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/*==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/>.
You can contact Cyan Worlds, Inc. by email legal@cyan.com
or by snail mail at:
Cyan Worlds, Inc.
14617 N Newport Hwy
Mead, WA 99021
*==LICENSE==*/
//////////////////////////////////////////////////////////////////////////////
// //
// plDebugInputInterface //
// //
//////////////////////////////////////////////////////////////////////////////
#include "hsConfig.h"
#include "hsWindows.h"
#include "hsTypes.h"
#include "plDebugInputInterface.h"
#include "plInputInterfaceMgr.h"
#include "plInputManager.h"
#include "plInputDevice.h"
#include "plMessage/plInputIfaceMgrMsg.h"
#include "plMessage/plInputEventMsg.h"
#include "pnKeyedObject/plKey.h"
#include "pnInputCore/plKeyMap.h"
#include "plgDispatch.h"
#include "plPipeline.h"
#include "hsConfig.h"
plDebugInputInterface *plDebugInputInterface::fInstance = nil;
//// Constructor/Destructor //////////////////////////////////////////////////
plDebugInputInterface::plDebugInputInterface()
{
fInstance = this;
// 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 PLASMA_EXTERNAL_RELEASE
// fControlMap->AddCode( B_CONTROL_MODIFIER_FAST, kControlFlagNormal | kControlFlagNoRepeat );
fControlMap->AddCode( B_CAMERA_DRIVE_SPEED_UP, kControlFlagNormal );
fControlMap->AddCode( B_CAMERA_DRIVE_SPEED_DOWN, kControlFlagNormal );
fControlMap->AddCode( B_CAMERA_MOVE_FORWARD, kControlFlagNormal | kControlFlagNoRepeat );
fControlMap->AddCode( B_CAMERA_MOVE_BACKWARD, kControlFlagNormal | kControlFlagNoRepeat );
fControlMap->AddCode( B_CAMERA_MOVE_LEFT, kControlFlagNormal | kControlFlagNoRepeat );
fControlMap->AddCode( B_CAMERA_MOVE_RIGHT, kControlFlagNormal | kControlFlagNoRepeat );
fControlMap->AddCode( B_CAMERA_MOVE_UP, kControlFlagNormal | kControlFlagNoRepeat );
fControlMap->AddCode( B_CAMERA_MOVE_DOWN, kControlFlagNormal | kControlFlagNoRepeat );
// fControlMap->AddCode( B_TOGGLE_DRIVE_MODE, kControlFlagNormal | kControlFlagNoRepeat | kControlFlagShift );
#endif
// IF YOU ARE LOOKING TO CHANGE THE DEFAULT KEY BINDINGS, DO NOT LOOK HERE. GO TO
// RestoreDefaultKeyMappings()!!!!
}
plDebugInputInterface::~plDebugInputInterface()
{
fInstance = nil;
}
//// Init/Shutdown ///////////////////////////////////////////////////////////
void plDebugInputInterface::Init( plInputInterfaceMgr *manager )
{
plInputInterface::Init( manager );
}
void plDebugInputInterface::Shutdown( void )
{
}
//// RestoreDefaultKeyMappings ///////////////////////////////////////////////
void plDebugInputInterface::RestoreDefaultKeyMappings( void )
{
if( fControlMap == nil )
return;
fControlMap->UnmapAllBindings();
#ifndef PLASMA_EXTERNAL_RELEASE
// fControlMap->BindKey( KEY_SHIFT, B_CONTROL_MODIFIER_FAST );
fControlMap->BindKey( plShiftKeyCombo( KEY_EQUAL ), B_CAMERA_DRIVE_SPEED_UP );
fControlMap->BindKey( plShiftKeyCombo( KEY_DASH ), B_CAMERA_DRIVE_SPEED_DOWN );
fControlMap->BindKey( KEY_W, B_CAMERA_MOVE_FORWARD );
fControlMap->BindKey( KEY_S, B_CAMERA_MOVE_BACKWARD );
fControlMap->BindKey( KEY_A, B_CAMERA_MOVE_LEFT );
fControlMap->BindKey( KEY_D, B_CAMERA_MOVE_RIGHT );
fControlMap->BindKey( KEY_I, B_CAMERA_MOVE_UP );
fControlMap->BindKey( KEY_K, B_CAMERA_MOVE_DOWN );
// fControlMap->BindKey( KEY_C, B_TOGGLE_DRIVE_MODE );
#endif
}
//// IEval ///////////////////////////////////////////////////////////////////
hsBool plDebugInputInterface::IEval( double secs, hsScalar del, UInt32 dirty )
{
return true;
}
//// MsgReceive //////////////////////////////////////////////////////////////
hsBool plDebugInputInterface::MsgReceive( plMessage *msg )
{
return plInputInterface::MsgReceive(msg);
}
//// cursorinbox /////////////////////////////////////////////////////
hsBool plDebugInputInterface::CursorInBox(plMouseEventMsg* pMsg, hsPoint4 box)
{
return ( pMsg->GetXPos() >= box.fX && pMsg->GetXPos() <= box.fY && pMsg->GetYPos() >= box.fZ && pMsg->GetYPos() <= box.fW );
}
//// InterpretInputEvent /////////////////////////////////////////////////////
hsBool plDebugInputInterface::InterpretInputEvent( plInputEventMsg *pMsg )
{
hsBool handled = false;
plMouseEventMsg* pMouseMsg = plMouseEventMsg::ConvertNoRef(pMsg);
if (pMouseMsg)
{
// check for button presses...
if (fButtonState & kLeftButtonDown)
{
fButtonState |= kLeftButtonRepeat;
}
if (fButtonState & kRightButtonDown)
{
fButtonState |= kRightButtonRepeat;
}
if (pMouseMsg->GetButton() == kLeftButtonDown)
{
fButtonState |= kLeftButtonDown;
}
if (pMouseMsg->GetButton() == kLeftButtonUp)
{
fButtonState &= ~kLeftButtonDown;
fButtonState &= ~kLeftButtonRepeat;
}
if (pMouseMsg->GetButton() == kRightButtonDown)
{
fButtonState |= kRightButtonDown;
}
if (pMouseMsg->GetButton() == kRightButtonUp)
{
fButtonState &= ~kRightButtonDown;
fButtonState &= ~kRightButtonRepeat;
}
for (int i=0; i < fMouseMap.fMap.Count(); i++)
{
// is this control already set?
if (fControlFlags.IsBitSet(fMouseMap.fMap[i]->fCode))
{
// can we disable this control?
hsBool disable = false;
// can we disable this control based on a button?
if (fMouseMap.fMap[i]->fControlFlags & kControlFlagLeftButton && !(fButtonState & kLeftButtonDown))
disable = true;
if (fMouseMap.fMap[i]->fControlFlags & kControlFlagRightButton && !(fButtonState & kRightButtonDown))
disable = true;
if (fMouseMap.fMap[i]->fControlFlags & kControlFlagLeftButtonEx && (fButtonState & kLeftButtonRepeat))
disable = true;
if (fMouseMap.fMap[i]->fControlFlags & kControlFlagRightButtonEx && (fButtonState & kRightButtonRepeat))
disable = true;
if (fMouseMap.fMap[i]->fControlFlags & kControlFlagLeftButtonEx && !(fButtonState & kLeftButtonDown))
disable = true;
if (fMouseMap.fMap[i]->fControlFlags & kControlFlagRightButtonEx && !(fButtonState & kRightButtonDown))
disable = true;
if (fMouseMap.fMap[i]->fControlFlags & kControlFlagLeftButtonRepeat && !(fButtonState & kLeftButtonDown))
disable = true;
if (fMouseMap.fMap[i]->fControlFlags & kControlFlagRightButtonRepeat && !(fButtonState & kRightButtonDown))
disable = true;
// can we disable this control based on the cursor position?
if (!CursorInBox(pMouseMsg, fMouseMap.fMap[i]->fBox) && fMouseMap.fMap[i]->fControlFlags & kControlFlagBoxDisable)
disable = true;
if (disable)
{
plCtrlCmd* pCmd = TRACKED_NEW plCtrlCmd( this );
pCmd->fNetPropagateToPlayers = fMouseMap.fMap[i]->fControlFlags & kControlFlagNetPropagate;
pCmd->fControlActivated = false;
pCmd->fControlCode = fMouseMap.fMap[i]->fCode;
fControlFlags.ClearBit(pCmd->fControlCode);
fMessageQueue->Append(pCmd);
handled = true;
continue;
}
// is it a range control? If so we need to re-send the command
if ((fMouseMap.fMap[i]->fControlFlags & kControlFlagRangePos) || (fMouseMap.fMap[i]->fControlFlags & kControlFlagRangeNeg))
{
plCtrlCmd* pCmd = TRACKED_NEW plCtrlCmd( this );
pCmd->fControlActivated = true;
pCmd->fControlCode = fMouseMap.fMap[i]->fCode;
hsScalar pct = 0.0f;
if (fMouseMap.fMap[i]->fControlFlags & kControlFlagRangePos)
{
if (fMouseMap.fMap[i]->fControlFlags & kControlFlagXAxisEvent)
pct = hsABS((fMouseMap.fMap[i]->fBox.fX - pMouseMsg->GetXPos()) / (fMouseMap.fMap[i]->fBox.fY - fMouseMap.fMap[i]->fBox.fX));
else
pct = hsABS((fMouseMap.fMap[i]->fBox.fZ - pMouseMsg->GetYPos()) / (fMouseMap.fMap[i]->fBox.fW - fMouseMap.fMap[i]->fBox.fZ));
}
else
if (fMouseMap.fMap[i]->fControlFlags & kControlFlagRangeNeg)
{
if (fMouseMap.fMap[i]->fControlFlags & kControlFlagXAxisEvent)
pct = hsABS((fMouseMap.fMap[i]->fBox.fY - pMouseMsg->GetXPos()) / (fMouseMap.fMap[i]->fBox.fY - fMouseMap.fMap[i]->fBox.fX));
else
pct = hsABS((fMouseMap.fMap[i]->fBox.fW - pMouseMsg->GetYPos()) / (fMouseMap.fMap[i]->fBox.fW - fMouseMap.fMap[i]->fBox.fZ));
}
pCmd->fPct = pct;
if (pct == 1.0f || pct == -1.0f)
{
delete pCmd;
break;
}
pCmd->fNetPropagateToPlayers = fMouseMap.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 ( (fMouseMap.fMap[i]->fControlFlags & kControlFlagInBox) && (!CursorInBox(pMouseMsg, fMouseMap.fMap[i]->fBox)) )
{
plCtrlCmd* pCmd = TRACKED_NEW plCtrlCmd( this );
pCmd->fControlActivated = false;
pCmd->fControlCode = fMouseMap.fMap[i]->fCode;
pCmd->fNetPropagateToPlayers = fMouseMap.fMap[i]->fControlFlags & kControlFlagNetPropagate;
fMessageQueue->Append(pCmd);
continue;
}
else // the control is not set, see if we should set it.
{
// is the cursor in the appropriate box?
if (CursorInBox(pMouseMsg, fMouseMap.fMap[i]->fBox))
{
// do we require a button?
if (fMouseMap.fMap[i]->fControlFlags & kControlFlagLeftButton && !(fButtonState & kLeftButtonDown))
continue;
if (fMouseMap.fMap[i]->fControlFlags & kControlFlagRightButton && !(fButtonState & kRightButtonDown))
continue;
if (fMouseMap.fMap[i]->fControlFlags & kControlFlagLeftButtonEx && (fButtonState & kLeftButtonRepeat))
continue;
if (fMouseMap.fMap[i]->fControlFlags & kControlFlagRightButtonEx && (fButtonState & kRightButtonRepeat))
continue;
if (fMouseMap.fMap[i]->fControlFlags & kControlFlagLeftButtonRepeat && !(fButtonState & kLeftButtonRepeat))
continue;
if (fMouseMap.fMap[i]->fControlFlags & kControlFlagRightButtonRepeat && !(fButtonState & kRightButtonRepeat))
continue;
if (fMouseMap.fMap[i]->fControlFlags & kControlFlagLeftButtonEx && !(fButtonState & kLeftButtonDown))
continue;
if (fMouseMap.fMap[i]->fControlFlags & kControlFlagRightButtonEx && !(fButtonState & kLeftButtonDown))
continue;
if (fMouseMap.fMap[i]->fControlFlags & kControlFlagLeftButtonUp && !(pMouseMsg->GetButton() == kLeftButtonUp))
continue;
if (fMouseMap.fMap[i]->fControlFlags & kControlFlagRightButtonUp && !(pMouseMsg->GetButton() == kRightButtonUp))
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 (!(fMouseMap.fMap[i]->fControlFlags & kControlFlagInBox))
fControlFlags.SetBit(fMouseMap.fMap[i]->fCode);
// issue the command
plCtrlCmd* pCmd = TRACKED_NEW plCtrlCmd( this );
pCmd->fControlActivated = true;
pCmd->fControlCode = fMouseMap.fMap[i]->fCode;
pCmd->fNetPropagateToPlayers = fMouseMap.fMap[i]->fControlFlags & kControlFlagNetPropagate;
// figure out what percent (if any)
hsScalar pct = 0.0f;
if (fMouseMap.fMap[i]->fControlFlags & kControlFlagRangePos)
{
if (fMouseMap.fMap[i]->fControlFlags & kControlFlagXAxisEvent)
pct = hsABS((fMouseMap.fMap[i]->fBox.fX - pMouseMsg->GetXPos()) / (fMouseMap.fMap[i]->fBox.fY - fMouseMap.fMap[i]->fBox.fX));
else
pct = hsABS((fMouseMap.fMap[i]->fBox.fZ - pMouseMsg->GetYPos()) / (fMouseMap.fMap[i]->fBox.fW - fMouseMap.fMap[i]->fBox.fZ));
}
else
if (fMouseMap.fMap[i]->fControlFlags & kControlFlagRangeNeg)
{
if (fMouseMap.fMap[i]->fControlFlags & kControlFlagXAxisEvent)
pct = hsABS((fMouseMap.fMap[i]->fBox.fY - pMouseMsg->GetXPos()) / (fMouseMap.fMap[i]->fBox.fY - fMouseMap.fMap[i]->fBox.fX));
else
pct = hsABS((fMouseMap.fMap[i]->fBox.fW - pMouseMsg->GetYPos()) / (fMouseMap.fMap[i]->fBox.fW - fMouseMap.fMap[i]->fBox.fZ));
}
pCmd->fPct = pct;
if (pct == 1.0f || pct == -1.0f)
{
delete pCmd;
break;
}
// and add it to the list
fMessageQueue->Append(pCmd);
handled = true;
continue;
}
}
}
return handled;
}
return false;
}