mirror of
https://gitlab.com/OpenMW/openmw.git
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268 lines
8.4 KiB
C++
268 lines
8.4 KiB
C++
#ifndef MWINPUT_MWINPUTMANAGERIMP_H
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#define MWINPUT_MWINPUTMANAGERIMP_H
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#include "../mwgui/mode.hpp"
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#include <SDL_sensor.h>
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#include <osg/ref_ptr>
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#include <osgViewer/ViewerEventHandlers>
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#include <extern/oics/ICSChannelListener.h>
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#include <extern/oics/ICSInputControlSystem.h>
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#include <components/settings/settings.hpp>
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#include <components/files/configurationmanager.hpp>
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#include <components/sdlutil/events.hpp>
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#include "../mwbase/inputmanager.hpp"
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#include "actions.hpp"
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namespace MWInput
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{
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class SensorManager;
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}
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namespace MWWorld
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{
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class Player;
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}
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namespace MWBase
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{
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class WindowManager;
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}
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namespace ICS
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{
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class InputControlSystem;
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}
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namespace Files
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{
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struct ConfigurationManager;
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}
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namespace SDLUtil
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{
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class InputWrapper;
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class VideoWrapper;
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}
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namespace osgViewer
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{
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class Viewer;
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class ScreenCaptureHandler;
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}
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struct SDL_Window;
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namespace MWInput
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{
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const float ZOOM_SCALE = 120.f; /// Used for scrolling camera in and out
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/**
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* @brief Class that handles all input and key bindings for OpenMW.
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*/
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class InputManager :
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public MWBase::InputManager,
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public SDLUtil::KeyListener,
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public SDLUtil::MouseListener,
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public SDLUtil::WindowListener,
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public SDLUtil::ControllerListener,
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public ICS::ChannelListener,
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public ICS::DetectingBindingListener
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{
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public:
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InputManager(
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SDL_Window* window,
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osg::ref_ptr<osgViewer::Viewer> viewer,
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osg::ref_ptr<osgViewer::ScreenCaptureHandler> screenCaptureHandler,
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osgViewer::ScreenCaptureHandler::CaptureOperation *screenCaptureOperation,
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const std::string& userFile, bool userFileExists,
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const std::string& userControllerBindingsFile,
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const std::string& controllerBindingsFile, bool grab);
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virtual ~InputManager();
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virtual bool isWindowVisible();
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/// Clear all savegame-specific data
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virtual void clear();
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virtual void update(float dt, bool disableControls=false, bool disableEvents=false);
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void setPlayer (MWWorld::Player* player);
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virtual void changeInputMode(bool guiMode);
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virtual void processChangedSettings(const Settings::CategorySettingVector& changed);
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virtual void setDragDrop(bool dragDrop);
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virtual void toggleControlSwitch (const std::string& sw, bool value);
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virtual bool getControlSwitch (const std::string& sw);
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virtual std::string getActionDescription (int action);
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virtual std::string getActionKeyBindingName (int action);
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virtual std::string getActionControllerBindingName (int action);
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virtual int getNumActions() { return A_Last; }
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virtual std::vector<int> getActionKeySorting();
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virtual std::vector<int> getActionControllerSorting();
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virtual void enableDetectingBindingMode (int action, bool keyboard);
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virtual void resetToDefaultKeyBindings();
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virtual void resetToDefaultControllerBindings();
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virtual bool joystickLastUsed() {return mJoystickLastUsed;}
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virtual void keyPressed(const SDL_KeyboardEvent &arg );
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virtual void keyReleased( const SDL_KeyboardEvent &arg );
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virtual void textInput (const SDL_TextInputEvent &arg);
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virtual void mousePressed( const SDL_MouseButtonEvent &arg, Uint8 id );
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virtual void mouseReleased( const SDL_MouseButtonEvent &arg, Uint8 id );
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virtual void mouseMoved( const SDLUtil::MouseMotionEvent &arg );
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virtual void mouseWheelMoved( const SDL_MouseWheelEvent &arg);
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virtual void buttonPressed(int deviceID, const SDL_ControllerButtonEvent &arg);
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virtual void buttonReleased(int deviceID, const SDL_ControllerButtonEvent &arg);
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virtual void axisMoved(int deviceID, const SDL_ControllerAxisEvent &arg);
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virtual void controllerAdded(int deviceID, const SDL_ControllerDeviceEvent &arg);
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virtual void controllerRemoved(const SDL_ControllerDeviceEvent &arg);
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virtual void windowVisibilityChange( bool visible );
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virtual void windowFocusChange( bool have_focus );
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virtual void windowResized (int x, int y);
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virtual void windowClosed ();
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virtual void channelChanged(ICS::Channel* channel, float currentValue, float previousValue);
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virtual void keyBindingDetected(ICS::InputControlSystem* ICS, ICS::Control* control
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, SDL_Scancode key, ICS::Control::ControlChangingDirection direction);
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virtual void mouseAxisBindingDetected(ICS::InputControlSystem* ICS, ICS::Control* control
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, ICS::InputControlSystem::NamedAxis axis, ICS::Control::ControlChangingDirection direction);
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virtual void mouseButtonBindingDetected(ICS::InputControlSystem* ICS, ICS::Control* control
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, unsigned int button, ICS::Control::ControlChangingDirection direction);
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virtual void mouseWheelBindingDetected(ICS::InputControlSystem* ICS, ICS::Control* control
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, ICS::InputControlSystem::MouseWheelClick click, ICS::Control::ControlChangingDirection direction);
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virtual void joystickAxisBindingDetected(ICS::InputControlSystem* ICS, int deviceID, ICS::Control* control
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, int axis, ICS::Control::ControlChangingDirection direction);
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virtual void joystickButtonBindingDetected(ICS::InputControlSystem* ICS, int deviceID, ICS::Control* control
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, unsigned int button, ICS::Control::ControlChangingDirection direction);
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void clearAllKeyBindings (ICS::Control* control);
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void clearAllControllerBindings (ICS::Control* control);
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virtual int countSavedGameRecords() const;
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virtual void write(ESM::ESMWriter& writer, Loading::Listener& progress);
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virtual void readRecord(ESM::ESMReader& reader, uint32_t type);
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private:
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SDL_Window* mWindow;
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bool mWindowVisible;
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osg::ref_ptr<osgViewer::Viewer> mViewer;
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osg::ref_ptr<osgViewer::ScreenCaptureHandler> mScreenCaptureHandler;
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osgViewer::ScreenCaptureHandler::CaptureOperation *mScreenCaptureOperation;
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bool mJoystickLastUsed;
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MWWorld::Player* mPlayer;
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ICS::InputControlSystem* mInputBinder;
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SDLUtil::InputWrapper* mInputManager;
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SDLUtil::VideoWrapper* mVideoWrapper;
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std::string mUserFile;
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bool mDragDrop;
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bool mGrabCursor;
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bool mInvertX;
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bool mInvertY;
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bool mControlsDisabled;
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bool mJoystickEnabled;
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float mCameraSensitivity;
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float mCameraYMultiplier;
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float mPreviewPOVDelay;
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float mTimeIdle;
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bool mMouseLookEnabled;
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bool mGuiCursorEnabled;
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bool mGamepadGuiCursorEnabled;
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bool mDetectingKeyboard;
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float mOverencumberedMessageDelay;
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float mGuiCursorX;
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float mGuiCursorY;
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int mMouseWheel;
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float mGamepadZoom;
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bool mUserFileExists;
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bool mAlwaysRunActive;
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bool mSneakToggles;
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float mSneakToggleShortcutTimer;
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bool mSneakGamepadShortcut;
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bool mSneaking;
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bool mAttemptJump;
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std::map<std::string, bool> mControlSwitch;
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float mInvUiScalingFactor;
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float mGamepadCursorSpeed;
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SensorManager* mSensorManager;
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void convertMousePosForMyGUI(int& x, int& y);
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void resetIdleTime();
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void updateIdleTime(float dt);
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void setPlayerControlsEnabled(bool enabled);
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void handleGuiArrowKey(int action);
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// Return true if GUI consumes input.
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bool gamepadToGuiControl(const SDL_ControllerButtonEvent &arg);
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bool gamepadToGuiControl(const SDL_ControllerAxisEvent &arg);
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void updateCursorMode();
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bool checkAllowedToUseItems() const;
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void toggleMainMenu();
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void toggleSpell();
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void toggleWeapon();
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void toggleInventory();
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void toggleConsole();
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void screenshot();
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void toggleJournal();
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void activate();
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void toggleWalking();
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void toggleSneaking();
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void toggleAutoMove();
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void rest();
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void quickLoad();
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void quickSave();
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void quickKey (int index);
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void showQuickKeysMenu();
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bool actionIsActive (int id);
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void loadKeyDefaults(bool force = false);
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void loadControllerDefaults(bool force = false);
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int mFakeDeviceID; //As we only support one controller at a time, use a fake deviceID so we don't lose bindings when switching controllers
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};
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}
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#endif
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