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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
    ========
    Joystick Input class
*/

#ifndef MouseController_h
#define MouseController_h

#include "MotionController.h"

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

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

    MouseController();
    virtual ~MouseController();

    // setup
    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()     { if (active) return p; return 0; }
    virtual double Roll()      { if (active) return r; return 0; }
    virtual double Yaw()       { if (active) return w; return 0; }
    virtual int    Center()    { return 0; }

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

    // actions
    virtual int    Action(int n)     { return action[n];     }
    virtual int    ActionMap(int n);

    // actively sampling?
    virtual bool   Active()                { return active;   }
    virtual void   SetActive(bool a)       { active = a;      }

    static MouseController* GetInstance();

protected:
    double         p,r,w, dx, dy, t;
    int            action[MotionController::MaxActions];
    int            map[32];
    bool           active;
    int            active_key;
};

#endif  // MouseController_h