/* 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" #include "parser.h" #include "world.h" extern TWorld World; bool keyboard_input::recall_bindings() { // build helper translation tables std::unordered_map nametocommandmap; std::size_t commandid = 0; for( auto const &description : simulation::Commands_descriptions ) { nametocommandmap.emplace( description.name, static_cast( commandid ) ); ++commandid; } std::unordered_map nametokeymap = { { "0", GLFW_KEY_0 }, { "1", GLFW_KEY_1 }, { "2", GLFW_KEY_2 }, { "3", GLFW_KEY_3 }, { "4", GLFW_KEY_4 }, { "5", GLFW_KEY_5 }, { "6", GLFW_KEY_6 }, { "7", GLFW_KEY_7 }, { "8", GLFW_KEY_8 }, { "9", GLFW_KEY_9 }, { "a", GLFW_KEY_A }, { "b", GLFW_KEY_B }, { "c", GLFW_KEY_C }, { "d", GLFW_KEY_D }, { "e", GLFW_KEY_E }, { "f", GLFW_KEY_F }, { "g", GLFW_KEY_G }, { "h", GLFW_KEY_H }, { "i", GLFW_KEY_I }, { "j", GLFW_KEY_J }, { "k", GLFW_KEY_K }, { "l", GLFW_KEY_L }, { "m", GLFW_KEY_M }, { "n", GLFW_KEY_N }, { "o", GLFW_KEY_O }, { "p", GLFW_KEY_P }, { "q", GLFW_KEY_Q }, { "r", GLFW_KEY_R }, { "s", GLFW_KEY_S }, { "t", GLFW_KEY_T }, { "u", GLFW_KEY_U }, { "v", GLFW_KEY_V }, { "w", GLFW_KEY_W }, { "x", GLFW_KEY_X }, { "y", GLFW_KEY_Y }, { "z", GLFW_KEY_Z }, { "-", GLFW_KEY_MINUS }, { "=", GLFW_KEY_EQUAL }, { "backspace", GLFW_KEY_BACKSPACE }, { "[", GLFW_KEY_LEFT_BRACKET }, { "]", GLFW_KEY_RIGHT_BRACKET }, { "\\", GLFW_KEY_BACKSLASH }, { ";", GLFW_KEY_SEMICOLON }, { "'", GLFW_KEY_APOSTROPHE }, { "enter", GLFW_KEY_ENTER }, { ",", GLFW_KEY_COMMA }, { ".", GLFW_KEY_PERIOD }, { "/", GLFW_KEY_SLASH }, { "space", GLFW_KEY_SPACE }, // numpad block { "num_/", GLFW_KEY_KP_DIVIDE }, { "num_*", GLFW_KEY_KP_MULTIPLY }, { "num_-", GLFW_KEY_KP_SUBTRACT }, { "num_7", GLFW_KEY_KP_7 }, { "num_8", GLFW_KEY_KP_8 }, { "num_9", GLFW_KEY_KP_9 }, { "num_+", GLFW_KEY_KP_ADD }, { "num_4", GLFW_KEY_KP_4 }, { "num_5", GLFW_KEY_KP_5 }, { "num_6", GLFW_KEY_KP_6 }, { "num_1", GLFW_KEY_KP_1 }, { "num_2", GLFW_KEY_KP_2 }, { "num_3", GLFW_KEY_KP_3 }, { "num_enter", GLFW_KEY_KP_ENTER }, { "num_0", GLFW_KEY_KP_0 }, { "num_.", GLFW_KEY_KP_DECIMAL } }; cParser bindingparser( "eu07_input-keyboard.ini", cParser::buffer_FILE ); if( false == bindingparser.ok() ) { return false; } while( true == bindingparser.getTokens( 1, true, "\n" ) ) { std::string bindingentry; bindingparser >> bindingentry; cParser entryparser( bindingentry ); if( true == entryparser.getTokens( 1, true, "\n\r\t " ) ) { std::string commandname; entryparser >> commandname; auto const lookup = nametocommandmap.find( commandname ); if( lookup == nametocommandmap.end() ) { WriteLog( "Keyboard binding defined for unknown command, \"" + commandname + "\"" ); } else { int binding{ 0 }; while( entryparser.getTokens( 1, true, "\n\r\t " ) ) { std::string bindingkeyname; entryparser >> bindingkeyname; if( bindingkeyname == "shift" ) { binding |= keymodifier::shift; } else if( bindingkeyname == "ctrl" ) { binding |= keymodifier::control; } else { // regular key, convert it to glfw key code auto const keylookup = nametokeymap.find( bindingkeyname ); if( keylookup == nametokeymap.end() ) { WriteLog( "Keyboard binding included unrecognized key, \"" + bindingkeyname + "\"" ); } else { // replace any existing binding, preserve modifiers // (protection from cases where there's more than one key listed in the entry) binding = keylookup->second | ( binding & 0xffff0000 ); } } if( ( binding & 0xffff ) != 0 ) { m_commands.at( static_cast( lookup->second ) ).binding = binding; } } } } } bind(); return true; } 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::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 }, // mucurrentindicatorothersourceactivate { 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 }, // manualbrakeincrease { GLFW_KEY_KP_1 | keymodifier::control }, // manualbrakedecrease { GLFW_KEY_KP_7 | keymodifier::control }, // alarm chain toggle { GLFW_KEY_B | keymodifier::shift | keymodifier::control }, // 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 }, // convertertogglelocal { GLFW_KEY_X | keymodifier::shift }, // converteroverloadrelayreset { GLFW_KEY_N | keymodifier::control }, // compressortoggle { GLFW_KEY_C }, // compressortoggleloal { GLFW_KEY_C | keymodifier::shift }, // 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 }, // mubrakingindicatortoggle { 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 }, // radiostoptest { GLFW_KEY_R | keymodifier::shift | keymodifier::control }, // 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; */ // lightspresetactivatenext { GLFW_KEY_T | keymodifier::shift }, // lightspresetactivateprevious { GLFW_KEY_T }, // 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 }, // motordisconnect { GLFW_KEY_E | keymodifier::shift }, // 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; */ // "generictoggle0" { GLFW_KEY_0 }, // "generictoggle1" { GLFW_KEY_1 }, // "generictoggle2" { GLFW_KEY_2 }, // "generictoggle3" { GLFW_KEY_3 }, // "generictoggle4" { GLFW_KEY_4 }, // "generictoggle5" { GLFW_KEY_5 }, // "generictoggle6" { GLFW_KEY_6 }, // "generictoggle7" { GLFW_KEY_7 }, // "generictoggle8" { GLFW_KEY_8 }, // "generictoggle9" { GLFW_KEY_9 }, // "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; } //---------------------------------------------------------------------------