/*==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 . 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 3ds 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, 3ds 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 non-source form of such a combination shall include the source code for the parts of OpenSSL and IJG JPEG Library used as well as that of the covered work. 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==*/ ////////////////////////////////////////////////////////////////////////////// // // // 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; return true; 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 = fabs((mouseMap->fMap[i]->fBox.fX - pMouseMsg->GetXPos()) / (mouseMap->fMap[i]->fBox.fY - mouseMap->fMap[i]->fBox.fX)); else pct = fabs((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 = fabs((mouseMap->fMap[i]->fBox.fY - pMouseMsg->GetXPos()) / (mouseMap->fMap[i]->fBox.fY - mouseMap->fMap[i]->fBox.fX)); else pct = fabs((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 = fabs((mouseMap->fMap[i]->fBox.fX - pMouseMsg->GetXPos()) / (mouseMap->fMap[i]->fBox.fY - mouseMap->fMap[i]->fBox.fX)); else pct = fabs((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 = fabs((mouseMap->fMap[i]->fBox.fY - pMouseMsg->GetXPos()) / (mouseMap->fMap[i]->fBox.fY - mouseMap->fMap[i]->fBox.fX)); else pct = fabs((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") ); }