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OpenMW/apps/openmw/mwinput/controllermanager.cpp

390 lines
15 KiB
C++

#include "controllermanager.hpp"
#include <MyGUI_Button.h>
#include <MyGUI_InputManager.h>
#include <SDL.h>
#include <components/debug/debuglog.hpp>
#include <components/files/conversion.hpp>
#include <components/sdlutil/sdlmappings.hpp>
#include "../mwbase/environment.hpp"
#include "../mwbase/inputmanager.hpp"
#include "../mwbase/luamanager.hpp"
#include "../mwbase/statemanager.hpp"
#include "../mwbase/windowmanager.hpp"
#include "../mwbase/world.hpp"
#include "../mwworld/player.hpp"
#include "actionmanager.hpp"
#include "actions.hpp"
#include "bindingsmanager.hpp"
#include "mousemanager.hpp"
namespace MWInput
{
ControllerManager::ControllerManager(BindingsManager* bindingsManager, MouseManager* mouseManager,
const std::filesystem::path& userControllerBindingsFile, const std::filesystem::path& controllerBindingsFile)
: mBindingsManager(bindingsManager)
, mMouseManager(mouseManager)
, mJoystickEnabled(Settings::Manager::getBool("enable controller", "Input"))
, mGyroAvailable(false)
, mGamepadCursorSpeed(Settings::Manager::getFloat("gamepad cursor speed", "Input"))
, mGamepadGuiCursorEnabled(true)
, mGuiCursorEnabled(true)
, mJoystickLastUsed(false)
{
if (!controllerBindingsFile.empty())
{
SDL_GameControllerAddMappingsFromFile(Files::pathToUnicodeString(controllerBindingsFile).c_str());
}
if (!userControllerBindingsFile.empty())
{
SDL_GameControllerAddMappingsFromFile(Files::pathToUnicodeString(userControllerBindingsFile).c_str());
}
// Open all presently connected sticks
int numSticks = SDL_NumJoysticks();
for (int i = 0; i < numSticks; i++)
{
if (SDL_IsGameController(i))
{
SDL_ControllerDeviceEvent evt;
evt.which = i;
static const int fakeDeviceID = 1;
ControllerManager::controllerAdded(fakeDeviceID, evt);
Log(Debug::Info) << "Detected game controller: " << SDL_GameControllerNameForIndex(i);
}
else
{
Log(Debug::Info) << "Detected unusable controller: " << SDL_JoystickNameForIndex(i);
}
}
float deadZoneRadius = Settings::Manager::getFloat("joystick dead zone", "Input");
deadZoneRadius = std::clamp(deadZoneRadius, 0.f, 0.5f);
mBindingsManager->setJoystickDeadZone(deadZoneRadius);
}
void ControllerManager::processChangedSettings(const Settings::CategorySettingVector& changed)
{
for (const auto& setting : changed)
{
if (setting.first == "Input" && setting.second == "enable controller")
mJoystickEnabled = Settings::Manager::getBool("enable controller", "Input");
}
}
void ControllerManager::update(float dt)
{
if (mGuiCursorEnabled && !(mJoystickLastUsed && !mGamepadGuiCursorEnabled))
{
float xAxis = mBindingsManager->getActionValue(A_MoveLeftRight) * 2.0f - 1.0f;
float yAxis = mBindingsManager->getActionValue(A_MoveForwardBackward) * 2.0f - 1.0f;
float zAxis = mBindingsManager->getActionValue(A_LookUpDown) * 2.0f - 1.0f;
xAxis *= (1.5f - mBindingsManager->getActionValue(A_Use));
yAxis *= (1.5f - mBindingsManager->getActionValue(A_Use));
// We keep track of our own mouse position, so that moving the mouse while in
// game mode does not move the position of the GUI cursor
float uiScale = MWBase::Environment::get().getWindowManager()->getScalingFactor();
float xMove = xAxis * dt * 1500.0f / uiScale * mGamepadCursorSpeed;
float yMove = yAxis * dt * 1500.0f / uiScale * mGamepadCursorSpeed;
float mouseWheelMove = -zAxis * dt * 1500.0f;
if (xMove != 0 || yMove != 0 || mouseWheelMove != 0)
{
mMouseManager->injectMouseMove(xMove, yMove, mouseWheelMove);
mMouseManager->warpMouse();
MWBase::Environment::get().getWindowManager()->setCursorActive(true);
}
}
if (!MWBase::Environment::get().getWindowManager()->isGuiMode()
&& MWBase::Environment::get().getStateManager()->getState() == MWBase::StateManager::State_Running
&& MWBase::Environment::get().getInputManager()->getControlSwitch("playercontrols"))
{
float xAxis = mBindingsManager->getActionValue(A_MoveLeftRight);
float yAxis = mBindingsManager->getActionValue(A_MoveForwardBackward);
if (xAxis != 0.5 || yAxis != 0.5)
{
mJoystickLastUsed = true;
MWBase::Environment::get().getInputManager()->resetIdleTime();
}
}
}
void ControllerManager::buttonPressed(int deviceID, const SDL_ControllerButtonEvent& arg)
{
if (!mJoystickEnabled || mBindingsManager->isDetectingBindingState())
return;
MWBase::Environment::get().getLuaManager()->inputEvent(
{ MWBase::LuaManager::InputEvent::ControllerPressed, arg.button });
mJoystickLastUsed = true;
if (MWBase::Environment::get().getWindowManager()->isGuiMode())
{
if (gamepadToGuiControl(arg))
return;
if (mGamepadGuiCursorEnabled)
{
// Temporary mouse binding until keyboard controls are available:
if (arg.button == SDL_CONTROLLER_BUTTON_A) // We'll pretend that A is left click.
{
bool mousePressSuccess = mMouseManager->injectMouseButtonPress(SDL_BUTTON_LEFT);
if (MyGUI::InputManager::getInstance().getMouseFocusWidget())
{
MyGUI::Button* b
= MyGUI::InputManager::getInstance().getMouseFocusWidget()->castType<MyGUI::Button>(false);
if (b && b->getEnabled())
MWBase::Environment::get().getWindowManager()->playSound(
ESM::RefId::stringRefId("Menu Click"));
}
mBindingsManager->setPlayerControlsEnabled(!mousePressSuccess);
}
}
}
else
mBindingsManager->setPlayerControlsEnabled(true);
// esc, to leave initial movie screen
auto kc = SDLUtil::sdlKeyToMyGUI(SDLK_ESCAPE);
mBindingsManager->setPlayerControlsEnabled(!MyGUI::InputManager::getInstance().injectKeyPress(kc, 0));
if (!MWBase::Environment::get().getInputManager()->controlsDisabled())
mBindingsManager->controllerButtonPressed(deviceID, arg);
}
void ControllerManager::buttonReleased(int deviceID, const SDL_ControllerButtonEvent& arg)
{
if (mBindingsManager->isDetectingBindingState())
{
mBindingsManager->controllerButtonReleased(deviceID, arg);
return;
}
if (mJoystickEnabled)
{
MWBase::Environment::get().getLuaManager()->inputEvent(
{ MWBase::LuaManager::InputEvent::ControllerReleased, arg.button });
}
if (!mJoystickEnabled || MWBase::Environment::get().getInputManager()->controlsDisabled())
return;
mJoystickLastUsed = true;
if (MWBase::Environment::get().getWindowManager()->isGuiMode())
{
if (mGamepadGuiCursorEnabled)
{
// Temporary mouse binding until keyboard controls are available:
if (arg.button == SDL_CONTROLLER_BUTTON_A) // We'll pretend that A is left click.
{
bool mousePressSuccess = mMouseManager->injectMouseButtonRelease(SDL_BUTTON_LEFT);
if (mBindingsManager->isDetectingBindingState()) // If the player just triggered binding, don't let
// button release bind.
return;
mBindingsManager->setPlayerControlsEnabled(!mousePressSuccess);
}
}
}
else
mBindingsManager->setPlayerControlsEnabled(true);
// esc, to leave initial movie screen
auto kc = SDLUtil::sdlKeyToMyGUI(SDLK_ESCAPE);
mBindingsManager->setPlayerControlsEnabled(!MyGUI::InputManager::getInstance().injectKeyRelease(kc));
mBindingsManager->controllerButtonReleased(deviceID, arg);
}
void ControllerManager::axisMoved(int deviceID, const SDL_ControllerAxisEvent& arg)
{
if (!mJoystickEnabled || MWBase::Environment::get().getInputManager()->controlsDisabled())
return;
mJoystickLastUsed = true;
if (MWBase::Environment::get().getWindowManager()->isGuiMode())
{
gamepadToGuiControl(arg);
}
else if (mBindingsManager->actionIsActive(A_TogglePOV)
&& (arg.axis == SDL_CONTROLLER_AXIS_TRIGGERRIGHT || arg.axis == SDL_CONTROLLER_AXIS_TRIGGERLEFT))
{
// Preview Mode Gamepad Zooming; do not propagate to mBindingsManager
return;
}
mBindingsManager->controllerAxisMoved(deviceID, arg);
}
void ControllerManager::controllerAdded(int deviceID, const SDL_ControllerDeviceEvent& arg)
{
mBindingsManager->controllerAdded(deviceID, arg);
enableGyroSensor();
}
void ControllerManager::controllerRemoved(const SDL_ControllerDeviceEvent& arg)
{
mBindingsManager->controllerRemoved(arg);
}
bool ControllerManager::gamepadToGuiControl(const SDL_ControllerButtonEvent& arg)
{
// Presumption of GUI mode will be removed in the future.
// MyGUI KeyCodes *may* change.
MyGUI::KeyCode key = MyGUI::KeyCode::None;
switch (arg.button)
{
case SDL_CONTROLLER_BUTTON_DPAD_UP:
key = MyGUI::KeyCode::ArrowUp;
break;
case SDL_CONTROLLER_BUTTON_DPAD_RIGHT:
key = MyGUI::KeyCode::ArrowRight;
break;
case SDL_CONTROLLER_BUTTON_DPAD_DOWN:
key = MyGUI::KeyCode::ArrowDown;
break;
case SDL_CONTROLLER_BUTTON_DPAD_LEFT:
key = MyGUI::KeyCode::ArrowLeft;
break;
case SDL_CONTROLLER_BUTTON_A:
// If we are using the joystick as a GUI mouse, A must be handled via mouse.
if (mGamepadGuiCursorEnabled)
return false;
key = MyGUI::KeyCode::Space;
break;
case SDL_CONTROLLER_BUTTON_B:
if (MyGUI::InputManager::getInstance().isModalAny())
MWBase::Environment::get().getWindowManager()->exitCurrentModal();
else
MWBase::Environment::get().getWindowManager()->exitCurrentGuiMode();
return true;
case SDL_CONTROLLER_BUTTON_X:
key = MyGUI::KeyCode::Semicolon;
break;
case SDL_CONTROLLER_BUTTON_Y:
key = MyGUI::KeyCode::Apostrophe;
break;
case SDL_CONTROLLER_BUTTON_LEFTSHOULDER:
key = MyGUI::KeyCode::Period;
break;
case SDL_CONTROLLER_BUTTON_RIGHTSHOULDER:
key = MyGUI::KeyCode::Slash;
break;
case SDL_CONTROLLER_BUTTON_LEFTSTICK:
mGamepadGuiCursorEnabled = !mGamepadGuiCursorEnabled;
MWBase::Environment::get().getWindowManager()->setCursorActive(mGamepadGuiCursorEnabled);
return true;
default:
return false;
}
// Some keys will work even when Text Input windows/modals are in focus.
if (SDL_IsTextInputActive())
return false;
MWBase::Environment::get().getWindowManager()->injectKeyPress(key, 0, false);
return true;
}
bool ControllerManager::gamepadToGuiControl(const SDL_ControllerAxisEvent& arg)
{
switch (arg.axis)
{
case SDL_CONTROLLER_AXIS_TRIGGERRIGHT:
if (arg.value == 32767) // Treat like a button.
MWBase::Environment::get().getWindowManager()->injectKeyPress(MyGUI::KeyCode::Minus, 0, false);
break;
case SDL_CONTROLLER_AXIS_TRIGGERLEFT:
if (arg.value == 32767) // Treat like a button.
MWBase::Environment::get().getWindowManager()->injectKeyPress(MyGUI::KeyCode::Equals, 0, false);
break;
case SDL_CONTROLLER_AXIS_LEFTX:
case SDL_CONTROLLER_AXIS_LEFTY:
case SDL_CONTROLLER_AXIS_RIGHTX:
case SDL_CONTROLLER_AXIS_RIGHTY:
// If we are using the joystick as a GUI mouse, process mouse movement elsewhere.
if (mGamepadGuiCursorEnabled)
return false;
break;
default:
return false;
}
return true;
}
float ControllerManager::getAxisValue(SDL_GameControllerAxis axis) const
{
SDL_GameController* cntrl = mBindingsManager->getControllerOrNull();
constexpr int AXIS_MAX_ABSOLUTE_VALUE = 32768;
if (cntrl)
return SDL_GameControllerGetAxis(cntrl, axis) / static_cast<float>(AXIS_MAX_ABSOLUTE_VALUE);
else
return 0;
}
bool ControllerManager::isButtonPressed(SDL_GameControllerButton button) const
{
SDL_GameController* cntrl = mBindingsManager->getControllerOrNull();
if (cntrl)
return SDL_GameControllerGetButton(cntrl, button) > 0;
else
return false;
}
void ControllerManager::enableGyroSensor()
{
mGyroAvailable = false;
#if SDL_VERSION_ATLEAST(2, 0, 14)
SDL_GameController* cntrl = mBindingsManager->getControllerOrNull();
if (!cntrl)
return;
if (!SDL_GameControllerHasSensor(cntrl, SDL_SENSOR_GYRO))
return;
if (SDL_GameControllerSetSensorEnabled(cntrl, SDL_SENSOR_GYRO, SDL_TRUE) < 0)
return;
mGyroAvailable = true;
#endif
}
bool ControllerManager::isGyroAvailable() const
{
return mGyroAvailable;
}
std::array<float, 3> ControllerManager::getGyroValues() const
{
float gyro[3] = { 0.f };
#if SDL_VERSION_ATLEAST(2, 0, 14)
SDL_GameController* cntrl = mBindingsManager->getControllerOrNull();
if (cntrl && mGyroAvailable)
SDL_GameControllerGetSensorData(cntrl, SDL_SENSOR_GYRO, gyro, 3);
#endif
return std::array<float, 3>({ gyro[0], gyro[1], gyro[2] });
}
void ControllerManager::touchpadMoved(int deviceId, const SDLUtil::TouchEvent& arg)
{
MWBase::Environment::get().getLuaManager()->inputEvent({ MWBase::LuaManager::InputEvent::TouchMoved, arg });
}
void ControllerManager::touchpadPressed(int deviceId, const SDLUtil::TouchEvent& arg)
{
MWBase::Environment::get().getLuaManager()->inputEvent({ MWBase::LuaManager::InputEvent::TouchPressed, arg });
}
void ControllerManager::touchpadReleased(int deviceId, const SDLUtil::TouchEvent& arg)
{
MWBase::Environment::get().getLuaManager()->inputEvent({ MWBase::LuaManager::InputEvent::TouchReleased, arg });
}
}