP , B_CONTROL_MOVE_FORWARD ) ;
fControlMap - > BindKey ( KEY_DOWN , B_CONTROL_MOVE_BACKWARD ) ;
fControlMap - > BindKey ( KEY_LEFT , B_CONTROL_ROTATE_LEFT ) ;
fControlMap - > BindKey ( KEY_RIGHT , B_CONTROL_ROTATE_RIGHT ) ;
fControlMap - > BindKey ( KEY_COMMA , B_CONTROL_STRAFE_LEFT ) ;
fControlMap - > BindKey ( KEY_PERIOD , B_CONTROL_STRAFE_RIGHT ) ;
// This is now hard-coded to capslock
// fControlMap->BindKey( KEY_CAPSLOCK, B_CONTROL_ALWAYS_RUN );
fControlMap - > BindKey ( KEY_SPACE , B_CONTROL_JUMP ) ;
// fControlMap->BindKey( KEY_D, B_CONTROL_DIVE );
fControlMap - > BindKey ( KEY_DELETE , B_CONTROL_IGNORE_AVATARS ) ;
fControlMap - > BindKeyToConsoleCmd ( plCtrlKeyCombo ( KEY_1 ) , " Game.Emote.wave " ) ;
fControlMap - > BindKeyToConsoleCmd ( plCtrlKeyCombo ( KEY_2 ) , " Game.Emote.laugh " ) ;
fControlMap - > BindKeyToConsoleCmd ( plCtrlKeyCombo ( KEY_3 ) , " Game.Emote.clap " ) ;
fControlMap - > BindKeyToConsoleCmd ( plCtrlKeyCombo ( KEY_4 ) , " Game.Emote.dance " ) ;
fControlMap - > BindKeyToConsoleCmd ( plCtrlKeyCombo ( KEY_5 ) , " Game.Emote.talk " ) ;
fControlMap - > BindKeyToConsoleCmd ( plCtrlKeyCombo ( KEY_6 ) , " Game.Emote.sneeze " ) ;
fControlMap - > BindKeyToConsoleCmd ( plCtrlKeyCombo ( KEY_7 ) , " Game.Emote.sit " ) ;
fControlMap - > BindKeyToConsoleCmd ( plCtrlShiftKeyCombo ( KEY_0 ) , " Keyboard.ResetBindings " ) ;
// KI shortcut keyboard commands
fControlMap - > BindKeyToConsoleCmd ( KEY_F2 , " Game.KIOpenKI " ) ;
fControlMap - > BindKeyToConsoleCmd ( KEY_F3 , " Game.KIOpenYeeshaBook " ) ;
fControlMap - > BindKeyToConsoleCmd ( KEY_F4 , " Game.KIHelp " ) ;
fControlMap - > BindKeyToConsoleCmd ( plCtrlKeyCombo ( KEY_HOME ) , " Game.KIToggleMini " ) ;
fControlMap - > BindKeyToConsoleCmd ( plCtrlKeyCombo ( KEY_END ) , " Game.KIPutAway " ) ;
fControlMap - > BindKeyToConsoleCmd ( KEY_PAGEUP , " Game.KIChatPageUp " ) ;
fControlMap - > BindKeyToConsoleCmd ( KEY_PAGEDOWN , " Game.KIChatPageDown " ) ;
fControlMap - > BindKeyToConsoleCmd ( KEY_HOME , " Game.KIChatToStart " ) ;
fControlMap - > BindKeyToConsoleCmd ( KEY_END , " Game.KIChatToEnd " ) ;
fControlMap - > BindKeyToConsoleCmd ( plCtrlKeyCombo ( KEY_NUMPAD_ADD ) , " Game.KIUpSizeFont " ) ;
fControlMap - > BindKeyToConsoleCmd ( plCtrlKeyCombo ( KEY_NUMPAD_SUBTRACT ) , " Game.KIDownSizeFont " ) ;
fControlMap - > BindKeyToConsoleCmd ( KEY_F5 , " Game.KITakePicture " ) ;
fControlMap - > BindKeyToConsoleCmd ( KEY_F6 , " Game.KICreateJournal " ) ;
fControlMap - > BindKeyToConsoleCmd ( KEY_F7 , " Game.KICreateMarker " ) ;
fControlMap - > BindKeyToConsoleCmd ( KEY_F8 , " Game.KICreateMarkerFolder " ) ;
# ifndef PLASMA_EXTERNAL_RELEASE
fControlMap - > BindKey ( plShiftKeyCombo ( KEY_P ) , B_CONTROL_TOGGLE_PHYSICAL ) ;
fControlMap - > BindKey ( KEY_U , B_CONTROL_MOVE_UP ) ;
fControlMap - > BindKey ( KEY_H , B_CONTROL_MOVE_DOWN ) ;
fControlMap - > BindKey ( plShiftKeyCombo ( KEY_C ) , B_TOGGLE_DRIVE_MODE ) ;
fControlMap - > BindKeyToConsoleCmd ( KEY_L , " NextStatusLog " ) ;
# endif
}
void plAvatarInputInterface : : SetLadderMode ( )
{
ISetPreLadderMap ( ) ;
}
void plAvatarInputInterface : : ClearLadderMode ( )
{
ISetBasicMode ( ) ;
}
void plAvatarInputInterface : : SuspendMouseMovement ( )
{
ISetSuspendMovementMode ( ) ;
}
void plAvatarInputInterface : : EnableMouseMovement ( )
{
ISetBasicMode ( ) ;
}
void plAvatarInputInterface : : EnableJump ( bool val )
{
EnableControl ( val , B_CONTROL_JUMP ) ;
}
void plAvatarInputInterface : : EnableForwardMovement ( bool val )
{
EnableControl ( val , B_CONTROL_MOVE_FORWARD ) ;
}
void plAvatarInputInterface : : EnableControl ( bool val , ControlEventCode code )
{
if ( val )
IEnableControl ( code ) ;
else
IDisableControl ( code ) ;
}
void plAvatarInputInterface : : ForceAlwaysRun ( bool val )
{
plCtrlCmd * pCmd = new plCtrlCmd ( this ) ;
pCmd - > fControlCode = B_CONTROL_ALWAYS_RUN ;
pCmd - > fControlActivated = val ;
pCmd - > fNetPropagateToPlayers = false ;
fMessageQueue - > Append ( pCmd ) ;
}
//// IEval ///////////////////////////////////////////////////////////////////
// Gets called once per IUpdate(), just like normal IEval()s
bool plAvatarInputInterface : : IEval ( double secs , float del , uint32_t dirty )
{
fCursorTimeout + = del ;
if ( fCursorTimeout > fCursorFadeDelay )
{
if ( fCursorTimeout > fCursorFadeDelay + 2.f )
fCursorOpacity = 0.f ;
else
fCursorOpacity = 1.f - ( ( fCursorTimeout - fCursorFadeDelay ) / 2.f ) ;
}
else
fCursorOpacity = 1.f ;
return true ;
}
//// IHandleCtrlCmd //////////////////////////////////////////////////////////
bool plAvatarInputInterface : : IHandleCtrlCmd ( plCtrlCmd * cmd )
{
switch ( cmd - > fControlCode )
{
case S_SET_CURSOR_UPWARD :
if ( cmd - > fControlActivated )
fCurrentCursor = kCursorUpward ;
return true ;
case S_SET_CURSOR_UP :
if ( cmd - > fControlActivated )
fCurrentCursor = kCursorUp ;
return true ;
case S_SET_CURSOR_DOWN :
if ( cmd - > fControlActivated )
fCurrentCursor = kCursorDown ;
return true ;
case S_SET_CURSOR_RIGHT :
if ( cmd - > fControlActivated )
fCurrentCursor = kCursorRight ;
return true ;
case S_SET_CURSOR_LEFT :
if ( cmd - > fControlActivated )
fCurrentCursor = kCursorLeft ;
return true ;
case S_SET_CURSOR_HIDDEN :
if ( cmd - > fControlActivated )
fCurrentCursor = kCursorHidden ;
else
fCurrentCursor = kCursorUp ;
case S_SET_LADDER_CONTROL :
if ( cmd - > fControlActivated )
ISetLadderMap ( ) ;
return true ;
#if 0
case S_SET_FIRST_PERSON_MODE :
if ( cmd - > fControlActivated )
IChangeInputMaps ( new plFirstPersonControlMap ( ) ) ;
return true ;
# endif
case S_SET_BASIC_MODE :
if ( cmd - > fControlActivated )
{
ISetBasicMode ( ) ;
#if 0
plProxyDrawMsg * Dmsg = new plProxyDrawMsg ( plProxyDrawMsg : : kCamera | plProxyDrawMsg : : kDestroy ) ;
plgDispatch : : MsgSend ( Dmsg ) ;
plVirtualCam : : Instance ( ) - > GetPipeline ( ) - > SetDrawableTypeMask ( plVirtualCam : : Instance ( ) - > GetPipeline ( ) - > GetDrawableTypeMask ( ) & ~ plDrawableSpans : : kCameraProxy ) ;
# endif
}
return true ;
case S_SET_WALK_MODE :
if ( cmd - > fControlActivated )
{
bool abort = false ;
for ( int i = 0 ; i < fMessageQueue - > GetCount ( ) ; i + + )
{
if ( ( * fMessageQueue ) [ i ] - > fControlCode = = S_SET_WALK_MODE & & ! ( * fMessageQueue ) [ i ] - > fControlActivated )
{
abort = true ;
#if 0
plProxyDrawMsg * Dmsg = new plProxyDrawMsg ( plProxyDrawMsg : : kCamera | plProxyDrawMsg : : kDestroy ) ;
plgDispatch : : MsgSend ( Dmsg ) ;
plVirtualCam : : Instance ( ) - > GetPipeline ( ) - > SetDrawableTypeMask ( plVirtualCam : : Instance ( ) - > GetPipeline ( ) - > GetDrawableTypeMask ( ) & ~ plDrawableSpans : : kCameraProxy ) ;
# endif
break ;
}
}
if ( abort )
return true ;
ISetMouseWalkMode ( S_SET_WALK_MODE ) ;
}
return true ;
case S_SET_WALK_BACK_MODE :
if ( cmd - > fControlActivated )
{
bool abort = false ;
for ( int i = 0 ; i < fMessageQueue - > GetCount ( ) ; i + + )
{
if ( ( * fMessageQueue ) [ i ] - > fControlCode = = S_SET_WALK_BACK_MODE & & ! ( * fMessageQueue ) [ i ] - > fControlActivated )
{
abort = true ;
#if 0
plProxyDrawMsg * Dmsg = new plProxyDrawMsg ( plProxyDrawMsg : : kCamera | plProxyDrawMsg : : kDestroy ) ;
plgDispatch : : MsgSend ( Dmsg ) ;
plVirtualCam : : Instance ( ) - > GetPipeline ( ) - > SetDrawableTypeMask ( plVirtualCam : : Instance ( ) - > GetPipeline ( ) - > GetDrawableTypeMask ( ) & ~ plDrawableSpans : : kCameraProxy ) ;
# endif
break ;
}
}
if ( abort )
return true ;
ISetMouseWalkMode ( S_SET_WALK_BACK_MODE ) ;
}
return true ;
case S_SET_WALK_BACK_LB_MODE :
if ( cmd - > fControlActivated )
{
bool abort = false ;
for ( int i = 0 ; i < fMessageQueue - > GetCount ( ) ; i + + )
{
if ( ( * fMessageQueue ) [ i ] - > fControlCode = = S_SET_WALK_BACK_MODE & & ! ( * fMessageQueue ) [ i ] - > fControlActivated )
{
abort = true ;
#if 0
plProxyDrawMsg * Dmsg = new plProxyDrawMsg ( plProxyDrawMsg : : kCamera | plProxyDrawMsg : : kDestroy ) ;
plgDispatch : : MsgSend ( Dmsg ) ;
plVirtualCam : : Instance ( ) - > GetPipeline ( ) - > SetDrawableTypeMask ( plVirtualCam : : Instance ( ) - > GetPipeline ( ) - > GetDrawableTypeMask ( ) & ~ plDrawableSpans : : kCameraProxy ) ;
# endif
break ;
}
}
if ( abort )
return true ;
ISetMouseWalkMode ( S_SET_WALK_BACK_LB_MODE ) ;
}
return true ;
case S_INCREASE_MIC_VOL :
plVoiceRecorder : : IncreaseRecordingThreshhold ( ) ;
return true ;
case S_DECREASE_MIC_VOL :
plVoiceRecorder : : DecreaseRecordingThreshhold ( ) ;
return true ;
/* case B_CONTROL_ACTION:
{
if ( fMessageQueue [ i ] - > fControlActivated )
{
// send a 'picked' message to the picked object
plPickedMsg * pPickedMsg = new plPickedMsg ;
pPickedMsg - > AddReceiver ( fCurrentClickable ) ;
plgDispatch : : MsgSend ( pPickedMsg ) ;
}
else
{
// send an 'unpicked message'
plPickedMsg * pPickedMsg = new plPickedMsg ;
pPickedMsg - > AddReceiver ( fCurrentClickable ) ;
pPickedMsg - > fPicked = false ;
plgDispatch : : MsgSend ( pPickedMsg ) ;
}
}
break ;
*/
}
return false ;
}
bool plAvatarInputInterface : : CursorInBox ( plMouseEventMsg * pMsg , hsPoint4 box )
{
return ( pMsg - > GetXPos ( ) > = box . fX & & pMsg - > GetXPos ( ) < = box . fY & & pMsg - > GetYPos ( ) > = box . fZ & & pMsg - > GetYPos ( ) < = box . fW ) ;
}
void plAvatarInputInterface : : Reset ( )
{
fControlFlags . Clear ( ) ;
fKeyControlFlags . Clear ( ) ;
fDisabledControls . Clear ( ) ;
}
void plAvatarInputInterface : : ClearMouseCursor ( )
{
IClearControlFlag ( S_SET_CURSOR_UPWARD ) ;
IClearControlFlag ( S_SET_CURSOR_UP ) ;
IClearControlFlag ( S_SET_CURSOR_DOWN ) ;
IClearControlFlag ( S_SET_CURSOR_LEFT ) ;
IClearControlFlag ( S_SET_CURSOR_RIGHT ) ;
}
bool plAvatarInputInterface : : MsgReceive ( plMessage * msg )
{
plCmdIfaceModMsg * pCMsg = plCmdIfaceModMsg : : ConvertNoRef ( msg ) ;
if ( pCMsg )
{
if ( pCMsg - > Cmd ( plCmdIfaceModMsg : : kDisableControlCode ) )
{
IDisableControl ( pCMsg - > fControlCode ) ;
return true ;
}
else
if ( pCMsg - > Cmd ( plCmdIfaceModMsg : : kEnableControlCode ) )
{
IEnableControl ( pCMsg - > fControlCode ) ;
return true ;
}
return false ;
}
return false ;
}
//// MissedInputEvent ////////////////////////////////////////////////////////
// If we "missed" an input event, then somebody caught it above us, thus we
// have "lost focus" in a way. So we should stop walking/moving/whatever.
// Should this be in the base inputInterface, since it deals with key
// bindings? Perhaps, dunno yet. We'll see...
void plAvatarInputInterface : : MissedInputEvent ( plInputEventMsg * pMsg )
{
int i ;
if ( plKeyEventMsg : : ConvertNoRef ( pMsg ) = = nil )
{
// We only "lose focus" if someone else grabbed a key message. Don't care about anything else.
return ;
}
// Disable all set control flags, EXCEPT autorun. Rrrgh.
for ( i = 0 ; i < fControlMap - > GetNumBindings ( ) ; i + + )
{
const plKeyBinding & binding = fControlMap - > GetBinding ( i ) ;
if ( IHasKeyControlFlag ( binding . GetCode ( ) ) & & binding . GetCode ( ) ! = B_CONTROL_ALWAYS_RUN )
{
plCtrlCmd * pCmd = new plCtrlCmd ( this ) ;
pCmd - > fControlCode = binding . GetCode ( ) ;
pCmd - > fControlActivated = false ;
pCmd - > SetCmdString ( binding . GetExtendedString ( ) ) ;
if ( binding . GetCodeFlags ( ) & kControlFlagNetPropagate )
pCmd - > fNetPropagateToPlayers = true ;
else
pCmd - > fNetPropagateToPlayers = false ;
fMessageQueue - > Append ( pCmd ) ;
IClearKeyControlFlag ( binding . GetCode ( ) ) ;
}
}
}
bool plAvatarInputInterface : : IsEnterChatModeBound ( )
{
int i ;
for ( i = 0 ; i < fControlMap - > GetNumBindings ( ) ; i + + )
{
const plKeyBinding & binding = fControlMap - > GetBinding ( i ) ;
const char * extString = binding . GetExtendedString ( ) ;
if ( extString & & strcmp ( " Game.EnterChatMode " , extString ) = = 0 )
{
if ( binding . GetKey1 ( ) ! = plKeyCombo : : kUnmapped )
return true ;
}
}
return false ;
}
//// InterpretInputEvent /////////////////////////////////////////////////////
bool plAvatarInputInterface : : InterpretInputEvent ( plInputEventMsg * pMsg )
{
if ( fInputMap = = nil )
return false ;
plMouseMap * mouseMap = fInputMap - > fMouseMap ;
plKeyEventMsg * pKeyMsg = plKeyEventMsg : : ConvertNoRef ( pMsg ) ;
if ( pKeyMsg )
{
// Handled by key bindings
}
if ( fMouseDisabled )
return false ;
plMouseEventMsg * pMouseMsg = plMouseEventMsg : : ConvertNoRef ( pMsg ) ;
if ( pMouseMsg )
{
uint32_t oldButtonState = fInputMap - > fButtonState ;
// check for button presses...
if ( fInputMap - > fButtonState & kLeftButtonDown )
{
fInputMap - > fButtonState | = kLeftButtonRepeat ;
}
if ( fInputMap - > fButtonState & kRightButtonDown )
{
fInputMap - > fButtonState | = kRightButtonRepeat ;
}
if ( fInputMap - > fButtonState & kMiddleButtonDown )
{
fInputMap - > fButtonState | = kMiddleButtonRepeat ;
}
if ( pMouseMsg - > GetButton ( ) = = kLeftButtonDown )
{
fInputMap - > fButtonState | = kLeftButtonDown ;
}
if ( pMouseMsg - > GetButton ( ) = = kLeftButtonUp )
{
fInputMap - > fButtonState & = ~ kLeftButtonDown ;
fInputMap - > fButtonState & = ~ kLeftButtonRepeat ;
}
if ( pMouseMsg - > GetButton ( ) = = kRightButtonDown )
{
fInputMap - > fButtonState | = kRightButtonDown ;
}
if ( pMouseMsg - > GetButton ( ) = = kRightButtonUp )
{
fInputMap - > fButtonState & = ~ kRightButtonDown ;
fInputMap - > fButtonState & = ~ kRightButtonRepeat ;
}
if ( pMouseMsg - > GetButton ( ) = = kMiddleButtonDown )
{
fInputMap - > fButtonState | = kMiddleButtonDown ;
}
if ( pMouseMsg - > GetButton ( ) = = kMiddleButtonUp )
{
fInputMap - > fButtonState & = ~ kMiddleButtonDown ;
fInputMap - > fButtonState & = ~ kMiddleButtonRepeat ;
}
if ( oldButtonState ! = fInputMap - > fButtonState | | pMouseMsg - > GetDX ( ) ! = 0.f | | pMouseMsg - > GetDY ( ) ! = 0.f )
{
fCursorTimeout = 0.f ; // Reset cursor opacity timeout thingy
}
/* NOTE: I see that this interface always returns true for mouse
messages , even if it does nothing with them . It ends up working
because this interface is always last in the stack . Seems like
a bad idea , but it works so far and I ' m not going to change it
unless it obviously breaks something .
Still , since we say that we ' ve handled any mouse message , I ' m
taking the liberty of making things simple . If a button is down ,
we reserve focus . If not , we release it .
If things ever change so that an interface below us expects us
to return false for messages we don ' t care about , we ' ll have to
be more careful about reserving focus .
*/
if ( fInputMap - > fButtonState & kAnyButtonDown )
fManager - > SetCurrentFocus ( this ) ;
else
fManager - > ReleaseCurrentFocus ( this ) ;
for ( int i = 0 ; i < mouseMap - > fMap . Count ( ) ; i + + )
{
// is this control already set?
if ( IHasControlFlag ( mouseMap - > fMap [ i ] - > fCode ) )
{
// Control isn't enabled, ignore
if ( ! IControlCodeEnabled ( mouseMap - > fMap [ i ] - > fCode ) )
return true ;
// can we disable this control?
bool disable = false ;
// can we disable this control based on a button?
if ( mouseMap - > fMap [ i ] - > fControlFlags & kControlFlagLeftButton & & ! ( fInputMap - > fButtonState & kLeftButtonDown ) )
disable = true ;
if ( mouseMap - > fMap [ i ] - > fControlFlags & kControlFlagRightButton & & ! ( fInputMap - > fButtonState & kRightButtonDown ) )
disable = true ;
if ( mouseMap - > fMap [ i ] - > fControlFlags & kControlFlagMiddleButton & & ! ( fInputMap - > fButtonState & kMiddleButtonDown ) )
disable = true ;
if ( mouseMap - > fMap [ i ] - > fControlFlags & kControlFlagLeftButtonEx & & ( fInputMap - > fButtonState & kLeftButtonRepeat ) )
disable = true ;
if ( mouseMap - > fMap [ i ] - > fControlFlags & kControlFlagRightButtonEx & & ( fInputMap - > fButtonState & kRightButtonRepeat ) )
disable = true ;
if ( mouseMap - > fMap [ i ] - > fControlFlags & kControlFlagMiddleButtonEx & & ( fInputMap - > fButtonState & kMiddleButtonRepeat ) )
disable = true ;
if ( mouseMap - > fMap [ i ] - > fControlFlags & kControlFlagLeftButtonEx & & ! ( fInputMap - > fButtonState & kLeftButtonDown ) )
disable = true ;
if ( mouseMap - > fMap [ i ] - > fControlFlags & kControlFlagRightButtonEx & & ! ( fInputMap - > fButtonState & kRightButtonDown ) )
disable = true ;
if ( mouseMap - > fMap [ i ] - > fControlFlags & kControlFlagMiddleButtonEx & & ! ( fInputMap - > fButtonState & kMiddleButtonDown ) )
disable = true ;
if ( mouseMap - > fMap [ i ] - > fControlFlags & kControlFlagLeftButtonRepeat & & ! ( fInputMap - > fButtonState & kLeftButtonDown ) )
disable = true ;
if ( mouseMap - > fMap [ i ] - > fControlFlags & kControlFlagRightButtonRepeat & & ! ( fInputMap - > fButtonState & kRightButtonDown ) )
disable = true ;
if ( mouseMap - > fMap [ i ] - > fControlFlags & kControlFlagMiddleButtonRepeat & & ! ( fInputMap - > fButtonState & kMiddleButtonDown ) )
disable = true ;
// can we disable this control based on the cursor position?
if ( ! CursorInBox ( pMouseMsg , mouseMap - > fMap [ i ] - > fBox ) & & mouseMap - > fMap [ i ] - > fControlFlags & kControlFlagBoxDisable )
disable = true ;
if ( disable )
{
IDeactivateCommand ( mouseMap - > fMap [ i ] ) ;
continue ;
}
// is it a range control? If so we need to re-send the command
if ( ( mouseMap - > fMap [ i ] - > fControlFlags & kControlFlagRangePos ) | | ( mouseMap - > fMap [ i ] - > fControlFlags & kControlFlagRangeNeg ) )
{
plCtrlCmd * pCmd = new plCtrlCmd ( this ) ;
pCmd - > fControlActivated = true ;
pCmd - > fControlCode = mouseMap - > fMap [ i ] - > fCode ;
float pct = 0.0f ;
if ( mouseMap - > fMap [ i ] - > fControlFlags & kControlFlagRangePos )
{
if ( mouseMap - > fMap [ i ] - > fControlFlags & kControlFlagXAxisEvent )
pct = hsABS ( ( mouseMap - > fMap [ i ] - > fBox . fX - pMouseMsg - > GetXPos ( ) ) / ( mouseMap - > fMap [ i ] - > fBox . fY - mouseMap - > fMap [ i ] - > fBox . fX ) ) ;
else
pct = hsABS ( ( mouseMap - > fMap [ i ] - > fBox . fZ - pMouseMsg - > GetYPos ( ) ) / ( mouseMap - > fMap [ i ] - > fBox . fW - mouseMap - > fMap [ i ] - > fBox . fZ ) ) ;
}
else
if ( mouseMap - > fMap [ i ] - > fControlFlags & kControlFlagRangeNeg )
{
if ( mouseMap - > fMap [ i ] - > fControlFlags & kControlFlagXAxisEvent )
pct = hsABS ( ( mouseMap - > fMap [ i ] - > fBox . fY - pMouseMsg - > GetXPos ( ) ) / ( mouseMap - > fMap [ i ] - > fBox . fY - mouseMap - > fMap [ i ] - > fBox . fX ) ) ;
else
pct = hsABS ( ( mouseMap - > fMap [ i ] - > fBox . fW - pMouseMsg - > GetYPos ( ) ) / ( mouseMap - > fMap [ i ] - > fBox . fW - mouseMap - > fMap [ i ] - > fBox . fZ ) ) ;
}
pCmd - > fPct = pct ;
if ( pct = = 1.0f | | pct = = - 1.0f )
{
delete pCmd ;
break ;
}
pCmd - > fNetPropagateToPlayers = mouseMap - > fMap [ i ] - > fControlFlags & kControlFlagNetPropagate ;
fMessageQueue - > Append ( pCmd ) ;
}
if ( mouseMap - > fMap [ i ] - > fControlFlags & kControlFlagDelta )
{
plCtrlCmd * pCmd = new plCtrlCmd ( this ) ;
pCmd - > fControlActivated = true ;
pCmd - > fControlCode = mouseMap - > fMap [ i ] - > fCode ;
float pct = 0.0f ;
if ( mouseMap - > fMap [ i ] - > fControlFlags & kControlFlagXAxisEvent )
pct = pMouseMsg - > GetDX ( ) ;
else
pct = pMouseMsg - > GetDY ( ) ;
if ( pct = = 0.f )
{
delete pCmd ;
continue ;
}
pCmd - > fPct = pct ;
pCmd - > fNetPropagateToPlayers = mouseMap - > fMap [ i ] - > fControlFlags & kControlFlagNetPropagate ;
fMessageQueue - > Append ( pCmd ) ;
}
}
else // if it is an 'always if in box' command see if it's not in the box
if ( ( mouseMap - > fMap [ i ] - > fControlFlags & kControlFlagInBox ) & & ( ! CursorInBox ( pMouseMsg , mouseMap - > fMap [ i ] - > fBox ) ) )
{
plCtrlCmd * pCmd = new plCtrlCmd ( this ) ;
pCmd - > fControlActivated = false ;
pCmd - > fControlCode = mouseMap - > fMap [ i ] - > fCode ;
pCmd - > fNetPropagateToPlayers = mouseMap - > fMap [ i ] - > fControlFlags & kControlFlagNetPropagate ;
fMessageQueue - > Append ( pCmd ) ;
continue ;
}
else // the control is not set, see if we should set it.
{
// is the control disabled?
if ( fDisabledControls . IsBitSet ( mouseMap - > fMap [ i ] - > fCode ) )
continue ;
// is the cursor in the appropriate box?
if ( CursorInBox ( pMouseMsg , mouseMap - > fMap [ i ] - > fBox ) )
{
// do we require a button?
if ( mouseMap - > fMap [ i ] - > fControlFlags & kControlFlagLeftButton & & ! ( fInputMap - > fButtonState & kLeftButtonDown ) )
continue ;
if ( mouseMap - > fMap [ i ] - > fControlFlags & kControlFlagRightButton & & ! ( fInputMap - > fButtonState & kRightButtonDown ) )
continue ;
if ( mouseMap - > fMap [ i ] - > fControlFlags & kControlFlagMiddleButton & & ! ( fInputMap - > fButtonState & kMiddleButtonDown ) )
continue ;
if ( mouseMap - > fMap [ i ] - > fControlFlags & kControlFlagLeftButtonEx & & ( fInputMap - > fButtonState & kLeftButtonRepeat ) )
continue ;
if ( mouseMap - > fMap [ i ] - > fControlFlags & kControlFlagRightButtonEx & & ( fInputMap - > fButtonState & kRightButtonRepeat ) )
continue ;
if ( mouseMap - > fMap [ i ] - > fControlFlags & kControlFlagMiddleButtonEx & & ( fInputMap - > fButtonState & kMiddleButtonRepeat ) )
continue ;
if ( mouseMap - > fMap [ i ] - > fControlFlags & kControlFlagLeftButtonRepeat & & ! ( fInputMap - > fButtonState & kLeftButtonRepeat ) )
continue ;
if ( mouseMap - > fMap [ i ] - > fControlFlags & kControlFlagRightButtonRepeat & & ! ( fInputMap - > fButtonState & kRightButtonRepeat ) )
continue ;
if ( mouseMap - > fMap [ i ] - > fControlFlags & kControlFlagMiddleButtonRepeat & & ! ( fInputMap - > fButtonState & kMiddleButtonRepeat ) )
continue ;
if ( mouseMap - > fMap [ i ] - > fControlFlags & kControlFlagLeftButtonEx & & ! ( fInputMap - > fButtonState & kLeftButtonDown ) )
continue ;
if ( mouseMap - > fMap [ i ] - > fControlFlags & kControlFlagRightButtonEx & & ! ( fInputMap - > fButtonState & kLeftButtonDown ) )
continue ;
if ( mouseMap - > fMap [ i ] - > fControlFlags & kControlFlagMiddleButtonEx & & ! ( fInputMap - > fButtonState & kMiddleButtonDown ) )
continue ;
if ( mouseMap - > fMap [ i ] - > fControlFlags & kControlFlagLeftButtonUp & & ! ( pMouseMsg - > GetButton ( ) = = kLeftButtonUp ) )
continue ;
if ( mouseMap - > fMap [ i ] - > fControlFlags & kControlFlagRightButtonUp & & ! ( pMouseMsg - > GetButton ( ) = = kRightButtonUp ) )
continue ;
if ( mouseMap - > fMap [ i ] - > fControlFlags & kControlFlagMiddleButtonUp & & ! ( pMouseMsg - > GetButton ( ) = = kMiddleButtonUp ) )
continue ;
// okay, we're in the box and either we don't require a button or our button is pressed.
// so set the command as 'enabled'
// UNLESS it has kControlFlagInBox, which means we want it sent every frame it is in the box
if ( ! ( mouseMap - > fMap [ i ] - > fControlFlags & kControlFlagInBox ) )
SetControlFlag ( mouseMap - > fMap [ i ] - > fCode ) ;
// issue the command
plCtrlCmd * pCmd = new plCtrlCmd ( this ) ;
pCmd - > fControlActivated = true ;
pCmd - > fControlCode = mouseMap - > fMap [ i ] - > fCode ;
pCmd - > fNetPropagateToPlayers = mouseMap - > fMap [ i ] - > fControlFlags & kControlFlagNetPropagate ;
// figure out what percent (if any)
float pct = 0.0f ;
if ( mouseMap - > fMap [ i ] - > fControlFlags & kControlFlagRangePos )
{
if ( mouseMap - > fMap [ i ] - > fControlFlags & kControlFlagXAxisEvent )
pct = hsABS ( ( mouseMap - > fMap [ i ] - > fBox . fX - pMouseMsg - > GetXPos ( ) ) / ( mouseMap - > fMap [ i ] - > fBox . fY - mouseMap - > fMap [ i ] - > fBox . fX ) ) ;
else
pct = hsABS ( ( mouseMap - > fMap [ i ] - > fBox . fZ - pMouseMsg - > GetYPos ( ) ) / ( mouseMap - > fMap [ i ] - > fBox . fW - mouseMap - > fMap [ i ] - > fBox . fZ ) ) ;
}
else
if ( mouseMap - > fMap [ i ] - > fControlFlags & kControlFlagRangeNeg )
{
if ( mouseMap - > fMap [ i ] - > fControlFlags & kControlFlagXAxisEvent )
pct = hsABS ( ( mouseMap - > fMap [ i ] - > fBox . fY - pMouseMsg - > GetXPos ( ) ) / ( mouseMap - > fMap [ i ] - > fBox . fY - mouseMap - > fMap [ i ] - > fBox . fX ) ) ;
else
pct = hsABS ( ( mouseMap - > fMap [ i ] - > fBox . fW - pMouseMsg - > GetYPos ( ) ) / ( mouseMap - > fMap [ i ] - > fBox . fW - mouseMap - > fMap [ i ] - > fBox . fZ ) ) ;
}
pCmd - > fPct = pct ;
if ( pct = = 1.0f | | pct = = - 1.0f )
{
delete pCmd ;
break ;
}
if ( mouseMap - > fMap [ i ] - > fControlFlags & kControlFlagDelta )
{
if ( mouseMap - > fMap [ i ] - > fControlFlags & kControlFlagXAxisEvent )
pct = pMouseMsg - > GetDX ( ) ;
else
pct = pMouseMsg - > GetDY ( ) ;
pCmd - > fPct = pct ;
}
// and add it to the list
fMessageQueue - > Append ( pCmd ) ;
continue ;
}
}
}
return true ;
}
return false ;
}
//////////////////////////////////////////////////////////////////////////////
//// plAvatarInputMap and derivations ////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
// You really want to think of input maps as various states in a state machine.
// (This is why there are 3 different maps for walking. It all depends on which
// "state" we want to jump to.)
//
// When you pop from one map to the next:
// - All controls in the old map are deactivated
// (except kControlFlagNoDeactivate and kControlFlagToggle)
// - Any controls in the new map that can be activated by the current state
// will be. (i.e. you press a mouse button to switch to walk mode, hold
// hold that button down, and the walk command in the new mode will activate)
plAvatarInputMap : : plAvatarInputMap ( )
{
fMouseMap = new plMouseMap ;
fButtonState = 0 ;
fInterface = plAvatarInputInterface : : GetInstance ( ) ;
}
plAvatarInputMap : : ~ plAvatarInputMap ( )
{
delete fMouseMap ;
}
plSuspendedMovementMap : : plSuspendedMovementMap ( ) : plAvatarInputMap ( )
{
fMouseMap - > AddMapping ( new plMouseInfo ( B_CONTROL_ACTION_MOUSE , kControlFlagLeftButtonEx , 0.0f , 1.0f , 0.0f , 1.0f , " The Picked key " ) ) ;
fMouseMap - > AddMapping ( new plMouseInfo ( B_CONTROL_PICK , kControlFlagLeftButton , 0.0f , 1.0f , 0.0f , 1.0f , " The Picked key " ) ) ;
}
plBasicControlMap : : plBasicControlMap ( ) : plSuspendedMovementMap ( )
{
fMouseMap - > AddMapping ( new plMouseInfo ( B_CONTROL_ROTATE_RIGHT , kControlFlagLeftButton | kControlFlagBoxDisable , 0.95f , 1.0f , 0.0f , 1.0f , " Rotate Player Right " ) ) ;
fMouseMap - > AddMapping ( new plMouseInfo ( B_CONTROL_ROTATE_LEFT , kControlFlagLeftButton | kControlFlagBoxDisable , 0.0f , 0.05f , 0.0f , 1.0f , " Rotate Player Left " ) ) ;
fMouseMap - > AddMapping ( new plMouseInfo ( B_CONTROL_TURN_TO , kControlFlagLeftButtonEx , 0.05f , 0.95f , 0.0f , 0.95f , " Turn to " ) ) ;
fMouseMap - > AddMapping ( new plMouseInfo ( S_SET_WALK_MODE , kControlFlagLeftButton , 0.05f , 0.95f , 0.0f , 0.95f , " Set Walk Mode " ) ) ;
fMouseMap - > AddMapping ( new plMouseInfo ( S_SET_WALK_BACK_LB_MODE , kControlFlagLeftButton , 0.05f , 0.95f , 0.95f , 1.0f , " Set Walk Back LB Mode " ) ) ;
fMouseMap - > AddMapping ( new plMouseInfo ( S_SET_WALK_BACK_MODE , kControlFlagMiddleButton , 0.05f , 0.95f , 0.0f , 1.0f , " Set Walk Back Mode " ) ) ;
fMouseMap - > AddMapping ( new plMouseInfo ( S_SET_CURSOR_UP , kControlFlagNormal | kControlFlagInBox , 0.05f , 0.95f , 0.0f , 0.95f , " set cursor up " ) ) ;
fMouseMap - > AddMapping ( new plMouseInfo ( S_SET_CURSOR_DOWN , kControlFlagNormal | kControlFlagInBox , 0.05f , 0.95f , 0.95f , 1.0f , " set cursor down " ) ) ;
fMouseMap - > AddMapping ( new plMouseInfo ( S_SET_CURSOR_RIGHT , kControlFlagNormal | kControlFlagInBox , 0.95f , 1.0f , 0.0f , 1.0f , " set cursor right " ) ) ;
fMouseMap - > AddMapping ( new plMouseInfo ( S_SET_CURSOR_LEFT , kControlFlagNormal | kControlFlagInBox , 0.0f , 0.05f , 0.0f , 1.0f , " set cursor left " ) ) ;
}
plLadderControlMap : : plLadderControlMap ( ) : plSuspendedMovementMap ( )
{
fMouseMap - > AddMapping ( new plMouseInfo ( B_CONTROL_MOVE_FORWARD , kControlFlagLeftButton | kControlFlagBoxDisable , 0.0f , 1.0f , 0.0f , 0.5f , " Set Walk Mode " ) ) ;
fMouseMap - > AddMapping ( new plMouseInfo ( B_CONTROL_MOVE_BACKWARD , kControlFlagLeftButton | kControlFlagBoxDisable , 0.0f , 1.0f , 0.5f , 1.0f , " Set Walk Back LB Mode " ) ) ;
fMouseMap - > AddMapping ( new plMouseInfo ( S_SET_CURSOR_UPWARD , kControlFlagNormal | kControlFlagInBox , 0.0f , 1.0f , 0.0f , 0.5f , " set cursor up " ) ) ;
fMouseMap - > AddMapping ( new plMouseInfo ( S_SET_CURSOR_DOWN , kControlFlagNormal | kControlFlagInBox , 0.0f , 1.0f , 0.5f , 1.0f , " set cursor down " ) ) ;
fMouseMap - > AddMapping ( new plMouseInfo ( S_SET_FREELOOK , kControlFlagRightButton , 0.05f , 0.95f , 0.0f , 0.95f , " Set Camera first-person z-axis panning " ) ) ;
}
plLadderMountMap : : plLadderMountMap ( ) : plSuspendedMovementMap ( )
{
fMouseMap - > AddMapping ( new plMouseInfo ( S_SET_LADDER_CONTROL , kControlFlagLeftButtonUp , 0.0f , 1.0f , 0.0f , 1.0f , " Set Ladder Mode " ) ) ;
fMouseMap - > AddMapping ( new plMouseInfo ( S_SET_LADDER_CONTROL , kControlFlagRightButtonUp , 0.0f , 1.0f , 0.0f , 1.0f , " Set Ladder Mode " ) ) ;
fMouseMap - > AddMapping ( new plMouseInfo ( S_SET_LADDER_CONTROL , kControlFlagMiddleButtonUp , 0.0f , 1.0f , 0.0f , 1.0f , " Set Ladder Mode " ) ) ;
}
plLadderDismountMap : : plLadderDismountMap ( ) : plSuspendedMovementMap ( )
{
fMouseMap - > AddMapping ( new plMouseInfo ( S_SET_BASIC_MODE , kControlFlagLeftButtonUp , 0.0f , 1.0f , 0.0f , 1.0f , " Set Basic Mode " ) ) ;
fMouseMap - > AddMapping ( new plMouseInfo ( S_SET_BASIC_MODE , kControlFlagRightButtonUp , 0.0f , 1.0f , 0.0f , 1.0f , " Set Basic Mode " ) ) ;
fMouseMap - > AddMapping ( new plMouseInfo ( S_SET_BASIC_MODE , kControlFlagMiddleButtonUp , 0.0f , 1.0f , 0.0f , 1.0f , " Set Basic Mode " ) ) ;
}
plBasicThirdPersonControlMap : : plBasicThirdPersonControlMap ( ) : plBasicControlMap ( )
{
fMouseMap - > AddMapping ( new plMouseInfo ( S_SET_FREELOOK , kControlFlagRightButton , 0.0f , 1.0f , 0.0f , 1.0f , " Freelook Mode " ) ) ;
}
plBasicFirstPersonControlMap : : plBasicFirstPersonControlMap ( ) : plBasicControlMap ( )
{
fMouseMap - > AddMapping ( new plMouseInfo ( A_CONTROL_TURN , kControlFlagRightButtonRepeat | kControlFlagXAxisEvent | kControlFlagDelta , 0.0f , 1.0f , 0.0f , 1.0f , " Rotate Player " ) ) ;
fMouseMap - > AddMapping ( new plMouseInfo ( S_SET_FREELOOK , kControlFlagRightButton , 0.05f , 0.95f , 0.0f , 0.95f , " Set Camera first-person z-axis panning " ) ) ;
fMouseMap - > AddMapping ( new plMouseInfo ( B_CONTROL_CAMERA_WALK_PAN , kControlFlagRightButton , 0.05f , 0.95f , 0.0f , 0.95f , " Set Camera first-person z-axis panning " ) ) ;
}
// also used in 1st person walk mode
pl3rdWalkMap : : pl3rdWalkMap ( ) : plAvatarInputMap ( )
{
// control special to this mode.
fMouseMap - > AddMapping ( new plMouseInfo ( B_CONTROL_MODIFIER_FAST , kControlFlagRightButton , 0.0f , 1.0f , 0.0f , 1.0f , " Run Modifier " ) ) ;
fMouseMap - > AddMapping ( new plMouseInfo ( A_CONTROL_TURN , kControlFlagXAxisEvent | kControlFlagDelta , 0.0f , 1.0f , 0.0f , 1.0f , " Rotate Player " ) ) ;
plInputManager : : SetRecenterMouse ( true ) ;
plMouseDevice : : HideCursor ( ) ;
plInputInterfaceMgr : : GetInstance ( ) - > ForceCursorHidden ( true ) ;
}
pl3rdWalkMap : : ~ pl3rdWalkMap ( )
{
plInputManager : : SetRecenterMouse ( false ) ;
plMouseDevice : : ShowCursor ( ) ;
plInputInterfaceMgr : : GetInstance ( ) - > ForceCursorHidden ( false ) ;
}
pl3rdWalkForwardMap : : pl3rdWalkForwardMap ( ) : pl3rdWalkMap ( )
{
fMouseMap - > AddMapping ( new plMouseInfo ( S_SET_BASIC_MODE , kControlFlagLeftButtonUp , 0.0f , 1.0f , 0.0f , 1.0f , " Third Person " ) ) ;
fMouseMap - > AddMapping ( new plMouseInfo ( B_CONTROL_MOVE_FORWARD , kControlFlagLeftButton , 0.0f , 1.0f , 0.0f , 1.0f , " Walk forward " ) ) ;
fMouseMap - > AddMapping ( new plMouseInfo ( B_CONTROL_CAMERA_WALK_PAN , kControlFlagLeftButton , 0.0f , 1.0f , 0.0f , 1.0f , " Set Camera first-person z-axis panning " ) ) ;
}
pl3rdWalkBackwardMap : : pl3rdWalkBackwardMap ( ) : pl3rdWalkMap ( )
{
fMouseMap - > AddMapping ( new plMouseInfo ( S_SET_BASIC_MODE , kControlFlagMiddleButtonUp , 0.0f , 1.0f , 0.0f , 1.0f , " Third Person " ) ) ;
fMouseMap - > AddMapping ( new plMouseInfo ( B_CONTROL_MOVE_BACKWARD , kControlFlagMiddleButton , 0.0f , 1.0f , 0.0f , 1.0f , " Walk backward " ) ) ;
fMouseMap - > AddMapping ( new plMouseInfo ( B_CONTROL_CAMERA_WALK_PAN , kControlFlagMiddleButton , 0.0f , 1.0f , 0.0f , 1.0f , " Set Camera first-person z-axis panning " ) ) ;
}
// same as the other backward walk map, but this one is triggered by the left mouse button.
pl3rdWalkBackwardLBMap : : pl3rdWalkBackwardLBMap ( ) : pl3rdWalkMap ( )
{
fMouseMap - > AddMapping ( new plMouseInfo ( S_SET_BASIC_MODE , kControlFlagLeftButtonUp , 0.0f , 1.0f , 0.0f , 1.0f , " Third Person " ) ) ;
fMouseMap - > AddMapping ( new plMouseInfo ( B_CONTROL_MOVE_BACKWARD , kControlFlagLeftButton , 0.0f , 1.0f , 0.0f , 1.0f , " Walk backward " ) ) ;
fMouseMap - > AddMapping ( new plMouseInfo ( B_CONTROL_CAMERA_WALK_PAN , kControlFlagLeftButton , 0.0f , 1.0f , 0.0f , 1.0f , " Set Camera first-person z-axis panning " ) ) ;
}