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:
Areloch 2018-02-12 21:36:19 -06:00
parent 86f8677cff
commit 81a7fabe3c
2 changed files with 259 additions and 6 deletions

View file

@ -32,7 +32,11 @@
#ifndef _SIMBASE_H_
#include "console/simBase.h"
#endif
#ifndef _ITICKABLE_H_
#include "core/iTickable.h"
#endif
class ContextAction;
struct InputEventInfo;
struct EventDescriptor
@ -48,6 +52,7 @@ struct EventDescriptor
class ActionMap : public SimObject
{
typedef SimObject Parent;
friend class ContextAction;
protected:
bool onAdd();
@ -62,7 +67,9 @@ class ActionMap : public SimObject
HasDeadZone = BIT(2), ///< Dead zone is present.
Inverted = BIT(3), ///< Input is inverted.
NonLinear = BIT(4), ///< Input should be re-fit to a non-linear scale
BindCmd = BIT(5) ///< Bind a console command to this.
BindCmd = BIT(5), ///< Bind a console command to this.
Held = BIT(6),
DoubleTap = BIT(7)
};
U32 flags; ///< @see Node::Flags
@ -75,6 +82,7 @@ class ActionMap : public SimObject
char *makeConsoleCommand; ///< Console command to execute when we make this command.
char *breakConsoleCommand; ///< Console command to execute when we break this command.
ContextAction* contextEvent; ///< Event that kicks off via context-keybind actions such as holding or double-tapping
};
/// Used to represent a devices.
@ -143,6 +151,7 @@ class ActionMap : public SimObject
bool processBind(const U32 argc, const char** argv, SimObject* object = NULL);
bool processBindCmd(const char *device, const char *action, const char *makeCmd, const char *breakCmd);
bool processUnbind(const char *device, const char *action, SimObject* object = NULL);
bool processHoldBind(const char *device, const char *action, const char *holdFunc, const char *tapFunc, const U32 holdTime, const bool holdOnly, const bool returnHoldTime = false);
/// @name Console Interface Functions
/// @{
@ -185,4 +194,28 @@ class ActionMap : public SimObject
DECLARE_CONOBJECT(ActionMap);
};
class ContextAction : public ITickable
{
ActionMap::Node* mButton; ///< our button we're holding
F32 mMinHoldTime; ///< minimum time to qualify as 'held'. If we hold less than this,
///< it's a 'press', otherwise it's a 'held'
public:
F32 mStartTime; ///< Our timestamp when we first pressed.
F32 mEventValue; ///< Event value from our key event.
StringTableEntry mConsoleFunctionHeld; ///< Console function to call with new values if we held over
///< a certain time.
bool mHoldOnly; ///< does this only care if we're holding?
///< true means that it only fires a function while holding
///< false time-contexts it
bool mBreakEvent; ///< Button is no longer being pressed!
bool mDidHold; ///< did we, at some point in the process, hold the button?
bool mActive; ///< do we be tickin?
bool mReturnHoldTime; ///< Do we return back our time held?
ContextAction(StringTableEntry func, F32 minHoldTime, ActionMap::Node* button, bool holdOnly);
virtual void processTick();
virtual void interpolateTick(F32 delta) {}
virtual void advanceTime(F32 timeDelta) {}
};
#endif // _ACTIONMAP_H_