mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 12:44:46 +00:00
virtuals removed and replaced with override where necessary on the rest of the code base, clang-tidy to the rescue.
222 lines
8.6 KiB
C++
222 lines
8.6 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#ifndef _ACTIONMAP_H_
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#define _ACTIONMAP_H_
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#ifndef _PLATFORM_H_
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#include "platform/platform.h"
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#endif
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#ifndef _TVECTOR_H_
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#include "core/util/tVector.h"
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#endif
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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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{
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U8 flags; ///< Combination of any modifier flags.
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U8 eventType; ///< SI_KEY, etc.
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U16 eventCode; ///< From event.h
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};
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/// Map raw inputs to a variety of actions. This is used for all keymapping
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/// in the engine.
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/// @see ActionMap::Node
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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() override;
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struct Node {
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U32 modifiers;
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U32 action;
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enum Flags {
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Ranged = BIT(0), ///< Ranged input.
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HasScale = BIT(1), ///< Scaled input.
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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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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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F32 deadZoneBegin;
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F32 deadZoneEnd;
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F32 scaleFactor;
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SimObject* object; ///< Object to call consoleFunction on.
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StringTableEntry consoleFunction; ///< Console function to call with new values.
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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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struct DeviceMap
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{
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U32 deviceType;
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U32 deviceInst;
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Vector<Node> nodeMap;
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DeviceMap():deviceType(0), deviceInst(0){
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VECTOR_SET_ASSOCIATION(nodeMap);
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}
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~DeviceMap();
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};
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struct BreakEntry
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{
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U32 deviceType;
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U32 deviceInst;
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U32 objInst;
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SimObject* object;
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StringTableEntry consoleFunction;
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char *breakConsoleCommand;
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// It's possible that the node could be deleted (unlikely, but possible,
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// so we replicate the node flags here...
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//
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U32 flags;
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F32 deadZoneBegin;
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F32 deadZoneEnd;
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F32 scaleFactor;
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};
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Vector<DeviceMap*> mDeviceMaps;
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static Vector<BreakEntry> smBreakTable;
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// Find: return NULL if not found in current map, Get: create if not
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// found.
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const Node* findNode(const U32 inDeviceType, const U32 inDeviceInst,
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const U32 inModifiers, const U32 inAction);
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bool findBoundNode( const char* function, U32 &devMapIndex, U32 &nodeIndex );
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bool nextBoundNode( const char* function, U32 &devMapIndex, U32 &nodeIndex );
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Node* getNode(const U32 inDeviceType, const U32 inDeviceInst,
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const U32 inModifiers, const U32 inAction,
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SimObject* object = NULL);
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void removeNode(const U32 inDeviceType, const U32 inDeviceInst,
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const U32 inModifiers, const U32 inAction,
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SimObject* object = NULL);
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void enterBreakEvent(const InputEventInfo* pEvent, const Node* pNode);
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static const char* getModifierString(const U32 modifiers);
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/// Pass index to a break entry, and this function will fire it off.
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static void fireBreakEvent(U32 idx, F32 value = 0.f);
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public:
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ActionMap();
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~ActionMap();
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void dumpActionMap(const char* fileName, const bool append) const;
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static bool createEventDescriptor(const char* pEventString, EventDescriptor* pDescriptor);
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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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const char* getBinding ( const char* command ); ///< Find what the given command is bound to.
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const char* getCommand ( const char* device, const char* action ); ///< Find what command is bound to the given event descriptor .
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bool isInverted ( const char* device, const char* action );
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F32 getScale ( const char* device, const char* action );
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const char* getDeadZone( const char* device, const char* action );
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/// @}
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static bool getKeyString(const U32 action, char* buffer);
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static bool getDeviceName(const U32 deviceType, const U32 deviceInstance, char* buffer);
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static const char* buildActionString( const InputEventInfo* event );
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bool processAction(const InputEventInfo*);
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/// Return true if the given event triggers is bound to an action in this map.
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bool isAction( U32 deviceType, U32 deviceInst, U32 modifiers, U32 action );
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/// Returns the global ActionMap.
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static ActionMap* getGlobalMap();
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static bool checkBreakTable(const InputEventInfo*);
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static bool handleEvent(const InputEventInfo*);
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static bool handleEventGlobal(const InputEventInfo*);
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/// Called when we lose focus, to make sure we have no dangling inputs.
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///
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/// This fires a break event for every currently pending item in the break
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/// table.
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static void clearAllBreaks();
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/// Returns true if the specified key + modifiers are bound to something
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/// on the global action map.
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static bool checkAsciiGlobal(U16 key, U32 modifiers);
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static bool getDeviceTypeAndInstance(const char *device, U32 &deviceType, U32 &deviceInstance);
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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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void processTick() override;
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void interpolateTick(F32 delta) override {}
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void advanceTime(F32 timeDelta) override {}
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};
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#endif // _ACTIONMAP_H_
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