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// Description:
// Input subsystem.
//
// Copyright (C) 2001 Frank Becker
//
// This program is free software; you can redistribute it and/or modify it under
// the terms of the GNU General Public License as published by the Free Software
// Foundation; either version 2 of the License, or (at your option) any later
// version.
//
// This program is distributed in the hope that it will be useful, but WITHOUT
// ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
// FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details
//
#include <math.h>
#include <Input.hpp>
#include <Trace.hpp>
#include <Config.hpp>
#include <Callback.hpp>
#include <GameState.hpp>
#include <Video.hpp>
#include <FindHash.hpp>
#include <CallbackManager.hpp>
#include <Tokenizer.hpp>
#include <FPS.hpp>
#include "SDL.h"
Input::Input( void):
_bindMode( false),
_callback(0),
_callbackManager(),
_memoryDX(0.0),
_memoryDY(0.0),
_valDX(0.0),
_valDY(0.0),
_dampVal(0.0),
_interceptor(0)
{
XTRACE();
}
Input::~Input()
{
XTRACE();
_callbackMap.clear();
}
Input* Input::preinit( void)
{
_callbackManager.init();
return this;
}
bool Input::init( void)
{
XTRACE();
LOG_INFO << "Initializing Input..." << endl;
updateMouseSettings();
LOG_INFO << "Mouse smoothing: " << _dampVal << endl;
LOG_INFO << "Mouse sensitivity: " << _sensitivity << endl;
SDL_EnableKeyRepeat( 300,200);
LOG_INFO << "Input OK." << endl;
return true;
}
void Input::updateMouseSettings( void)
{
ConfigS::instance()->getFloat( "mouseSmooth", _dampVal);
if( (_dampVal<0.0) || (_dampVal>0.9))
{
_dampVal = 0.0f;
}
ConfigS::instance()->getFloat( "mouseSensitivity", _sensitivity);
if( (_sensitivity<0.01) || (_sensitivity>1.0))
{
_sensitivity = 0.1f;
}
}
// Returns false, if there are no more events available.
bool Input::tryGetTrigger( Trigger &trigger, bool &isDown)
{
// XTRACE();
isDown = false;
SDL_Event event;
if( !SDL_PollEvent( &event))
{
return false;
}
switch( event.type )
{
case SDL_KEYDOWN:
isDown = true;
#ifndef NO_QUICK_EXIT
if( event.key.keysym.sym == SDLK_BACKQUOTE)
{
GameState::isAlive = false;
LOG_WARNING << "Quick Exit invoked..." << endl;
trigger.type = eUnknownTrigger;
break;
}
#endif
//fall through
case SDL_KEYUP:
trigger.type = eKeyTrigger;
trigger.data1 = event.key.keysym.sym;
trigger.data2 = event.key.keysym.mod;
trigger.data3 = event.key.keysym.unicode;
break;
case SDL_MOUSEBUTTONDOWN:
isDown = true;
//fall through
case SDL_MOUSEBUTTONUP:
trigger.type = eButtonTrigger;
trigger.data1 = event.button.button;
trigger.data2 = 0;
trigger.data3 = 0;
break;
case SDL_MOUSEMOTION:
trigger.type = eUnknownTrigger;
_valDX = event.motion.xrel*_sensitivity;
_valDY = -event.motion.yrel*_sensitivity;
break;
case SDL_QUIT:
GameState::isAlive = false;
break;
default:
trigger.type = eUnknownTrigger;
break;
}
return true;
}
bool Input::update( void)
{
// XTRACE();
bool isDown;
Trigger trigger;
static float nextTime = Timer::getTime()+0.5f;
float thisTime = Timer::getTime();
if( thisTime > nextTime)
{
updateMouseSettings();
nextTime = thisTime+0.5f;
}
_valDX = 0.0f;
_valDY = 0.0f;
while( tryGetTrigger( trigger, isDown))
{
if( trigger.type == eUnknownTrigger)
{
//for unkown trigger we don't need to do a lookup
continue;
}
if( _interceptor)
{
//feed trigger to interceptor instead of normal callback mechanism
_interceptor->input( trigger, isDown);
continue;
}
if( !_bindMode)
{
//find callback for this trigger
//i.e. the action bound to this key
Callback * cb = findHash( trigger, _callbackMap);
if( cb)
{
// LOG_INFO << "Callback for [" << cb->getActionName() << "]" << endl;
cb->performAction( trigger, isDown);
}
}
else if( _callback && (trigger.type!=eMotionTrigger))
{
//Note: motion triggers can't be bound
//we are in bind-mode, so bind this trigger to callback
bind( trigger, _callback);
//go back to normal mode
_bindMode = false;
}
else if( !_callback)
{
LOG_ERROR << "Input is in bind mode, but callback is 0" << endl;
_bindMode = false;
}
}
_valDX = feedbackFilter( _valDX, _dampVal, _memoryDX);
_valDY = feedbackFilter( _valDY, _dampVal, _memoryDY);
if( (fabs(_valDX)>1.0e-10) || (fabs(_valDY)>1.0e-10))
{
trigger.type = eMotionTrigger;
trigger.fData1 = _valDX;
trigger.fData2 = _valDY;
if( _interceptor)
{
//feed trigger to interceptor instead of normal callback mechanism
_interceptor->input( trigger, true);
}
else
{
Callback * cb = findHash( trigger, _callbackMap);
if( cb)
{
// LOG_INFO << "Callback for [" << cb->getActionName() << "]" << endl;
cb->performAction( trigger, isDown);
}
}
}
return true;
}
void Input::handleLine( const string line)
{
// XTRACE();
Tokenizer t( line);
string bindKeyword = t.next();
if( bindKeyword != "bind") return;
string action = t.next();
string keyname = t.next();
// LOG_INFO << "action [" << action << "], "
// << "keyname [" << keyname << "]" << endl;
Trigger trigger;
if( _keys.convertStringToTrigger( keyname, trigger))
{
Callback *cb = _callbackManager.getCallback( action);
bind( trigger, cb);
}
}
void Input::save( ofstream &outfile)
{
XTRACE();
outfile << "# --- Binding section --- " << endl;
__gnu_cxx::hash_map< Trigger, Callback*, __gnu_cxx::hash<Trigger> >::const_iterator ci;
for( ci=_callbackMap.begin(); ci!=_callbackMap.end(); ci++)
{
outfile << "bind "
<< ci->second->getActionName() << " "
<< _keys.convertTriggerToString( ci->first)
<< endl;
}
}
void Input::bind( Trigger &trigger, Callback *callback)
{
XTRACE();
Callback * cb = findHash( trigger, _callbackMap);
if( cb)
{
LOG_WARNING << "Removing old binding" << endl;
//remove previous callback...
_callbackMap.erase( trigger);
delete cb;
}
LOG_INFO << "Creating binding for " << callback->getActionName()
<< " - " << trigger.type << ":" << trigger.data1 << endl;
_callbackMap[ trigger] = callback;
}
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