mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
Implements hold and context keybind functionality, enabling the ability to have actionmap binds for holding down a button(complete with hold time return if needed) and context binds for being able to have different events for tapping and holding on the same key.
This commit is contained in:
parent
b2da7162ca
commit
5fd5519670
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@ -269,7 +269,13 @@ void ActionMap::dumpActionMap(const char* fileName, const bool append) const
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if (getKeyString(rNode.action, objectbuffer) == false)
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continue;
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const char* command = (rNode.flags & Node::BindCmd) ? "bindCmd" : "bind";
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const char* command;
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if (rNode.flags & Node::BindCmd)
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command = "bindCmd";
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else if (rNode.flags & Node::Held)
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command = "held";
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else
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command = "bind";
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dSprintf(lineBuffer, 1023, "%s.%s(%s, \"%s%s\"",
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getName(),
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@ -324,7 +330,16 @@ void ActionMap::dumpActionMap(const char* fileName, const bool append) const
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}
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else
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dStrcat(lineBuffer, ", \"\"");
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} else {
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}
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else if (rNode.flags & Node::Held)
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{
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dStrcat(lineBuffer, ", ");
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dStrcat(lineBuffer, rNode.consoleFunction);
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dStrcat(lineBuffer, ", ");
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dStrcat(lineBuffer, rNode.contextEvent->mConsoleFunctionHeld);
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}
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else {
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dStrcat(lineBuffer, ", ");
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dStrcat(lineBuffer, rNode.consoleFunction);
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}
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@ -353,7 +368,13 @@ void ActionMap::dumpActionMap(const char* fileName, const bool append) const
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if (getKeyString(rNode.action, keybuffer) == false)
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continue;
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const char* command = (rNode.flags & Node::BindCmd) ? "bindCmd" : "bind";
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const char* command;
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if (rNode.flags & Node::BindCmd)
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command = "bindCmd";
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else if (rNode.flags & Node::Held)
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command = "held";
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else
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command = "bind";
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char finalBuffer[1024];
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dSprintf(finalBuffer, 1023, "%s.%s(%s, \"%s%s\"",
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@ -407,7 +428,16 @@ void ActionMap::dumpActionMap(const char* fileName, const bool append) const
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}
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else
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dStrcat(finalBuffer, ", \"\"");
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} else {
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}
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else if (rNode.flags & Node::Held)
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{
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dStrcat(finalBuffer, ", ");
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dStrcat(finalBuffer, rNode.consoleFunction);
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dStrcat(finalBuffer, ", ");
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dStrcat(finalBuffer, rNode.contextEvent->mConsoleFunctionHeld);
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}
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else {
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dStrcat(finalBuffer, ", ");
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dStrcat(finalBuffer, rNode.consoleFunction);
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}
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@ -794,6 +824,17 @@ const char* ActionMap::getCommand( const char* device, const char* action )
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( mapNode->breakConsoleCommand ? mapNode->breakConsoleCommand : "" ) );
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return( returnString );
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}
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if (mapNode->flags & Node::Held)
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{
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S32 bufferLen = dStrlen(mapNode->consoleFunction) + dStrlen(mapNode->contextEvent->mConsoleFunctionHeld) + 2;
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char* returnString = Con::getReturnBuffer(bufferLen);
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dSprintf(returnString, bufferLen, "%st%s",
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(mapNode->consoleFunction ? mapNode->consoleFunction : ""),
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(mapNode->contextEvent->mConsoleFunctionHeld ? mapNode->contextEvent->mConsoleFunctionHeld : ""));
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return(returnString);
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}
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else
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return( mapNode->consoleFunction );
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}
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@ -1310,6 +1351,76 @@ bool ActionMap::processBind(const U32 argc, const char** argv, SimObject* object
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return true;
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}
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//------------------------------------------------------------------------------
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bool ActionMap::processHoldBind(const char *device, const char *action, const char *holdFunc, const char *tapFunc, const U32 holdTime, const bool holdOnly, const bool retHoldTime)
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{
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U32 deviceType;
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U32 deviceInst;
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if (!getDeviceTypeAndInstance(device, deviceType, deviceInst))
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{
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Con::printf("processBindCmd: unknown device: %s", device);
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return false;
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}
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// Ok, we now have the deviceType and instance. Create an event descriptor
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// for the bind...
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//
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EventDescriptor eventDescriptor;
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if (createEventDescriptor(action, &eventDescriptor) == false) {
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Con::printf("Could not create a description for binding: %s", action);
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return false;
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}
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// SI_POV == SI_MOVE, and the POV works fine with bindCmd, so we have to add these manually.
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if ((eventDescriptor.eventCode == SI_XAXIS) ||
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(eventDescriptor.eventCode == SI_YAXIS) ||
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(eventDescriptor.eventCode == SI_ZAXIS) ||
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(eventDescriptor.eventCode == SI_RXAXIS) ||
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(eventDescriptor.eventCode == SI_RYAXIS) ||
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(eventDescriptor.eventCode == SI_RZAXIS) ||
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(eventDescriptor.eventCode == SI_SLIDER) ||
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(eventDescriptor.eventCode == SI_XPOV) ||
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(eventDescriptor.eventCode == SI_YPOV) ||
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(eventDescriptor.eventCode == SI_XPOV2) ||
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(eventDescriptor.eventCode == SI_YPOV2))
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{
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Con::warnf("ActionMap::processBindCmd - Cannot use 'bindCmd' with a move event type. Use 'bind' instead.");
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return false;
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}
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// Event has now been described, and device determined. we need now to extract
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// any modifiers that the action map will apply to incoming events before
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// calling the bound function...
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//
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// DMMTODO
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F32 deadZoneBegin = 0.0f;
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F32 deadZoneEnd = 0.0f;
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F32 scaleFactor = 1.0f;
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// Ensure that the console function is properly specified?
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//
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// DMMTODO
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// Create the full bind entry, and place it in the map
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//
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// DMMTODO
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Node* pBindNode = getNode(deviceType, deviceInst,
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eventDescriptor.flags,
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eventDescriptor.eventCode);
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pBindNode->flags = Node::Held;
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pBindNode->deadZoneBegin = deadZoneBegin;
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pBindNode->deadZoneEnd = deadZoneEnd;
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pBindNode->scaleFactor = scaleFactor;
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pBindNode->consoleFunction = StringTable->insert(dStrdup(tapFunc));
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pBindNode->contextEvent = new ContextAction(StringTable->insert(dStrdup(holdFunc)), holdTime, pBindNode, holdOnly);
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pBindNode->contextEvent->mReturnHoldTime = retHoldTime;
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return true;
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}
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//------------------------------------------------------------------------------
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bool ActionMap::processAction(const InputEventInfo* pEvent)
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{
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@ -1328,7 +1439,9 @@ bool ActionMap::processAction(const InputEventInfo* pEvent)
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// Enter the break into the table if this is a make event...
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// Do this now rather than after command is processed because
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// command might add a binding which can move the vector of nodes.
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enterBreakEvent(pEvent, pNode);
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// Filter to prevent Hold buttons from being eaten
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if (!(pNode->flags & Node::Held))
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enterBreakEvent(pEvent, pNode);
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// Whadda ya know, we have this bound. Set up, and call the console
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// function associated with it...
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@ -1369,6 +1482,15 @@ bool ActionMap::processAction(const InputEventInfo* pEvent)
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if(pNode->makeConsoleCommand)
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Con::evaluate(pNode->makeConsoleCommand);
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}
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else if (pNode->flags & Node::Held)
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{
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//check if we're already holding, if not, start our timer
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if (!pNode->contextEvent->mActive) {
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pNode->contextEvent->mActive = true;
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pNode->contextEvent->mStartTime = Sim::getCurrentTime();
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pNode->contextEvent->mEventValue = value;
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}
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}
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else if ( pNode->consoleFunction[0] )
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{
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argv[0] = pNode->consoleFunction;
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@ -1529,6 +1651,20 @@ bool ActionMap::processAction(const InputEventInfo* pEvent)
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}
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else if (pEvent->action == SI_BREAK)
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{
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const Node* button = findNode(pEvent->deviceType, pEvent->deviceInst,
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pEvent->modifier, pEvent->objInst);
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if (button != NULL)
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{
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if (button->flags == Node::Held)
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{
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if (!button->contextEvent->mBreakEvent)
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button->contextEvent->mBreakEvent = true;
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return true;
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}
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}
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return checkBreakTable(pEvent);
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}
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else if (pEvent->action == SI_VALUE)
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@ -1808,6 +1944,78 @@ void ActionMap::fireBreakEvent( U32 i, F32 fValue )
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smBreakTable.erase(i);
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}
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//------------------------------------------------------------------------------
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//Context actions
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ContextAction::ContextAction(StringTableEntry func, F32 minHoldTime, ActionMap::Node* button, bool holdOnly)
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: mStartTime(0), mEventValue(1.0f), mBreakEvent(false), mDidHold(false), mActive(false), mReturnHoldTime(false)
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{
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mButton = button;
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mMinHoldTime = minHoldTime;
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mConsoleFunctionHeld = func;
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mHoldOnly = holdOnly;
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}
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void ContextAction::processTick()
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{
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if (mActive)
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{
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F32 currTime = Sim::getCurrentTime();
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static const char *argv[2];
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//see if this key even is still active
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if (!mBreakEvent)
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{
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//are we only checking if it's holding?
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if (mHoldOnly)
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{
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//yes, we are, and since it's held, we fire off our function
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if (mReturnHoldTime)
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{
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argv[0] = mConsoleFunctionHeld;
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argv[1] = Con::getFloatArg(mEventValue);
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argv[2] = Con::getFloatArg((currTime - mStartTime));
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Con::execute(3, argv);
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}
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else
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{
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argv[0] = mConsoleFunctionHeld;
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argv[1] = Con::getFloatArg(mEventValue);
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Con::execute(2, argv);
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}
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}
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//if we don't care if we're just holding, check our time
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//have we passed our min limit?
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else if ((currTime - mStartTime) >= mMinHoldTime)
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{
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//holy crap, we have, fire off our hold function
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mDidHold = true;
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argv[0] = mConsoleFunctionHeld;
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argv[1] = Con::getFloatArg(mEventValue);
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Con::execute(2, argv);
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}
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//otherwise we haven't yet, so keep our active status
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return;
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}
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//hmm, apparently not, so see if we tapped the key instead
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else
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{
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if (!mHoldOnly && !mDidHold)
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{
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//yes, we tapped and we care, so fire off the tap function.
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argv[0] = mButton->consoleFunction;
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argv[1] = Con::getFloatArg(mEventValue);
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Con::execute(2, argv);
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}
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//otherwise we don't care and we're done, so reset everything
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mActive = false;
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mStartTime = 0;
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mBreakEvent = false;
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mDidHold = false;
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}
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}
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}
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//------------------------------------------------------------------------------
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// Console interop version.
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@ -1959,6 +2167,18 @@ DefineEngineMethod( ActionMap, bindCmd, bool, ( const char* device, const char*
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return object->processBindCmd( device, action, makeCmd, breakCmd );
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}
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DefineEngineMethod(ActionMap, bindContext, void, (const char* device, const char* action, const char* holdFunction, const char* tapFunction, U32 holdTime),
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("", "", "", "", 0), "actionMap.bindCmd( device, action, holdFunction, tapFunction, holdTime)")
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{
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object->processHoldBind(device, action, holdFunction, tapFunction, holdTime, false);
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}
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DefineEngineMethod(ActionMap, bindHold, void, (const char* device, const char* action, const char* holdFunction, bool returnHoldTime),
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("", "", "", false), "actionMap.bindCmd( device, action, holdFunction, returnHoldTime)")
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{
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object->processHoldBind(device, action, holdFunction, "", 0, true, returnHoldTime);
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}
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DefineEngineMethod( ActionMap, unbind, bool, ( const char* device, const char* action ),,
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"@brief Removes the binding on an input device and action.\n"
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"@param device The device to unbind from. Can be a keyboard, mouse, joystick or a gamepad.\n"
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@ -32,7 +32,11 @@
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#ifndef _SIMBASE_H_
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#include "console/simBase.h"
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#endif
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#ifndef _ITICKABLE_H_
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#include "core/iTickable.h"
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#endif
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class ContextAction;
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struct InputEventInfo;
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struct EventDescriptor
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@ -48,6 +52,7 @@ struct EventDescriptor
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class ActionMap : public SimObject
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{
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typedef SimObject Parent;
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friend class ContextAction;
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protected:
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bool onAdd();
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@ -62,7 +67,9 @@ class ActionMap : public SimObject
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HasDeadZone = BIT(2), ///< Dead zone is present.
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Inverted = BIT(3), ///< Input is inverted.
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NonLinear = BIT(4), ///< Input should be re-fit to a non-linear scale
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BindCmd = BIT(5) ///< Bind a console command to this.
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BindCmd = BIT(5), ///< Bind a console command to this.
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Held = BIT(6),
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DoubleTap = BIT(7)
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};
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U32 flags; ///< @see Node::Flags
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@ -75,6 +82,7 @@ class ActionMap : public SimObject
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char *makeConsoleCommand; ///< Console command to execute when we make this command.
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char *breakConsoleCommand; ///< Console command to execute when we break this command.
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ContextAction* contextEvent; ///< Event that kicks off via context-keybind actions such as holding or double-tapping
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};
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/// Used to represent a devices.
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@ -143,6 +151,7 @@ class ActionMap : public SimObject
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bool processBind(const U32 argc, const char** argv, SimObject* object = NULL);
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bool processBindCmd(const char *device, const char *action, const char *makeCmd, const char *breakCmd);
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bool processUnbind(const char *device, const char *action, SimObject* object = NULL);
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bool processHoldBind(const char *device, const char *action, const char *holdFunc, const char *tapFunc, const U32 holdTime, const bool holdOnly, const bool returnHoldTime = false);
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/// @name Console Interface Functions
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/// @{
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@ -185,4 +194,28 @@ class ActionMap : public SimObject
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DECLARE_CONOBJECT(ActionMap);
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};
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class ContextAction : public ITickable
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{
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ActionMap::Node* mButton; ///< our button we're holding
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F32 mMinHoldTime; ///< minimum time to qualify as 'held'. If we hold less than this,
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///< it's a 'press', otherwise it's a 'held'
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public:
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F32 mStartTime; ///< Our timestamp when we first pressed.
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F32 mEventValue; ///< Event value from our key event.
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StringTableEntry mConsoleFunctionHeld; ///< Console function to call with new values if we held over
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///< a certain time.
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bool mHoldOnly; ///< does this only care if we're holding?
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///< true means that it only fires a function while holding
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///< false time-contexts it
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bool mBreakEvent; ///< Button is no longer being pressed!
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bool mDidHold; ///< did we, at some point in the process, hold the button?
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bool mActive; ///< do we be tickin?
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bool mReturnHoldTime; ///< Do we return back our time held?
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ContextAction(StringTableEntry func, F32 minHoldTime, ActionMap::Node* button, bool holdOnly);
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virtual void processTick();
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virtual void interpolateTick(F32 delta) {}
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virtual void advanceTime(F32 timeDelta) {}
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};
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#endif // _ACTIONMAP_H_
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