Ejemplo n.º 1
0
void OptionsScreenInput::filterInput(Input::InputType type,
                                     int deviceID,
                                     int btnID,
                                     int axisDir,
                                     int axisRange,
                                     int value)
{
    if (type == Input::IT_STICKMOTION || type == Input::IT_STICKBUTTON)
    {
        GamePadDevice* gamepad = input_manager->getDeviceList()->getGamePadFromIrrID(deviceID);
        if (gamepad != NULL && gamepad->getConfiguration() != NULL)
        {
            //printf("'%s'\n", gamepad->getConfiguration()->getName().c_str());

            ListWidget* devices = this->getWidget<ListWidget>("devices");
            assert(devices != NULL);

            std::string internal_name;
            const int gpad_config_count = input_manager->getDeviceList()->getGamePadConfigAmount();
            for (int i = 0; i < gpad_config_count; i++)
            {
                GamepadConfig *config = input_manager->getDeviceList()->getGamepadConfig(i);

                // Don't display the configuration if a matching device is not available
                if (config == gamepad->getConfiguration())
                {
                    std::ostringstream gpname;
                    gpname << "gamepad" << i;
                    internal_name = gpname.str();
                }
            }

            if (internal_name.size() > 0 && abs(value) > Input::MAX_VALUE/2)
            {
                devices->markItemRed(internal_name.c_str());
                m_highlights[internal_name] = 0.25f;
            }
        }
    }
}
Ejemplo n.º 2
0
/** Handles the conversion from some input to a GameAction and its distribution
 * to the currently active menu.
 * It also handles whether the game is currently sensing input. It does so by
 * suppressing the distribution of the input as a GameAction. Instead the
 * input is stored in 'm_sensed_input' and GA_SENSE_COMPLETE is distributed. If
 * however the input in question has resolved to GA_LEAVE this is treated as
 * an attempt of the user to cancel the sensing. In that case GA_SENSE_CANCEL
 * is distributed.
 *
 * Note: It is the obligation of the called menu to switch of the sense mode.
 *
 */
void InputManager::dispatchInput(Input::InputType type, int deviceID,
                                 int button,
                                 Input::AxisDirection axisDirection, int value,
                                 bool shift_mask)
{
    // Act different in input sensing mode.
    if (m_mode == INPUT_SENSE_KEYBOARD ||
        m_mode == INPUT_SENSE_GAMEPAD)
    {
        // Do not pick disabled gamepads for input sensing
         if (type == Input::IT_STICKBUTTON || type == Input::IT_STICKMOTION)
        {
             GamePadDevice *gPad = m_device_manager->getGamePadFromIrrID(deviceID);
             // This can happen in case of automatically ignored accelerator
             // devices, which are not part of stk's gamepad mapping.
             if (!gPad) return;
             DeviceConfig *conf = gPad->getConfiguration();
             if (!conf->isEnabled())
                 return;
         }

        inputSensing(type, deviceID, button, axisDirection,  value);
        return;
    }

    // Abort demo mode if a key is pressed during the race in demo mode
    if(dynamic_cast<DemoWorld*>(World::getWorld()))
    {
        race_manager->exitRace();
        StateManager::get()->resetAndGoToScreen(MainMenuScreen::getInstance());
        return;
    }

    StateManager::ActivePlayer*   player = NULL;
    PlayerAction    action;
    bool action_found = m_device_manager->translateInput(type, deviceID,
                                                         button, axisDirection,
                                                         &value, m_mode,
                                                         &player, &action);

    // in menus, some keyboard keys are standard (before each player selected
    // his device). So if a key could not be mapped to any known binding,
    // fall back to check the defaults.
    if (!action_found &&
            StateManager::get()->getGameState() != GUIEngine::GAME &&
            type == Input::IT_KEYBOARD &&
            m_mode == MENU && m_device_manager->getAssignMode() == NO_ASSIGN)
    {
        action = PA_BEFORE_FIRST;

        if      (button == KEY_UP)     action = PA_MENU_UP;
        else if (button == KEY_DOWN)   action = PA_MENU_DOWN;
        else if (button == KEY_LEFT)   action = PA_MENU_LEFT;
        else if (button == KEY_RIGHT)  action = PA_MENU_RIGHT;
        else if (button == KEY_SPACE)  action = PA_MENU_SELECT;
        else if (button == KEY_RETURN) action = PA_MENU_SELECT;
        else if (button == KEY_TAB)    
        {
            if (shift_mask)
            {
                action = PA_MENU_UP;
            }
            else
            {
                action = PA_MENU_DOWN;
            }
        }

        if (button == KEY_RETURN && GUIEngine::ModalDialog::isADialogActive())
        {
            GUIEngine::ModalDialog::onEnterPressed();
        }

        if (action != PA_BEFORE_FIRST)
        {
            action_found = true;
            player = NULL;
        }
    }

    // do something with the key if it matches a binding
    if (action_found)
    {
        // If we're in the kart menu awaiting new players, do special things
        // when a device presses fire or rescue
        if (m_device_manager->getAssignMode() == DETECT_NEW)
        {
            // Player is unjoining
            if ((player != NULL) && (action == PA_RESCUE ||
                                     action == PA_MENU_CANCEL ) )
            {
                // returns true if the event was handled
                if (KartSelectionScreen::getRunningInstance()->playerQuit( player ))
                {
                    return; // we're done here
                }
            }

            /* The way this is currently structured, any time an event is
               received from an input device that is not associated with a
               player and the device manager is in DETECT_NEW mode, the event
               is ignored, unless it is a PA_FIRE event (a player is joining)

               perhaps it will be good to let unassigned devices back out
               of the kart selection menu?
            */

            else if (player == NULL)
            {
                // New player is joining
                if (action == PA_FIRE || action == PA_MENU_SELECT)
                {
                    InputDevice *device = NULL;
                    if (type == Input::IT_KEYBOARD)
                    {
                        //Log::info("InputManager", "New Player Joining with Key %d", button);
                        device = m_device_manager->getKeyboardFromBtnID(button);
                    }
                    else if (type == Input::IT_STICKBUTTON ||
                             type == Input::IT_STICKMOTION    )
                    {
                        device = m_device_manager->getGamePadFromIrrID(deviceID);
                    }

                    if (device != NULL)
                    {
                        KartSelectionScreen::getRunningInstance()->joinPlayer(device);
                    }
                }
                return; // we're done here, ignore devices that aren't
                        // associated with players
            }
        }

        // ... when in-game
        if (StateManager::get()->getGameState() == GUIEngine::GAME &&
             !GUIEngine::ModalDialog::isADialogActive()            &&
             !race_manager->isWatchingReplay() )
        {
            if (player == NULL)
            {
                // Prevent null pointer crash
                return;
            }

            // Find the corresponding PlayerKart from our ActivePlayer instance
            AbstractKart* pk = player->getKart();

            if (pk == NULL)
            {
                Log::error("InputManager::dispatchInput", "Trying to process "
                    "action for an unknown player");
                return;
            }

            Controller* controller = pk->getController();
            if (controller != NULL) controller->action(action, abs(value));
        }
        else if (race_manager->isWatchingReplay())
        {
            // Get the first ghost kart
            World::getWorld()->getKart(0)
                ->getController()->action(action, abs(value));
        }
        // ... when in menus
        else
        {
            // reset timer when released
            if (abs(value) == 0 &&  type == Input::IT_STICKBUTTON)
            {
                m_timer_in_use = false;
                m_timer = 0;
            }

            // When in master-only mode, we can safely assume that players
            // are set up, contrarly to early menus where we accept every
            // input because players are not set-up yet
            if (m_master_player_only && player == NULL)
            {
                if (type == Input::IT_STICKMOTION ||
                    type == Input::IT_STICKBUTTON)
                {
                    GamePadDevice* gp =
                        getDeviceManager()->getGamePadFromIrrID(deviceID);

                    // Check for deadzone
                    if (gp != NULL && gp->moved(value))
                    {
                        //I18N: message shown when an input device is used but
                        // is not associated to any player
                        GUIEngine::showMessage(
                            _("Ignoring '%s'. You needed to join earlier to play!",
                            core::stringw(gp->getName().c_str())));
                    }
                }
                return;
            }

            // menu input
            if (!m_timer_in_use)
            {
                if (abs(value) > Input::MAX_VALUE*2/3)
                {
                    m_timer_in_use = true;
                    m_timer = 0.25;
                }

                // player may be NULL in early menus, before player setup has
                // been performed
                int playerID = (player == NULL ? 0 : player->getID());

                // If only the master player can act, and this player is not
                // the master, ignore his input
                if (m_device_manager->getAssignMode() == ASSIGN &&
                    m_master_player_only &&
                    playerID != PLAYER_ID_GAME_MASTER)
                {
                    //I18N: message shown when a player that isn't game master
                    //I18N: tries to modify options that only the game master
                    //I18N: is allowed to
                    GUIEngine::showMessage(
                        _("Only the Game Master may act at this point!"));
                    return;
                }

                // all is good, pass the translated input event on to the
                // event handler
                GUIEngine::EventHandler::get()
                    ->processGUIAction(action, deviceID, abs(value), type,
                                       playerID);
            }
        }
    }
    else if (type == Input::IT_KEYBOARD)
    {
        // keyboard press not handled by device manager / bindings.
        // Check static bindings...
        handleStaticAction( button, value );
    }
}   // input