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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
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