#include <simgear/compiler.h>
-#include <simgear/misc/commands.hxx>
-#include <simgear/misc/props.hxx>
+#include <simgear/structure/subsystem_mgr.hxx>
+#include <simgear/structure/commands.hxx>
+#include <simgear/props/condition.hxx>
+#include <simgear/props/props.hxx>
-#include <Main/fgfs.hxx>
+#include <Main/fg_props.hxx>
#include <Main/globals.hxx>
#include <map>
SG_USING_STD(vector);
+
+
\f
////////////////////////////////////////////////////////////////////////
// General binding support.
* keyboard key, a joystick button or axis, or even a panel
* instrument.</p>
*/
-class FGBinding : public FGConditional
+class FGBinding : public SGConditional
{
public:
// just to be safe.
FGBinding (const FGBinding &binding);
-
string _command_name;
- SGCommandMgr::command_t _command;
+ mutable SGCommandMgr::command_t _command;
mutable SGPropertyNode * _arg;
mutable SGPropertyNode_ptr _setting;
};
* keyboard, joystick, mouse, or even panel switches -- in a consistent
* way, and to allow users to rebind any of the actions at runtime.</p>
*/
-class FGInput : public FGSubsystem
+class FGInput : public SGSubsystem
{
public:
virtual ~FGInput();
//
- // Implementation of FGSubsystem.
+ // Implementation of SGSubsystem.
//
virtual void init ();
- virtual void bind ();
- virtual void unbind ();
virtual void update (double dt);
+ virtual void suspend ();
+ virtual void resume ();
+ virtual bool is_suspended () const;
/**
button ();
virtual ~button ();
bool is_repeatable;
+ float interval_sec;
+ float last_dt;
int last_state;
binding_list_t bindings[FG_MOD_MAX];
};
float high_threshold;
struct button low;
struct button high;
+ float interval_sec;
+ double last_dt;
};
/**
* Update the joystick.
*/
- void _update_joystick ();
+ void _update_joystick (double dt);
/**