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305 lines
9.7 KiB
305 lines
9.7 KiB
/*==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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Additional permissions under GNU GPL version 3 section 7 |
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If you modify this Program, or any covered work, by linking or |
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK, |
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent |
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK |
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(or a modified version of those libraries), |
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA, |
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG |
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the |
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licensors of this Program grant you additional |
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permission to convey the resulting work. Corresponding Source for a |
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non-source form of such a combination shall include the source code for |
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered |
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work. |
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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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// plInputInterface.cpp - A single layer on the input interface stack // |
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// // |
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//// History ///////////////////////////////////////////////////////////////// |
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// // |
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// 2.20.02 mcn - Created. // |
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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 "plInputInterface.h" |
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#include "plInputInterfaceMgr.h" |
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#include "../pnInputCore/plKeyMap.h" |
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#include "../plMessage/plInputEventMsg.h" |
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#include "hsResMgr.h" |
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#include "plgDispatch.h" |
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//// Constructor/Destructor ////////////////////////////////////////////////// |
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plInputInterface::plInputInterface() |
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{ |
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fEnabled = false; |
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fControlMap = TRACKED_NEW plKeyMap; |
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} |
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plInputInterface::~plInputInterface() |
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{ |
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delete fControlMap; |
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} |
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void plInputInterface::ClearKeyMap() |
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{ |
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if( fControlMap != nil ) |
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fControlMap->ClearAll(); |
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} |
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//// Read/Write ////////////////////////////////////////////////////////////// |
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void plInputInterface::Read( hsStream* s, hsResMgr* mgr ) |
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{ |
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} |
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void plInputInterface::Write( hsStream* s, hsResMgr* mgr ) |
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{ |
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} |
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//// Helper Functions //////////////////////////////////////////////////////// |
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hsBool plInputInterface::IOwnsControlCode( ControlEventCode code ) |
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{ |
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if( fControlMap->FindBinding( code ) != nil ) |
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return true; |
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return false; |
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} |
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//// IVerifyShiftKey ///////////////////////////////////////////////////////// |
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// special logic so the shift key can make everyone totally happy... |
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hsBool plInputInterface::IVerifyShiftKey( plKeyDef key, int index ) |
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{ |
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// if we are mapped to the actual shift key, return true |
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if (key == KEY_SHIFT) |
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return true; |
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// if anything else is mapped to this key + shift, return false |
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/* for (int i=0; i < fControlMap->GetNumBindings(); i++) |
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{ |
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if (index == i) |
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continue; |
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if (fKeyMap->fMap[i]->fKeyDef == key && fKeyMap->fMap[i]->fKeyFlags & plKeyInfo::kKeyShift ) |
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return false; |
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} |
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*/ return true; |
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} |
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void plInputInterface::IDeactivateBinding(const plKeyBinding *binding) |
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{ |
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if( !(binding->GetCodeFlags() & kControlFlagNoDeactivate) && !(binding->GetCodeFlags() & kControlFlagToggle) ) |
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{ |
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plCtrlCmd *pCmd = TRACKED_NEW plCtrlCmd( this ); |
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pCmd->fControlCode = binding->GetCode(); |
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pCmd->fControlActivated = false; |
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pCmd->SetCmdString( binding->GetExtendedString() ); |
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pCmd->fNetPropagateToPlayers = ( binding->GetCodeFlags() & kControlFlagNetPropagate ) ? true : false; |
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fMessageQueue->Append( pCmd ); |
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} |
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IClearKeyControlFlag(binding->GetCode()); |
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} |
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//// ProcessKeyBindings ////////////////////////////////////////////////////// |
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// Processes the given key event as a key binding, if one exists. If not, |
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// returns false. |
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hsBool plInputInterface::ProcessKeyBindings( plInputEventMsg *msg ) |
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{ |
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int i; |
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hsBool activate; |
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plKeyEventMsg *keyMsg = plKeyEventMsg::ConvertNoRef( msg ); |
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if( keyMsg == nil ) |
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return false; |
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/// We might have controls that are currently enabled that are triggered in part by |
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/// modifiers (ctrl or shift)...if that is true, then we want to disable them if either |
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/// of those modifiers are up, no matter what key this message is for |
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hsTArray<Int16> enabledCtrls; |
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fKeyControlFlags.Enumerate( enabledCtrls ); |
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for( i = 0; i < enabledCtrls.GetCount(); i++ ) |
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{ |
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const plKeyBinding *binding = fControlMap->FindBinding( (ControlEventCode)enabledCtrls[ i ] ); |
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if( binding == nil ) |
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; // Somehow we lost the binding?? |
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else |
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{ |
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bool wantShift, wantCtrl; |
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if( fKeyControlsFrom2ndKeyFlags.IsBitSet( enabledCtrls[ i ] ) ) |
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{ |
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wantShift = ( binding->GetKey2().fFlags & plKeyCombo::kShift ) || ( binding->GetKey2().fKey == KEY_SHIFT ); |
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wantCtrl = ( binding->GetKey2().fFlags & plKeyCombo::kCtrl ) || ( binding->GetKey2().fKey == KEY_CTRL ); |
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} |
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else |
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{ |
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wantShift = ( binding->GetKey1().fFlags & plKeyCombo::kShift ) || ( binding->GetKey1().fKey == KEY_SHIFT ); |
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wantCtrl = ( binding->GetKey1().fFlags & plKeyCombo::kCtrl ) || ( binding->GetKey1().fKey == KEY_CTRL ); |
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} |
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if( ( wantShift && !keyMsg->GetShiftKeyDown() ) || ( wantCtrl && !keyMsg->GetCtrlKeyDown() ) ) |
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{ |
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IDeactivateBinding(binding); |
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fKeyControlsFrom2ndKeyFlags.SetBit(enabledCtrls[i], false); |
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} |
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} |
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} |
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/// Process any binding for this message's key code now |
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plKeyCombo combo( keyMsg->GetKeyCode(), ( keyMsg->GetShiftKeyDown() ? plKeyCombo::kShift : 0 ) | |
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( keyMsg->GetCtrlKeyDown() ? plKeyCombo::kCtrl : 0 ) ); |
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hsTArray<const plKeyBinding *> bindings; |
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fControlMap->FindAllBindingsByKey(combo, bindings); |
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// The first binding is the one we want. (FindAllBindingsByKey guarantees this) |
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const plKeyBinding *binding = (bindings.GetCount() ? bindings[0] : nil); |
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// If other bindings were found, they lose out to the first one. |
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for (i = 1; i < bindings.GetCount(); i++) |
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IDeactivateBinding(bindings[i]); |
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/* |
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const plKeyBinding *binding = fControlMap->FindBindingByKey( combo ); |
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if( binding == nil ) |
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{ |
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// Don't panic just yet, there are some special cases with the shift key to check first |
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if( keyMsg->GetKeyCode() == KEY_SHIFT || keyMsg->GetShiftKeyDown() ) |
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{ |
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// See, there are two other cases to consider: 1) we have a binding directly to the shift |
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// key, which wouldn't have the shift flag set (so the above search wouldn't have caught it). |
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// The second case would be if we have a matching binding without shift... |
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// which is VALID so long as no other bindings respond to this key combo + shift, but of course, |
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// if there were, we'd have found them already! |
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// Either way, we remove the shift flag and try again |
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combo.fFlags &= ~plKeyCombo::kShift; |
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binding = fControlMap->FindBindingByKey( combo ); |
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} |
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} |
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*/ |
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if (!binding) |
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return false; |
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UInt32 codeFlags = binding->GetCodeFlags(); |
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// Filter out no-repeat messages |
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if( ( codeFlags & kControlFlagNoRepeat ) && keyMsg->GetRepeat() ) |
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return false; |
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if( codeFlags & kControlFlagNormal ) |
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{ |
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// "Normal" behavior--enable on key down, disable on key up |
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activate = keyMsg->GetKeyDown() ? true : false; |
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} |
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else if( codeFlags & kControlFlagToggle ) |
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{ |
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// Toggle behavior |
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if( ( codeFlags & kControlFlagDownEvent ) && !keyMsg->GetKeyDown() ) |
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return false; |
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if( ( codeFlags & kControlFlagUpEvent ) && keyMsg->GetKeyDown() ) |
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return false; |
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if( IHasKeyControlFlag( binding->GetCode() ) ) |
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activate = false; |
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else |
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activate = true; |
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} |
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else |
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{ |
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// Remaining ones are triggered to activate on their flagged event and |
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// deactivate when that turns false |
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if( ( codeFlags & kControlFlagDownEvent ) && !keyMsg->GetKeyDown() ) |
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activate = false; |
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else if( ( codeFlags & kControlFlagUpEvent ) && keyMsg->GetKeyDown() ) |
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activate = false; |
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else |
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activate = true; |
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} |
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hsBool wasActive = IHasKeyControlFlag(binding->GetCode()); |
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// Set or clear our flags, since we do that even if we don't send a message |
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if( activate ) |
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{ |
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ISetKeyControlFlag( binding->GetCode() ); |
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fKeyControlsFrom2ndKeyFlags.SetBit( binding->GetCode(), ( binding->GetKey2() == combo ) ? true : false ); |
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} |
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else |
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{ |
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IClearKeyControlFlag( binding->GetCode() ); |
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fKeyControlsFrom2ndKeyFlags.SetBit( binding->GetCode(), 0 ); |
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} |
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// Filter out codes that only want their activate messages sent (like console commands) |
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if( ( codeFlags & kControlFlagNoDeactivate ) && !activate ) |
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return false; |
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if (!IControlCodeEnabled(binding->GetCode())) |
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{ |
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if (activate || (codeFlags & kControlFlagToggle) || !wasActive) |
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{ |
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// It's ok to deactivate a disabled control, but not activate it |
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return false; |
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} |
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} |
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/// OK, generate the message to send |
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plCtrlCmd *pCmd = TRACKED_NEW plCtrlCmd( this ); |
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pCmd->fControlCode = binding->GetCode(); |
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pCmd->fControlActivated = activate; |
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pCmd->SetCmdString( binding->GetExtendedString() ); |
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pCmd->fNetPropagateToPlayers = ( codeFlags & kControlFlagNetPropagate ) ? true : false; |
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fMessageQueue->Append( pCmd ); |
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return true; |
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} |
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hsBool plInputInterface::IControlCodeEnabled(ControlEventCode code ) |
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{ |
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return (!fDisabledControls.IsBitSet(code)); |
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} |