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OpenMW/apps/openmw/mwinput/inputmanagerimp.cpp
2020-05-09 11:27:02 +04:00

1105 lines
46 KiB
C++

#include "inputmanagerimp.hpp"
#include <osgViewer/ViewerEventHandlers>
#include <MyGUI_InputManager.h>
#include <MyGUI_Widget.h>
#include <MyGUI_Button.h>
#include <MyGUI_EditBox.h>
#include <SDL_version.h>
#include <components/debug/debuglog.hpp>
#include <components/sdlutil/sdlinputwrapper.hpp>
#include <components/sdlutil/sdlvideowrapper.hpp>
#include <components/esm/esmwriter.hpp>
#include <components/esm/esmreader.hpp>
#include <components/esm/controlsstate.hpp>
#include "../mwbase/world.hpp"
#include "../mwbase/windowmanager.hpp"
#include "../mwbase/statemanager.hpp"
#include "../mwbase/environment.hpp"
#include "../mwbase/mechanicsmanager.hpp"
#include "../mwworld/player.hpp"
#include "../mwworld/class.hpp"
#include "../mwworld/inventorystore.hpp"
#include "../mwworld/esmstore.hpp"
#include "../mwmechanics/npcstats.hpp"
#include "../mwmechanics/actorutil.hpp"
#include "actionmanager.hpp"
#include "controllermanager.hpp"
#include "mousemanager.hpp"
#include "sdlmappings.hpp"
#include "sensormanager.hpp"
namespace MWInput
{
InputManager::InputManager(
SDL_Window* window,
osg::ref_ptr<osgViewer::Viewer> viewer,
osg::ref_ptr<osgViewer::ScreenCaptureHandler> screenCaptureHandler,
osgViewer::ScreenCaptureHandler::CaptureOperation *screenCaptureOperation,
const std::string& userFile, bool userFileExists, const std::string& userControllerBindingsFile,
const std::string& controllerBindingsFile, bool grab)
: mWindow(window)
, mWindowVisible(true)
, mInputWrapper(nullptr)
, mVideoWrapper(nullptr)
, mUserFile(userFile)
, mDragDrop(false)
, mGrabCursor (Settings::Manager::getBool("grab cursor", "Input"))
, mControlsDisabled(false)
, mPreviewPOVDelay(0.f)
, mTimeIdle(0.f)
, mGuiCursorEnabled(true)
, mDetectingKeyboard(false)
, mOverencumberedMessageDelay(0.f)
, mAttemptJump(false)
, mFakeDeviceID(1)
{
mInputWrapper = new SDLUtil::InputWrapper(window, viewer, grab);
mInputWrapper->setKeyboardEventCallback (this);
mInputWrapper->setWindowEventCallback(this);
mVideoWrapper = new SDLUtil::VideoWrapper(window, viewer);
mVideoWrapper->setGammaContrast(Settings::Manager::getFloat("gamma", "Video"),
Settings::Manager::getFloat("contrast", "Video"));
std::string file = userFileExists ? userFile : "";
mInputBinder = new ICS::InputControlSystem(file, true, this, nullptr, A_Last);
loadKeyDefaults();
loadControllerDefaults();
for (int i = 0; i < A_Last; ++i)
{
mInputBinder->getChannel (i)->addListener (this);
}
mControlSwitch["playercontrols"] = true;
mControlSwitch["playerfighting"] = true;
mControlSwitch["playerjumping"] = true;
mControlSwitch["playerlooking"] = true;
mControlSwitch["playermagic"] = true;
mControlSwitch["playerviewswitch"] = true;
mControlSwitch["vanitymode"] = true;
mActionManager = new ActionManager(mInputBinder, screenCaptureOperation, viewer, screenCaptureHandler);
mMouseManager = new MouseManager(mInputBinder, mInputWrapper, window);
mInputWrapper->setMouseEventCallback (mMouseManager);
mControllerManager = new ControllerManager(mInputBinder, mInputWrapper, mActionManager, mMouseManager, userControllerBindingsFile, controllerBindingsFile);
mInputWrapper->setControllerEventCallback(mControllerManager);
mSensorManager = new SensorManager();
mInputWrapper->setSensorEventCallback (mSensorManager);
}
void InputManager::clear()
{
// Enable all controls
for (std::map<std::string, bool>::iterator it = mControlSwitch.begin(); it != mControlSwitch.end(); ++it)
it->second = true;
mActionManager->clear();
mControllerManager->clear();
mSensorManager->clear();
mMouseManager->clear();
}
InputManager::~InputManager()
{
mInputBinder->save (mUserFile);
delete mActionManager;
delete mControllerManager;
delete mMouseManager;
delete mSensorManager;
delete mInputBinder;
delete mInputWrapper;
delete mVideoWrapper;
}
bool InputManager::isWindowVisible()
{
return mWindowVisible;
}
void InputManager::setPlayerControlsEnabled(bool enabled)
{
int playerChannels[] = {A_AutoMove, A_AlwaysRun, A_ToggleWeapon,
A_ToggleSpell, A_Rest, A_QuickKey1, A_QuickKey2,
A_QuickKey3, A_QuickKey4, A_QuickKey5, A_QuickKey6,
A_QuickKey7, A_QuickKey8, A_QuickKey9, A_QuickKey10,
A_Use, A_Journal};
for(size_t i = 0; i < sizeof(playerChannels)/sizeof(playerChannels[0]); i++) {
int pc = playerChannels[i];
mInputBinder->getChannel(pc)->setEnabled(enabled);
}
}
void InputManager::channelChanged(ICS::Channel* channel, float currentValue, float previousValue)
{
resetIdleTime ();
int action = channel->getNumber();
if (mDragDrop && action != A_GameMenu && action != A_Inventory)
return;
if((previousValue == 1 || previousValue == 0) && (currentValue==1 || currentValue==0))
{
//Is a normal button press, so don't change it at all
}
//Otherwise only trigger button presses as they go through specific points
else if(previousValue >= .8 && currentValue < .8)
{
currentValue = 0.0;
previousValue = 1.0;
}
else if(previousValue <= .6 && currentValue > .6)
{
currentValue = 1.0;
previousValue = 0.0;
}
else
{
//If it's not switching between those values, ignore the channel change.
return;
}
if (mControlSwitch["playercontrols"])
{
bool joystickUsed = mControllerManager->joystickLastUsed();
if (action == A_Use)
{
if(joystickUsed && currentValue == 1.0 && actionIsActive(A_ToggleWeapon))
action = A_CycleWeaponRight;
else if (joystickUsed && currentValue == 1.0 && actionIsActive(A_ToggleSpell))
action = A_CycleSpellRight;
else
{
MWWorld::Player& player = MWBase::Environment::get().getWorld()->getPlayer();
MWMechanics::DrawState_ state = player.getDrawState();
player.setAttackingOrSpell(currentValue != 0 && state != MWMechanics::DrawState_Nothing);
}
}
else if (action == A_Jump)
{
if(joystickUsed && currentValue == 1.0 && actionIsActive(A_ToggleWeapon))
action = A_CycleWeaponLeft;
else if (joystickUsed && currentValue == 1.0 && actionIsActive(A_ToggleSpell))
action = A_CycleSpellLeft;
else
mAttemptJump = (currentValue == 1.0 && previousValue == 0.0);
}
}
if (currentValue == 1)
mActionManager->executeAction(action);
}
void InputManager::updateCursorMode()
{
bool grab = !MWBase::Environment::get().getWindowManager()->containsMode(MWGui::GM_MainMenu)
&& !MWBase::Environment::get().getWindowManager()->isConsoleMode();
bool was_relative = mInputWrapper->getMouseRelative();
bool is_relative = !MWBase::Environment::get().getWindowManager()->isGuiMode();
// don't keep the pointer away from the window edge in gui mode
// stop using raw mouse motions and switch to system cursor movements
mInputWrapper->setMouseRelative(is_relative);
//we let the mouse escape in the main menu
mInputWrapper->setGrabPointer(grab && (mGrabCursor || is_relative));
//we switched to non-relative mode, move our cursor to where the in-game
//cursor is
if(!is_relative && was_relative != is_relative)
{
mMouseManager->warpMouse();
}
}
void InputManager::update(float dt, bool disableControls, bool disableEvents)
{
mControlsDisabled = disableControls;
mInputWrapper->setMouseVisible(MWBase::Environment::get().getWindowManager()->getCursorVisible());
mInputWrapper->capture(disableEvents);
if (mControlsDisabled)
{
updateCursorMode();
return;
}
// update values of channels (as a result of pressed keys)
mInputBinder->update(dt);
updateCursorMode();
mControllerManager->update(dt, disableControls, mPreviewPOVDelay == 1.f);
if (mMouseManager->update(dt, disableControls))
resetIdleTime();
if (mSensorManager->update(dt, mGuiCursorEnabled, mControlSwitch["playerlooking"]))
resetIdleTime();
// Disable movement in Gui mode
if (!(MWBase::Environment::get().getWindowManager()->isGuiMode()
|| MWBase::Environment::get().getStateManager()->getState() != MWBase::StateManager::State_Running))
{
// Configure player movement according to keyboard input. Actual movement will
// be done in the physics system.
if (mControlSwitch["playercontrols"])
{
MWWorld::Player& player = MWBase::Environment::get().getWorld()->getPlayer();
bool triedToMove = false;
bool isRunning = false;
bool alwaysRunAllowed = false;
// keyboard movement
float xAxis = mInputBinder->getChannel(A_MoveLeftRight)->getValue();
float yAxis = mInputBinder->getChannel(A_MoveForwardBackward)->getValue();
isRunning = xAxis > .75 || xAxis < .25 || yAxis > .75 || yAxis < .25;
if (actionIsActive(A_MoveLeft) != actionIsActive(A_MoveRight))
{
alwaysRunAllowed = true;
triedToMove = true;
player.setLeftRight (actionIsActive(A_MoveRight) ? 1 : -1);
}
if (actionIsActive(A_MoveForward) != actionIsActive(A_MoveBackward))
{
alwaysRunAllowed = true;
triedToMove = true;
player.setAutoMove (false);
player.setForwardBackward (actionIsActive(A_MoveForward) ? 1 : -1);
}
if (player.getAutoMove())
{
alwaysRunAllowed = true;
triedToMove = true;
player.setForwardBackward (1);
}
static const bool isToggleSneak = Settings::Manager::getBool("toggle sneak", "Input");
if (!isToggleSneak)
{
if(!mControllerManager->joystickLastUsed())
player.setSneak(actionIsActive(A_Sneak));
}
if (mAttemptJump && mControlSwitch["playerjumping"])
{
player.setUpDown (1);
triedToMove = true;
mOverencumberedMessageDelay = 0.f;
}
if ((mActionManager->isAlwaysRunActive() && alwaysRunAllowed) || isRunning)
player.setRunState(!actionIsActive(A_Run));
else
player.setRunState(actionIsActive(A_Run));
// if player tried to start moving, but can't (due to being overencumbered), display a notification.
if (triedToMove)
{
MWWorld::Ptr playerPtr = MWBase::Environment::get().getWorld ()->getPlayerPtr();
mOverencumberedMessageDelay -= dt;
if (playerPtr.getClass().getEncumbrance(playerPtr) > playerPtr.getClass().getCapacity(playerPtr))
{
player.setAutoMove (false);
if (mOverencumberedMessageDelay <= 0)
{
MWBase::Environment::get().getWindowManager ()->messageBox("#{sNotifyMessage59}");
mOverencumberedMessageDelay = 1.0;
}
}
}
if (mControlSwitch["playerviewswitch"]) {
if (actionIsActive(A_TogglePOV)) {
if (mPreviewPOVDelay <= 0.5 &&
(mPreviewPOVDelay += dt) > 0.5)
{
mPreviewPOVDelay = 1.f;
MWBase::Environment::get().getWorld()->togglePreviewMode(true);
}
} else {
//disable preview mode
MWBase::Environment::get().getWorld()->togglePreviewMode(false);
if (mPreviewPOVDelay > 0.f && mPreviewPOVDelay <= 0.5) {
MWBase::Environment::get().getWorld()->togglePOV();
}
mPreviewPOVDelay = 0.f;
}
}
}
if (actionIsActive(A_MoveForward) ||
actionIsActive(A_MoveBackward) ||
actionIsActive(A_MoveLeft) ||
actionIsActive(A_MoveRight) ||
actionIsActive(A_Jump) ||
actionIsActive(A_Sneak) ||
actionIsActive(A_TogglePOV) ||
actionIsActive(A_ZoomIn) ||
actionIsActive(A_ZoomOut) )
{
resetIdleTime();
} else {
updateIdleTime(dt);
}
}
mAttemptJump = false; // Can only jump on first frame input is on
}
void InputManager::setDragDrop(bool dragDrop)
{
mDragDrop = dragDrop;
}
void InputManager::setGamepadGuiCursorEnabled(bool enabled)
{
mControllerManager->setGamepadGuiCursorEnabled(enabled);
}
void InputManager::changeInputMode(bool guiMode)
{
mGuiCursorEnabled = guiMode;
mControllerManager->setGuiCursorEnabled(mGuiCursorEnabled);
mMouseManager->setGuiCursorEnabled(mGuiCursorEnabled);
mMouseManager->setMouseLookEnabled(!mGuiCursorEnabled);
if (guiMode)
MWBase::Environment::get().getWindowManager()->showCrosshair(false);
MWBase::Environment::get().getWindowManager()->setCursorVisible(guiMode && (!mControllerManager->joystickLastUsed() || mControllerManager->gamepadGuiCursorEnabled()));
// if not in gui mode, the camera decides whether to show crosshair or not.
}
void InputManager::processChangedSettings(const Settings::CategorySettingVector& changed)
{
bool changeRes = false;
for (Settings::CategorySettingVector::const_iterator it = changed.begin();
it != changed.end(); ++it)
{
if (it->first == "Input" && it->second == "grab cursor")
mGrabCursor = Settings::Manager::getBool("grab cursor", "Input");
if (it->first == "Video" && (
it->second == "resolution x"
|| it->second == "resolution y"
|| it->second == "fullscreen"
|| it->second == "window border"))
changeRes = true;
if (it->first == "Video" && it->second == "vsync")
mVideoWrapper->setSyncToVBlank(Settings::Manager::getBool("vsync", "Video"));
if (it->first == "Video" && (it->second == "gamma" || it->second == "contrast"))
mVideoWrapper->setGammaContrast(Settings::Manager::getFloat("gamma", "Video"),
Settings::Manager::getFloat("contrast", "Video"));
}
if (changeRes)
{
mVideoWrapper->setVideoMode(Settings::Manager::getInt("resolution x", "Video"),
Settings::Manager::getInt("resolution y", "Video"),
Settings::Manager::getBool("fullscreen", "Video"),
Settings::Manager::getBool("window border", "Video"));
}
mMouseManager->processChangedSettings(changed);
mSensorManager->processChangedSettings(changed);
}
bool InputManager::getControlSwitch (const std::string& sw)
{
return mControlSwitch[sw];
}
void InputManager::toggleControlSwitch (const std::string& sw, bool value)
{
MWWorld::Player& player = MWBase::Environment::get().getWorld()->getPlayer();
/// \note 7 switches at all, if-else is relevant
if (sw == "playercontrols" && !value)
{
player.setLeftRight(0);
player.setForwardBackward(0);
player.setAutoMove(false);
player.setUpDown(0);
}
else if (sw == "playerjumping" && !value)
{
/// \fixme maybe crouching at this time
player.setUpDown(0);
}
else if (sw == "vanitymode")
{
MWBase::Environment::get().getWorld()->allowVanityMode(value);
}
else if (sw == "playerlooking" && !value)
{
MWBase::Environment::get().getWorld()->rotateObject(player.getPlayer(), 0.f, 0.f, 0.f);
}
mControlSwitch[sw] = value;
}
void InputManager::keyPressed( const SDL_KeyboardEvent &arg )
{
// HACK: to make Morrowind's default keybinding for the console work without printing an extra "^" upon closing
// This assumes that SDL_TextInput events always come *after* the key event
// (which is somewhat reasonable, and hopefully true for all SDL platforms)
OIS::KeyCode kc = mInputWrapper->sdl2OISKeyCode(arg.keysym.sym);
if (mInputBinder->getKeyBinding(mInputBinder->getControl(A_Console), ICS::Control::INCREASE)
== arg.keysym.scancode
&& MWBase::Environment::get().getWindowManager()->isConsoleMode())
SDL_StopTextInput();
bool consumed = false;
if (kc != OIS::KC_UNASSIGNED && !mInputBinder->detectingBindingState())
{
consumed = MWBase::Environment::get().getWindowManager()->injectKeyPress(MyGUI::KeyCode::Enum(kc), 0, arg.repeat);
if (SDL_IsTextInputActive() && // Little trick to check if key is printable
( !(SDLK_SCANCODE_MASK & arg.keysym.sym) && std::isprint(arg.keysym.sym)))
consumed = true;
setPlayerControlsEnabled(!consumed);
}
if (arg.repeat)
return;
if (!mControlsDisabled && !consumed)
mInputBinder->keyPressed (arg);
mControllerManager->setJoystickLastUsed(false);
}
void InputManager::textInput(const SDL_TextInputEvent &arg)
{
MyGUI::UString ustring(&arg.text[0]);
MyGUI::UString::utf32string utf32string = ustring.asUTF32();
for (MyGUI::UString::utf32string::const_iterator it = utf32string.begin(); it != utf32string.end(); ++it)
MyGUI::InputManager::getInstance().injectKeyPress(MyGUI::KeyCode::None, *it);
}
void InputManager::keyReleased(const SDL_KeyboardEvent &arg )
{
mControllerManager->setJoystickLastUsed(false);
OIS::KeyCode kc = mInputWrapper->sdl2OISKeyCode(arg.keysym.sym);
if (!mInputBinder->detectingBindingState())
setPlayerControlsEnabled(!MyGUI::InputManager::getInstance().injectKeyRelease(MyGUI::KeyCode::Enum(kc)));
mInputBinder->keyReleased (arg);
}
void InputManager::windowFocusChange(bool have_focus)
{
}
void InputManager::windowVisibilityChange(bool visible)
{
mWindowVisible = visible;
}
void InputManager::windowResized(int x, int y)
{
// Note: this is a side effect of resolution change or window resize.
// There is no need to track these changes.
Settings::Manager::setInt("resolution x", "Video", x);
Settings::Manager::setInt("resolution y", "Video", y);
Settings::Manager::resetPendingChange("resolution x", "Video");
Settings::Manager::resetPendingChange("resolution y", "Video");
MWBase::Environment::get().getWindowManager()->windowResized(x, y);
// We should reload TrueType fonts to fit new resolution
MWBase::Environment::get().getWindowManager()->loadUserFonts();
}
void InputManager::windowClosed()
{
MWBase::Environment::get().getStateManager()->requestQuit();
}
void InputManager::resetIdleTime()
{
if (mTimeIdle < 0)
MWBase::Environment::get().getWorld()->toggleVanityMode(false);
mTimeIdle = 0.f;
}
void InputManager::updateIdleTime(float dt)
{
static const float vanityDelay = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>()
.find("fVanityDelay")->mValue.getFloat();
if (mTimeIdle >= 0.f)
mTimeIdle += dt;
if (mTimeIdle > vanityDelay) {
MWBase::Environment::get().getWorld()->toggleVanityMode(true);
mTimeIdle = -1.f;
}
}
bool InputManager::actionIsActive (int id)
{
return (mInputBinder->getChannel (id)->getValue ()==1.0);
}
void InputManager::loadKeyDefaults (bool force)
{
// using hardcoded key defaults is inevitable, if we want the configuration files to stay valid
// across different versions of OpenMW (in the case where another input action is added)
std::map<int, SDL_Scancode> defaultKeyBindings;
//Gets the Keyvalue from the Scancode; gives the button in the same place reguardless of keyboard format
defaultKeyBindings[A_Activate] = SDL_SCANCODE_SPACE;
defaultKeyBindings[A_MoveBackward] = SDL_SCANCODE_S;
defaultKeyBindings[A_MoveForward] = SDL_SCANCODE_W;
defaultKeyBindings[A_MoveLeft] = SDL_SCANCODE_A;
defaultKeyBindings[A_MoveRight] = SDL_SCANCODE_D;
defaultKeyBindings[A_ToggleWeapon] = SDL_SCANCODE_F;
defaultKeyBindings[A_ToggleSpell] = SDL_SCANCODE_R;
defaultKeyBindings[A_CycleSpellLeft] = SDL_SCANCODE_MINUS;
defaultKeyBindings[A_CycleSpellRight] = SDL_SCANCODE_EQUALS;
defaultKeyBindings[A_CycleWeaponLeft] = SDL_SCANCODE_LEFTBRACKET;
defaultKeyBindings[A_CycleWeaponRight] = SDL_SCANCODE_RIGHTBRACKET;
defaultKeyBindings[A_QuickKeysMenu] = SDL_SCANCODE_F1;
defaultKeyBindings[A_Console] = SDL_SCANCODE_GRAVE;
defaultKeyBindings[A_Run] = SDL_SCANCODE_LSHIFT;
defaultKeyBindings[A_Sneak] = SDL_SCANCODE_LCTRL;
defaultKeyBindings[A_AutoMove] = SDL_SCANCODE_Q;
defaultKeyBindings[A_Jump] = SDL_SCANCODE_E;
defaultKeyBindings[A_Journal] = SDL_SCANCODE_J;
defaultKeyBindings[A_Rest] = SDL_SCANCODE_T;
defaultKeyBindings[A_GameMenu] = SDL_SCANCODE_ESCAPE;
defaultKeyBindings[A_TogglePOV] = SDL_SCANCODE_TAB;
defaultKeyBindings[A_QuickKey1] = SDL_SCANCODE_1;
defaultKeyBindings[A_QuickKey2] = SDL_SCANCODE_2;
defaultKeyBindings[A_QuickKey3] = SDL_SCANCODE_3;
defaultKeyBindings[A_QuickKey4] = SDL_SCANCODE_4;
defaultKeyBindings[A_QuickKey5] = SDL_SCANCODE_5;
defaultKeyBindings[A_QuickKey6] = SDL_SCANCODE_6;
defaultKeyBindings[A_QuickKey7] = SDL_SCANCODE_7;
defaultKeyBindings[A_QuickKey8] = SDL_SCANCODE_8;
defaultKeyBindings[A_QuickKey9] = SDL_SCANCODE_9;
defaultKeyBindings[A_QuickKey10] = SDL_SCANCODE_0;
defaultKeyBindings[A_Screenshot] = SDL_SCANCODE_F12;
defaultKeyBindings[A_ToggleHUD] = SDL_SCANCODE_F11;
defaultKeyBindings[A_ToggleDebug] = SDL_SCANCODE_F10;
defaultKeyBindings[A_AlwaysRun] = SDL_SCANCODE_CAPSLOCK;
defaultKeyBindings[A_QuickSave] = SDL_SCANCODE_F5;
defaultKeyBindings[A_QuickLoad] = SDL_SCANCODE_F9;
std::map<int, int> defaultMouseButtonBindings;
defaultMouseButtonBindings[A_Inventory] = SDL_BUTTON_RIGHT;
defaultMouseButtonBindings[A_Use] = SDL_BUTTON_LEFT;
std::map<int, ICS::InputControlSystem::MouseWheelClick> defaultMouseWheelBindings;
defaultMouseWheelBindings[A_ZoomIn] = ICS::InputControlSystem::MouseWheelClick::UP;
defaultMouseWheelBindings[A_ZoomOut] = ICS::InputControlSystem::MouseWheelClick::DOWN;
for (int i = 0; i < A_Last; ++i)
{
ICS::Control* control;
bool controlExists = mInputBinder->getChannel(i)->getControlsCount () != 0;
if (!controlExists)
{
control = new ICS::Control(std::to_string(i), false, true, 0, ICS::ICS_MAX, ICS::ICS_MAX);
mInputBinder->addControl(control);
control->attachChannel(mInputBinder->getChannel(i), ICS::Channel::DIRECT);
}
else
{
control = mInputBinder->getChannel(i)->getAttachedControls ().front().control;
}
if (!controlExists || force ||
( mInputBinder->getKeyBinding (control, ICS::Control::INCREASE) == SDL_SCANCODE_UNKNOWN
&& mInputBinder->getMouseButtonBinding (control, ICS::Control::INCREASE) == ICS_MAX_DEVICE_BUTTONS
&& mInputBinder->getMouseWheelBinding(control, ICS::Control::INCREASE) == ICS::InputControlSystem::MouseWheelClick::UNASSIGNED
))
{
clearAllKeyBindings(control);
if (defaultKeyBindings.find(i) != defaultKeyBindings.end()
&& (force || !mInputBinder->isKeyBound(defaultKeyBindings[i])))
{
control->setInitialValue(0.0f);
mInputBinder->addKeyBinding(control, defaultKeyBindings[i], ICS::Control::INCREASE);
}
else if (defaultMouseButtonBindings.find(i) != defaultMouseButtonBindings.end()
&& (force || !mInputBinder->isMouseButtonBound(defaultMouseButtonBindings[i])))
{
control->setInitialValue(0.0f);
mInputBinder->addMouseButtonBinding (control, defaultMouseButtonBindings[i], ICS::Control::INCREASE);
}
else if (defaultMouseWheelBindings.find(i) != defaultMouseWheelBindings.end()
&& (force || !mInputBinder->isMouseWheelBound(defaultMouseWheelBindings[i])))
{
control->setInitialValue(0.f);
mInputBinder->addMouseWheelBinding(control, defaultMouseWheelBindings[i], ICS::Control::INCREASE);
}
if (i == A_LookLeftRight && !mInputBinder->isKeyBound(SDL_SCANCODE_KP_4) && !mInputBinder->isKeyBound(SDL_SCANCODE_KP_6))
{
mInputBinder->addKeyBinding(control, SDL_SCANCODE_KP_6, ICS::Control::INCREASE);
mInputBinder->addKeyBinding(control, SDL_SCANCODE_KP_4, ICS::Control::DECREASE);
}
if (i == A_LookUpDown && !mInputBinder->isKeyBound(SDL_SCANCODE_KP_8) && !mInputBinder->isKeyBound(SDL_SCANCODE_KP_2))
{
mInputBinder->addKeyBinding(control, SDL_SCANCODE_KP_2, ICS::Control::INCREASE);
mInputBinder->addKeyBinding(control, SDL_SCANCODE_KP_8, ICS::Control::DECREASE);
}
}
}
}
void InputManager::loadControllerDefaults(bool force)
{
// using hardcoded key defaults is inevitable, if we want the configuration files to stay valid
// across different versions of OpenMW (in the case where another input action is added)
std::map<int, int> defaultButtonBindings;
defaultButtonBindings[A_Activate] = SDL_CONTROLLER_BUTTON_A;
defaultButtonBindings[A_ToggleWeapon] = SDL_CONTROLLER_BUTTON_X;
defaultButtonBindings[A_ToggleSpell] = SDL_CONTROLLER_BUTTON_Y;
//defaultButtonBindings[A_QuickButtonsMenu] = SDL_GetButtonFromScancode(SDL_SCANCODE_F1); // Need to implement, should be ToggleSpell(5) AND Wait(9)
defaultButtonBindings[A_Sneak] = SDL_CONTROLLER_BUTTON_LEFTSTICK;
defaultButtonBindings[A_Journal] = SDL_CONTROLLER_BUTTON_LEFTSHOULDER;
defaultButtonBindings[A_Rest] = SDL_CONTROLLER_BUTTON_RIGHTSHOULDER;
defaultButtonBindings[A_TogglePOV] = SDL_CONTROLLER_BUTTON_RIGHTSTICK;
defaultButtonBindings[A_Inventory] = SDL_CONTROLLER_BUTTON_B;
defaultButtonBindings[A_GameMenu] = SDL_CONTROLLER_BUTTON_START;
defaultButtonBindings[A_QuickSave] = SDL_CONTROLLER_BUTTON_GUIDE;
defaultButtonBindings[A_MoveForward] = SDL_CONTROLLER_BUTTON_DPAD_UP;
defaultButtonBindings[A_MoveLeft] = SDL_CONTROLLER_BUTTON_DPAD_LEFT;
defaultButtonBindings[A_MoveBackward] = SDL_CONTROLLER_BUTTON_DPAD_DOWN;
defaultButtonBindings[A_MoveRight] = SDL_CONTROLLER_BUTTON_DPAD_RIGHT;
std::map<int, int> defaultAxisBindings;
defaultAxisBindings[A_MoveForwardBackward] = SDL_CONTROLLER_AXIS_LEFTY;
defaultAxisBindings[A_MoveLeftRight] = SDL_CONTROLLER_AXIS_LEFTX;
defaultAxisBindings[A_LookUpDown] = SDL_CONTROLLER_AXIS_RIGHTY;
defaultAxisBindings[A_LookLeftRight] = SDL_CONTROLLER_AXIS_RIGHTX;
defaultAxisBindings[A_Use] = SDL_CONTROLLER_AXIS_TRIGGERRIGHT;
defaultAxisBindings[A_Jump] = SDL_CONTROLLER_AXIS_TRIGGERLEFT;
for (int i = 0; i < A_Last; i++)
{
ICS::Control* control;
bool controlExists = mInputBinder->getChannel(i)->getControlsCount () != 0;
if (!controlExists)
{
float initial;
if (defaultAxisBindings.find(i) == defaultAxisBindings.end())
initial = 0.0f;
else initial = 0.5f;
control = new ICS::Control(std::to_string(i), false, true, initial, ICS::ICS_MAX, ICS::ICS_MAX);
mInputBinder->addControl(control);
control->attachChannel(mInputBinder->getChannel(i), ICS::Channel::DIRECT);
}
else
{
control = mInputBinder->getChannel(i)->getAttachedControls ().front().control;
}
if (!controlExists || force || ( mInputBinder->getJoystickAxisBinding (control, mFakeDeviceID, ICS::Control::INCREASE) == ICS::InputControlSystem::UNASSIGNED && mInputBinder->getJoystickButtonBinding (control, mFakeDeviceID, ICS::Control::INCREASE) == ICS_MAX_DEVICE_BUTTONS ))
{
clearAllControllerBindings(control);
if (defaultButtonBindings.find(i) != defaultButtonBindings.end()
&& (force || !mInputBinder->isJoystickButtonBound(mFakeDeviceID, defaultButtonBindings[i])))
{
control->setInitialValue(0.0f);
mInputBinder->addJoystickButtonBinding(control, mFakeDeviceID, defaultButtonBindings[i], ICS::Control::INCREASE);
}
else if (defaultAxisBindings.find(i) != defaultAxisBindings.end() && (force || !mInputBinder->isJoystickAxisBound(mFakeDeviceID, defaultAxisBindings[i])))
{
control->setValue(0.5f);
control->setInitialValue(0.5f);
mInputBinder->addJoystickAxisBinding(control, mFakeDeviceID, defaultAxisBindings[i], ICS::Control::INCREASE);
}
}
}
}
std::string InputManager::getActionDescription (int action)
{
std::map<int, std::string> descriptions;
if (action == A_Screenshot)
return "Screenshot";
else if (action == A_ZoomIn)
return "Zoom In";
else if (action == A_ZoomOut)
return "Zoom Out";
else if (action == A_ToggleHUD)
return "Toggle HUD";
descriptions[A_Use] = "sUse";
descriptions[A_Activate] = "sActivate";
descriptions[A_MoveBackward] = "sBack";
descriptions[A_MoveForward] = "sForward";
descriptions[A_MoveLeft] = "sLeft";
descriptions[A_MoveRight] = "sRight";
descriptions[A_ToggleWeapon] = "sReady_Weapon";
descriptions[A_ToggleSpell] = "sReady_Magic";
descriptions[A_CycleSpellLeft] = "sPrevSpell";
descriptions[A_CycleSpellRight] = "sNextSpell";
descriptions[A_CycleWeaponLeft] = "sPrevWeapon";
descriptions[A_CycleWeaponRight] = "sNextWeapon";
descriptions[A_Console] = "sConsoleTitle";
descriptions[A_Run] = "sRun";
descriptions[A_Sneak] = "sCrouch_Sneak";
descriptions[A_AutoMove] = "sAuto_Run";
descriptions[A_Jump] = "sJump";
descriptions[A_Journal] = "sJournal";
descriptions[A_Rest] = "sRestKey";
descriptions[A_Inventory] = "sInventory";
descriptions[A_TogglePOV] = "sTogglePOVCmd";
descriptions[A_QuickKeysMenu] = "sQuickMenu";
descriptions[A_QuickKey1] = "sQuick1Cmd";
descriptions[A_QuickKey2] = "sQuick2Cmd";
descriptions[A_QuickKey3] = "sQuick3Cmd";
descriptions[A_QuickKey4] = "sQuick4Cmd";
descriptions[A_QuickKey5] = "sQuick5Cmd";
descriptions[A_QuickKey6] = "sQuick6Cmd";
descriptions[A_QuickKey7] = "sQuick7Cmd";
descriptions[A_QuickKey8] = "sQuick8Cmd";
descriptions[A_QuickKey9] = "sQuick9Cmd";
descriptions[A_QuickKey10] = "sQuick10Cmd";
descriptions[A_AlwaysRun] = "sAlways_Run";
descriptions[A_QuickSave] = "sQuickSaveCmd";
descriptions[A_QuickLoad] = "sQuickLoadCmd";
if (descriptions[action] == "")
return ""; // not configurable
return "#{" + descriptions[action] + "}";
}
std::string InputManager::getActionKeyBindingName (int action)
{
if (mInputBinder->getChannel (action)->getControlsCount () == 0)
return "#{sNone}";
ICS::Control* c = mInputBinder->getChannel (action)->getAttachedControls ().front().control;
SDL_Scancode key = mInputBinder->getKeyBinding (c, ICS::Control::INCREASE);
unsigned int mouse = mInputBinder->getMouseButtonBinding (c, ICS::Control::INCREASE);
ICS::InputControlSystem::MouseWheelClick wheel = mInputBinder->getMouseWheelBinding(c, ICS::Control::INCREASE);
if (key != SDL_SCANCODE_UNKNOWN)
return MyGUI::TextIterator::toTagsString(mInputBinder->scancodeToString (key));
else if (mouse != ICS_MAX_DEVICE_BUTTONS)
return "#{sMouse} " + std::to_string(mouse);
else if (wheel != ICS::InputControlSystem::MouseWheelClick::UNASSIGNED)
switch (wheel)
{
case ICS::InputControlSystem::MouseWheelClick::UP:
return "Mouse Wheel Up";
case ICS::InputControlSystem::MouseWheelClick::DOWN:
return "Mouse Wheel Down";
case ICS::InputControlSystem::MouseWheelClick::RIGHT:
return "Mouse Wheel Right";
case ICS::InputControlSystem::MouseWheelClick::LEFT:
return "Mouse Wheel Left";
default:
return "#{sNone}";
}
else
return "#{sNone}";
}
std::string InputManager::getActionControllerBindingName (int action)
{
if (mInputBinder->getChannel (action)->getControlsCount () == 0)
return "#{sNone}";
ICS::Control* c = mInputBinder->getChannel (action)->getAttachedControls ().front().control;
if (mInputBinder->getJoystickAxisBinding (c, mFakeDeviceID, ICS::Control::INCREASE) != ICS::InputControlSystem::UNASSIGNED)
return sdlControllerAxisToString(mInputBinder->getJoystickAxisBinding (c, mFakeDeviceID, ICS::Control::INCREASE));
else if (mInputBinder->getJoystickButtonBinding (c, mFakeDeviceID, ICS::Control::INCREASE) != ICS_MAX_DEVICE_BUTTONS )
return sdlControllerButtonToString(mInputBinder->getJoystickButtonBinding (c, mFakeDeviceID, ICS::Control::INCREASE));
else
return "#{sNone}";
}
std::vector<int> InputManager::getActionKeySorting()
{
std::vector<int> ret;
ret.push_back(A_MoveForward);
ret.push_back(A_MoveBackward);
ret.push_back(A_MoveLeft);
ret.push_back(A_MoveRight);
ret.push_back(A_TogglePOV);
ret.push_back(A_ZoomIn);
ret.push_back(A_ZoomOut);
ret.push_back(A_Run);
ret.push_back(A_AlwaysRun);
ret.push_back(A_Sneak);
ret.push_back(A_Activate);
ret.push_back(A_Use);
ret.push_back(A_ToggleWeapon);
ret.push_back(A_ToggleSpell);
ret.push_back(A_CycleSpellLeft);
ret.push_back(A_CycleSpellRight);
ret.push_back(A_CycleWeaponLeft);
ret.push_back(A_CycleWeaponRight);
ret.push_back(A_AutoMove);
ret.push_back(A_Jump);
ret.push_back(A_Inventory);
ret.push_back(A_Journal);
ret.push_back(A_Rest);
ret.push_back(A_Console);
ret.push_back(A_QuickSave);
ret.push_back(A_QuickLoad);
ret.push_back(A_ToggleHUD);
ret.push_back(A_Screenshot);
ret.push_back(A_QuickKeysMenu);
ret.push_back(A_QuickKey1);
ret.push_back(A_QuickKey2);
ret.push_back(A_QuickKey3);
ret.push_back(A_QuickKey4);
ret.push_back(A_QuickKey5);
ret.push_back(A_QuickKey6);
ret.push_back(A_QuickKey7);
ret.push_back(A_QuickKey8);
ret.push_back(A_QuickKey9);
ret.push_back(A_QuickKey10);
return ret;
}
std::vector<int> InputManager::getActionControllerSorting()
{
std::vector<int> ret;
ret.push_back(A_TogglePOV);
ret.push_back(A_ZoomIn);
ret.push_back(A_ZoomOut);
ret.push_back(A_Sneak);
ret.push_back(A_Activate);
ret.push_back(A_Use);
ret.push_back(A_ToggleWeapon);
ret.push_back(A_ToggleSpell);
ret.push_back(A_AutoMove);
ret.push_back(A_Jump);
ret.push_back(A_Inventory);
ret.push_back(A_Journal);
ret.push_back(A_Rest);
ret.push_back(A_QuickSave);
ret.push_back(A_QuickLoad);
ret.push_back(A_ToggleHUD);
ret.push_back(A_Screenshot);
ret.push_back(A_QuickKeysMenu);
ret.push_back(A_QuickKey1);
ret.push_back(A_QuickKey2);
ret.push_back(A_QuickKey3);
ret.push_back(A_QuickKey4);
ret.push_back(A_QuickKey5);
ret.push_back(A_QuickKey6);
ret.push_back(A_QuickKey7);
ret.push_back(A_QuickKey8);
ret.push_back(A_QuickKey9);
ret.push_back(A_QuickKey10);
ret.push_back(A_CycleSpellLeft);
ret.push_back(A_CycleSpellRight);
ret.push_back(A_CycleWeaponLeft);
ret.push_back(A_CycleWeaponRight);
return ret;
}
void InputManager::enableDetectingBindingMode (int action, bool keyboard)
{
mDetectingKeyboard = keyboard;
ICS::Control* c = mInputBinder->getChannel (action)->getAttachedControls ().front().control;
mInputBinder->enableDetectingBindingState (c, ICS::Control::INCREASE);
}
void InputManager::keyBindingDetected(ICS::InputControlSystem* ICS, ICS::Control* control
, SDL_Scancode key, ICS::Control::ControlChangingDirection direction)
{
//Disallow binding escape key
if(key==SDL_SCANCODE_ESCAPE)
{
//Stop binding if esc pressed
mInputBinder->cancelDetectingBindingState();
MWBase::Environment::get().getWindowManager ()->notifyInputActionBound ();
return;
}
// Disallow binding reserved keys
if (key == SDL_SCANCODE_F3 || key == SDL_SCANCODE_F4 || key == SDL_SCANCODE_F10)
return;
#ifndef __APPLE__
// Disallow binding Windows/Meta keys
if (key == SDL_SCANCODE_LGUI || key == SDL_SCANCODE_RGUI)
return;
#endif
if(!mDetectingKeyboard)
return;
clearAllKeyBindings(control);
control->setInitialValue(0.0f);
ICS::DetectingBindingListener::keyBindingDetected (ICS, control, key, direction);
MWBase::Environment::get().getWindowManager ()->notifyInputActionBound ();
}
void InputManager::mouseAxisBindingDetected(ICS::InputControlSystem* ICS, ICS::Control* control
, ICS::InputControlSystem::NamedAxis axis, ICS::Control::ControlChangingDirection direction)
{
// we don't want mouse movement bindings
return;
}
void InputManager::mouseButtonBindingDetected(ICS::InputControlSystem* ICS, ICS::Control* control
, unsigned int button, ICS::Control::ControlChangingDirection direction)
{
if(!mDetectingKeyboard)
return;
clearAllKeyBindings(control);
control->setInitialValue(0.0f);
ICS::DetectingBindingListener::mouseButtonBindingDetected (ICS, control, button, direction);
MWBase::Environment::get().getWindowManager ()->notifyInputActionBound ();
}
void InputManager::mouseWheelBindingDetected(ICS::InputControlSystem* ICS, ICS::Control* control
, ICS::InputControlSystem::MouseWheelClick click, ICS::Control::ControlChangingDirection direction)
{
if(!mDetectingKeyboard)
return;
clearAllKeyBindings(control);
control->setInitialValue(0.0f);
ICS::DetectingBindingListener::mouseWheelBindingDetected(ICS, control, click, direction);
MWBase::Environment::get().getWindowManager()->notifyInputActionBound();
}
void InputManager::joystickAxisBindingDetected(ICS::InputControlSystem* ICS, int deviceID, ICS::Control* control
, int axis, ICS::Control::ControlChangingDirection direction)
{
//only allow binding to the trigers
if(axis != SDL_CONTROLLER_AXIS_TRIGGERLEFT && axis != SDL_CONTROLLER_AXIS_TRIGGERRIGHT)
return;
if(mDetectingKeyboard)
return;
clearAllControllerBindings(control);
control->setValue(0.5f); //axis bindings must start at 0.5
control->setInitialValue(0.5f);
ICS::DetectingBindingListener::joystickAxisBindingDetected (ICS, deviceID, control, axis, direction);
MWBase::Environment::get().getWindowManager ()->notifyInputActionBound ();
}
void InputManager::joystickButtonBindingDetected(ICS::InputControlSystem* ICS, int deviceID, ICS::Control* control
, unsigned int button, ICS::Control::ControlChangingDirection direction)
{
if(mDetectingKeyboard)
return;
clearAllControllerBindings(control);
control->setInitialValue(0.0f);
ICS::DetectingBindingListener::joystickButtonBindingDetected (ICS, deviceID, control, button, direction);
MWBase::Environment::get().getWindowManager ()->notifyInputActionBound ();
}
void InputManager::clearAllKeyBindings (ICS::Control* control)
{
// right now we don't really need multiple bindings for the same action, so remove all others first
if (mInputBinder->getKeyBinding (control, ICS::Control::INCREASE) != SDL_SCANCODE_UNKNOWN)
mInputBinder->removeKeyBinding (mInputBinder->getKeyBinding (control, ICS::Control::INCREASE));
if (mInputBinder->getMouseButtonBinding (control, ICS::Control::INCREASE) != ICS_MAX_DEVICE_BUTTONS)
mInputBinder->removeMouseButtonBinding (mInputBinder->getMouseButtonBinding (control, ICS::Control::INCREASE));
if (mInputBinder->getMouseWheelBinding (control, ICS::Control::INCREASE) != ICS::InputControlSystem::MouseWheelClick::UNASSIGNED)
mInputBinder->removeMouseWheelBinding (mInputBinder->getMouseWheelBinding(control, ICS::Control::INCREASE));
}
void InputManager::clearAllControllerBindings (ICS::Control* control)
{
// right now we don't really need multiple bindings for the same action, so remove all others first
if (mInputBinder->getJoystickAxisBinding (control, mFakeDeviceID, ICS::Control::INCREASE) != SDL_SCANCODE_UNKNOWN)
mInputBinder->removeJoystickAxisBinding (mFakeDeviceID, mInputBinder->getJoystickAxisBinding (control, mFakeDeviceID, ICS::Control::INCREASE));
if (mInputBinder->getJoystickButtonBinding (control, mFakeDeviceID, ICS::Control::INCREASE) != ICS_MAX_DEVICE_BUTTONS)
mInputBinder->removeJoystickButtonBinding (mFakeDeviceID, mInputBinder->getJoystickButtonBinding (control, mFakeDeviceID, ICS::Control::INCREASE));
}
int InputManager::countSavedGameRecords() const
{
return 1;
}
void InputManager::write(ESM::ESMWriter& writer, Loading::Listener& /*progress*/)
{
ESM::ControlsState controls;
controls.mViewSwitchDisabled = !getControlSwitch("playerviewswitch");
controls.mControlsDisabled = !getControlSwitch("playercontrols");
controls.mJumpingDisabled = !getControlSwitch("playerjumping");
controls.mLookingDisabled = !getControlSwitch("playerlooking");
controls.mVanityModeDisabled = !getControlSwitch("vanitymode");
controls.mWeaponDrawingDisabled = !getControlSwitch("playerfighting");
controls.mSpellDrawingDisabled = !getControlSwitch("playermagic");
writer.startRecord (ESM::REC_INPU);
controls.save(writer);
writer.endRecord (ESM::REC_INPU);
}
void InputManager::readRecord(ESM::ESMReader& reader, uint32_t type)
{
if (type == ESM::REC_INPU)
{
ESM::ControlsState controls;
controls.load(reader);
toggleControlSwitch("playerviewswitch", !controls.mViewSwitchDisabled);
toggleControlSwitch("playercontrols", !controls.mControlsDisabled);
toggleControlSwitch("playerjumping", !controls.mJumpingDisabled);
toggleControlSwitch("playerlooking", !controls.mLookingDisabled);
toggleControlSwitch("vanitymode", !controls.mVanityModeDisabled);
toggleControlSwitch("playerfighting", !controls.mWeaponDrawingDisabled);
toggleControlSwitch("playermagic", !controls.mSpellDrawingDisabled);
}
}
void InputManager::resetToDefaultKeyBindings()
{
loadKeyDefaults(true);
}
void InputManager::resetToDefaultControllerBindings()
{
loadControllerDefaults(true);
}
void InputManager::setJoystickLastUsed(bool enabled)
{
mControllerManager->setJoystickLastUsed(enabled);
}
bool InputManager::joystickLastUsed()
{
return mControllerManager->joystickLastUsed();
}
}