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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
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