//
// $Id$
+#ifdef HAVE_CONFIG_H
+# include "config.h"
+#endif
+
#include "FGMouseInput.hxx"
+#include "Main/globals.hxx"
+
+using std::ios_base;
-\f
void ActivePickCallbacks::init( int b, const osgGA::GUIEventAdapter* ea )
{
// Get the list of hit callbacks. Take the first callback that
// The nearest one is the first one and the deepest
// (the most specialized one in the scenegraph) is the first.
std::vector<SGSceneryPick> pickList;
- if (FGRenderer::pick(pickList, ea)) {
+ if (globals->get_renderer()->pick(pickList, ea)) {
std::vector<SGSceneryPick>::const_iterator i;
for (i = pickList.begin(); i != pickList.end(); ++i) {
if (i->callback->buttonPressed(b, i->info)) {
FGMouseInput * FGMouseInput::mouseInput = NULL;
-FGMouseInput::FGMouseInput()
+FGMouseInput::FGMouseInput() :
+ haveWarped(false),
+ xSizeNode(fgGetNode("/sim/startup/xsize", false ) ),
+ ySizeNode(fgGetNode("/sim/startup/ysize", false ) ),
+ xAccelNode(fgGetNode("/devices/status/mice/mouse/accel-x", true ) ),
+ yAccelNode(fgGetNode("/devices/status/mice/mouse/accel-y", true ) ),
+ hideCursorNode(fgGetNode("/sim/mouse/hide-cursor", true ) ),
+ cursorTimeoutNode(fgGetNode("/sim/mouse/cursor-timeout-sec", true ) )
{
if( mouseInput == NULL )
mouseInput = this;
mouse &m = bindings[i];
// Grab node pointers
- char buf[64];
- sprintf(buf, "/devices/status/mice/mouse[%d]/mode", i);
- m.mode_node = fgGetNode(buf);
+ std::ostringstream buf;
+ buf << "/devices/status/mice/mouse[" << i << "]/mode";
+ m.mode_node = fgGetNode(buf.str().c_str());
if (m.mode_node == NULL) {
- m.mode_node = fgGetNode(buf, true);
+ m.mode_node = fgGetNode(buf.str().c_str(), true);
m.mode_node->setIntValue(0);
}
for (j = 0; j < MAX_MOUSE_BUTTONS; j++) {
- sprintf(buf, "/devices/status/mice/mouse[%d]/button[%d]", i, j);
- m.mouse_button_nodes[j] = fgGetNode(buf, true);
+ buf.seekp(ios_base::beg);
+ buf << "/devices/status/mice/mouse["<< i << "]/button[" << j << "]";
+ m.mouse_button_nodes[j] = fgGetNode(buf.str().c_str(), true);
m.mouse_button_nodes[j]->setBoolValue(false);
}
// Read the button bindings for this mode
m.modes[j].buttons = new FGButton[MAX_MOUSE_BUTTONS];
- char buf[32];
+ std::ostringstream buf;
for (k = 0; k < MAX_MOUSE_BUTTONS; k++) {
- sprintf(buf, "mouse button %d", k);
+ buf.seekp(ios_base::beg);
+ buf << "mouse button " << k;
SG_LOG(SG_INPUT, SG_DEBUG, "Initializing mouse button " << k);
- m.modes[j].buttons[k].init( mode_node->getChild("button", k), buf, module );
+ m.modes[j].buttons[k].init( mode_node->getChild("button", k), buf.str(), module );
}
// Read the axis bindings for this mode
void FGMouseInput::update ( double dt )
{
+ double cursorTimeout = cursorTimeoutNode ? cursorTimeoutNode->getDoubleValue() : 10.0;
+
mouse &m = bindings[0];
int mode = m.mode_node->getIntValue();
if (mode != m.current_mode) {
m.current_mode = mode;
- m.timeout = fgGetDouble( "/sim/mouse/cursor-timeout-sec", 10.0 );
+ m.timeout = cursorTimeout;
if (mode >= 0 && mode < m.nModes) {
fgSetMouseCursor(m.modes[mode].cursor);
- m.x = fgGetInt("/sim/startup/xsize", 800) / 2;
- m.y = fgGetInt("/sim/startup/ysize", 600) / 2;
+ m.x = (xSizeNode ? xSizeNode->getIntValue() : 800) / 2;
+ m.y = (ySizeNode ? ySizeNode->getIntValue() : 600) / 2;
fgWarpMouse(m.x, m.y);
+ haveWarped = true;
} else {
SG_LOG(SG_INPUT, SG_DEBUG, "Mouse mode " << mode << " out of range");
fgSetMouseCursor(MOUSE_CURSOR_POINTER);
}
}
- if ( fgGetBool( "/sim/mouse/hide-cursor", true ) ) {
+ if ( hideCursorNode ==NULL || hideCursorNode->getBoolValue() ) {
if ( m.x != m.save_x || m.y != m.save_y ) {
- m.timeout = fgGetDouble( "/sim/mouse/cursor-timeout-sec", 10.0 );
+ m.timeout = cursorTimeout;
if (fgGetMouseCursor() == MOUSE_CURSOR_NONE)
fgSetMouseCursor(m.modes[mode].cursor);
} else {
}
if (mode.pass_through) {
+ // remove once PUI uses standard picking mechanism
if (0 <= x && 0 <= y && puMouse(b, updown, x, y))
return;
- else if (0 <= x && 0 <= y && (globals->get_current_panel() != 0) &&
- globals->get_current_panel()->getVisibility() &&
- globals->get_current_panel()->doMouseAction(b, updown, x, y))
- return;
- else if (0 <= x && 0 <= y && fgHandle3DPanelMouseEvent(b, updown, x, y))
- return;
else {
// pui didn't want the click event so compute a
// scenegraph intersection point corresponding to the mouse click
// callback. Glut doesn't.
int modifiers = KEYMOD_NONE;
- int xsize = fgGetInt("/sim/startup/xsize", 800);
- int ysize = fgGetInt("/sim/startup/ysize", 600);
+ int xsize = xSizeNode ? xSizeNode->getIntValue() : 800;
+ int ysize = ySizeNode ? ySizeNode->getIntValue() : 600;
mouse &m = bindings[0];
m.y = y;
return;
}
-
+
+ if (haveWarped)
+ {
+ // don't fire mouse-movement events at the first update after warping the mouse,
+ // just remember the new mouse position
+ haveWarped = false;
+ }
+ else
+ {
// OK, PUI didn't want the event,
// so we can play with it.
- if (x != m.x) {
- int delta = x - m.x;
- for (unsigned int i = 0; i < mode.x_bindings[modifiers].size(); i++)
- mode.x_bindings[modifiers][i]->fire(double(delta), double(xsize));
- }
- if (y != m.y) {
- int delta = y - m.y;
- for (unsigned int i = 0; i < mode.y_bindings[modifiers].size(); i++)
- mode.y_bindings[modifiers][i]->fire(double(delta), double(ysize));
+ if (x != m.x) {
+ int delta = x - m.x;
+ xAccelNode->setIntValue( delta );
+ for (unsigned int i = 0; i < mode.x_bindings[modifiers].size(); i++)
+ mode.x_bindings[modifiers][i]->fire(double(delta), double(xsize));
+ }
+ if (y != m.y) {
+ int delta = y - m.y;
+ yAccelNode->setIntValue( -delta );
+ for (unsigned int i = 0; i < mode.y_bindings[modifiers].size(); i++)
+ mode.y_bindings[modifiers][i]->fire(double(delta), double(ysize));
+ }
}
-
// Constrain the mouse if requested
if (mode.constrained) {
+ int new_x=x,new_y=y;
+
bool need_warp = false;
if (x <= (xsize * .25) || x >= (xsize * .75)) {
- x = int(xsize * .5);
+ new_x = int(xsize * .5);
need_warp = true;
}
if (y <= (ysize * .25) || y >= (ysize * .75)) {
- y = int(ysize * .5);
+ new_y = int(ysize * .5);
need_warp = true;
}
if (need_warp)
- fgWarpMouse(x, y);
+ {
+ fgWarpMouse(new_x, new_y);
+ haveWarped = true;
+ SG_LOG(SG_INPUT, SG_DEBUG, "Mouse warp: " << x << ", " << y << " => " << new_x << ", " << new_y);
+ }
}
if (m.x != x)