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342 lines
13 KiB
342 lines
13 KiB
14 years ago
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/*==LICENSE==*
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CyanWorlds.com Engine - MMOG client, server and tools
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Copyright (C) 2011 Cyan Worlds, Inc.
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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You can contact Cyan Worlds, Inc. by email legal@cyan.com
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or by snail mail at:
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Cyan Worlds, Inc.
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14617 N Newport Hwy
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Mead, WA 99021
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*==LICENSE==*/
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//////////////////////////////////////////////////////////////////////////////
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// //
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// plDebugInputInterface //
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// //
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//////////////////////////////////////////////////////////////////////////////
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#include "hsConfig.h"
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#include "hsWindows.h"
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#include "hsTypes.h"
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#include "plDebugInputInterface.h"
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#include "plInputInterfaceMgr.h"
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#include "plInputManager.h"
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#include "plInputDevice.h"
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14 years ago
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#include "plMessage/plInputIfaceMgrMsg.h"
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#include "plMessage/plInputEventMsg.h"
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#include "pnKeyedObject/plKey.h"
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#include "pnInputCore/plKeyMap.h"
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14 years ago
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#include "plgDispatch.h"
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#include "plPipeline.h"
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#include "hsConfig.h"
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plDebugInputInterface *plDebugInputInterface::fInstance = nil;
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//// Constructor/Destructor //////////////////////////////////////////////////
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plDebugInputInterface::plDebugInputInterface()
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{
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fInstance = this;
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// Add our control codes to our control map. Do NOT add the key bindings yet.
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// Note: HERE is where you specify the actions for each command, i.e. net propagate and so forth.
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// This part basically declares us master of the bindings for these commands.
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// IF YOU ARE LOOKING TO CHANGE THE DEFAULT KEY BINDINGS, DO NOT LOOK HERE. GO TO
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// RestoreDefaultKeyMappings()!!!!
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#ifndef PLASMA_EXTERNAL_RELEASE
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// fControlMap->AddCode( B_CONTROL_MODIFIER_FAST, kControlFlagNormal | kControlFlagNoRepeat );
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fControlMap->AddCode( B_CAMERA_DRIVE_SPEED_UP, kControlFlagNormal );
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fControlMap->AddCode( B_CAMERA_DRIVE_SPEED_DOWN, kControlFlagNormal );
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fControlMap->AddCode( B_CAMERA_MOVE_FORWARD, kControlFlagNormal | kControlFlagNoRepeat );
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fControlMap->AddCode( B_CAMERA_MOVE_BACKWARD, kControlFlagNormal | kControlFlagNoRepeat );
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fControlMap->AddCode( B_CAMERA_MOVE_LEFT, kControlFlagNormal | kControlFlagNoRepeat );
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fControlMap->AddCode( B_CAMERA_MOVE_RIGHT, kControlFlagNormal | kControlFlagNoRepeat );
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fControlMap->AddCode( B_CAMERA_MOVE_UP, kControlFlagNormal | kControlFlagNoRepeat );
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fControlMap->AddCode( B_CAMERA_MOVE_DOWN, kControlFlagNormal | kControlFlagNoRepeat );
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// fControlMap->AddCode( B_TOGGLE_DRIVE_MODE, kControlFlagNormal | kControlFlagNoRepeat | kControlFlagShift );
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#endif
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// IF YOU ARE LOOKING TO CHANGE THE DEFAULT KEY BINDINGS, DO NOT LOOK HERE. GO TO
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// RestoreDefaultKeyMappings()!!!!
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}
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plDebugInputInterface::~plDebugInputInterface()
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{
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fInstance = nil;
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}
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//// Init/Shutdown ///////////////////////////////////////////////////////////
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void plDebugInputInterface::Init( plInputInterfaceMgr *manager )
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{
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plInputInterface::Init( manager );
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}
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void plDebugInputInterface::Shutdown( void )
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{
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}
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//// RestoreDefaultKeyMappings ///////////////////////////////////////////////
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void plDebugInputInterface::RestoreDefaultKeyMappings( void )
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{
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if( fControlMap == nil )
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return;
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fControlMap->UnmapAllBindings();
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#ifndef PLASMA_EXTERNAL_RELEASE
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// fControlMap->BindKey( KEY_SHIFT, B_CONTROL_MODIFIER_FAST );
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fControlMap->BindKey( plShiftKeyCombo( KEY_EQUAL ), B_CAMERA_DRIVE_SPEED_UP );
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fControlMap->BindKey( plShiftKeyCombo( KEY_DASH ), B_CAMERA_DRIVE_SPEED_DOWN );
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fControlMap->BindKey( KEY_W, B_CAMERA_MOVE_FORWARD );
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fControlMap->BindKey( KEY_S, B_CAMERA_MOVE_BACKWARD );
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fControlMap->BindKey( KEY_A, B_CAMERA_MOVE_LEFT );
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fControlMap->BindKey( KEY_D, B_CAMERA_MOVE_RIGHT );
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fControlMap->BindKey( KEY_I, B_CAMERA_MOVE_UP );
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fControlMap->BindKey( KEY_K, B_CAMERA_MOVE_DOWN );
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// fControlMap->BindKey( KEY_C, B_TOGGLE_DRIVE_MODE );
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#endif
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}
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//// IEval ///////////////////////////////////////////////////////////////////
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hsBool plDebugInputInterface::IEval( double secs, hsScalar del, UInt32 dirty )
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{
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return true;
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}
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//// MsgReceive //////////////////////////////////////////////////////////////
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hsBool plDebugInputInterface::MsgReceive( plMessage *msg )
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{
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return plInputInterface::MsgReceive(msg);
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}
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//// cursorinbox /////////////////////////////////////////////////////
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hsBool plDebugInputInterface::CursorInBox(plMouseEventMsg* pMsg, hsPoint4 box)
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{
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return ( pMsg->GetXPos() >= box.fX && pMsg->GetXPos() <= box.fY && pMsg->GetYPos() >= box.fZ && pMsg->GetYPos() <= box.fW );
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}
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//// InterpretInputEvent /////////////////////////////////////////////////////
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hsBool plDebugInputInterface::InterpretInputEvent( plInputEventMsg *pMsg )
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{
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hsBool handled = false;
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plMouseEventMsg* pMouseMsg = plMouseEventMsg::ConvertNoRef(pMsg);
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if (pMouseMsg)
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{
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// check for button presses...
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if (fButtonState & kLeftButtonDown)
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{
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fButtonState |= kLeftButtonRepeat;
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}
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if (fButtonState & kRightButtonDown)
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{
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fButtonState |= kRightButtonRepeat;
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}
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if (pMouseMsg->GetButton() == kLeftButtonDown)
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{
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fButtonState |= kLeftButtonDown;
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}
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if (pMouseMsg->GetButton() == kLeftButtonUp)
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{
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fButtonState &= ~kLeftButtonDown;
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fButtonState &= ~kLeftButtonRepeat;
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}
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if (pMouseMsg->GetButton() == kRightButtonDown)
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{
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fButtonState |= kRightButtonDown;
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}
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if (pMouseMsg->GetButton() == kRightButtonUp)
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{
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fButtonState &= ~kRightButtonDown;
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fButtonState &= ~kRightButtonRepeat;
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}
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for (int i=0; i < fMouseMap.fMap.Count(); i++)
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{
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// is this control already set?
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if (fControlFlags.IsBitSet(fMouseMap.fMap[i]->fCode))
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{
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// can we disable this control?
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hsBool disable = false;
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// can we disable this control based on a button?
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if (fMouseMap.fMap[i]->fControlFlags & kControlFlagLeftButton && !(fButtonState & kLeftButtonDown))
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disable = true;
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if (fMouseMap.fMap[i]->fControlFlags & kControlFlagRightButton && !(fButtonState & kRightButtonDown))
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disable = true;
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if (fMouseMap.fMap[i]->fControlFlags & kControlFlagLeftButtonEx && (fButtonState & kLeftButtonRepeat))
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disable = true;
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if (fMouseMap.fMap[i]->fControlFlags & kControlFlagRightButtonEx && (fButtonState & kRightButtonRepeat))
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disable = true;
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if (fMouseMap.fMap[i]->fControlFlags & kControlFlagLeftButtonEx && !(fButtonState & kLeftButtonDown))
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disable = true;
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if (fMouseMap.fMap[i]->fControlFlags & kControlFlagRightButtonEx && !(fButtonState & kRightButtonDown))
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disable = true;
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if (fMouseMap.fMap[i]->fControlFlags & kControlFlagLeftButtonRepeat && !(fButtonState & kLeftButtonDown))
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disable = true;
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if (fMouseMap.fMap[i]->fControlFlags & kControlFlagRightButtonRepeat && !(fButtonState & kRightButtonDown))
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disable = true;
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// can we disable this control based on the cursor position?
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if (!CursorInBox(pMouseMsg, fMouseMap.fMap[i]->fBox) && fMouseMap.fMap[i]->fControlFlags & kControlFlagBoxDisable)
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disable = true;
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if (disable)
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{
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plCtrlCmd* pCmd = TRACKED_NEW plCtrlCmd( this );
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pCmd->fNetPropagateToPlayers = fMouseMap.fMap[i]->fControlFlags & kControlFlagNetPropagate;
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pCmd->fControlActivated = false;
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pCmd->fControlCode = fMouseMap.fMap[i]->fCode;
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fControlFlags.ClearBit(pCmd->fControlCode);
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fMessageQueue->Append(pCmd);
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handled = true;
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continue;
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}
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// is it a range control? If so we need to re-send the command
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if ((fMouseMap.fMap[i]->fControlFlags & kControlFlagRangePos) || (fMouseMap.fMap[i]->fControlFlags & kControlFlagRangeNeg))
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{
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plCtrlCmd* pCmd = TRACKED_NEW plCtrlCmd( this );
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pCmd->fControlActivated = true;
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pCmd->fControlCode = fMouseMap.fMap[i]->fCode;
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hsScalar pct = 0.0f;
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if (fMouseMap.fMap[i]->fControlFlags & kControlFlagRangePos)
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{
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if (fMouseMap.fMap[i]->fControlFlags & kControlFlagXAxisEvent)
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pct = hsABS((fMouseMap.fMap[i]->fBox.fX - pMouseMsg->GetXPos()) / (fMouseMap.fMap[i]->fBox.fY - fMouseMap.fMap[i]->fBox.fX));
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else
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pct = hsABS((fMouseMap.fMap[i]->fBox.fZ - pMouseMsg->GetYPos()) / (fMouseMap.fMap[i]->fBox.fW - fMouseMap.fMap[i]->fBox.fZ));
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}
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else
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if (fMouseMap.fMap[i]->fControlFlags & kControlFlagRangeNeg)
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{
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if (fMouseMap.fMap[i]->fControlFlags & kControlFlagXAxisEvent)
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pct = hsABS((fMouseMap.fMap[i]->fBox.fY - pMouseMsg->GetXPos()) / (fMouseMap.fMap[i]->fBox.fY - fMouseMap.fMap[i]->fBox.fX));
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else
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pct = hsABS((fMouseMap.fMap[i]->fBox.fW - pMouseMsg->GetYPos()) / (fMouseMap.fMap[i]->fBox.fW - fMouseMap.fMap[i]->fBox.fZ));
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}
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pCmd->fPct = pct;
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if (pct == 1.0f || pct == -1.0f)
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{
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delete pCmd;
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break;
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}
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pCmd->fNetPropagateToPlayers = fMouseMap.fMap[i]->fControlFlags & kControlFlagNetPropagate;
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fMessageQueue->Append(pCmd);
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}
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}
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else // if it is an 'always if in box' command see if it's not in the box
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if ( (fMouseMap.fMap[i]->fControlFlags & kControlFlagInBox) && (!CursorInBox(pMouseMsg, fMouseMap.fMap[i]->fBox)) )
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{
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plCtrlCmd* pCmd = TRACKED_NEW plCtrlCmd( this );
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pCmd->fControlActivated = false;
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pCmd->fControlCode = fMouseMap.fMap[i]->fCode;
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pCmd->fNetPropagateToPlayers = fMouseMap.fMap[i]->fControlFlags & kControlFlagNetPropagate;
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fMessageQueue->Append(pCmd);
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continue;
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}
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else // the control is not set, see if we should set it.
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{
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// is the cursor in the appropriate box?
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if (CursorInBox(pMouseMsg, fMouseMap.fMap[i]->fBox))
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{
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// do we require a button?
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if (fMouseMap.fMap[i]->fControlFlags & kControlFlagLeftButton && !(fButtonState & kLeftButtonDown))
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continue;
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if (fMouseMap.fMap[i]->fControlFlags & kControlFlagRightButton && !(fButtonState & kRightButtonDown))
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continue;
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if (fMouseMap.fMap[i]->fControlFlags & kControlFlagLeftButtonEx && (fButtonState & kLeftButtonRepeat))
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continue;
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if (fMouseMap.fMap[i]->fControlFlags & kControlFlagRightButtonEx && (fButtonState & kRightButtonRepeat))
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continue;
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if (fMouseMap.fMap[i]->fControlFlags & kControlFlagLeftButtonRepeat && !(fButtonState & kLeftButtonRepeat))
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continue;
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if (fMouseMap.fMap[i]->fControlFlags & kControlFlagRightButtonRepeat && !(fButtonState & kRightButtonRepeat))
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continue;
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if (fMouseMap.fMap[i]->fControlFlags & kControlFlagLeftButtonEx && !(fButtonState & kLeftButtonDown))
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continue;
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if (fMouseMap.fMap[i]->fControlFlags & kControlFlagRightButtonEx && !(fButtonState & kLeftButtonDown))
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continue;
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if (fMouseMap.fMap[i]->fControlFlags & kControlFlagLeftButtonUp && !(pMouseMsg->GetButton() == kLeftButtonUp))
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continue;
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if (fMouseMap.fMap[i]->fControlFlags & kControlFlagRightButtonUp && !(pMouseMsg->GetButton() == kRightButtonUp))
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continue;
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// okay, we're in the box and either we don't require a button or our button is pressed.
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// so set the command as 'enabled'
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// UNLESS it has kControlFlagInBox, which means we want it sent every frame it is in the box
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if (!(fMouseMap.fMap[i]->fControlFlags & kControlFlagInBox))
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fControlFlags.SetBit(fMouseMap.fMap[i]->fCode);
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// issue the command
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plCtrlCmd* pCmd = TRACKED_NEW plCtrlCmd( this );
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pCmd->fControlActivated = true;
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pCmd->fControlCode = fMouseMap.fMap[i]->fCode;
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pCmd->fNetPropagateToPlayers = fMouseMap.fMap[i]->fControlFlags & kControlFlagNetPropagate;
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// figure out what percent (if any)
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hsScalar pct = 0.0f;
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if (fMouseMap.fMap[i]->fControlFlags & kControlFlagRangePos)
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{
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if (fMouseMap.fMap[i]->fControlFlags & kControlFlagXAxisEvent)
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pct = hsABS((fMouseMap.fMap[i]->fBox.fX - pMouseMsg->GetXPos()) / (fMouseMap.fMap[i]->fBox.fY - fMouseMap.fMap[i]->fBox.fX));
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else
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pct = hsABS((fMouseMap.fMap[i]->fBox.fZ - pMouseMsg->GetYPos()) / (fMouseMap.fMap[i]->fBox.fW - fMouseMap.fMap[i]->fBox.fZ));
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}
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else
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if (fMouseMap.fMap[i]->fControlFlags & kControlFlagRangeNeg)
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{
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if (fMouseMap.fMap[i]->fControlFlags & kControlFlagXAxisEvent)
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pct = hsABS((fMouseMap.fMap[i]->fBox.fY - pMouseMsg->GetXPos()) / (fMouseMap.fMap[i]->fBox.fY - fMouseMap.fMap[i]->fBox.fX));
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else
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pct = hsABS((fMouseMap.fMap[i]->fBox.fW - pMouseMsg->GetYPos()) / (fMouseMap.fMap[i]->fBox.fW - fMouseMap.fMap[i]->fBox.fZ));
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}
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pCmd->fPct = pct;
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if (pct == 1.0f || pct == -1.0f)
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{
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delete pCmd;
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break;
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}
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// and add it to the list
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fMessageQueue->Append(pCmd);
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handled = true;
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continue;
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}
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}
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}
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return handled;
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}
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return false;
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}
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