FGBinding::fire (double setting) const
{
SGPropertyNode arg;
- copyProperties(_arg, &arg);
+ if (_arg != 0)
+ copyProperties(_arg, &arg);
arg.setDoubleValue("setting", setting);
_fire(&arg);
}
void
FGInput::doKey (int k, int modifiers, int x, int y)
{
+ SG_LOG(SG_INPUT, SG_INFO, "User pressed key " << k
+ << " with modifiers " << modifiers);
+
// Sanity check.
if (k < 0 || k >= MAX_KEYS) {
SG_LOG(SG_INPUT, SG_ALERT, "Key value " << k << " out of range");
// Key pressed.
if (modifiers&FG_MOD_UP == 0) {
- // SG_LOG(SG_INPUT, SG_INFO, "User pressed key " << k
- // << " with modifiers " << modifiers);
+ // SG_LOG( SG_INPUT, SG_INFO, "User pressed key " << k
+ // << " with modifiers " << modifiers );
if (!b.last_state || b.is_repeatable) {
const binding_list_t &bindings =
_find_key_bindings(k, modifiers);
float fov, tmp;
static bool winding_ccw = true;
- int speed;
+ // int speed;
FGInterface *f = current_aircraft.fdm_state;
- FGViewer *v = globals->get_current_view();
+ // FGViewer *v = globals->get_current_view();
// everything after here will be removed sooner or later...
SG_LOG(SG_INPUT, SG_INFO, "Initializing joystick " << i);
// Set up range arrays
- float minRange[naxes];
- float maxRange[naxes];
- float center[naxes];
+ float minRange[MAX_AXES];
+ float maxRange[MAX_AXES];
+ float center[MAX_AXES];
// Initialize with default values
js->getMinRange(minRange);
//
// Initialize the axes.
//
- for (int j = 0; j < naxes; j++) {
+ int j;
+ for (j = 0; j < naxes; j++) {
const SGPropertyNode * axis_node = js_node->getChild("axis", j);
if (axis_node == 0) {
SG_LOG(SG_INPUT, SG_INFO, "No bindings for axis " << j);
center[j] = axis_node->getDoubleValue("center", center[j]);
_read_bindings(axis_node, a.bindings, FG_MOD_NONE);
+
+ // Initialize the virtual axis buttons.
+ _init_button(axis_node->getChild("low"), a.low, "low");
+ a.low_threshold = axis_node->getDoubleValue("low-threshold", -0.9);
+
+ _init_button(axis_node->getChild("high"), a.high, "high");
+ a.high_threshold = axis_node->getDoubleValue("high-threshold", 0.9);
}
//
// Initialize the buttons.
//
- for (int j = 0; j < nbuttons; j++) {
- const SGPropertyNode * button_node = js_node->getChild("button", j);
- if (button_node == 0) {
- SG_LOG(SG_INPUT, SG_INFO, "No bindings for button " << j);
- continue;
- }
-
- button &b = _joystick_bindings[i].buttons[j];
-
- b.is_repeatable =
- button_node->getBoolValue("repeatable", b.is_repeatable);
-
- // Get the bindings for the button
- _read_bindings(button_node, b.bindings, FG_MOD_NONE);
+ char buf[8];
+ for (j = 0; j < nbuttons; j++) {
+ sprintf(buf, "%d", j);
+ _init_button(js_node->getChild("button", j),
+ _joystick_bindings[i].buttons[j],
+ buf);
+
}
js->setMinRange(minRange);
}
+inline void
+FGInput::_init_button (const SGPropertyNode * node,
+ button &b,
+ const string name)
+{
+ if (node == 0)
+ SG_LOG(SG_INPUT, SG_INFO, "No bindings for button " << name);
+ else {
+ _read_bindings(node, b.bindings, FG_MOD_NONE);
+ b.is_repeatable = node->getBoolValue("repeatable", b.is_repeatable);
+
+ // Get the bindings for the button
+ _read_bindings(node, b.bindings, FG_MOD_NONE);
+ }
+}
+
+
void
FGInput::_update_keyboard ()
{
{
int modifiers = FG_MOD_NONE; // FIXME: any way to get the real ones?
int buttons;
- float js_val, diff;
+ // float js_val, diff;
float axis_values[MAX_AXES];
- for (int i = 0; i < MAX_JOYSTICKS; i++) {
+ int i;
+ int j;
+
+ for ( i = 0; i < MAX_JOYSTICKS; i++) {
jsJoystick * js = _joystick_bindings[i].js;
if (js == 0 || js->notWorking())
// Fire bindings for the axes.
- for (int j = 0; j < _joystick_bindings[i].naxes; j++) {
+ for ( j = 0; j < _joystick_bindings[i].naxes; j++) {
axis &a = _joystick_bindings[i].axes[j];
// Do nothing if the axis position
for (unsigned int k = 0; k < a.bindings[modifiers].size(); k++)
a.bindings[modifiers][k].fire(axis_values[j]);
}
+
+ // do we have to emulate axis buttons?
+ if (a.low.bindings[modifiers].size())
+ _update_button(_joystick_bindings[i].axes[j].low,
+ modifiers,
+ axis_values[j] < a.low_threshold);
+
+ if (a.high.bindings[modifiers].size())
+ _update_button(_joystick_bindings[i].axes[j].high,
+ modifiers,
+ axis_values[j] > a.high_threshold);
}
// Fire bindings for the buttons.
- for (int j = 0; j < _joystick_bindings[i].nbuttons; j++) {
- bool pressed = ((buttons & (1 << j)) > 0);
- button &b = _joystick_bindings[i].buttons[j];
+ for (j = 0; j < _joystick_bindings[i].nbuttons; j++)
+ _update_button(_joystick_bindings[i].buttons[j],
+ modifiers,
+ (buttons & (1 << j)) > 0);
+ }
+}
- if (pressed) {
+
+inline void
+FGInput::_update_button (button &b, int modifiers, bool pressed)
+{
+ if (pressed) {
// The press event may be repeated.
- if (!b.last_state || b.is_repeatable) {
-// SG_LOG(SG_INPUT, SG_INFO, "Button " << j << " has been pressed");
- for (unsigned int k = 0; k < b.bindings[modifiers].size(); k++)
- b.bindings[modifiers][k].fire();
- }
- } else {
- // The release event is never repeated.
- if (b.last_state)
-// SG_LOG(SG_INPUT, SG_INFO, "Button " << j << " has been released");
- for (int k = 0; k < b.bindings[modifiers|FG_MOD_UP].size(); k++)
- b.bindings[modifiers|FG_MOD_UP][k].fire();
- }
-
- b.last_state = pressed;
+ if (!b.last_state || b.is_repeatable) {
+// SG_LOG(SG_INPUT, SG_INFO, "Button " << j << " has been pressed");
+ for (unsigned int k = 0; k < b.bindings[modifiers].size(); k++)
+ b.bindings[modifiers][k].fire();
}
+ } else {
+ // The release event is never repeated.
+ if (b.last_state)
+// SG_LOG(SG_INPUT, SG_INFO, "Button " << j << " has been released");
+ for (unsigned int k = 0; k < b.bindings[modifiers|FG_MOD_UP].size(); k++)
+ b.bindings[modifiers|FG_MOD_UP][k].fire();
}
-}
+
+ b.last_state = pressed;
+}
void