mirror of
https://gitlab.com/OpenMW/openmw.git
synced 2025-02-21 09:39:56 +00:00
Merge branch 'controller_touchpads' into 'master'
Support controller touchpads (Resolves https://gitlab.com/OpenMW/openmw/-/issues/6639) Closes #6639 See merge request OpenMW/openmw!1684
This commit is contained in:
commit
23962f113c
@ -58,7 +58,7 @@ add_openmw_dir (mwscript
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add_openmw_dir (mwlua
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luamanagerimp actions object worldview userdataserializer eventqueue query
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luabindings localscripts objectbindings cellbindings asyncbindings settingsbindings
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luabindings localscripts playerscripts objectbindings cellbindings asyncbindings settingsbindings
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camerabindings uibindings inputbindings nearbybindings
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)
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|
@ -4,6 +4,8 @@
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#include <variant>
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#include <SDL_events.h>
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#include <components/sdlutil/events.hpp>
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namespace MWWorld
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{
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class Ptr;
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@ -43,8 +45,17 @@ namespace MWBase
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struct InputEvent
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{
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enum {KeyPressed, KeyReleased, ControllerPressed, ControllerReleased, Action} mType;
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std::variant<SDL_Keysym, int> mValue;
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enum {
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KeyPressed,
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KeyReleased,
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ControllerPressed,
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ControllerReleased,
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Action,
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TouchPressed,
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TouchReleased,
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TouchMoved,
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} mType;
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std::variant<SDL_Keysym, int, SDLUtil::TouchEvent> mValue;
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};
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virtual void inputEvent(const InputEvent& event) = 0;
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@ -433,4 +433,22 @@ namespace MWInput
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#endif
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return std::array<float, 3>({gyro[0], gyro[1], gyro[2]});
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}
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void ControllerManager::touchpadMoved(int deviceId, const SDLUtil::TouchEvent& arg)
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{
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MWBase::Environment::get().getLuaManager()->inputEvent(
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{ MWBase::LuaManager::InputEvent::TouchMoved, arg });
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}
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void ControllerManager::touchpadPressed(int deviceId, const SDLUtil::TouchEvent& arg)
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{
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MWBase::Environment::get().getLuaManager()->inputEvent(
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{ MWBase::LuaManager::InputEvent::TouchPressed, arg });
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}
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void ControllerManager::touchpadReleased(int deviceId, const SDLUtil::TouchEvent& arg)
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{
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MWBase::Environment::get().getLuaManager()->inputEvent(
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{ MWBase::LuaManager::InputEvent::TouchReleased, arg });
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}
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}
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|
@ -31,6 +31,10 @@ namespace MWInput
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void controllerAdded(int deviceID, const SDL_ControllerDeviceEvent &arg) override;
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void controllerRemoved(const SDL_ControllerDeviceEvent &arg) override;
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void touchpadMoved(int deviceId, const SDLUtil::TouchEvent& arg) override;
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void touchpadPressed(int deviceId, const SDLUtil::TouchEvent& arg) override;
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void touchpadReleased(int deviceId, const SDLUtil::TouchEvent& arg) override;
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void processChangedSettings(const Settings::CategorySettingVector& changed);
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void setJoystickLastUsed(bool enabled) { mJoystickLastUsed = enabled; }
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|
@ -4,6 +4,8 @@
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#include <SDL_gamecontroller.h>
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#include <SDL_mouse.h>
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#include <components/sdlutil/events.hpp>
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#include "../mwbase/inputmanager.hpp"
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#include "../mwinput/actions.hpp"
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@ -32,6 +34,16 @@ namespace MWLua
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keyEvent["withAlt"] = sol::readonly_property([](const SDL_Keysym& e) -> bool { return e.mod & KMOD_ALT; });
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keyEvent["withSuper"] = sol::readonly_property([](const SDL_Keysym& e) -> bool { return e.mod & KMOD_GUI; });
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auto touchpadEvent = context.mLua->sol().new_usertype<SDLUtil::TouchEvent>("TouchpadEvent");
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touchpadEvent["device"] = sol::readonly_property(
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[](const SDLUtil::TouchEvent& e) -> int { return e.mDevice; });
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touchpadEvent["finger"] = sol::readonly_property(
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[](const SDLUtil::TouchEvent& e) -> int { return e.mFinger; });
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touchpadEvent["position"] = sol::readonly_property(
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[](const SDLUtil::TouchEvent& e) -> osg::Vec2f { return osg::Vec2f(e.mX, e.mY);});
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touchpadEvent["pressure"] = sol::readonly_property(
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[](const SDLUtil::TouchEvent& e) -> float { return e.mPressure; });
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MWBase::InputManager* input = MWBase::Environment::get().getInputManager();
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sol::table api(context.mLua->sol(), sol::create);
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|
@ -3,6 +3,8 @@
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#include <SDL_events.h>
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#include <components/sdlutil/events.hpp>
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#include "../mwbase/luamanager.hpp"
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#include "localscripts.hpp"
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@ -15,9 +17,12 @@ namespace MWLua
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public:
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PlayerScripts(LuaUtil::LuaState* lua, const LObject& obj) : LocalScripts(lua, obj, ESM::LuaScriptCfg::sPlayer)
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{
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registerEngineHandlers({&mKeyPressHandlers, &mKeyReleaseHandlers,
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&mControllerButtonPressHandlers, &mControllerButtonReleaseHandlers,
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&mActionHandlers, &mInputUpdateHandlers});
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registerEngineHandlers({
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&mKeyPressHandlers, &mKeyReleaseHandlers,
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&mControllerButtonPressHandlers, &mControllerButtonReleaseHandlers,
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&mActionHandlers, &mInputUpdateHandlers,
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&mTouchpadPressed, &mTouchpadReleased, &mTouchpadMoved
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});
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}
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void processInputEvent(const MWBase::LuaManager::InputEvent& event)
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@ -40,6 +45,15 @@ namespace MWLua
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case InputEvent::Action:
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callEngineHandlers(mActionHandlers, std::get<int>(event.mValue));
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break;
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case InputEvent::TouchPressed:
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callEngineHandlers(mTouchpadPressed, std::get<SDLUtil::TouchEvent>(event.mValue));
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break;
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case InputEvent::TouchReleased:
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callEngineHandlers(mTouchpadReleased, std::get<SDLUtil::TouchEvent>(event.mValue));
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break;
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case InputEvent::TouchMoved:
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callEngineHandlers(mTouchpadMoved, std::get<SDLUtil::TouchEvent>(event.mValue));
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break;
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}
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}
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@ -52,6 +66,9 @@ namespace MWLua
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EngineHandlerList mControllerButtonReleaseHandlers{"onControllerButtonRelease"};
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EngineHandlerList mActionHandlers{"onInputAction"};
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EngineHandlerList mInputUpdateHandlers{"onInputUpdate"};
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EngineHandlerList mTouchpadPressed{ "onTouchPress" };
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EngineHandlerList mTouchpadReleased{ "onTouchRelease" };
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EngineHandlerList mTouchpadMoved{ "onTouchMove" };
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};
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}
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@ -1,6 +1,7 @@
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#ifndef _SFO_EVENTS_H
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#define _SFO_EVENTS_H
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#include <SDL_version.h>
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#include <SDL_types.h>
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#include <SDL_events.h>
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@ -18,6 +19,24 @@ struct MouseMotionEvent : SDL_MouseMotionEvent {
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Sint32 z;
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};
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struct TouchEvent {
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int mDevice;
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int mFinger;
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float mX;
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float mY;
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float mPressure;
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#if SDL_VERSION_ATLEAST(2, 0, 14)
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explicit TouchEvent(const SDL_ControllerTouchpadEvent& arg)
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: mDevice(arg.touchpad)
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, mFinger(arg.finger)
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, mX(arg.x)
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, mY(arg.y)
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, mPressure(arg.pressure)
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{}
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#endif
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};
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///////////////
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// Listeners //
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@ -50,25 +69,24 @@ public:
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virtual void keyReleased(const SDL_KeyboardEvent &arg) = 0;
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};
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class ControllerListener
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{
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public:
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virtual ~ControllerListener() {}
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/** @remarks Joystick button down event */
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virtual void buttonPressed(int deviceID, const SDL_ControllerButtonEvent &evt) = 0;
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/** @remarks Joystick button up event */
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virtual void buttonPressed(int deviceID, const SDL_ControllerButtonEvent &evt) = 0;
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virtual void buttonReleased(int deviceID, const SDL_ControllerButtonEvent &evt) = 0;
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/** @remarks Joystick axis moved event */
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virtual void axisMoved(int deviceID, const SDL_ControllerAxisEvent &arg) = 0;
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/** @remarks Joystick Added **/
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virtual void controllerAdded(int deviceID, const SDL_ControllerDeviceEvent &arg) = 0;
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/** @remarks Joystick Removed **/
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virtual void controllerRemoved(const SDL_ControllerDeviceEvent &arg) = 0;
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virtual void touchpadMoved(int deviceId, const TouchEvent& arg) = 0;
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virtual void touchpadPressed(int deviceId, const TouchEvent& arg) = 0;
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virtual void touchpadReleased(int deviceId, const TouchEvent& arg) = 0;
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};
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class WindowListener
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@ -146,6 +146,20 @@ InputWrapper::InputWrapper(SDL_Window* window, osg::ref_ptr<osgViewer::Viewer> v
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if(mConListener)
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mConListener->axisMoved(1, evt.caxis);
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break;
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#if SDL_VERSION_ATLEAST(2, 0, 14)
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case SDL_CONTROLLERSENSORUPDATE:
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// controller sensor data is received on demand
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break;
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case SDL_CONTROLLERTOUCHPADDOWN:
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mConListener->touchpadPressed(1, TouchEvent(evt.ctouchpad));
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break;
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case SDL_CONTROLLERTOUCHPADMOTION:
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mConListener->touchpadMoved(1, TouchEvent(evt.ctouchpad));
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break;
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case SDL_CONTROLLERTOUCHPADUP:
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mConListener->touchpadReleased(1, TouchEvent(evt.ctouchpad));
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break;
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#endif
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case SDL_WINDOWEVENT:
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handleWindowEvent(evt);
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break;
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|
@ -3,74 +3,96 @@ Engine handlers reference
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Engine handler is a function defined by a script, that can be called by the engine.
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+---------------------------------------------------------------------------------------------------------+
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| **Can be defined by any script** |
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+----------------------------------+----------------------------------------------------------------------+
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| onInit(initData) | | Called once when the script is created (not loaded). `InitData can`|
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| | | `be assigned to a script in openmw-cs (not yet implemented)`. |
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| | | ``onInterfaceOverride`` can be called before ``onInit``. |
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+----------------------------------+----------------------------------------------------------------------+
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| onUpdate(dt) | | Called every frame if the game is not paused. `dt` is the time |
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| | | from the last update in seconds. |
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+----------------------------------+----------------------------------------------------------------------+
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| onSave() -> savedData | | Called when the game is saving. May be called in inactive |
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| | | state, so it shouldn't use `openmw.nearby`. |
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+----------------------------------+----------------------------------------------------------------------+
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| onLoad(savedData, initData) | | Called on loading with the data previosly returned by |
|
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| | | onSave. During loading the object is always inactive. initData is |
|
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| | | the same as in onInit. |
|
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| | | Note that onLoad means loading a script rather than loading a game.|
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| | | If a script did not exist when a game was saved onLoad will not be |
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| | | called, but onInit will. |
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+----------------------------------+----------------------------------------------------------------------+
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| onInterfaceOverride(base) | | Called if the current script has an interface and overrides an |
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| | | interface (``base``) of another script. |
|
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+----------------------------------+----------------------------------------------------------------------+
|
||||
| **Only for global scripts** |
|
||||
+----------------------------------+----------------------------------------------------------------------+
|
||||
| onNewGame() | New game is started |
|
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+----------------------------------+----------------------------------------------------------------------+
|
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| onPlayerAdded(player) | Player added to the game world. The argument is a `Game object`. |
|
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+----------------------------------+----------------------------------------------------------------------+
|
||||
| onActorActive(actor) | Actor (NPC or Creature) becomes active. |
|
||||
+----------------------------------+----------------------------------------------------------------------+
|
||||
| **Only for local scripts** |
|
||||
+----------------------------------+----------------------------------------------------------------------+
|
||||
| onActive() | | Called when the object becomes active (either a player |
|
||||
| | | came to this cell again, or a save was loaded). |
|
||||
+----------------------------------+----------------------------------------------------------------------+
|
||||
| onInactive() | | Object became inactive. Since it is inactive the handler |
|
||||
| | | can not access anything nearby, but it is possible to send |
|
||||
| | | an event to global scripts. |
|
||||
+----------------------------------+----------------------------------------------------------------------+
|
||||
| onActivated(actor) | | Called on an object when an actor activates it. Note that picking |
|
||||
| | | up an item is also an activation and works this way: (1) a copy of |
|
||||
| | | the item is placed to the actor's inventory, (2) count of |
|
||||
| | | the original item is set to zero, (3) and only then onActivated is |
|
||||
| | | called on the original item, so self.count is already zero. |
|
||||
+----------------------------------+----------------------------------------------------------------------+
|
||||
| onConsume(recordId) | | Called if `recordId` (e.g. a potion) is consumed. |
|
||||
+----------------------------------+----------------------------------------------------------------------+
|
||||
| **Only for local scripts attached to a player** |
|
||||
+----------------------------------+----------------------------------------------------------------------+
|
||||
| onInputUpdate(dt) | | Called every frame (if the game is not paused) right after |
|
||||
| | | processing user input. Use it only for latency-critical stuff. |
|
||||
+----------------------------------+----------------------------------------------------------------------+
|
||||
| onKeyPress(key) | | `Key <openmw_input.html##(KeyboardEvent)>`_ is pressed. |
|
||||
| | | Usage example: ``if key.symbol == 'z' and key.withShift then ...`` |
|
||||
+----------------------------------+----------------------------------------------------------------------+
|
||||
| onKeyRelease(key) | | `Key <openmw_input.html##(KeyboardEvent)>`_ is released. |
|
||||
| | | Usage example: ``if key.symbol == 'z' and key.withShift then ...`` |
|
||||
+----------------------------------+----------------------------------------------------------------------+
|
||||
| onControllerButtonPress(id) | | A `button <openmw_input.html##(CONTROLLER_BUTTON)>`_ on a game |
|
||||
| | controller is pressed. Usage example: |
|
||||
| | | ``if id == input.CONTROLLER_BUTTON.LeftStick then ...`` |
|
||||
+----------------------------------+----------------------------------------------------------------------+
|
||||
| onControllerButtonRelease(id) | | A `button <openmw_input.html##(CONTROLLER_BUTTON)>`_ on a game |
|
||||
| | controller is released. Usage example: |
|
||||
| | | ``if id == input.CONTROLLER_BUTTON.LeftStick then ...`` |
|
||||
+----------------------------------+----------------------------------------------------------------------+
|
||||
| onInputAction(id) | | `Game control <openmw_input.html##(ACTION)>`_ is pressed. |
|
||||
| | | Usage example: ``if id == input.ACTION.ToggleWeapon then ...`` |
|
||||
+----------------------------------+----------------------------------------------------------------------+
|
||||
|
||||
|
||||
**Can be defined by any script**
|
||||
|
||||
.. list-table::
|
||||
:widths: 20 80
|
||||
|
||||
* - onInit(initData)
|
||||
- | Called once when the script is created (not loaded). `InitData can be`
|
||||
| `assigned to a script in openmw-cs (not yet implemented).`
|
||||
| ``onInterfaceOverride`` can be called before ``onInit``.
|
||||
* - onUpdate(dt)
|
||||
- | Called every frame if the game is not paused. `dt` is the time
|
||||
| from the last update in seconds.
|
||||
* - onSave() -> savedData
|
||||
- | Called when the game is saving. May be called in inactive state,
|
||||
| so it shouldn't use `openmw.nearby`.
|
||||
* - onLoad(savedData, initData)
|
||||
- | Called on loading with the data previosly returned by
|
||||
| ``onSave``. During loading the object is always inactive. ``initData`` is
|
||||
| the same as in ``onInit``.
|
||||
| Note that ``onLoad`` means loading a script rather than loading a game.
|
||||
| If a script did not exist when a game was saved onLoad will not be
|
||||
| called, but ``onInit`` will.
|
||||
* - onInterfaceOverride(base)
|
||||
- | Called if the current script has an interface and overrides an interface
|
||||
| (``base``) of another script.
|
||||
|
||||
**Only for global scripts**
|
||||
|
||||
.. list-table::
|
||||
:widths: 20 80
|
||||
|
||||
* - onNewGame()
|
||||
- New game is started
|
||||
* - onPlayerAdded(player)
|
||||
- Player added to the game world. The argument is a `Game object`.
|
||||
* - onActorActive(actor)
|
||||
- Actor (NPC or Creature) becomes active.
|
||||
|
||||
**Only for local scripts**
|
||||
|
||||
.. list-table::
|
||||
:widths: 20 80
|
||||
|
||||
* - onActive()
|
||||
- | Called when the object becomes active
|
||||
| (either a player came to this cell again, or a save was loaded).
|
||||
* - onInactive()
|
||||
- | Object became inactive. Since it is inactive the handler
|
||||
| can not access anything nearby, but it is possible to send
|
||||
| an event to global scripts.
|
||||
* - onActivated(actor)
|
||||
- | Called on an object when an actor activates it. Note that picking
|
||||
| up an item is also an activation and works this way: (1) a copy of
|
||||
| the item is placed to the actor's inventory, (2) count of
|
||||
| the original item is set to zero, (3) and only then onActivated is
|
||||
| called on the original item, so self.count is already zero.
|
||||
* - onConsume(recordId)
|
||||
- Called if `recordId` (e.g. a potion) is consumed.
|
||||
|
||||
**Only for local scripts attached to a player**
|
||||
|
||||
.. list-table::
|
||||
:widths: 20 80
|
||||
|
||||
* - onInputUpdate(dt)
|
||||
- | Called every frame (if the game is not paused) right after processing
|
||||
| user input. Use it only for latency-critical stuff.
|
||||
* - onKeyPress(key)
|
||||
- | `Key <openmw_input.html##(KeyboardEvent)>`_ is pressed.
|
||||
| Usage example: ``if key.symbol == 'z' and key.withShift then ...``
|
||||
* - onKeyRelease(key)
|
||||
- | `Key <openmw_input.html##(KeyboardEvent)>`_ is released.
|
||||
| Usage example: ``if key.symbol == 'z' and key.withShift then ...``
|
||||
* - onControllerButtonPress(id)
|
||||
- | A `button <openmw_input.html##(CONTROLLER_BUTTON)>`_ on a game controller is pressed.
|
||||
| Usage example: ``if id == input.CONTROLLER_BUTTON.LeftStick then ...``
|
||||
* - onControllerButtonRelease(id)
|
||||
- | A `button <openmw_input.html##(CONTROLLER_BUTTON)>`_ on a game controller is released.
|
||||
| Usage example: ``if id == input.CONTROLLER_BUTTON.LeftStick then ...``
|
||||
* - onInputAction(id)
|
||||
- | `Game control <openmw_input.html##(ACTION)>`_ is pressed.
|
||||
| Usage example: ``if id == input.ACTION.ToggleWeapon then ...``
|
||||
* - onTouchPress(touchEvent)
|
||||
- | A finger pressed on a touch device.
|
||||
| `Touch event <openmw_input.html##(TouchEvent)>`_.
|
||||
* - onTouchRelease(touchEvent)
|
||||
- | A finger released a touch device.
|
||||
| `Touch event <openmw_input.html##(TouchEvent)>`_.
|
||||
* - onTouchMove(touchEvent)
|
||||
- | A finger moved on a touch device.
|
||||
| `Touch event <openmw_input.html##(TouchEvent)>`_.
|
@ -313,5 +313,13 @@
|
||||
-- @field [parent=#KeyboardEvent] #boolean withAlt Is `Alt` key pressed.
|
||||
-- @field [parent=#KeyboardEvent] #boolean withSuper Is `Super`/`Win` key pressed.
|
||||
|
||||
---
|
||||
-- The argument of onTouchPress/onTouchRelease/onTouchMove engine handlers.
|
||||
-- @type TouchEvent
|
||||
-- @field [parent=#TouchEvent] #number device Device id (there might be multiple touch devices connected). Note: the specific device ids are not guaranteed. Always use previous user input (onTouch... handlers) to get a valid device id (e. g. in your script's settings page).
|
||||
-- @field [parent=#TouchEvent] #number finger Finger id (the device might support multitouch).
|
||||
-- @field [parent=#TouchEvent] openmw.util#Vector2 position Relative position on the touch device (0 to 1 from top left corner),
|
||||
-- @field [parent=#TouchEvent] #number pressure Pressure of the finger.
|
||||
|
||||
return nil
|
||||
|
||||
|
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Reference in New Issue
Block a user