/* This Source Code Form is subject to the terms of the Mozilla Public License, v. 2.0. If a copy of the MPL was not distributed with this file, You can obtain one at http://mozilla.org/MPL/2.0/. */ #include "stdafx.h" #include "keyboardinput.h" #include "logs.h" void keyboard_input::recall_bindings() { // TODO: implement bind(); } bool keyboard_input::key( int const Key, int const Action ) { bool modifier( false ); if( ( Key == GLFW_KEY_LEFT_SHIFT ) || ( Key == GLFW_KEY_RIGHT_SHIFT ) ) { // update internal state, but don't bother passing these m_shift = ( Action == GLFW_RELEASE ? false : true ); modifier = true; // whenever shift key is used it may affect currently pressed movement keys, so check and update these } if( ( Key == GLFW_KEY_LEFT_CONTROL ) || ( Key == GLFW_KEY_RIGHT_CONTROL ) ) { // update internal state, but don't bother passing these m_ctrl = ( Action == GLFW_RELEASE ? false : true ); modifier = true; } if( ( Key == GLFW_KEY_LEFT_ALT ) || ( Key == GLFW_KEY_RIGHT_ALT ) ) { // currently we have no interest in these whatsoever return false; } if( true == update_movement( Key, Action ) ) { // if the received key was one of movement keys, it's been handled and we don't need to bother further return true; } // store key state if( Key != -1 ) { m_keys[ Key ] = Action; } // include active modifiers for currently pressed key, except if the key is a modifier itself auto const key = Key | ( modifier ? 0 : ( m_shift ? keymodifier::shift : 0 ) ) | ( modifier ? 0 : ( m_ctrl ? keymodifier::control : 0 ) ); auto const lookup = m_bindings.find( key ); if( lookup == m_bindings.end() ) { // no binding for this key return false; } // 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( lookup->second, 0, 0, Action, 0 ); return true; } void keyboard_input::mouse( double Mousex, double Mousey ) { m_relay.post( user_command::viewturn, reinterpret_cast( Mousex ), reinterpret_cast( Mousey ), GLFW_PRESS, // 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 0 ); } void keyboard_input::default_bindings() { m_commands = { // mastercontrollerincrease { GLFW_KEY_KP_ADD }, // mastercontrollerincreasefast { GLFW_KEY_KP_ADD | keymodifier::shift }, // mastercontrollerdecrease { GLFW_KEY_KP_SUBTRACT }, // mastercontrollerdecreasefast { GLFW_KEY_KP_SUBTRACT | keymodifier::shift }, // secondcontrollerincrease { GLFW_KEY_KP_DIVIDE }, // secondcontrollerincreasefast { GLFW_KEY_KP_DIVIDE | keymodifier::shift }, // secondcontrollerdecrease { GLFW_KEY_KP_MULTIPLY }, // secondcontrollerdecreasefast { GLFW_KEY_KP_MULTIPLY | keymodifier::shift }, // mucurrentindicatorsourcetoggle { GLFW_KEY_Z | keymodifier::shift }, // independentbrakeincrease { GLFW_KEY_KP_1 }, // independentbrakeincreasefast { GLFW_KEY_KP_1 | keymodifier::shift }, // independentbrakedecrease { GLFW_KEY_KP_7 }, // independentbrakedecreasefast { GLFW_KEY_KP_7 | keymodifier::shift }, // independentbrakebailoff { GLFW_KEY_KP_4 }, // trainbrakeincrease { GLFW_KEY_KP_3 }, // trainbrakedecrease { GLFW_KEY_KP_9 }, // trainbrakecharging { GLFW_KEY_KP_DECIMAL }, // trainbrakerelease { GLFW_KEY_KP_6 }, // trainbrakefirstservice { GLFW_KEY_KP_8 }, // trainbrakeservice { GLFW_KEY_KP_5 }, // trainbrakefullservice { GLFW_KEY_KP_2 }, // trainbrakeemergency { GLFW_KEY_KP_0 }, // wheelspinbrakeactivate, { GLFW_KEY_KP_ENTER }, // sandboxactivate, { GLFW_KEY_S }, // reverserincrease { GLFW_KEY_D }, // reverserdecrease { GLFW_KEY_R }, // linebreakertoggle { GLFW_KEY_M }, // convertertoggle { GLFW_KEY_X }, // converteroverloadrelayreset { GLFW_KEY_N | keymodifier::control }, // compressortoggle { GLFW_KEY_C }, // motoroverloadrelaythresholdtoggle { GLFW_KEY_F }, // motoroverloadrelayreset { GLFW_KEY_N }, // notchingrelaytoggle { GLFW_KEY_G }, // epbrakecontroltoggle { GLFW_KEY_Z | keymodifier::control }, // brakeactingspeedincrease { GLFW_KEY_B | keymodifier::shift }, // brakeactingspeeddecrease { GLFW_KEY_B }, // brakingindicatortoggle { GLFW_KEY_L | keymodifier::shift }, // alerteracknowledge { GLFW_KEY_SPACE }, // hornlowactivate { GLFW_KEY_A }, // hornhighactivate { GLFW_KEY_A | keymodifier::shift }, // radiotoggle { GLFW_KEY_R | keymodifier::control }, /* const int k_FailedEngineCutOff = 35; */ // viewturn { -1 }, // movevector { -1 }, // moveleft { GLFW_KEY_LEFT }, // moveright { GLFW_KEY_RIGHT }, // moveforward { GLFW_KEY_UP }, // moveback { GLFW_KEY_DOWN }, // moveup { GLFW_KEY_PAGE_UP }, // movedown { GLFW_KEY_PAGE_DOWN }, // moveleftfast { -1 }, // moverightfast { -1 }, // moveforwardfast { -1 }, // movebackfast { -1 }, // moveupfast { -1 }, // movedownfast { -1 }, /* const int k_CabForward = 42; const int k_CabBackward = 43; const int k_Couple = 44; const int k_DeCouple = 45; const int k_ProgramQuit = 46; // const int k_ProgramPause= 47; const int k_ProgramHelp = 48; */ // doortoggleleft { GLFW_KEY_COMMA }, // doortoggleright { GLFW_KEY_PERIOD }, // departureannounce { GLFW_KEY_SLASH }, // doorlocktoggle { GLFW_KEY_S | keymodifier::shift }, // pantographcompressorvalvetoggle { GLFW_KEY_V | keymodifier::control }, // pantographcompressoractivate { GLFW_KEY_V | keymodifier::shift }, // pantographtogglefront { GLFW_KEY_P }, // pantographtogglerear { GLFW_KEY_O }, // pantographlowerall { GLFW_KEY_P | keymodifier::control }, // heatingtoggle { GLFW_KEY_H }, /* // const int k_FreeFlyMode= 59; */ // headlighttoggleleft { GLFW_KEY_Y }, // headlighttoggleright { GLFW_KEY_I }, // headlighttoggleupper { GLFW_KEY_U }, // redmarkertoggleleft { GLFW_KEY_Y | keymodifier::shift }, // redmarkertoggleright { GLFW_KEY_I | keymodifier::shift }, // headlighttogglerearleft { GLFW_KEY_Y | keymodifier::control }, // headlighttogglerearright { GLFW_KEY_I | keymodifier::control }, // headlighttogglerearupper { GLFW_KEY_U | keymodifier::control }, // redmarkertogglerearleft { GLFW_KEY_Y | keymodifier::control | keymodifier::shift }, // redmarkertogglerearright { GLFW_KEY_I | keymodifier::control | keymodifier::shift }, // headlightsdimtoggle { GLFW_KEY_L | keymodifier::control }, // motorconnectorsopen { GLFW_KEY_L }, // interiorlighttoggle { GLFW_KEY_APOSTROPHE }, // interiorlightdimtoggle { GLFW_KEY_APOSTROPHE | keymodifier::control }, // instrumentlighttoggle { GLFW_KEY_SEMICOLON }, /* const int k_Univ1 = 66; const int k_Univ2 = 67; const int k_Univ3 = 68; const int k_Univ4 = 69; const int k_EndSign = 70; const int k_Active = 71; */ // "batterytoggle" { GLFW_KEY_J } /* const int k_WalkMode = 73; */ }; bind(); } void keyboard_input::bind() { m_bindings.clear(); int commandcode{ 0 }; for( auto const &command : m_commands ) { if( command.binding != -1 ) { m_bindings.emplace( command.binding, static_cast( commandcode ) ); } ++commandcode; } // cache movement key bindings, so we can test them faster in the input loop m_bindingscache.forward = m_commands[ static_cast( user_command::moveforward ) ].binding; m_bindingscache.back = m_commands[ static_cast( user_command::moveback ) ].binding; m_bindingscache.left = m_commands[ static_cast( user_command::moveleft ) ].binding; m_bindingscache.right = m_commands[ static_cast( user_command::moveright ) ].binding; m_bindingscache.up = m_commands[ static_cast( user_command::moveup ) ].binding; m_bindingscache.down = m_commands[ static_cast( user_command::movedown ) ].binding; } // NOTE: ugliest code ever, gg bool keyboard_input::update_movement( int const Key, int const Action ) { bool shift = ( ( Key == GLFW_KEY_LEFT_SHIFT ) || ( Key == GLFW_KEY_RIGHT_SHIFT ) ); bool movementkey = ( ( Key == m_bindingscache.forward ) || ( Key == m_bindingscache.back ) || ( Key == m_bindingscache.left ) || ( Key == m_bindingscache.right ) || ( Key == m_bindingscache.up ) || ( Key == m_bindingscache.down ) ); if( false == ( shift || movementkey ) ) { return false; } if( false == shift ) { // TODO: pass correct entity id once the missing systems are in place if( Key == m_bindingscache.forward ) { m_keys[ Key ] = Action; m_relay.post( ( m_shift ? user_command::moveforwardfast : user_command::moveforward ), 0, 0, m_keys[ m_bindingscache.forward ], 0 ); return true; } else if( Key == m_bindingscache.back ) { m_keys[ Key ] = Action; m_relay.post( ( m_shift ? user_command::movebackfast : user_command::moveback ), 0, 0, m_keys[ m_bindingscache.back ], 0 ); return true; } else if( Key == m_bindingscache.left ) { m_keys[ Key ] = Action; m_relay.post( ( m_shift ? user_command::moveleftfast : user_command::moveleft ), 0, 0, m_keys[ m_bindingscache.left ], 0 ); return true; } else if( Key == m_bindingscache.right ) { m_keys[ Key ] = Action; m_relay.post( ( m_shift ? user_command::moverightfast : user_command::moveright ), 0, 0, m_keys[ m_bindingscache.right ], 0 ); return true; } else if( Key == m_bindingscache.up ) { m_keys[ Key ] = Action; m_relay.post( ( m_shift ? user_command::moveupfast : user_command::moveup ), 0, 0, m_keys[ m_bindingscache.up ], 0 ); return true; } else if( Key == m_bindingscache.down ) { m_keys[ Key ] = Action; m_relay.post( ( m_shift ? user_command::movedownfast : user_command::movedown ), 0, 0, m_keys[ m_bindingscache.down ], 0 ); return true; } } else { // if it's not the movement keys but one of shift keys, we might potentially need to update movement state if( m_keys[ Key ] == Action ) { // but not if it's just repeat return false; } // bit of recursion voodoo here, we fake relevant key presses so we don't have to duplicate the code from above if( m_keys[ m_bindingscache.forward ] != GLFW_RELEASE ) { update_movement( m_bindingscache.forward, m_keys[ m_bindingscache.forward ] ); } if( m_keys[ m_bindingscache.back ] != GLFW_RELEASE ) { update_movement( m_bindingscache.back, m_keys[ m_bindingscache.back ] ); } if( m_keys[ m_bindingscache.left ] != GLFW_RELEASE ) { update_movement( m_bindingscache.left, m_keys[ m_bindingscache.left ] ); } if( m_keys[ m_bindingscache.right ] != GLFW_RELEASE ) { update_movement( m_bindingscache.right, m_keys[ m_bindingscache.right ] ); } if( m_keys[ m_bindingscache.up ] != GLFW_RELEASE ) { update_movement( m_bindingscache.up, m_keys[ m_bindingscache.up ] ); } if( m_keys[ m_bindingscache.down ] != GLFW_RELEASE ) { update_movement( m_bindingscache.down, m_keys[ m_bindingscache.down ] ); } } return false; } //---------------------------------------------------------------------------