tge/engine/platformX86UNIX/x86UNIXInputManager.cc
2017-04-17 06:17:10 -06:00

1821 lines
53 KiB
C++
Executable File

//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#include "platformX86UNIX/platformX86UNIX.h"
#include "console/consoleTypes.h"
#include "platform/event.h"
#include "platform/gameInterface.h"
#include "platformX86UNIX/x86UNIXState.h"
#include "platformX86UNIX/x86UNIXInputManager.h"
#include "math/mMathFn.h"
#include <X11/Xlib.h>
#include <X11/Xutil.h>
#include <X11/Xatom.h>
#include <X11/keysym.h>
#include <SDL/SDL.h>
// ascii table
AsciiData AsciiTable[NUM_KEYS];
// keymap table
static const U32 SDLtoTKeyMapSize = SDLK_LAST;
static U8 SDLtoTKeyMap[SDLtoTKeyMapSize];
static bool keyMapsInitialized = false;
// helper functions
static void MapKey(Uint16 SDLkey, U8 tkey, KeySym xkeysym);
static void InitKeyMaps();
static inline U8 TranslateSDLKeytoTKey(SDLKey keysym);
// unix platform state
extern x86UNIXPlatformState * x86UNIXState;
// constants
static const U32 MouseMask = SDL_MOUSEEVENTMASK;
static const U32 KeyboardMask = SDL_KEYUPMASK | SDL_KEYDOWNMASK;
static const U32 JoystickMask = SDL_JOYEVENTMASK;
static const U32 AllInputEvents = MouseMask | KeyboardMask | JoystickMask;
// defined in SDL
extern "C" Uint16 X11_KeyToUnicode( SDLKey keysym, SDLMod modifiers );
//==============================================================================
// Static helper functions
//==============================================================================
static void MapKey(Uint16 SDLkey, U8 tkey, KeySym xkeysym)
{
DisplayPtrManager xdisplay;
Display* display = xdisplay.getDisplayPointer();
SDLtoTKeyMap[SDLkey] = tkey;
Uint16 key = 0;
SDLKey skey = (SDLKey)SDLkey;
SDLMod mod = KMOD_NONE;
// lower case
key = X11_KeyToUnicode( skey, mod );
AsciiTable[tkey].lower.ascii = key;
// upper case
mod = KMOD_LSHIFT;
key = X11_KeyToUnicode( skey, mod );
AsciiTable[tkey].upper.ascii = key;
// goofy (i18n) case
mod = KMOD_MODE;
key = X11_KeyToUnicode( skey, mod );
AsciiTable[tkey].goofy.ascii = key;
#if 0
if (xkeysym == 0)
return;
XKeyPressedEvent fooKey;
const int keybufSize = 256;
char keybuf[keybufSize];
// find the x keycode for the keysym
KeyCode xkeycode = XKeysymToKeycode(
display, xkeysym);
// Display *dpy = XOpenDisplay(NULL);
// KeyCode xkeycode = XKeysymToKeycode(
// dpy, xkeysym);
if (!xkeycode)
return;
// create an event with the keycode
dMemset(&fooKey, 0, sizeof(fooKey));
fooKey.type = KeyPress;
fooKey.display = display;
fooKey.window = DefaultRootWindow(display);
fooKey.time = CurrentTime;
fooKey.keycode = xkeycode;
// translate the event with no modifiers (yields lowercase)
KeySym dummyKeySym;
int numChars = XLookupString(
&fooKey, keybuf, keybufSize, &dummyKeySym, NULL);
if (numChars)
{
//Con::printf("assigning lowercase string %c", *keybuf);
// ignore everything but first char
AsciiTable[tkey].lower.ascii = *keybuf;
AsciiTable[tkey].goofy.ascii = *keybuf;
}
// translate the event with shift modifier (yields uppercase)
fooKey.state |= ShiftMask;
numChars = XLookupString(&fooKey, keybuf, keybufSize, &dummyKeySym, NULL);
if (numChars)
{
//Con::printf("assigning uppercase string %c", *keybuf);
// ignore everything but first char
AsciiTable[tkey].upper.ascii = *keybuf;
}
#endif
}
//------------------------------------------------------------------------------
void InitKeyMaps()
{
dMemset( &AsciiTable, 0, sizeof( AsciiTable ) );
dMemset(SDLtoTKeyMap, KEY_NULL, SDLtoTKeyMapSize);
// set up the X to Torque key map
// stuff
MapKey(SDLK_BACKSPACE, KEY_BACKSPACE, XK_BackSpace);
MapKey(SDLK_TAB, KEY_TAB, XK_Tab);
MapKey(SDLK_RETURN, KEY_RETURN, XK_Return);
MapKey(SDLK_PAUSE, KEY_PAUSE, XK_Pause);
MapKey(SDLK_CAPSLOCK, KEY_CAPSLOCK, XK_Caps_Lock);
MapKey(SDLK_ESCAPE, KEY_ESCAPE, XK_Escape);
// more stuff
MapKey(SDLK_SPACE, KEY_SPACE, XK_space);
MapKey(SDLK_PAGEDOWN, KEY_PAGE_DOWN, XK_Page_Down);
MapKey(SDLK_PAGEUP, KEY_PAGE_UP, XK_Page_Up);
MapKey(SDLK_END, KEY_END, XK_End);
MapKey(SDLK_HOME, KEY_HOME, XK_Home);
MapKey(SDLK_LEFT, KEY_LEFT, XK_Left);
MapKey(SDLK_UP, KEY_UP, XK_Up);
MapKey(SDLK_RIGHT, KEY_RIGHT, XK_Right);
MapKey(SDLK_DOWN, KEY_DOWN, XK_Down);
MapKey(SDLK_PRINT, KEY_PRINT, XK_Print);
MapKey(SDLK_INSERT, KEY_INSERT, XK_Insert);
MapKey(SDLK_DELETE, KEY_DELETE, XK_Delete);
S32 keysym;
S32 tkeycode;
KeySym xkey;
// main numeric keys
for (keysym = SDLK_0, tkeycode = KEY_0, xkey = XK_0;
keysym <= SDLK_9;
++keysym, ++tkeycode, ++xkey)
MapKey(static_cast<SDLKey>(keysym), tkeycode, xkey);
// lowercase letters
for (keysym = SDLK_a, tkeycode = KEY_A, xkey = XK_a;
keysym <= SDLK_z;
++keysym, ++tkeycode, ++xkey)
MapKey(static_cast<SDLKey>(keysym), tkeycode, xkey);
// various punctuation
MapKey('|', KEY_TILDE, XK_grave);
MapKey(SDLK_BACKQUOTE, KEY_TILDE, XK_grave);
MapKey(SDLK_MINUS, KEY_MINUS, XK_minus);
MapKey(SDLK_EQUALS, KEY_EQUALS, XK_equal);
MapKey(SDLK_LEFTBRACKET, KEY_LBRACKET, XK_bracketleft);
MapKey('{', KEY_LBRACKET, XK_bracketleft);
MapKey(SDLK_RIGHTBRACKET, KEY_RBRACKET, XK_bracketright);
MapKey('}', KEY_RBRACKET, XK_bracketright);
MapKey(SDLK_BACKSLASH, KEY_BACKSLASH, XK_backslash);
MapKey(SDLK_SEMICOLON, KEY_SEMICOLON, XK_semicolon);
MapKey(SDLK_QUOTE, KEY_APOSTROPHE, XK_apostrophe);
MapKey(SDLK_COMMA, KEY_COMMA, XK_comma);
MapKey(SDLK_PERIOD, KEY_PERIOD, XK_period);
MapKey(SDLK_SLASH, KEY_SLASH, XK_slash);
// numpad numbers
for (keysym = SDLK_KP0, tkeycode = KEY_NUMPAD0, xkey = XK_KP_0;
keysym <= SDLK_KP9;
++keysym, ++tkeycode, ++xkey)
MapKey(static_cast<SDLKey>(keysym), tkeycode, xkey);
// other numpad stuff
MapKey(SDLK_KP_MULTIPLY, KEY_MULTIPLY, XK_KP_Multiply);
MapKey(SDLK_KP_PLUS, KEY_ADD, XK_KP_Add);
MapKey(SDLK_KP_EQUALS, KEY_SEPARATOR, XK_KP_Separator);
MapKey(SDLK_KP_MINUS, KEY_SUBTRACT, XK_KP_Subtract);
MapKey(SDLK_KP_PERIOD, KEY_DECIMAL, XK_KP_Decimal);
MapKey(SDLK_KP_DIVIDE, KEY_DIVIDE, XK_KP_Divide);
MapKey(SDLK_KP_ENTER, KEY_NUMPADENTER, XK_KP_Enter);
// F keys
for (keysym = SDLK_F1, tkeycode = KEY_F1, xkey = XK_F1;
keysym <= SDLK_F15;
++keysym, ++tkeycode, ++xkey)
MapKey(static_cast<SDLKey>(keysym), tkeycode, xkey);
// various modifiers
MapKey(SDLK_NUMLOCK, KEY_NUMLOCK, XK_Num_Lock);
MapKey(SDLK_SCROLLOCK, KEY_SCROLLLOCK, XK_Scroll_Lock);
MapKey(SDLK_LCTRL, KEY_LCONTROL, XK_Control_L);
MapKey(SDLK_RCTRL, KEY_RCONTROL, XK_Control_R);
MapKey(SDLK_LALT, KEY_LALT, XK_Alt_L);
MapKey(SDLK_RALT, KEY_RALT, XK_Alt_R);
MapKey(313, KEY_RALT, XK_Alt_R);
MapKey(SDLK_LSHIFT, KEY_LSHIFT, XK_Shift_L);
MapKey(SDLK_RSHIFT, KEY_RSHIFT, XK_Shift_R);
MapKey(SDLK_LSUPER, KEY_WIN_LWINDOW, 0);
MapKey(SDLK_RSUPER, KEY_WIN_RWINDOW, 0);
MapKey(SDLK_MENU, KEY_WIN_APPS, 0);
MapKey(SDLK_MODE, KEY_OEM_102, 0);
keyMapsInitialized = true;
};
//------------------------------------------------------------------------------
U8 TranslateSDLKeytoTKey(SDLKey keysym)
{
if (!keyMapsInitialized)
{
Con::printf("WARNING: SDLkeysymMap is not initialized");
return 0;
}
if (keysym < 0 ||
static_cast<U32>(keysym) >= SDLtoTKeyMapSize)
{
Con::printf("WARNING: invalid keysym: %d", keysym);
return 0;
}
return SDLtoTKeyMap[keysym];
}
//------------------------------------------------------------------------------
// this shouldn't be used, use TranslateSDLKeytoTKey instead
U8 TranslateOSKeyCode(U8 vcode)
{
Con::printf("WARNING: TranslateOSKeyCode is not supported in unix");
return 0;
}
//==============================================================================
// UInputManager
//==============================================================================
UInputManager::UInputManager()
{
mActive = false;
mEnabled = false;
mLocking = true; // locking enabled by default
mKeyboardEnabled = mMouseEnabled = mJoystickEnabled = false;
mKeyboardActive = mMouseActive = mJoystickActive = false;
}
//------------------------------------------------------------------------------
void UInputManager::init()
{
Con::addVariable( "pref::Input::KeyboardEnabled",
TypeBool, &mKeyboardEnabled );
Con::addVariable( "pref::Input::MouseEnabled",
TypeBool, &mMouseEnabled );
Con::addVariable( "pref::Input::JoystickEnabled",
TypeBool, &mJoystickEnabled );
}
//------------------------------------------------------------------------------
bool UInputManager::enable()
{
disable();
#ifdef LOG_INPUT
Input::log( "Enabling Input...\n" );
#endif
mModifierKeys = 0;
dMemset( mMouseButtonState, 0, sizeof( mMouseButtonState ) );
dMemset( mKeyboardState, 0, 256 );
InitKeyMaps();
mJoystickEnabled = false;
initJoystick();
mEnabled = true;
mMouseEnabled = true;
mKeyboardEnabled = true;
SDL_EnableKeyRepeat(
SDL_DEFAULT_REPEAT_DELAY,
SDL_DEFAULT_REPEAT_INTERVAL);
return true;
}
//------------------------------------------------------------------------------
void UInputManager::disable()
{
deactivate();
mEnabled = false;
return;
}
//------------------------------------------------------------------------------
void UInputManager::initJoystick()
{
mJoystickList.clear();
// initialize SDL joystick system
if (SDL_InitSubSystem(SDL_INIT_JOYSTICK) < 0)
{
Con::warnf(" Unable to initialize joystick: %s", SDL_GetError());
return;
}
int numJoysticks = SDL_NumJoysticks();
if (numJoysticks == 0)
Con::printf(" No joysticks found.");
// disable joystick events (use polling instead)
SDL_JoystickEventState(SDL_IGNORE);
// install joysticks
for(int i = 0; i < numJoysticks; i++ )
{
JoystickInputDevice* newDevice = new JoystickInputDevice(i);
addObject(newDevice);
mJoystickList.push_back(newDevice);
Con::printf(" %s: %s",
newDevice->getDeviceName(), newDevice->getName());
#ifdef LOG_INPUT
Input::log(" %s: %s\n",
newDevice->getDeviceName(), newDevice->getName());
#endif
}
mJoystickEnabled = true;
}
//------------------------------------------------------------------------------
void UInputManager::activate()
{
if (mEnabled && !isActive())
{
mActive = true;
SDL_ShowCursor(SDL_DISABLE);
resetInputState();
// hack; if the mouse or keyboard has been disabled, re-enable them.
// prevents scripts like default.cs from breaking our input, although
// there is probably a better solution
mMouseEnabled = mKeyboardEnabled = true;
activateMouse();
activateKeyboard();
activateJoystick();
if (x86UNIXState->windowLocked())
lockInput();
}
}
//------------------------------------------------------------------------------
void UInputManager::deactivate()
{
if (mEnabled && isActive())
{
unlockInput();
deactivateKeyboard();
deactivateMouse();
deactivateJoystick();
resetInputState();
SDL_ShowCursor(SDL_ENABLE);
mActive = false;
}
}
//------------------------------------------------------------------------------
void UInputManager::resetKeyboardState()
{
// unpress any pressed keys; in the future we may want
// to actually sync with the keyboard state
for (int i = 0; i < 256; ++i)
{
if (mKeyboardState[i])
{
InputEvent event;
event.deviceInst = 0;
event.deviceType = KeyboardDeviceType;
event.objType = SI_KEY;
event.objInst = i;
event.action = SI_BREAK;
event.fValue = 0.0;
Game->postEvent(event);
}
}
dMemset(mKeyboardState, 0, 256);
// clear modifier keys
mModifierKeys = 0;
}
//------------------------------------------------------------------------------
void UInputManager::resetMouseState()
{
// unpress any buttons; in the future we may want
// to actually sync with the mouse state
for (int i = 0; i < 3; ++i)
{
if (mMouseButtonState[i])
{
// add KEY_BUTTON0 to the index to get the real
// button ID
S32 buttonID = i + KEY_BUTTON0;
InputEvent event;
event.deviceInst = 0;
event.deviceType = MouseDeviceType;
event.objType = SI_BUTTON;
event.objInst = buttonID;
event.action = SI_BREAK;
event.fValue = 0.0;
Game->postEvent(event);
}
}
dMemset(mMouseButtonState, 0, 3);
}
//------------------------------------------------------------------------------
void UInputManager::resetInputState()
{
resetKeyboardState();
resetMouseState();
// reset joysticks
for (Vector<JoystickInputDevice*>::iterator iter = mJoystickList.begin();
iter != mJoystickList.end();
++iter)
{
(*iter)->reset();
}
// JMQTODO: make event arrays be members
// dispose of any lingering SDL input events
static const int MaxEvents = 255;
static SDL_Event events[MaxEvents];
SDL_PumpEvents();
SDL_PeepEvents(events, MaxEvents, SDL_GETEVENT,
AllInputEvents);
}
//------------------------------------------------------------------------------
void UInputManager::setLocking(bool enabled)
{
mLocking = enabled;
if (mLocking)
lockInput();
else
unlockInput();
}
//------------------------------------------------------------------------------
void UInputManager::lockInput()
{
if (x86UNIXState->windowActive() && x86UNIXState->windowLocked() &&
mLocking &&
SDL_WM_GrabInput(SDL_GRAB_QUERY) == SDL_GRAB_OFF)
SDL_WM_GrabInput(SDL_GRAB_ON);
}
//------------------------------------------------------------------------------
void UInputManager::unlockInput()
{
if (SDL_WM_GrabInput(SDL_GRAB_QUERY) == SDL_GRAB_ON)
SDL_WM_GrabInput(SDL_GRAB_OFF);
}
//------------------------------------------------------------------------------
void UInputManager::onDeleteNotify( SimObject* object )
{
Parent::onDeleteNotify( object );
}
//------------------------------------------------------------------------------
bool UInputManager::onAdd()
{
if ( !Parent::onAdd() )
return false;
return true;
}
//------------------------------------------------------------------------------
void UInputManager::onRemove()
{
deactivate();
Parent::onRemove();
}
//------------------------------------------------------------------------------
void UInputManager::mouseMotionEvent(const SDL_Event& event)
{
// Con::printf("motion event: %d %d %d %d",
// event.motion.xrel, event.motion.yrel,
// event.motion.x, event.motion.y);
if (x86UNIXState->windowLocked())
{
InputEvent ievent;
ievent.deviceInst = 0;
ievent.deviceType = MouseDeviceType;
ievent.objInst = 0;
ievent.modifier = mModifierKeys;
ievent.ascii = 0;
ievent.action = SI_MOVE;
// post events if things have changed
if (event.motion.xrel != 0)
{
ievent.objType = SI_XAXIS;
ievent.fValue = event.motion.xrel;
Game->postEvent(ievent);
}
if (event.motion.yrel != 0)
{
ievent.objType = SI_YAXIS;
ievent.fValue = event.motion.yrel;
Game->postEvent(ievent);
}
#ifdef LOG_INPUT
#ifdef LOG_MOUSEMOVE
Input::log( "EVENT (Input): Mouse relative move (%.1f, %.1f).\n",
event.motion.xrel != 0 ? F32(event.motion.xrel) : 0.0,
event.motion.yrel != 0 ? F32(event.motion.yrel) : 0.0);
#endif
#endif
}
else
{
MouseMoveEvent mmevent;
mmevent.xPos = mLastMouseX = event.motion.x;
mmevent.yPos = mLastMouseY = event.motion.y;
mmevent.modifier = mModifierKeys;
Game->postEvent(mmevent);
#ifdef LOG_INPUT
#ifdef LOG_MOUSEMOVE
Input::log( "EVENT (Input): Mouse absolute move (%.1f, %.1f).\n",
F32(event.motion.x),
F32(event.motion.y));
#endif
#endif
}
}
//------------------------------------------------------------------------------
void UInputManager::joyButtonEvent(const SDL_Event& event)
{
joyButtonEvent(event.jbutton.which, event.jbutton.button,
event.type == SDL_JOYBUTTONDOWN);
}
//------------------------------------------------------------------------------
void UInputManager::joyButtonEvent(U8 deviceID, U8 buttonNum, bool pressed)
{
S32 action = pressed ? SI_MAKE : SI_BREAK;
S32 objInst = buttonNum + KEY_BUTTON0;
InputEvent ievent;
ievent.deviceInst = deviceID;
ievent.deviceType = JoystickDeviceType;
ievent.modifier = mModifierKeys;
ievent.ascii = 0;
ievent.objType = SI_BUTTON;
ievent.objInst = objInst;
ievent.action = action;
ievent.fValue = (action == SI_MAKE) ? 1.0 : 0.0;
Game->postEvent(ievent);
#ifdef LOG_INPUT
Input::log( "EVENT (Input): joystick%d button%d %s. MODS:%c%c%c \n",
deviceID,
buttonNum,
pressed ? "pressed" : "released",
( mModifierKeys & SI_SHIFT ? 'S' : '.' ),
( mModifierKeys & SI_CTRL ? 'C' : '.' ),
( mModifierKeys & SI_ALT ? 'A' : '.' ));
#endif
}
//------------------------------------------------------------------------------
void UInputManager::joyHatEvent(U8 deviceID, U8 hatNum,
U8 prevHatState, U8 currHatState)
{
if (prevHatState == currHatState)
return;
InputEvent ievent;
ievent.deviceInst = deviceID;
ievent.deviceType = JoystickDeviceType;
ievent.modifier = mModifierKeys;
ievent.ascii = 0;
ievent.objType = SI_POV;
// first break any positions that are no longer valid
ievent.action = SI_BREAK;
ievent.fValue = 0.0;
if (prevHatState & SDL_HAT_UP && !(currHatState & SDL_HAT_UP))
{
#ifdef LOG_INPUT
Input::log( "EVENT (Input): Up POV released.\n");
#endif
ievent.objInst = SI_UPOV;
Game->postEvent(ievent);
}
else if (prevHatState & SDL_HAT_DOWN && !(currHatState & SDL_HAT_DOWN))
{
#ifdef LOG_INPUT
Input::log( "EVENT (Input): Down POV released.\n");
#endif
ievent.objInst = SI_DPOV;
Game->postEvent(ievent);
}
if (prevHatState & SDL_HAT_LEFT && !(currHatState & SDL_HAT_LEFT))
{
#ifdef LOG_INPUT
Input::log( "EVENT (Input): Left POV released.\n");
#endif
ievent.objInst = SI_LPOV;
Game->postEvent(ievent);
}
else if (prevHatState & SDL_HAT_RIGHT && !(currHatState & SDL_HAT_RIGHT))
{
#ifdef LOG_INPUT
Input::log( "EVENT (Input): Right POV released.\n");
#endif
ievent.objInst = SI_RPOV;
Game->postEvent(ievent);
}
// now do the make events
ievent.action = SI_MAKE;
ievent.fValue = 1.0;
if (!(prevHatState & SDL_HAT_UP) && currHatState & SDL_HAT_UP)
{
#ifdef LOG_INPUT
Input::log( "EVENT (Input): Up POV pressed.\n");
#endif
ievent.objInst = SI_UPOV;
Game->postEvent(ievent);
}
else if (!(prevHatState & SDL_HAT_DOWN) && currHatState & SDL_HAT_DOWN)
{
#ifdef LOG_INPUT
Input::log( "EVENT (Input): Down POV pressed.\n");
#endif
ievent.objInst = SI_DPOV;
Game->postEvent(ievent);
}
if (!(prevHatState & SDL_HAT_LEFT) && currHatState & SDL_HAT_LEFT)
{
#ifdef LOG_INPUT
Input::log( "EVENT (Input): Left POV pressed.\n");
#endif
ievent.objInst = SI_LPOV;
Game->postEvent(ievent);
}
else if (!(prevHatState & SDL_HAT_RIGHT) && currHatState & SDL_HAT_RIGHT)
{
#ifdef LOG_INPUT
Input::log( "EVENT (Input): Right POV pressed.\n");
#endif
ievent.objInst = SI_RPOV;
Game->postEvent(ievent);
}
}
//------------------------------------------------------------------------------
void UInputManager::joyAxisEvent(const SDL_Event& event)
{
joyAxisEvent(event.jaxis.which, event.jaxis.axis, event.jaxis.value);
}
//------------------------------------------------------------------------------
void UInputManager::joyAxisEvent(U8 deviceID, U8 axisNum, S16 axisValue)
{
JoystickInputDevice* stick;
stick = mJoystickList[deviceID];
AssertFatal(stick, "JoystickInputDevice* is NULL");
JoystickAxisInfo axisInfo = stick->getAxisInfo(axisNum);
if (axisInfo.type == -1)
return;
// scale the value to [-1,1]
F32 scaledValue = 0;
if (axisValue < 0)
scaledValue = -F32(axisValue) / axisInfo.minValue;
else if (axisValue > 0)
scaledValue = F32(axisValue) / axisInfo.maxValue;
// F32 range = F32(axisInfo.maxValue - axisInfo.minValue);
// F32 scaledValue = F32((2 * axisValue) - axisInfo.maxValue -
// axisInfo.minValue) / range;
if (scaledValue > 1.f)
scaledValue = 1.f;
else if (scaledValue < -1.f)
scaledValue = -1.f;
// create and post the event
InputEvent ievent;
ievent.deviceInst = deviceID;
ievent.deviceType = JoystickDeviceType;
ievent.modifier = mModifierKeys;
ievent.ascii = 0;
ievent.objType = axisInfo.type;
ievent.objInst = 0;
ievent.action = SI_MOVE;
ievent.fValue = scaledValue;
Game->postEvent(ievent);
#ifdef LOG_INPUT
Input::log( "EVENT (Input): joystick axis %d moved: %.1f.\n",
axisNum, ievent.fValue);
#endif
}
//------------------------------------------------------------------------------
void UInputManager::mouseButtonEvent(const SDL_Event& event)
{
S32 action = (event.type == SDL_MOUSEBUTTONDOWN) ? SI_MAKE : SI_BREAK;
S32 objInst = -1;
// JMQTODO: support wheel delta like windows version?
// JMQTODO: make this value configurable?
S32 wheelDelta = 10;
bool wheel = false;
switch (event.button.button)
{
case SDL_BUTTON_LEFT:
objInst = KEY_BUTTON0;
break;
case SDL_BUTTON_RIGHT:
objInst = KEY_BUTTON1;
break;
case SDL_BUTTON_MIDDLE:
objInst = KEY_BUTTON2;
break;
case Button4:
wheel = true;
break;
case Button5:
wheel = true;
wheelDelta = -wheelDelta;
break;
}
if (objInst == -1 && !wheel)
// unsupported button
return;
InputEvent ievent;
ievent.deviceInst = 0;
ievent.deviceType = MouseDeviceType;
ievent.modifier = mModifierKeys;
ievent.ascii = 0;
if (wheel)
{
// SDL generates a button press/release for each wheel move,
// so ignore breaks to translate those into a single event
if (action == SI_BREAK)
return;
ievent.objType = SI_ZAXIS;
ievent.objInst = 0;
ievent.action = SI_MOVE;
ievent.fValue = wheelDelta;
#ifdef LOG_INPUT
Input::log( "EVENT (Input): mouse wheel moved %s: %.1f. MODS:%c%c%c\n",
wheelDelta > 0 ? "up" : "down",
ievent.fValue,
( mModifierKeys & SI_SHIFT ? 'S' : '.' ),
( mModifierKeys & SI_CTRL ? 'C' : '.' ),
( mModifierKeys & SI_ALT ? 'A' : '.' ));
#endif
}
else // regular button
{
S32 buttonID = (objInst - KEY_BUTTON0);
if (buttonID < 3)
mMouseButtonState[buttonID] = ( action == SI_MAKE ) ? true : false;
ievent.objType = SI_BUTTON;
ievent.objInst = objInst;
ievent.action = action;
ievent.fValue = (action == SI_MAKE) ? 1.0 : 0.0;
#ifdef LOG_INPUT
Input::log( "EVENT (Input): mouse button%d %s. MODS:%c%c%c\n",
buttonID,
action == SI_MAKE ? "pressed" : "released",
( mModifierKeys & SI_SHIFT ? 'S' : '.' ),
( mModifierKeys & SI_CTRL ? 'C' : '.' ),
( mModifierKeys & SI_ALT ? 'A' : '.' ));
#endif
}
Game->postEvent(ievent);
}
//------------------------------------------------------------------------------
const char* getKeyName( U16 key )
{
switch ( key )
{
case KEY_BACKSPACE: return "Backspace";
case KEY_TAB: return "Tab";
case KEY_RETURN: return "Return";
case KEY_PAUSE: return "Pause";
case KEY_CAPSLOCK: return "CapsLock";
case KEY_ESCAPE: return "Esc";
case KEY_SPACE: return "SpaceBar";
case KEY_PAGE_DOWN: return "PageDown";
case KEY_PAGE_UP: return "PageUp";
case KEY_END: return "End";
case KEY_HOME: return "Home";
case KEY_LEFT: return "Left";
case KEY_UP: return "Up";
case KEY_RIGHT: return "Right";
case KEY_DOWN: return "Down";
case KEY_PRINT: return "PrintScreen";
case KEY_INSERT: return "Insert";
case KEY_DELETE: return "Delete";
case KEY_HELP: return "Help";
case KEY_NUMPAD0: return "Numpad 0";
case KEY_NUMPAD1: return "Numpad 1";
case KEY_NUMPAD2: return "Numpad 2";
case KEY_NUMPAD3: return "Numpad 3";
case KEY_NUMPAD4: return "Numpad 4";
case KEY_NUMPAD5: return "Numpad 5";
case KEY_NUMPAD6: return "Numpad 6";
case KEY_NUMPAD7: return "Numpad 7";
case KEY_NUMPAD8: return "Numpad 8";
case KEY_NUMPAD9: return "Numpad 9";
case KEY_MULTIPLY: return "Multiply";
case KEY_ADD: return "Add";
case KEY_SEPARATOR: return "Separator";
case KEY_SUBTRACT: return "Subtract";
case KEY_DECIMAL: return "Decimal";
case KEY_DIVIDE: return "Divide";
case KEY_NUMPADENTER: return "Numpad Enter";
case KEY_F1: return "F1";
case KEY_F2: return "F2";
case KEY_F3: return "F3";
case KEY_F4: return "F4";
case KEY_F5: return "F5";
case KEY_F6: return "F6";
case KEY_F7: return "F7";
case KEY_F8: return "F8";
case KEY_F9: return "F9";
case KEY_F10: return "F10";
case KEY_F11: return "F11";
case KEY_F12: return "F12";
case KEY_F13: return "F13";
case KEY_F14: return "F14";
case KEY_F15: return "F15";
case KEY_F16: return "F16";
case KEY_F17: return "F17";
case KEY_F18: return "F18";
case KEY_F19: return "F19";
case KEY_F20: return "F20";
case KEY_F21: return "F21";
case KEY_F22: return "F22";
case KEY_F23: return "F23";
case KEY_F24: return "F24";
case KEY_NUMLOCK: return "NumLock";
case KEY_SCROLLLOCK: return "ScrollLock";
case KEY_LCONTROL: return "LCtrl";
case KEY_RCONTROL: return "RCtrl";
case KEY_LALT: return "LAlt";
case KEY_RALT: return "RAlt";
case KEY_LSHIFT: return "LShift";
case KEY_RSHIFT: return "RShift";
case KEY_WIN_LWINDOW: return "LWin";
case KEY_WIN_RWINDOW: return "RWin";
case KEY_WIN_APPS: return "Apps";
}
static char returnString[5];
dSprintf( returnString, sizeof( returnString ), "%c", Input::getAscii( key, STATE_UPPER ) );
return returnString;
}
//------------------------------------------------------------------------------
void UInputManager::keyEvent(const SDL_Event& event)
{
S32 action = (event.type == SDL_KEYDOWN) ? SI_MAKE : SI_BREAK;
InputEvent ievent;
ievent.deviceInst = 0;
ievent.deviceType = KeyboardDeviceType;
ievent.objType = SI_KEY;
ievent.objInst = TranslateSDLKeytoTKey(event.key.keysym.sym);
// if the action is a make but this key is already pressed,
// count it as a repeat
if (action == SI_MAKE && mKeyboardState[ievent.objInst])
action = SI_REPEAT;
ievent.action = action;
ievent.fValue = (action == SI_MAKE || action == SI_REPEAT) ? 1.0 : 0.0;
processKeyEvent(ievent);
Game->postEvent(ievent);
#if 0
if (ievent.action == SI_MAKE)
dPrintf("key event: : %s key pressed. MODS:%c%c%c\n",
getKeyName(ievent.objInst),
( mModifierKeys & SI_SHIFT ? 'S' : '.' ),
( mModifierKeys & SI_CTRL ? 'C' : '.' ),
( mModifierKeys & SI_ALT ? 'A' : '.' ));
else if (ievent.action == SI_REPEAT)
dPrintf("key event: : %s key repeated. MODS:%c%c%c\n",
getKeyName(ievent.objInst),
( mModifierKeys & SI_SHIFT ? 'S' : '.' ),
( mModifierKeys & SI_CTRL ? 'C' : '.' ),
( mModifierKeys & SI_ALT ? 'A' : '.' ));
else if (ievent.action == SI_BREAK)
dPrintf("key event: : %s key released. MODS:%c%c%c\n",
getKeyName(ievent.objInst),
( mModifierKeys & SI_SHIFT ? 'S' : '.' ),
( mModifierKeys & SI_CTRL ? 'C' : '.' ),
( mModifierKeys & SI_ALT ? 'A' : '.' ));
else
dPrintf("unknown key event!\n");
#endif
#ifdef LOG_INPUT
Input::log( "EVENT (Input): %s key %s. MODS:%c%c%c\n",
getKeyName(ievent.objInst),
action == SI_MAKE ? "pressed" : "released",
( mModifierKeys & SI_SHIFT ? 'S' : '.' ),
( mModifierKeys & SI_CTRL ? 'C' : '.' ),
( mModifierKeys & SI_ALT ? 'A' : '.' ));
#endif
}
//------------------------------------------------------------------------------
// This function was ripped from DInputDevice almost entirely intact.
bool UInputManager::processKeyEvent( InputEvent &event )
{
if ( event.deviceType != KeyboardDeviceType || event.objType != SI_KEY )
return false;
bool modKey = false;
U8 keyCode = event.objInst;
if ( event.action == SI_MAKE || event.action == SI_REPEAT)
{
// Maintain the key structure:
mKeyboardState[keyCode] = true;
switch ( event.objInst )
{
case KEY_LSHIFT:
mModifierKeys |= SI_LSHIFT;
modKey = true;
break;
case KEY_RSHIFT:
mModifierKeys |= SI_RSHIFT;
modKey = true;
break;
case KEY_LCONTROL:
mModifierKeys |= SI_LCTRL;
modKey = true;
break;
case KEY_RCONTROL:
mModifierKeys |= SI_RCTRL;
modKey = true;
break;
case KEY_LALT:
mModifierKeys |= SI_LALT;
modKey = true;
break;
case KEY_RALT:
mModifierKeys |= SI_RALT;
modKey = true;
break;
}
}
else
{
// Maintain the keys structure:
mKeyboardState[keyCode] = false;
switch ( event.objInst )
{
case KEY_LSHIFT:
mModifierKeys &= ~SI_LSHIFT;
modKey = true;
break;
case KEY_RSHIFT:
mModifierKeys &= ~SI_RSHIFT;
modKey = true;
break;
case KEY_LCONTROL:
mModifierKeys &= ~SI_LCTRL;
modKey = true;
break;
case KEY_RCONTROL:
mModifierKeys &= ~SI_RCTRL;
modKey = true;
break;
case KEY_LALT:
mModifierKeys &= ~SI_LALT;
modKey = true;
break;
case KEY_RALT:
mModifierKeys &= ~SI_RALT;
modKey = true;
break;
}
}
if ( modKey )
event.modifier = 0;
else
event.modifier = mModifierKeys;
// TODO: alter this getAscii call
KEY_STATE state = STATE_LOWER;
if (event.modifier & (SI_CTRL|SI_ALT) )
{
state = STATE_GOOFY;
}
if ( event.modifier & SI_SHIFT )
{
state = STATE_UPPER;
}
event.ascii = Input::getAscii( event.objInst, state );
return modKey;
}
//------------------------------------------------------------------------------
void UInputManager::setWindowLocked(bool locked)
{
if (locked)
lockInput();
else
{
unlockInput();
// SDL keeps track of abs mouse position in fullscreen mode, which means
// that if you switch to unlocked mode while fullscreen, the mouse will
// suddenly warp to someplace unexpected on screen. To fix this, we
// warp the mouse to the last known Torque abs mouse position.
if (mLastMouseX != -1 && mLastMouseY != -1)
SDL_WarpMouse(mLastMouseX, mLastMouseY);
}
}
//------------------------------------------------------------------------------
void UInputManager::process()
{
if (!mEnabled || !isActive())
return;
// JMQTODO: make these be class members
static const int MaxEvents = 255;
static SDL_Event events[MaxEvents];
U32 mask = 0;
// process keyboard and mouse events
if (mMouseActive)
mask |= MouseMask;
if (mKeyboardActive)
mask |= KeyboardMask;
if (mask != 0)
{
SDL_PumpEvents();
S32 numEvents = SDL_PeepEvents(events, MaxEvents, SDL_GETEVENT, mask);
for (int i = 0; i < numEvents; ++i)
{
switch (events[i].type)
{
case SDL_MOUSEMOTION:
mouseMotionEvent(events[i]);
break;
case SDL_MOUSEBUTTONUP:
case SDL_MOUSEBUTTONDOWN:
mouseButtonEvent(events[i]);
break;
case SDL_KEYDOWN:
case SDL_KEYUP:
keyEvent(events[i]);
break;
}
}
}
// poll joysticks
if (!mJoystickActive)
return;
SDL_JoystickUpdate();
for (Vector<JoystickInputDevice*>::iterator iter = mJoystickList.begin();
iter != mJoystickList.end();
++iter)
{
(*iter)->process();
}
}
//------------------------------------------------------------------------------
bool UInputManager::enableKeyboard()
{
if ( !isEnabled() )
return( false );
if ( isKeyboardEnabled() && isKeyboardActive() )
return( true );
mKeyboardEnabled = true;
if ( isActive() )
mKeyboardEnabled = activateKeyboard();
if ( mKeyboardEnabled )
{
Con::printf( "Keyboard enabled." );
#ifdef LOG_INPUT
Input::log( "Keyboard enabled.\n" );
#endif
}
else
{
Con::warnf( "Keyboard failed to enable!" );
#ifdef LOG_INPUT
Input::log( "Keyboard failed to enable!\n" );
#endif
}
return( mKeyboardEnabled );
}
//------------------------------------------------------------------------------
void UInputManager::disableKeyboard()
{
if ( !isEnabled() || !isKeyboardEnabled())
return;
deactivateKeyboard();
mKeyboardEnabled = false;
Con::printf( "Keyboard disabled." );
#ifdef LOG_INPUT
Input::log( "Keyboard disabled.\n" );
#endif
}
//------------------------------------------------------------------------------
bool UInputManager::activateKeyboard()
{
if ( !isEnabled() || !isActive() || !isKeyboardEnabled() )
return( false );
mKeyboardActive = true;
#ifdef LOG_INPUT
Input::log( mKeyboardActive ? "Keyboard activated.\n" : "Keyboard failed to activate!\n" );
#endif
return( mKeyboardActive );
}
//------------------------------------------------------------------------------
void UInputManager::deactivateKeyboard()
{
if ( isEnabled() && isKeyboardActive() )
{
mKeyboardActive = false;
#ifdef LOG_INPUT
Input::log( "Keyboard deactivated.\n" );
#endif
}
}
//------------------------------------------------------------------------------
bool UInputManager::enableMouse()
{
if ( !isEnabled() )
return( false );
if ( isMouseEnabled() && isMouseActive() )
return( true );
mMouseEnabled = true;
if ( isActive() )
mMouseEnabled = activateMouse();
if ( mMouseEnabled )
{
Con::printf( "Mouse enabled." );
#ifdef LOG_INPUT
Input::log( "Mouse enabled.\n" );
#endif
}
else
{
Con::warnf( "Mouse failed to enable!" );
#ifdef LOG_INPUT
Input::log( "Mouse failed to enable!\n" );
#endif
}
return( mMouseEnabled );
}
//------------------------------------------------------------------------------
void UInputManager::disableMouse()
{
if ( !isEnabled() || !isMouseEnabled())
return;
deactivateMouse();
mMouseEnabled = false;
Con::printf( "Mouse disabled." );
#ifdef LOG_INPUT
Input::log( "Mouse disabled.\n" );
#endif
}
//------------------------------------------------------------------------------
bool UInputManager::activateMouse()
{
if ( !isEnabled() || !isActive() || !isMouseEnabled() )
return( false );
mMouseActive = true;
#ifdef LOG_INPUT
Input::log( mMouseActive ?
"Mouse activated.\n" : "Mouse failed to activate!\n" );
#endif
return( mMouseActive );
}
//------------------------------------------------------------------------------
void UInputManager::deactivateMouse()
{
if ( isEnabled() && isMouseActive() )
{
mMouseActive = false;
#ifdef LOG_INPUT
Input::log( "Mouse deactivated.\n" );
#endif
}
}
//------------------------------------------------------------------------------
bool UInputManager::enableJoystick()
{
if ( !isEnabled() )
return( false );
if ( isJoystickEnabled() && isJoystickActive() )
return( true );
mJoystickEnabled = true;
if ( isActive() )
mJoystickEnabled = activateJoystick();
if ( mJoystickEnabled )
{
Con::printf( "Joystick enabled." );
#ifdef LOG_INPUT
Input::log( "Joystick enabled.\n" );
#endif
}
else
{
Con::warnf( "Joystick failed to enable!" );
#ifdef LOG_INPUT
Input::log( "Joystick failed to enable!\n" );
#endif
}
return( mJoystickEnabled );
}
//------------------------------------------------------------------------------
void UInputManager::disableJoystick()
{
if ( !isEnabled() || !isJoystickEnabled())
return;
deactivateJoystick();
mJoystickEnabled = false;
Con::printf( "Joystick disabled." );
#ifdef LOG_INPUT
Input::log( "Joystick disabled.\n" );
#endif
}
//------------------------------------------------------------------------------
bool UInputManager::activateJoystick()
{
if ( !isEnabled() || !isActive() || !isJoystickEnabled() )
return( false );
mJoystickActive = false;
JoystickInputDevice* dptr;
for ( iterator ptr = begin(); ptr != end(); ptr++ )
{
dptr = dynamic_cast<JoystickInputDevice*>( *ptr );
if ( dptr && dptr->getDeviceType() == JoystickDeviceType)
if ( dptr->activate() )
mJoystickActive = true;
}
#ifdef LOG_INPUT
Input::log( mJoystickActive ?
"Joystick activated.\n" : "Joystick failed to activate!\n" );
#endif
return( mJoystickActive );
}
//------------------------------------------------------------------------------
void UInputManager::deactivateJoystick()
{
if ( isEnabled() && isJoystickActive() )
{
mJoystickActive = false;
JoystickInputDevice* dptr;
for ( iterator ptr = begin(); ptr != end(); ptr++ )
{
dptr = dynamic_cast<JoystickInputDevice*>( *ptr );
if ( dptr && dptr->getDeviceType() == JoystickDeviceType)
dptr->deactivate();
}
#ifdef LOG_INPUT
Input::log( "Joystick deactivated.\n" );
#endif
}
}
//------------------------------------------------------------------------------
const char* UInputManager::getJoystickAxesString( U32 deviceID )
{
for (Vector<JoystickInputDevice*>::iterator iter = mJoystickList.begin();
iter != mJoystickList.end();
++iter)
{
if ((*iter)->getDeviceID() == deviceID)
return (*iter)->getJoystickAxesString();
}
return( "" );
}
//==============================================================================
// JoystickInputDevice
//==============================================================================
JoystickInputDevice::JoystickInputDevice(U8 deviceID)
{
mActive = false;
mStick = NULL;
mAxisList.clear();
mDeviceID = deviceID;
dSprintf(mName, 29, "joystick%d", mDeviceID);
mButtonState.clear();
mHatState.clear();
mNumAxes = mNumButtons = mNumHats = mNumBalls = 0;
loadJoystickInfo();
// initialize state variables
for (int i = 0; i < mNumButtons; ++i)
mButtonState.push_back(false); // all buttons unpressed initially
for (int i = 0; i < mNumHats; ++i)
mHatState.push_back(SDL_HAT_CENTERED); // hats centered initially
}
//------------------------------------------------------------------------------
JoystickInputDevice::~JoystickInputDevice()
{
if (isActive())
deactivate();
}
//------------------------------------------------------------------------------
bool JoystickInputDevice::activate()
{
if (isActive())
return true;
// open the stick
mStick = SDL_JoystickOpen(mDeviceID);
if (mStick == NULL)
{
Con::printf("Unable to activate %s: %s", getDeviceName(), SDL_GetError());
return false;
}
// reload axis mapping info
loadAxisInfo();
mActive = true;
return true;
}
//------------------------------------------------------------------------------
bool JoystickInputDevice::deactivate()
{
if (!isActive())
return true;
if (mStick != NULL)
{
SDL_JoystickClose(mStick);
mStick = NULL;
}
mActive = false;
return true;
}
//------------------------------------------------------------------------------
const char* JoystickInputDevice::getName()
{
return SDL_JoystickName(mDeviceID);
}
//------------------------------------------------------------------------------
void JoystickInputDevice::reset()
{
UInputManager* manager = dynamic_cast<UInputManager*>(Input::getManager());
if (!manager)
return;
// clear joystick state variables
// buttons
for (int i = 0; i < mButtonState.size(); ++i)
if (mButtonState[i])
{
manager->joyButtonEvent(mDeviceID, i, false);
mButtonState[i] = false;
}
// hats
for (int i = 0; i < mHatState.size(); ++i)
if (mHatState[i] != SDL_HAT_CENTERED)
{
manager->joyHatEvent(mDeviceID, i, mHatState[i], SDL_HAT_CENTERED);
mHatState[i] = SDL_HAT_CENTERED;
}
// axis and ball state is not maintained
}
//------------------------------------------------------------------------------
bool JoystickInputDevice::process()
{
if (!isActive())
return false;
UInputManager* manager = dynamic_cast<UInputManager*>(Input::getManager());
if (!manager)
return false;
// axes
for (int i = 0; i < mNumAxes; ++i)
{
// skip the axis if we don't have a mapping for it
if (mAxisList[i].type == -1)
continue;
manager->joyAxisEvent(mDeviceID, i, SDL_JoystickGetAxis(mStick, i));
}
// buttons
for (int i = 0; i < mNumButtons; ++i)
{
if (bool(SDL_JoystickGetButton(mStick, i)) ==
mButtonState[i])
continue;
mButtonState[i] = !mButtonState[i];
manager->joyButtonEvent(mDeviceID, i, mButtonState[i]);
}
// hats
for (int i = 0; i < mNumHats; ++i)
{
U8 currHatState = SDL_JoystickGetHat(mStick, i);
if (mHatState[i] == currHatState)
continue;
manager->joyHatEvent(mDeviceID, i, mHatState[i], currHatState);
mHatState[i] = currHatState;
}
// ballz
// JMQTODO: how to map ball events (xaxis,yaxis?)
return true;
}
//------------------------------------------------------------------------------
static S32 GetAxisType(S32 axisNum, const char* namedType)
{
S32 axisType = -1;
if (namedType != NULL)
{
if (dStricmp(namedType, "xaxis")==0)
axisType = SI_XAXIS;
else if (dStricmp(namedType, "yaxis")==0)
axisType = SI_YAXIS;
else if (dStricmp(namedType, "zaxis")==0)
axisType = SI_ZAXIS;
else if (dStricmp(namedType, "rxaxis")==0)
axisType = SI_RXAXIS;
else if (dStricmp(namedType, "ryaxis")==0)
axisType = SI_RYAXIS;
else if (dStricmp(namedType, "rzaxis")==0)
axisType = SI_RZAXIS;
else if (dStricmp(namedType, "slider")==0)
axisType = SI_SLIDER;
}
if (axisType == -1)
{
// use a hardcoded default mapping if possible
switch (axisNum)
{
case 0:
axisType = SI_XAXIS;
break;
case 1:
axisType = SI_YAXIS;
break;
case 2:
axisType = SI_RZAXIS;
break;
case 3:
axisType = SI_SLIDER;
break;
}
}
return axisType;
}
//------------------------------------------------------------------------------
void JoystickInputDevice::loadJoystickInfo()
{
bool opened = false;
if (mStick == NULL)
{
mStick = SDL_JoystickOpen(mDeviceID);
if (mStick == NULL)
{
Con::printf("Unable to open %s: %s", getDeviceName(), SDL_GetError());
return;
}
opened = true;
}
// get the number of thingies on this joystick
mNumAxes = SDL_JoystickNumAxes(mStick);
mNumButtons = SDL_JoystickNumButtons(mStick);
mNumHats = SDL_JoystickNumHats(mStick);
mNumBalls = SDL_JoystickNumBalls(mStick);
// load axis mapping info
loadAxisInfo();
if (opened)
SDL_JoystickClose(mStick);
}
//------------------------------------------------------------------------------
// for each axis on a joystick, torque needs to know the type of the axis
// (SI_XAXIS, etc), the minimum value, and the maximum value. However none of
// this information is generally available with the unix/linux api. All you
// get is a device and axis number and a value. Therefore,
// we allow the user to specify these values in preferences. hopefully
// someday we can implement a gui joystick calibrator that takes care of this
// cruft for the user.
void JoystickInputDevice::loadAxisInfo()
{
mAxisList.clear();
AssertFatal(mStick, "mStick is NULL");
static int AxisDefaults[] = { SI_XAXIS, SI_YAXIS, SI_ZAXIS,
SI_RXAXIS, SI_RYAXIS, SI_RZAXIS,
SI_SLIDER };
int numAxis = SDL_JoystickNumAxes(mStick);
for (int i = 0; i < numAxis; ++i)
{
JoystickAxisInfo axisInfo;
// defaults
axisInfo.type = -1;
axisInfo.minValue = -32768;
axisInfo.maxValue = 32767;
// look in console to see if there is mapping information for this axis
const int TempBufSize = 1024;
char tempBuf[TempBufSize];
dSprintf(tempBuf, TempBufSize, "$Pref::Input::Joystick%d::Axis%d",
mDeviceID, i);
const char* axisStr = Con::getVariable(tempBuf);
if (axisStr == NULL || dStrlen(axisStr) == 0)
{
if (i < sizeof(AxisDefaults))
axisInfo.type = AxisDefaults[i];
}
else
{
// format is "TorqueAxisName MinValue MaxValue";
dStrncpy(tempBuf, axisStr, TempBufSize);
char* temp = dStrtok( tempBuf, " \0" );
if (temp)
{
axisInfo.type = GetAxisType(i, temp);
temp = dStrtok( NULL, " \0" );
if (temp)
{
axisInfo.minValue = dAtoi(temp);
temp = dStrtok( NULL, "\0" );
if (temp)
{
axisInfo.maxValue = dAtoi(temp);
}
}
}
}
mAxisList.push_back(axisInfo);
}
}
//------------------------------------------------------------------------------
const char* JoystickInputDevice::getJoystickAxesString()
{
char buf[64];
dSprintf( buf, sizeof( buf ), "%d", mAxisList.size());
for (Vector<JoystickAxisInfo>::iterator iter = mAxisList.begin();
iter != mAxisList.end();
++iter)
{
switch ((*iter).type)
{
case SI_XAXIS:
dStrcat( buf, "\tX" );
break;
case SI_YAXIS:
dStrcat( buf, "\tY" );
break;
case SI_ZAXIS:
dStrcat( buf, "\tZ" );
break;
case SI_RXAXIS:
dStrcat( buf, "\tR" );
break;
case SI_RYAXIS:
dStrcat( buf, "\tU" );
break;
case SI_RZAXIS:
dStrcat( buf, "\tV" );
break;
case SI_SLIDER:
dStrcat( buf, "\tS" );
break;
}
}
char* returnString = Con::getReturnBuffer( dStrlen( buf ) + 1 );
dStrcpy( returnString, buf );
return( returnString );
}
//==============================================================================
// Console Functions
//==============================================================================
ConsoleFunction( activateKeyboard, bool, 1, 1, "activateKeyboard()" )
{
UInputManager* mgr = dynamic_cast<UInputManager*>( Input::getManager() );
if ( mgr )
return( mgr->activateKeyboard() );
return( false );
}
// JMQ: disabled deactivateKeyboard since the script calls it but there is
// no fallback keyboard input in unix, resulting in a permanently disabled
// keyboard
//------------------------------------------------------------------------------
ConsoleFunction( deactivateKeyboard, void, 1, 1, "deactivateKeyboard()" )
{
#if 0
UInputManager* mgr = dynamic_cast<UInputManager*>( Input::getManager() );
if ( mgr )
mgr->deactivateKeyboard();
#endif
}
//------------------------------------------------------------------------------
ConsoleFunction( enableMouse, bool, 1, 1, "enableMouse()" )
{
UInputManager* mgr = dynamic_cast<UInputManager*>( Input::getManager() );
if ( mgr )
return( mgr->enableMouse() );
return ( false );
}
//------------------------------------------------------------------------------
ConsoleFunction( disableMouse, void, 1, 1, "disableMouse()" )
{
UInputManager* mgr = dynamic_cast<UInputManager*>( Input::getManager() );
if ( mgr )
mgr->disableMouse();
}
//------------------------------------------------------------------------------
ConsoleFunction( enableJoystick, bool, 1, 1, "enableJoystick()" )
{
UInputManager* mgr = dynamic_cast<UInputManager*>( Input::getManager() );
if ( mgr )
return( mgr->enableJoystick() );
return ( false );
}
//------------------------------------------------------------------------------
ConsoleFunction( disableJoystick, void, 1, 1, "disableJoystick()" )
{
UInputManager* mgr = dynamic_cast<UInputManager*>( Input::getManager() );
if ( mgr )
mgr->disableJoystick();
}
//------------------------------------------------------------------------------
ConsoleFunction( enableLocking, void, 1, 1, "enableLocking()" )
{
UInputManager* mgr = dynamic_cast<UInputManager*>( Input::getManager() );
if ( mgr )
mgr->setLocking(true);
}
//------------------------------------------------------------------------------
ConsoleFunction( disableLocking, void, 1, 1, "disableLocking()" )
{
UInputManager* mgr = dynamic_cast<UInputManager*>( Input::getManager() );
if ( mgr )
mgr->setLocking(false);
}
//------------------------------------------------------------------------------
ConsoleFunction( toggleLocking, void, 1, 1, "toggleLocking()" )
{
UInputManager* mgr = dynamic_cast<UInputManager*>( Input::getManager() );
if ( mgr )
mgr->setLocking(!mgr->getLocking());
}
//------------------------------------------------------------------------------
ConsoleFunction( echoInputState, void, 1, 1, "echoInputState()" )
{
UInputManager* mgr = dynamic_cast<UInputManager*>( Input::getManager() );
if ( mgr && mgr->isEnabled() )
{
Con::printf( "Input is enabled %s.",
mgr->isActive() ? "and active" : "but inactive" );
Con::printf( "- Keyboard is %sabled and %sactive.",
mgr->isKeyboardEnabled() ? "en" : "dis",
mgr->isKeyboardActive() ? "" : "in" );
Con::printf( "- Mouse is %sabled and %sactive.",
mgr->isMouseEnabled() ? "en" : "dis",
mgr->isMouseActive() ? "" : "in" );
Con::printf( "- Joystick is %sabled and %sactive.",
mgr->isJoystickEnabled() ? "en" : "dis",
mgr->isJoystickActive() ? "" : "in" );
}
else
Con::printf( "Input is not enabled." );
}