Exemplo 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;
            }
        }
    }
}
Exemplo n.º 2
0
InputDevice *DeviceManager::mapGamepadInput(Input::InputType type,
                                             int device_id,
                                             int button_id,
                                             int axis_dir,
                                             int *value /* inout */,
                                             InputManager::InputDriverMode mode,
                                             StateManager::ActivePlayer **player /* out */,
                                             PlayerAction *action /* out */)
{
    GamePadDevice  *gPad = getGamePadFromIrrID(device_id);

    if (gPad != NULL)
    {
        if (gPad->processAndMapInput(type, button_id, mode, action, value))
        {
            if (m_single_player != NULL)
            {
                *player = m_single_player;

                // in single-player mode, assign the gamepad as needed
                if (gPad->getPlayer() != m_single_player) gPad->setPlayer(m_single_player);
            }
            else if (m_assign_mode == NO_ASSIGN) // Don't set the player in NO_ASSIGN mode
            {
                *player = NULL;
            }
            else
            {
                *player = gPad->getPlayer();
            }
        }
        else gPad = NULL; // If no bind was found, return NULL
    }

    return gPad;
}   // mapGamepadInput
Exemplo n.º 3
0
/**
 * Called on keyboard events [indirectly] by irrLicht
 *
 * Analog axes can have any value from [-32768, 32767].
 *
 * There are no negative values. Instead this is reported as an axis with a
 * negative direction. This simplifies input configuration and allows greater
 * flexibility (= treat 4 directions as four buttons).
 *
 * Returns whether to halt the event's propagation here
 */
EventPropagation InputManager::input(const SEvent& event)
{
    if (event.EventType == EET_JOYSTICK_INPUT_EVENT)
    {
        // Axes - FIXME, instead of checking all of them, ask the bindings 
        // which ones to poll
        for (int axis_id=0; axis_id<SEvent::SJoystickEvent::NUMBER_OF_AXES ; 
              axis_id++)
        {
            int value = event.JoystickEvent.Axis[axis_id];

            if (UserConfigParams::m_gamepad_debug)
            {
                printf("axis motion: gamepad_id=%d axis=%d value=%d\n",
                       event.JoystickEvent.Joystick, axis_id, value);
            }

            dispatchInput(Input::IT_STICKMOTION, event.JoystickEvent.Joystick, 
                          axis_id, Input::AD_NEUTRAL, value);
        }
        
        if (event.JoystickEvent.POV == 65535)
        {
            dispatchInput(Input::IT_STICKMOTION, event.JoystickEvent.Joystick,
                          Input::HAT_H_ID, Input::AD_NEUTRAL, 0);
            dispatchInput(Input::IT_STICKMOTION, event.JoystickEvent.Joystick,
                          Input::HAT_V_ID, Input::AD_NEUTRAL, 0);
        }
        else
        {
            // *0.017453925f is to convert degrees to radians
            dispatchInput(Input::IT_STICKMOTION, event.JoystickEvent.Joystick, 
                          Input::HAT_H_ID, Input::AD_NEUTRAL,
                          (int)(cos(event.JoystickEvent.POV*0.017453925f/100.0f)
                                *Input::MAX_VALUE));
            dispatchInput(Input::IT_STICKMOTION, event.JoystickEvent.Joystick,
                          Input::HAT_V_ID, Input::AD_NEUTRAL,
                          (int)(sin(event.JoystickEvent.POV*0.017453925f/100.0f)
                                *Input::MAX_VALUE));
        }
        
        GamePadDevice* gp = 
            getDeviceList()->getGamePadFromIrrID(event.JoystickEvent.Joystick);

        if (gp == NULL)
        {
            // Prevent null pointer crash
            return EVENT_BLOCK;
        }

        for(int i=0; i<gp->m_button_count; i++)
        {
            const bool isButtonPressed = event.JoystickEvent.IsButtonPressed(i);
            
            // Only report button events when the state of the button changes
            if ((!gp->isButtonPressed(i) &&  isButtonPressed) || 
                 (gp->isButtonPressed(i) && !isButtonPressed)    )
            {
                if (UserConfigParams::m_gamepad_debug)
                {
                    printf("button %i, status=%i\n", i, isButtonPressed);
                }
                
                dispatchInput(Input::IT_STICKBUTTON, 
                              event.JoystickEvent.Joystick, i, 
                              Input::AD_POSITIVE,
                              isButtonPressed ? Input::MAX_VALUE : 0);
            }
            gp->setButtonPressed(i, isButtonPressed);
        }

    }
    else if (event.EventType == EET_KEY_INPUT_EVENT)
    {
        // On some systems (linux esp.) certain keys (e.g. [] ) have a 0 
        // Key value, but do have a value defined in the Char field.
        // So to distinguish them (otherwise [] would both be mapped to
        // the same value 0, which means we can't distinguish which key
        // was actually pressed anymore). We set bit 10 which should
        // allow us to distinguish those artifical keys from the
        // 'real' keys.
        const int key = event.KeyInput.Key ? event.KeyInput.Key
                                           : event.KeyInput.Char+1024;

        if (event.KeyInput.PressedDown)
        {
            // escape is a little special
            if (key == KEY_ESCAPE)
            {
                StateManager::get()->escapePressed();
                return EVENT_BLOCK;
            }
            // 'backspace' in a text control must never be mapped, since user
            // can be in a text area trying to erase text (and if it's mapped 
            // to rescue that would dismiss the dialog instead of erasing a
            // single letter). Same for spacebar. Same for letters.
            if (GUIEngine::isWithinATextBox())
            {
                if (key == KEY_BACK || key == KEY_SPACE || key == KEY_SHIFT)
                {
                    return EVENT_LET;
                }
                if (key >= KEY_KEY_0 && key <= KEY_KEY_Z)
                {
                    return EVENT_LET;
                }
            }
            
            const bool wasInTextBox = GUIEngine::isWithinATextBox();
            
            dispatchInput(Input::IT_KEYBOARD, event.KeyInput.Char, key,
                          Input::AD_POSITIVE, Input::MAX_VALUE);
            
            // if this action took us into a text box, don't let event continue
            // (FIXME not the cleanest solution)
            if (!wasInTextBox && GUIEngine::isWithinATextBox())
            {
                return EVENT_BLOCK;
            }

        }
        else
        {
            // 'backspace' in a text control must never be mapped, since user
            // can be in a text area trying to erase text (and if it's mapped 
            // to rescue that would dismiss the dialog instead of erasing a 
            // single letter). Same for spacebar. Same for letters.
            if (GUIEngine::isWithinATextBox())
            {
                if (key == KEY_BACK || key == KEY_SPACE || key == KEY_SHIFT)
                {
                    return EVENT_LET;
                }
                if (key >= KEY_KEY_0 && key <= KEY_KEY_Z)
                {
                    return EVENT_LET;
                }
            }
            
            dispatchInput(Input::IT_KEYBOARD, event.KeyInput.Char, key, 
                          Input::AD_POSITIVE, 0);
            return EVENT_BLOCK; // Don't propagate key up events
        }
    }
#if 0 // in case we ever use mouse in-game...
    else if(event.EventType == EET_MOUSE_INPUT_EVENT)
    {
        const int type = event.MouseInput.Event;

        if(type == EMIE_MOUSE_MOVED)
        {
            // m_mouse_x = event.MouseInput.X;
            // m_mouse_y = event.MouseInput.Y;
            //const int wheel = event.MouseInput.Wheel;
        }

        /*
        EMIE_LMOUSE_PRESSED_DOWN    Left mouse button was pressed down.
        EMIE_RMOUSE_PRESSED_DOWN    Right mouse button was pressed down.
        EMIE_MMOUSE_PRESSED_DOWN    Middle mouse button was pressed down.
        EMIE_LMOUSE_LEFT_UP     Left mouse button was left up.
        EMIE_RMOUSE_LEFT_UP     Right mouse button was left up.
        EMIE_MMOUSE_LEFT_UP     Middle mouse button was left up.
        EMIE_MOUSE_MOVED    The mouse cursor changed its position.
        EMIE_MOUSE_WHEEL    The mouse wheel was moved. Use Wheel value in 
                            event data to find out in what direction and 
                            how fast.
         */
    }
#endif
    
    // block events in all modes but initial menus (except in text boxes to 
    // allow typing, and except in modal dialogs in-game)
    // FIXME: 1) that's awful logic 2) that's not what the code below does, 
    // events are never blocked in menus
    if (getDeviceList()->getAssignMode() != NO_ASSIGN && 
        !GUIEngine::isWithinATextBox() &&
        (!GUIEngine::ModalDialog::isADialogActive() && 
        StateManager::get()->getGameState() == GUIEngine::GAME))
    {
        return EVENT_BLOCK;
    }
    else
    {
        return EVENT_LET;
    }
}
Exemplo n.º 4
0
void OptionsScreenInput2::gotSensedInput(const Input& sensed_input)
{
    const bool keyboard = (m_config->isKeyboard() &&
                           sensed_input.m_type == Input::IT_KEYBOARD);
    const bool gamepad =  (sensed_input.m_type == Input::IT_STICKMOTION ||
                           sensed_input.m_type == Input::IT_STICKBUTTON) &&
                           m_config->isGamePad();

    if (keyboard)
    {
        if (UserConfigParams::logMisc())
        {
            Log::info("OptionsScreenInput2", "Binding %s: setting to keyboard key %d",
                KartActionStrings[binding_to_set].c_str(), sensed_input.m_button_id);
        }

        KeyboardConfig* keyboard = (KeyboardConfig*)m_config;
        keyboard->setBinding(binding_to_set, Input::IT_KEYBOARD,
                             sensed_input.m_button_id, Input::AD_NEUTRAL,
                             Input::AR_HALF,
                             sensed_input.m_character);

        // refresh display
        updateInputButtons();
    }
    else if (gamepad)
    {
        if (UserConfigParams::logMisc())
        {
            Log::info("OptionsScreenInput2", "Binding %s: setting to gamepad #%d",
                KartActionStrings[binding_to_set].c_str(), sensed_input.m_device_id);

            if (sensed_input.m_type == Input::IT_STICKMOTION)
            {
                Log::info("OptionsScreenInput2", "Axis %d; direction %s", sensed_input.m_button_id,
                    sensed_input.m_axis_direction == Input::AD_NEGATIVE ? "-" : "+");
            }
            else if (sensed_input.m_type == Input::IT_STICKBUTTON)
            {
                Log::info("OptionsScreenInput2", "Button %d", sensed_input.m_button_id);
            }
            else
            {
                Log::info("OptionsScreenInput2", "Sensed unknown gamepad event type??");
            }
        }

        GamePadDevice *gpad = input_manager->getDeviceManager()
                            ->getGamePadFromIrrID(sensed_input.m_device_id);

        std::string gamepad_name = gpad ? gpad->getName() : "UNKNOWN DEVICE";
        if (m_config->getName() == gamepad_name)
        {
            GamepadConfig* config =  (GamepadConfig*)m_config;
            config->setBinding(binding_to_set, sensed_input.m_type,
                               sensed_input.m_button_id,
                              (Input::AxisDirection)sensed_input.m_axis_direction,
                              (Input::AxisRange)sensed_input.m_axis_range);

            // refresh display
            updateInputButtons();
        }
    }
    else if (sensed_input.m_type == Input::IT_NONE)
    {
        if (UserConfigParams::logMisc())
        {
            Log::info("OptionsScreenInput2", "Binding %s: setting to keyboard key NONE",
                KartActionStrings[binding_to_set].c_str());
        }

        KeyboardConfig* keyboard = (KeyboardConfig*)m_config;
        keyboard->setBinding(binding_to_set, Input::IT_NONE,
                             sensed_input.m_button_id, Input::AD_NEUTRAL,
                             Input::AR_HALF,
                             sensed_input.m_character);

        // refresh display
        updateInputButtons();
    }
    else
    {
        return;
    }

    ModalDialog::dismiss();
    input_manager->setMode(InputManager::MENU);

    if (keyboard && (sensed_input.m_button_id == irr::KEY_SHIFT ||
                     sensed_input.m_button_id == irr::KEY_LSHIFT ||
                     sensed_input.m_button_id == irr::KEY_RSHIFT))
    {
        new MessageDialog(_("Warning, 'Shift' is not a recommended key : when "
                            "shift is pressed down, all keys that contain a "
                            "character that is different in upper-case will "
                            "stop working."));
    }

    // re-select the previous button (TODO!)
    //ButtonWidget* btn =
    //    getWidget<ButtonWidget>(binding_to_set_button.c_str());
    //if(btn != NULL) btn->setFocusForPlayer(PLAYER_ID_GAME_MASTER);

    // save new binding to file
    input_manager->getDeviceManager()->save();
}   // gotSensedInput
Exemplo n.º 5
0
/**
 * Called on keyboard events [indirectly] by irrLicht
 *
 * Analog axes can have any value from [-32768, 32767].
 *
 * There are no negative values. Instead this is reported as an axis with a
 * negative direction. This simplifies input configuration and allows greater
 * flexibility (= treat 4 directions as four buttons).
 *
 * Returns whether to halt the event's propagation here
 */
EventPropagation InputManager::input(const SEvent& event)
{
    if (event.EventType == EET_JOYSTICK_INPUT_EVENT)
    {
        // Axes - FIXME, instead of checking all of them, ask the bindings
        // which ones to poll
        for (int axis_id=0; axis_id<SEvent::SJoystickEvent::NUMBER_OF_AXES ;
              axis_id++)
        {
            int value = event.JoystickEvent.Axis[axis_id];

            if (UserConfigParams::m_gamepad_debug)
            {
                Log::info("InputManager",
                          "axis motion: gamepad_id=%d axis=%d value=%d",
                          event.JoystickEvent.Joystick, axis_id, value);
            }

            dispatchInput(Input::IT_STICKMOTION, event.JoystickEvent.Joystick,
                          axis_id, Input::AD_NEUTRAL, value);
        }

        if (event.JoystickEvent.POV == 65535)
        {
            dispatchInput(Input::IT_STICKMOTION, event.JoystickEvent.Joystick,
                          Input::HAT_H_ID, Input::AD_NEUTRAL, 0);
            dispatchInput(Input::IT_STICKMOTION, event.JoystickEvent.Joystick,
                          Input::HAT_V_ID, Input::AD_NEUTRAL, 0);
        }
        else
        {
            // *0.017453925f is to convert degrees to radians
            dispatchInput(Input::IT_STICKMOTION, event.JoystickEvent.Joystick,
                          Input::HAT_H_ID, Input::AD_NEUTRAL,
                          (int)(cos(event.JoystickEvent.POV*0.017453925f/100.0f)
                                *Input::MAX_VALUE));
            dispatchInput(Input::IT_STICKMOTION, event.JoystickEvent.Joystick,
                          Input::HAT_V_ID, Input::AD_NEUTRAL,
                          (int)(sin(event.JoystickEvent.POV*0.017453925f/100.0f)
                                *Input::MAX_VALUE));
        }

        GamePadDevice* gp =
            getDeviceManager()->getGamePadFromIrrID(event.JoystickEvent.Joystick);

        if (gp == NULL)
        {
            // Prevent null pointer crash
            return EVENT_BLOCK;
        }

        for(int i=0; i<gp->getNumberOfButtons(); i++)
        {
            const bool isButtonPressed = event.JoystickEvent.IsButtonPressed(i);

            // Only report button events when the state of the button changes
            if ((!gp->isButtonPressed(i) &&  isButtonPressed) ||
                 (gp->isButtonPressed(i) && !isButtonPressed)    )
            {
                if (UserConfigParams::m_gamepad_debug)
                {
                    Log::info("InputManager", "button %i, status=%i",
                              i, isButtonPressed);
                }

                dispatchInput(Input::IT_STICKBUTTON,
                              event.JoystickEvent.Joystick, i,
                              Input::AD_POSITIVE,
                              isButtonPressed ? Input::MAX_VALUE : 0);
            }
            gp->setButtonPressed(i, isButtonPressed);
        }

    }
    else if (event.EventType == EET_KEY_INPUT_EVENT)
    {
        // On some systems (linux esp.) certain keys (e.g. [] ) have a 0
        // Key value, but do have a value defined in the Char field.
        // So to distinguish them (otherwise [] would both be mapped to
        // the same value 0, which means we can't distinguish which key
        // was actually pressed anymore), we set bit 10 which should
        // allow us to distinguish those artifical keys from the
        // 'real' keys.
        const int key = event.KeyInput.Key ? event.KeyInput.Key
                                           : event.KeyInput.Char+1024;

        if (event.KeyInput.PressedDown)
        {
            // escape is a little special
            if (key == KEY_ESCAPE)
            {
                StateManager::get()->escapePressed();
                return EVENT_BLOCK;
            }
            // 'backspace' in a text control must never be mapped, since user
            // can be in a text area trying to erase text (and if it's mapped
            // to rescue that would dismiss the dialog instead of erasing a
            // single letter). Same for spacebar. Same for letters.
            if (GUIEngine::isWithinATextBox())
            {
                if (key == KEY_BACK || key == KEY_SPACE || key == KEY_SHIFT)
                {
                    return EVENT_LET;
                }
                if (key >= KEY_KEY_0 && key <= KEY_KEY_Z)
                {
                    return EVENT_LET;
                }
            }

            const bool wasInTextBox = GUIEngine::isWithinATextBox();

            dispatchInput(Input::IT_KEYBOARD, event.KeyInput.Char, key,
                          Input::AD_POSITIVE, Input::MAX_VALUE,
                          event.KeyInput.Shift);

            // if this action took us into a text box, don't let event continue
            // (FIXME not the cleanest solution)
            if (!wasInTextBox && GUIEngine::isWithinATextBox())
            {
                return EVENT_BLOCK;
            }

        }
        else
        {
            // 'backspace' in a text control must never be mapped, since user
            // can be in a text area trying to erase text (and if it's mapped
            // to rescue that would dismiss the dialog instead of erasing a
            // single letter). Same for spacebar. Same for letters.
            if (GUIEngine::isWithinATextBox())
            {
                if (key == KEY_BACK || key == KEY_SPACE || key == KEY_SHIFT)
                {
                    return EVENT_LET;
                }
                if (key >= KEY_KEY_0 && key <= KEY_KEY_Z)
                {
                    return EVENT_LET;
                }
            }

            dispatchInput(Input::IT_KEYBOARD, event.KeyInput.Char, key,
                          Input::AD_POSITIVE, 0, event.KeyInput.Shift);
            return EVENT_BLOCK; // Don't propagate key up events
        }
    }
    // Use the mouse to change the looking direction when first person view is activated
    else if (event.EventType == EET_MOUSE_INPUT_EVENT)
    {
        const int type = event.MouseInput.Event;

        if (type == EMIE_MOUSE_MOVED)
        {
            if (Camera::isFPS())
            {
                Camera *cam = Camera::getActiveCamera();
                // Center of the screen
                core::vector2df screen_size = irr_driver->getCurrentScreenSize();
                int mid_x = (int) screen_size.X / 2;
                int mid_y = (int) screen_size.Y / 2;
                // Relative mouse movement
                int diff_x = event.MouseInput.X - m_mouse_val_x;
                int diff_y = event.MouseInput.Y - m_mouse_val_y;
                float mouse_x = ((float) diff_x) *
                    UserConfigParams::m_fpscam_direction_speed;
                float mouse_y = ((float) diff_y) *
                    -UserConfigParams::m_fpscam_direction_speed;

                // No movement the first time it's used
                // At the moment there's also a hard limit because the mouse
                // gets reset to the middle of the screen and sometimes there
                // are more events fired than expected.
                if (m_mouse_val_x != -1 &&
                   (diff_x + diff_y) < 100 && (diff_x + diff_y) > -100)
                {
                    // Rotate camera
                    cam->applyMouseMovement(mouse_x, mouse_y);

                    // Reset mouse position to the middle of the screen when
                    // the mouse is far away
                    if (event.MouseInput.X < mid_x / 2 ||
                        event.MouseInput.X > (mid_x + mid_x / 2) ||
                        event.MouseInput.Y < mid_y / 2 ||
                        event.MouseInput.Y > (mid_y + mid_y / 2))
                    {
                        irr_driver->getDevice()->getCursorControl()->setPosition(mid_x, mid_y);
                        m_mouse_val_x = mid_x;
                        m_mouse_val_y = mid_y;
                    }
                    else
                    {
                        m_mouse_val_x = event.MouseInput.X;
                        m_mouse_val_y = event.MouseInput.Y;
                    }
                }
                else
                {
                    m_mouse_val_x = event.MouseInput.X;
                    m_mouse_val_y = event.MouseInput.Y;
                }
                return EVENT_BLOCK;
            }
            else
                // Reset mouse position
                m_mouse_val_x = m_mouse_val_y = -1;
        }
        else if (type == EMIE_MOUSE_WHEEL)
        {
            if (Camera::isFPS())
            {
                // Use scrolling to change the maximum speed
                // Only test if it's more or less than 0 as it seems to be not
                // reliable accross more platforms.
                Camera *cam = Camera::getActiveCamera();
                if (event.MouseInput.Wheel < 0)
                {
                    float vel = cam->getMaximumVelocity() - 3;
                    if (vel < 0.0f)
                        vel = 0.0f;
                    cam->setMaximumVelocity(vel);
                }
                else if (event.MouseInput.Wheel > 0)
                {
                    cam->setMaximumVelocity(cam->getMaximumVelocity() + 3);
                }
            }
        }

        /*
        EMIE_LMOUSE_PRESSED_DOWN    Left mouse button was pressed down.
        EMIE_RMOUSE_PRESSED_DOWN    Right mouse button was pressed down.
        EMIE_MMOUSE_PRESSED_DOWN    Middle mouse button was pressed down.
        EMIE_LMOUSE_LEFT_UP     Left mouse button was left up.
        EMIE_RMOUSE_LEFT_UP     Right mouse button was left up.
        EMIE_MMOUSE_LEFT_UP     Middle mouse button was left up.
        EMIE_MOUSE_MOVED    The mouse cursor changed its position.
        EMIE_MOUSE_WHEEL    The mouse wheel was moved. Use Wheel value in
                            event data to find out in what direction and
                            how fast.
         */
    }

    // block events in all modes but initial menus (except in text boxes to
    // allow typing, and except in modal dialogs in-game)
    // FIXME: 1) that's awful logic 2) that's not what the code below does,
    // events are never blocked in menus
    if (getDeviceManager()->getAssignMode() != NO_ASSIGN &&
        !GUIEngine::isWithinATextBox() &&
        (!GUIEngine::ModalDialog::isADialogActive() &&
        StateManager::get()->getGameState() == GUIEngine::GAME))
    {
        return EVENT_BLOCK;
    }
    else
    {
        return EVENT_LET;
    }
}
Exemplo n.º 6
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