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/*  Starshatter: The Open Source Project
    Copyright (c) 2021-2022, Starshatter: The Open Source Project Contributors
    Copyright (c) 2011-2012, Starshatter OpenSource Distribution Contributors
    Copyright (c) 1997-2006, Destroyer Studios LLC.

    AUTHOR:       John DiCamillo


    OVERVIEW
    ========
    Abstract MotionController class (hides details of Joystick, Keyboard, etc.)
*/

#ifndef MoCon_h
#define MoCon_h

// +--------------------------------------------------------------------+

struct KeyMapEntry
{
    static const char* TYPENAME() { return "KeyMapEntry"; }

    KeyMapEntry()                                : act(0), key(0), alt(0), joy(0) { }
    KeyMapEntry(int a, int k, int s=0, int j=0)  : act(a), key(k), alt(s), joy(j) { }

    int operator==(const KeyMapEntry& k) const { return act==k.act && key==k.key && alt==k.alt && joy==k.joy; }
    int operator!=(const KeyMapEntry& k) const { return !(*this==k); }

    int      act;
    int      key;
    int      alt;
    int      joy;
};

// +--------------------------------------------------------------------+

const int KEY_MAP_SIZE        = 256;
const int KEY_BASE_SIZE       =  64;
const int KEY_USER_SIZE       = KEY_MAP_SIZE - KEY_BASE_SIZE;

const int KEY_MAP_BASE        = 0;
const int KEY_MAP_END         = KEY_MAP_BASE + KEY_BASE_SIZE - 1;

const int KEY_USER_BASE       = KEY_MAP_END + 1;
const int KEY_USER_END        = KEY_USER_BASE + KEY_USER_SIZE - 1;

const int KEY_MAP_FIRST       = KEY_MAP_BASE;
const int KEY_MAP_LAST        = KEY_MAP_BASE + KEY_MAP_SIZE - 1;

// MAP NAMES:

const int KEY_PLUS_X          =  1;
const int KEY_MINUS_X         =  2;
const int KEY_PLUS_Y          =  3;
const int KEY_MINUS_Y         =  4;
const int KEY_PLUS_Z          =  5;
const int KEY_MINUS_Z         =  6;

const int KEY_PITCH_UP        =  7;
const int KEY_PITCH_DOWN      =  8;
const int KEY_YAW_LEFT        =  9;
const int KEY_YAW_RIGHT       = 10;
const int KEY_ROLL_LEFT       = 11;
const int KEY_ROLL_RIGHT      = 12;
const int KEY_CENTER          = 13;
const int KEY_ROLL_ENABLE     = 14;

const int KEY_ACTION_0        = 15;
const int KEY_ACTION_1        = 16;
const int KEY_ACTION_2        = 17;
const int KEY_ACTION_3        = 18;

const int KEY_CONTROL_MODEL   = 19;
const int KEY_MOUSE_SELECT    = 20;
const int KEY_MOUSE_SENSE     = 21;
const int KEY_MOUSE_SWAP      = 22;
const int KEY_MOUSE_INVERT    = 23;
const int KEY_MOUSE_ACTIVE    = 24;

const int KEY_JOY_SELECT      = 25;
const int KEY_JOY_THROTTLE    = 26;
const int KEY_JOY_RUDDER      = 27;
const int KEY_JOY_SENSE       = 28;
const int KEY_JOY_DEAD_ZONE   = 29;
const int KEY_JOY_SWAP        = 30;

const int KEY_AXIS_YAW        = 32;
const int KEY_AXIS_PITCH      = 33;
const int KEY_AXIS_ROLL       = 34;
const int KEY_AXIS_THROTTLE   = 35;

const int KEY_AXIS_YAW_INVERT       = 38;
const int KEY_AXIS_PITCH_INVERT     = 39;
const int KEY_AXIS_ROLL_INVERT      = 40;
const int KEY_AXIS_THROTTLE_INVERT  = 41;


// CONTROL VALUES:

// joystick buttons and switches must use
// ids greater than 255 so they don't interfere
// with extended ascii numbers for keyboard keys

const int KEY_JOY_AXIS_X      = 0x1A0;
const int KEY_JOY_AXIS_Y      = 0x1A1;
const int KEY_JOY_AXIS_Z      = 0x1A2;
const int KEY_JOY_AXIS_RX     = 0x1A3;
const int KEY_JOY_AXIS_RY     = 0x1A4;
const int KEY_JOY_AXIS_RZ     = 0x1A5;
const int KEY_JOY_AXIS_S0     = 0x1A6;
const int KEY_JOY_AXIS_S1     = 0x1A7;

const int KEY_JOY_1           = 0x1C1;
const int KEY_JOY_2           = 0x1C2;
const int KEY_JOY_3           = 0x1C3;
const int KEY_JOY_4           = 0x1C4;
const int KEY_JOY_5           = 0x1C5;
const int KEY_JOY_6           = 0x1C6;
const int KEY_JOY_7           = 0x1C7;
const int KEY_JOY_8           = 0x1C8;
const int KEY_JOY_9           = 0x1C9;
const int KEY_JOY_10          = 0x1CA;
const int KEY_JOY_11          = 0x1CB;
const int KEY_JOY_12          = 0x1CC;
const int KEY_JOY_13          = 0x1CD;
const int KEY_JOY_14          = 0x1CE;
const int KEY_JOY_15          = 0x1CF;
const int KEY_JOY_16          = 0x1D0;

const int KEY_JOY_32          = 0x1E0;

const int KEY_POV_0_UP        = 0x1F0;
const int KEY_POV_0_DOWN      = 0x1F1;
const int KEY_POV_0_LEFT      = 0x1F2;
const int KEY_POV_0_RIGHT     = 0x1F3;

const int KEY_POV_1_UP        = 0x1F4;
const int KEY_POV_1_DOWN      = 0x1F5;
const int KEY_POV_1_LEFT      = 0x1F6;
const int KEY_POV_1_RIGHT     = 0x1F7;

const int KEY_POV_2_UP        = 0x1F8;
const int KEY_POV_2_DOWN      = 0x1F9;
const int KEY_POV_2_LEFT      = 0x1FA;
const int KEY_POV_2_RIGHT     = 0x1FB;

const int KEY_POV_3_UP        = 0x1FC;
const int KEY_POV_3_DOWN      = 0x1FD;
const int KEY_POV_3_LEFT      = 0x1FE;
const int KEY_POV_3_RIGHT     = 0x1FF;

// +--------------------------------------------------------------------+

class MotionController
{
public:
    static const char* TYPENAME() { return "MotionController"; }

    MotionController()
    : status(StatusOK), sensitivity(1), dead_zone(0),
    swapped(0), inverted(0), rudder(0), throttle(0), select(0) { }

    virtual ~MotionController()   { }

    enum StatusValue { StatusOK, StatusErr, StatusBadParm };
    enum ActionValue { MaxActions = 32 };

    StatusValue    Status()          const { return status; }
    int            Sensitivity()     const { return sensitivity; }
    int            DeadZone()        const { return dead_zone;   }
    int            Swapped()         const { return swapped;     }
    int            Inverted()        const { return inverted;    }
    int            RudderEnabled()   const { return rudder;      }
    int            ThrottleEnabled() const { return throttle;    }
    int            Selector()        const { return select;      }


    // setup:
    virtual void   SetSensitivity(int sense, int dead)
    {
        if (sense > 0) sensitivity = sense;
        if (dead > 0)  dead_zone   = dead;
    }

    virtual void   SetSelector(int sel)       { select = sel;   }
    virtual void   SetRudderEnabled(int rud)  { rudder = rud;   }
    virtual void   SetThrottleEnabled(int t)  { throttle = t;   }

    virtual void   SwapYawRoll(int swap)      { swapped = swap; }
    virtual int    GetSwapYawRoll()           { return swapped; }
    virtual void   InvertPitch(int inv)       { inverted = inv; }
    virtual int    GetInverted()              { return inverted; }

    virtual void   MapKeys(KeyMapEntry* mapping, int nkeys) { }

    // sample the physical device
    virtual void   Acquire()               { }

    // translations
    virtual double X()                     { return 0; }
    virtual double Y()                     { return 0; }
    virtual double Z()                     { return 0; }

    // rotations
    virtual double Pitch()                 { return 0; }
    virtual double Roll()                  { return 0; }
    virtual double Yaw()                   { return 0; }
    virtual int    Center()                { return 0; }

    // throttle
    virtual double Throttle()              { return 0; }
    virtual void   SetThrottle(double t)   { }

    // actions
    virtual int    Action(int n)           { return 0; }
    virtual int    ActionMap(int n)        { return 0; }

protected:
    StatusValue    status;
    int            sensitivity;
    int            dead_zone;
    int            swapped;
    int            inverted;
    int            rudder;
    int            throttle;
    int            select;
};

#endif  // MoCon_h