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mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-07-18 06:39:18 +02:00

Merge branch 'tmj-dev' into lua

This commit is contained in:
milek7
2017-09-12 15:51:42 +02:00
26 changed files with 583 additions and 669 deletions

View File

@@ -68,93 +68,105 @@ void
mouse_input::button( int const Button, int const Action ) {
if( false == Global::ControlPicking ) { return; }
if( true == FreeFlyModeFlag ) {
// for now we're only interested in cab controls
return;
}
user_command &mousecommand = (
Button == GLFW_MOUSE_BUTTON_LEFT ?
m_mousecommandleft :
m_mousecommandright
);
if( Action == GLFW_RELEASE ) {
if( mousecommand != user_command::none ) {
// NOTE: basic keyboard controls don't have any parameters
// as we haven't yet implemented either item id system or multiplayer, the 'local' controlled vehicle and entity have temporary ids of 0
// TODO: pass correct entity id once the missing systems are in place
m_relay.post( mousecommand, 0, 0, Action, 0 );
mousecommand = user_command::none;
}
else {
// if it's the right mouse button that got released and we had no command active, we were potentially in view panning mode; stop it
// world editor controls
// currently we only handle view panning in this mode
if( Action == GLFW_RELEASE ) {
// if it's the right mouse button that got released we were potentially in view panning mode; stop it
if( Button == GLFW_MOUSE_BUTTON_RIGHT ) {
m_pickmodepanning = false;
}
}
// if we were in varying command repeat rate, we can stop that now. done without any conditions, to catch some unforeseen edge cases
m_varyingpollrate = false;
else {
// button press
if( Button == GLFW_MOUSE_BUTTON_RIGHT ) {
// the right button activates mouse panning mode
m_pickmodepanning = true;
}
}
}
else {
// if not release then it's press
auto train = World.train();
if( train != nullptr ) {
auto lookup = m_mousecommands.find( train->GetLabel( GfxRenderer.Update_Pick_Control() ) );
if( lookup != m_mousecommands.end() ) {
mousecommand = (
Button == GLFW_MOUSE_BUTTON_LEFT ?
lookup->second.left :
lookup->second.right
);
if( mousecommand != user_command::none ) {
// check manually for commands which have 'fast' variants launched with shift modifier
if( Global::shiftState ) {
// cab controls mode
user_command &mousecommand = (
Button == GLFW_MOUSE_BUTTON_LEFT ?
m_mousecommandleft :
m_mousecommandright
);
if( Action == GLFW_RELEASE ) {
if( mousecommand != user_command::none ) {
// NOTE: basic keyboard controls don't have any parameters
// as we haven't yet implemented either item id system or multiplayer, the 'local' controlled vehicle and entity have temporary ids of 0
// TODO: pass correct entity id once the missing systems are in place
m_relay.post( mousecommand, 0, 0, Action, 0 );
mousecommand = user_command::none;
}
else {
// if it's the right mouse button that got released and we had no command active, we were potentially in view panning mode; stop it
if( Button == GLFW_MOUSE_BUTTON_RIGHT ) {
m_pickmodepanning = false;
}
}
// if we were in varying command repeat rate, we can stop that now. done without any conditions, to catch some unforeseen edge cases
m_varyingpollrate = false;
}
else {
// if not release then it's press
auto train = World.train();
if( train != nullptr ) {
auto lookup = m_mousecommands.find( train->GetLabel( GfxRenderer.Update_Pick_Control() ) );
if( lookup != m_mousecommands.end() ) {
mousecommand = (
Button == GLFW_MOUSE_BUTTON_LEFT ?
lookup->second.left :
lookup->second.right
);
if( mousecommand != user_command::none ) {
// check manually for commands which have 'fast' variants launched with shift modifier
if( Global::shiftState ) {
switch( mousecommand ) {
case user_command::mastercontrollerincrease: { mousecommand = user_command::mastercontrollerincreasefast; break; }
case user_command::mastercontrollerdecrease: { mousecommand = user_command::mastercontrollerdecreasefast; break; }
case user_command::secondcontrollerincrease: { mousecommand = user_command::secondcontrollerincreasefast; break; }
case user_command::secondcontrollerdecrease: { mousecommand = user_command::secondcontrollerdecreasefast; break; }
case user_command::independentbrakeincrease: { mousecommand = user_command::independentbrakeincreasefast; break; }
case user_command::independentbrakedecrease: { mousecommand = user_command::independentbrakedecreasefast; break; }
default: { break; }
}
}
// NOTE: basic keyboard controls don't have any parameters
// as we haven't yet implemented either item id system or multiplayer, the 'local' controlled vehicle and entity have temporary ids of 0
// TODO: pass correct entity id once the missing systems are in place
m_relay.post( mousecommand, 0, 0, Action, 0 );
m_updateaccumulator = 0.0; // prevent potential command repeat right after issuing one
switch( mousecommand ) {
case user_command::mastercontrollerincrease: { mousecommand = user_command::mastercontrollerincreasefast; break; }
case user_command::mastercontrollerdecrease: { mousecommand = user_command::mastercontrollerdecreasefast; break; }
case user_command::secondcontrollerincrease: { mousecommand = user_command::secondcontrollerincreasefast; break; }
case user_command::secondcontrollerdecrease: { mousecommand = user_command::secondcontrollerdecreasefast; break; }
case user_command::independentbrakeincrease: { mousecommand = user_command::independentbrakeincreasefast; break; }
case user_command::independentbrakedecrease: { mousecommand = user_command::independentbrakedecreasefast; break; }
default: { break; }
}
}
// NOTE: basic keyboard controls don't have any parameters
// as we haven't yet implemented either item id system or multiplayer, the 'local' controlled vehicle and entity have temporary ids of 0
// TODO: pass correct entity id once the missing systems are in place
m_relay.post( mousecommand, 0, 0, Action, 0 );
m_updateaccumulator = 0.0; // prevent potential command repeat right after issuing one
/*
if( mousecommand == user_command::mastercontrollerincrease ) {
m_updateaccumulator -= 0.15; // extra pause on first increase of master controller
}
*/
switch( mousecommand ) {
case user_command::mastercontrollerincrease:
case user_command::mastercontrollerdecrease:
case user_command::secondcontrollerincrease:
case user_command::secondcontrollerdecrease:
case user_command::trainbrakeincrease:
case user_command::trainbrakedecrease:
case user_command::independentbrakeincrease:
case user_command::independentbrakedecrease: {
// these commands trigger varying repeat rate mode,
// which scales the rate based on the distance of the cursor from its point when the command was first issued
m_commandstartcursor = m_cursorposition;
m_varyingpollrate = true;
break;
}
default: {
break;
case user_command::mastercontrollerincrease:
case user_command::mastercontrollerdecrease:
case user_command::secondcontrollerincrease:
case user_command::secondcontrollerdecrease:
case user_command::trainbrakeincrease:
case user_command::trainbrakedecrease:
case user_command::independentbrakeincrease:
case user_command::independentbrakedecrease: {
// these commands trigger varying repeat rate mode,
// which scales the rate based on the distance of the cursor from its point when the command was first issued
m_commandstartcursor = m_cursorposition;
m_varyingpollrate = true;
break;
}
default: {
break;
}
}
}
}
}
else {
// if we don't have any recognized element under the cursor and the right button was pressed, enter view panning mode
if( Button == GLFW_MOUSE_BUTTON_RIGHT ) {
m_pickmodepanning = true;
else {
// if we don't have any recognized element under the cursor and the right button was pressed, enter view panning mode
if( Button == GLFW_MOUSE_BUTTON_RIGHT ) {
m_pickmodepanning = true;
}
}
}
}