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/*  Starshatter: The Open Source Project
    Copyright (c) 2021-2024, 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
    ========
    Keyboard Input class
*/

#ifndef Keyboard_h
#define Keyboard_h

#include "MotionController.h"

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

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

    Keyboard();
    virtual ~Keyboard();

    // setup
    virtual void   MapKeys(KeyMapEntry* mapping, int nkeys);

    // sample the physical device
    virtual void   Acquire();

    // translations
    virtual double X()         { return x; }
    virtual double Y()         { return y; }
    virtual double Z()         { return z; }

    // rotations
    virtual double Pitch()     { return p; }
    virtual double Roll()      { return r; }
    virtual double Yaw()       { return w; }
    virtual int    Center()    { return c; }

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

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

    static bool    KeyDown(int key);
    static bool    KeyDownMap(int key);
    static void    FlushKeys();

    static Keyboard* GetInstance();

protected:
    double         x,y,z,p,r,w,t;
    double         p1, r1, w1;
    int            c;
    int            action[MotionController::MaxActions];

    static int     map[KEY_MAP_SIZE];
    static int     alt[KEY_MAP_SIZE];
};

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

#endif  // Keyboard_h