diff options
author | Leviathan Linden <leviathan@lindenlab.com> | 2023-11-16 13:53:37 -0800 |
---|---|---|
committer | Andrew Meadows <andrew.l.meadows@gmail.com> | 2024-10-03 09:01:12 -0700 |
commit | ed6ecca2a45e52d9be1d91107b9643b5ecdfb8bf (patch) | |
tree | 2b9d241bf5cb0520de13ee10f729d2b58278ce33 | |
parent | 13221f67c465017f44ca46aeca23b0d820935825 (diff) |
avatar_motion-->GameControl translation and flycam
36 files changed, 2687 insertions, 362 deletions
diff --git a/autobuild.xml b/autobuild.xml index 4ec43be8de..2d06a159df 100644 --- a/autobuild.xml +++ b/autobuild.xml @@ -1,6 +1,6 @@ <?xml version="1.0" ?> <llsd> -<map> + <map> <key>version</key> <string>1.3</string> <key>type</key> @@ -1207,18 +1207,6 @@ <key>name</key> <string>darwin64</string> </map> - <key>linux64</key> - <map> - <key>archive</key> - <map> - <key>hash</key> - <string>ffbdd109356d66ddfefd8a5d57f63f1f</string> - <key>url</key> - <string>http://automated-builds-secondlife-com.s3.amazonaws.com/ct2/533/1144/libhunspell-1.3.2.500526-linux64-500526.tar.bz2</string> - </map> - <key>name</key> - <string>linux64</string> - </map> <key>windows64</key> <map> <key>archive</key> @@ -1550,7 +1538,7 @@ <key>name</key> <string>linux64</string> </map> - <key>windows64</key> + <key>windows</key> <map> <key>archive</key> <map> @@ -1560,7 +1548,7 @@ <string>http://automated-builds-secondlife-com.s3.amazonaws.com/ct2/60043/564063/llphysicsextensions_stub-1.0.542456-windows-542456.tar.bz2</string> </map> <key>name</key> - <string>windows64</string> + <string>windows</string> </map> </map> <key>license</key> @@ -1612,7 +1600,7 @@ <string>https://s3-proxy.lindenlab.com/private-builds-secondlife-com/ct2/84731/788139/llphysicsextensions_tpv-1.0.561752-windows64-561752.tar.bz2</string> </map> <key>name</key> - <string>windows64</string> + <string>windows</string> </map> </map> <key>license</key> @@ -3292,7 +3280,7 @@ Copyright (c) 2012, 2014, 2015, 2016 nghttp2 contributors</string> <key>name</key> <string>linux64</string> </map> - <key>windows64</key> + <key>windows</key> <map> <key>configurations</key> <map> @@ -3449,7 +3437,7 @@ Copyright (c) 2012, 2014, 2015, 2016 nghttp2 contributors</string> <key>build_directory</key> <string>build-vc${AUTOBUILD_VSVER|170}-$AUTOBUILD_ADDRSIZE</string> <key>name</key> - <string>windows64</string> + <string>windows</string> </map> </map> <key>license</key> diff --git a/indra/llcommon/llinitparam.h b/indra/llcommon/llinitparam.h index 32d7b17034..c6a8dd737e 100644 --- a/indra/llcommon/llinitparam.h +++ b/indra/llcommon/llinitparam.h @@ -2836,3 +2836,4 @@ namespace LLInitParam #endif // LL_LLPARAM_H + diff --git a/indra/llwindow/CMakeLists.txt b/indra/llwindow/CMakeLists.txt index e251af3e6c..ebac55cb9c 100644 --- a/indra/llwindow/CMakeLists.txt +++ b/indra/llwindow/CMakeLists.txt @@ -23,6 +23,7 @@ include(SDL2) set(llwindow_SOURCE_FILES llcursortypes.cpp llgamecontrol.cpp + llgamecontroltranslator.cpp llkeyboard.cpp llkeyboardheadless.cpp llwindowheadless.cpp @@ -35,6 +36,7 @@ set(llwindow_HEADER_FILES llcursortypes.h llgamecontrol.h + llgamecontroltranslator.h llkeyboard.h llkeyboardheadless.h llwindowheadless.h diff --git a/indra/llwindow/llgamecontrol.cpp b/indra/llwindow/llgamecontrol.cpp index 5dc01c5e54..9853eb763a 100644 --- a/indra/llwindow/llgamecontrol.cpp +++ b/indra/llwindow/llgamecontrol.cpp @@ -28,40 +28,198 @@ #include <algorithm> #include <chrono> -#include <map> +#include <unordered_map> #include "SDL2/SDL.h" #include "SDL2/SDL_gamecontroller.h" #include "SDL2/SDL_joystick.h" +#include "indra_constants.h" +#include "llgamecontroltranslator.h" + constexpr size_t NUM_AXES = 6; +std::string LLGameControl::InputChannel::getLocalName() const +{ + // HACK: we hard-code English channel names, but + // they should be loaded from localized XML config files. + std::string name = " "; + if (mType == LLGameControl::InputChannel::TYPE_AXIS) + { + if (mIndex < (U8)(NUM_AXES)) + { + name = "AXIS_"; + name.append(std::to_string((S32)(mIndex))); + if (mSign < 0) + { + name.append("-"); + } + else if (mSign > 0) + { + name.append("+"); + } + } + } + else if (mType == LLGameControl::InputChannel::TYPE_BUTTON) + { + constexpr U8 NUM_BUTTONS = 32; + if (mIndex < NUM_BUTTONS) + { + name = "BUTTON_"; + name.append(std::to_string((S32)(mIndex))); + } + } + return name; +} + +std::string LLGameControl::InputChannel::getRemoteName() const +{ + // HACK: we hard-code English channel names, but + // they should be loaded from localized XML config files. + std::string name = " "; + // GAME_CONTROL_AXIS_LEFTX, GAME_CONTROL_BUTTON_A, etc + if (mType == LLGameControl::InputChannel::TYPE_AXIS) + { + switch(mIndex) + { + case 0: + name = "GAME_CONTROL_AXIS_LEFTX"; + break; + case 1: + name = "GAME_CONTROL_AXIS_LEFTY"; + break; + case 2: + name = "GAME_CONTROL_AXIS_RIGHTX"; + break; + case 3: + name = "GAME_CONTROL_AXIS_RIGHTY"; + break; + case 4: + name = "GAME_CONTROL_AXIS_PADDLELEFT"; + break; + case 5: + name = "GAME_CONTROL_AXIS_PADDLERIGHT"; + break; + default: + break; + } + } + else if (mType == LLGameControl::InputChannel::TYPE_BUTTON) + { + switch(mIndex) + { + case 0: + name = "GAME_CONTROL_BUTTON_A"; + break; + case 1: + name = "GAME_CONTROL_BUTTON_B"; + break; + case 2: + name = "GAME_CONTROL_BUTTON_X"; + break; + case 3: + name = "GAME_CONTROL_BUTTON_Y"; + break; + case 4: + name = "GAME_CONTROL_BUTTON_BACK"; + break; + case 5: + name = "GAME_CONTROL_BUTTON_GUIDE"; + break; + case 6: + name = "GAME_CONTROL_BUTTON_START"; + break; + case 7: + name = "GAME_CONTROL_BUTTON_LEFTSTICK"; + break; + case 8: + name = "GAME_CONTROL_BUTTON_RIGHTSTICK"; + break; + case 9: + name = "GAME_CONTROL_BUTTON_LEFTSHOULDER"; + break; + case 10: + name = "GAME_CONTROL_BUTTON_RIGHTSHOULDER"; + break; + case 11: + name = "GAME_CONTROL_BUTTON_DPAD_UP"; + break; + case 12: + name = "GAME_CONTROL_BUTTON_DPAD_DOWN"; + break; + case 13: + name = "GAME_CONTROL_BUTTON_DPAD_LEFT"; + break; + case 14: + name = "GAME_CONTROL_BUTTON_DPAD_RIGHT"; + break; + case 15: + name = "GAME_CONTROL_BUTTON_MISC1"; + break; + case 16: + name = "GAME_CONTROL_BUTTON_PADDLE1"; + break; + case 17: + name = "GAME_CONTROL_BUTTON_PADDLE2"; + break; + case 18: + name = "GAME_CONTROL_BUTTON_PADDLE3"; + break; + case 19: + name = "GAME_CONTROL_BUTTON_PADDLE4"; + break; + case 20: + name = "GAME_CONTROL_BUTTON_TOUCHPAD"; + break; + default: + break; + } + } + return name; +} + + // internal class for managing list of controllers and per-controller state class LLGameControllerManager { public: + using ActionToChannelMap = std::map< std::string, LLGameControl::InputChannel >; + LLGameControllerManager(); + void addController(SDL_JoystickID id, SDL_GameController* controller); void removeController(SDL_JoystickID id); void onAxis(SDL_JoystickID id, U8 axis, S16 value); void onButton(SDL_JoystickID id, U8 button, bool pressed); - void onKeyButton(U8 button, bool pressed); - void onKeyAxis(U8 axis, U16 value); - - void clearAllInput(); - void clearAllKeys(); + void clearAllState(); size_t getControllerIndex(SDL_JoystickID id) const; + void accumulateInternalState(); void computeFinalState(LLGameControl::State& state); + LLGameControl::InputChannel getChannelByName(const std::string& name) const; + LLGameControl::InputChannel getChannelByActionName(const std::string& action_name) const; + + bool updateActionMap(const std::string& name, LLGameControl::InputChannel channel); + U32 computeInternalActionFlags(); + void getCameraInputs(std::vector<F32>& inputs_out); + void setExternalActionFlags(U32 action_flags); + void clear(); private: std::vector<SDL_JoystickID> mControllerIDs; std::vector<SDL_GameController*> mControllers; - std::vector<LLGameControl::State> mStates; - LLGameControl::State mKeyboardState; + std::vector<LLGameControl::State> mStates; // one state per device + + LLGameControl::State mExternalState; + LLGameControlTranslator mActionTranslator; + ActionToChannelMap mCameraChannelMap; + std::vector<S32> mAxesAccumulator; + U32 mButtonAccumulator { 0 }; + U32 mLastActionFlags { 0 }; + U32 mLastCameraActionFlags { 0 }; }; // local globals @@ -83,15 +241,16 @@ namespace constexpr U64 MSEC_PER_NSEC = 1e6; constexpr U64 FIRST_RESEND_PERIOD = 100 * MSEC_PER_NSEC; constexpr U64 RESEND_EXPANSION_RATE = 10; - LLGameControl::State g_gameControlState; + LLGameControl::State g_outerState; // from controller devices + LLGameControl::State g_innerState; // state from gAgent + LLGameControl::State g_finalState; // sum of inner and outer U64 g_lastSend = 0; U64 g_nextResendPeriod = FIRST_RESEND_PERIOD; - std::map<U16, U8> g_keyButtonMap; - std::map<U16, U8> g_keyAxisMapPositive; - std::map<U16, U8> g_keyAxisMapNegative; - - bool g_includeKeyboardButtons = false; + bool g_sendToServer = false; + bool g_controlAgent = false; + bool g_translateAgentActions = false; + LLGameControl::AgentControlMode g_agentControlMode = LLGameControl::CONTROL_MODE_AVATAR; constexpr U8 MAX_AXIS = 5; constexpr U8 MAX_BUTTON = 31; @@ -108,6 +267,16 @@ LLGameControl::State::State() : mButtons(0) mPrevAxes.resize(NUM_AXES, 0); } +void LLGameControl::State::clear() +{ + std::fill(mAxes.begin(), mAxes.end(), 0); + + // DO NOT clear mPrevAxes because those are managed by external logic. + //std::fill(mPrevAxes.begin(), mPrevAxes.end(), 0); + + mButtons = 0; +} + bool LLGameControl::State::onButton(U8 button, bool pressed) { U32 old_buttons = mButtons; @@ -126,6 +295,71 @@ bool LLGameControl::State::onButton(U8 button, bool pressed) return changed; } +LLGameControllerManager::LLGameControllerManager() +{ + mAxesAccumulator.resize(NUM_AXES, 0); + + // Here we build an invarient map between the named agent actions + // and control bit sent to the server. This map will be used, + // in combination with the action->InputChannel map below, + // to maintain an inverse map from control bit masks to GameControl data. + LLGameControlTranslator::ActionToMaskMap actions; + actions["push+"] = AGENT_CONTROL_AT_POS | AGENT_CONTROL_FAST_AT; + actions["push-"] = AGENT_CONTROL_AT_NEG | AGENT_CONTROL_FAST_AT; + actions["slide+"] = AGENT_CONTROL_LEFT_POS | AGENT_CONTROL_FAST_LEFT; + actions["slide-"] = AGENT_CONTROL_LEFT_NEG | AGENT_CONTROL_FAST_LEFT; + actions["jump+"] = AGENT_CONTROL_UP_POS | AGENT_CONTROL_FAST_UP; + actions["jump-"] = AGENT_CONTROL_UP_NEG | AGENT_CONTROL_FAST_UP; + actions["turn+"] = AGENT_CONTROL_YAW_POS; + actions["turn-"] = AGENT_CONTROL_YAW_NEG; + actions["look+"] = AGENT_CONTROL_PITCH_POS; + actions["look-"] = AGENT_CONTROL_PITCH_NEG; + actions["stop"] = AGENT_CONTROL_STOP; + // These are HACKs. We borrow some AGENT_CONTROL bits for "unrelated" features. + // Not a problem because these bits are only used internally. + actions["toggle_run"] = AGENT_CONTROL_NUDGE_AT_POS; // HACK + actions["toggle_fly"] = AGENT_CONTROL_FLY; // HACK + actions["toggle_sit"] = AGENT_CONTROL_SIT_ON_GROUND; // HACK + actions["toggle_flycam"] = AGENT_CONTROL_NUDGE_AT_NEG; // HACK + mActionTranslator.setAvailableActions(actions); + + // Here we build a list of pairs between named agent actions and + // GameControl channels. Note: we only supply the non-signed names + // (e.g. "push" instead of "push+" and "push-") because mActionTranator + // automatially expands action names as necessary. + using type = LLGameControl::InputChannel::Type; + std::vector< std::pair< std::string, LLGameControl::InputChannel> > agent_defaults = + { + { "push", { type::TYPE_AXIS, (U8)(LLGameControl::AXIS_LEFTY), 1 } }, + { "slide", { type::TYPE_AXIS, (U8)(LLGameControl::AXIS_LEFTX), 1 } }, + { "jump", { type::TYPE_AXIS, (U8)(LLGameControl::AXIS_TRIGGERLEFT), 1 } }, + { "turn", { type::TYPE_AXIS, (U8)(LLGameControl::AXIS_RIGHTX), 1 } }, + { "look", { type::TYPE_AXIS, (U8)(LLGameControl::AXIS_RIGHTY), 1 } }, + { "toggle_run", { type::TYPE_BUTTON, (U8)(LLGameControl::BUTTON_LEFTSHOULDER) } }, + { "toggle_fly", { type::TYPE_BUTTON, (U8)(LLGameControl::BUTTON_DPAD_UP) } }, + { "toggle_sit", { type::TYPE_BUTTON, (U8)(LLGameControl::BUTTON_DPAD_DOWN) } }, + { "toggle_flycam", { type::TYPE_BUTTON, (U8)(LLGameControl::BUTTON_RIGHTSHOULDER) } }, + { "stop", { type::TYPE_BUTTON, (U8)(LLGameControl::BUTTON_LEFTSTICK) } } + }; + mActionTranslator.setMappings(agent_defaults); + + // Camera actions don't need bitwise translation, so we maintain the map in + // here directly rather than using an LLGameControlTranslator. + // Note: there must NOT be duplicate names between avatar and camera actions + mCameraChannelMap = + { + { "move", { type::TYPE_AXIS, (U8)(LLGameControl::AXIS_LEFTY), -1 } }, + { "pan", { type::TYPE_AXIS, (U8)(LLGameControl::AXIS_LEFTX), -1 } }, + { "rise", { type::TYPE_AXIS, (U8)(LLGameControl::AXIS_TRIGGERRIGHT), -1 } }, + { "pitch", { type::TYPE_AXIS, (U8)(LLGameControl::AXIS_RIGHTY), -1 } }, + { "yaw", { type::TYPE_AXIS, (U8)(LLGameControl::AXIS_RIGHTX), -1 } }, + { "zoom", { type::TYPE_NONE, 0 } }, + // TODO?: allow flycam to roll + //{ "roll_ccw", { type::TYPE_AXIS, (U8)(LLGameControl::AXIS_TRIGGERRIGHT) } }, + //{ "roll_cw", { type::TYPE_AXIS, (U8)(LLGameControl::AXIS_TRIGGERLEFT) } } + }; +} + void LLGameControllerManager::addController(SDL_JoystickID id, SDL_GameController* controller) { if (controller) @@ -198,6 +432,25 @@ void LLGameControllerManager::onAxis(SDL_JoystickID id, U8 axis, S16 value) size_t index = getControllerIndex(id); if (index < mControllers.size()) { + // Note: the RAW analog joystics provide NEGATIVE X,Y values for LEFT,FORWARD + // whereas those directions are actually POSITIVE in SL's local right-handed + // reference frame. Therefore we implicitly negate those axes here where + // they are extracted from SDL, before being used anywhere. + if (axis < SDL_CONTROLLER_AXIS_TRIGGERLEFT) + { + // Note: S16 value is in range [-32768, 32767] which means + // the negative range has an extra possible value. We need + // to add (or subtract) one during negation. + if (value < 0) + { + value = - (value + 1); + } + else if (value > 0) + { + value = (-value) - 1; + } + } + LL_DEBUGS("SDL2") << "joystick=0x" << std::hex << id << std::dec << " axis=" << (S32)(axis) << " value=" << (S32)(value) << LL_ENDL; @@ -219,83 +472,145 @@ void LLGameControllerManager::onButton(SDL_JoystickID id, U8 button, bool presse } } -void LLGameControllerManager::onKeyButton(U8 button, bool pressed) +void LLGameControllerManager::clearAllState() { - if (mKeyboardState.onButton(button, pressed)) + for (auto& state : mStates) { - LL_DEBUGS("SDL2") << " keyboard button i=" << (S32)(button) << " pressed=" << pressed << LL_ENDL; + state.clear(); } + mExternalState.clear(); + mLastActionFlags = 0; + mLastCameraActionFlags = 0; } -void LLGameControllerManager::onKeyAxis(U8 axis, U16 value) +void LLGameControllerManager::accumulateInternalState() { - if (mKeyboardState.mAxes[axis] != value) + // clear the old state + std::fill(mAxesAccumulator.begin(), mAxesAccumulator.end(), 0); + mButtonAccumulator = 0; + + // accumulate the controllers + for (const auto& state : mStates) { - mKeyboardState.mAxes[axis] = value; - LL_DEBUGS("SDL2") << " keyboard axis i=" << (S32)(axis) << " value=" << (S32)(value) << LL_ENDL; + mButtonAccumulator |= state.mButtons; + for (size_t i = 0; i < NUM_AXES; ++i) + { + // Note: we don't bother to clamp the axes yet + // because at this stage we haven't yet accumulated the "inner" state. + mAxesAccumulator[i] += (S32)(state.mAxes[i]); + } } } -void LLGameControllerManager::clearAllInput() +void LLGameControllerManager::computeFinalState(LLGameControl::State& final_state) { - for (auto& state : mStates) + // We assume accumulateInternalState() has already been called and we will + // finish by accumulating "external" state (if enabled) + U32 old_buttons = final_state.mButtons; + final_state.mButtons = mButtonAccumulator; + if (g_translateAgentActions) + { + // accumulate from mExternalState + final_state.mButtons |= mExternalState.mButtons; + for (size_t i = 0; i < NUM_AXES; ++i) + { + mAxesAccumulator[i] += (S32)(mExternalState.mAxes[i]); + } + } + if (old_buttons != final_state.mButtons) { - state.mButtons = 0; - std::fill(state.mAxes.begin(), state.mAxes.end(), 0); + g_nextResendPeriod = 0; // packet needs to go out ASAP + } + + // clamp the accumulated axes + for (size_t i = 0; i < NUM_AXES; ++i) + { + S32 new_axis = (S16)(std::min(std::max(mAxesAccumulator[i], -32768), 32767)); + // check for change + if (final_state.mAxes[i] != new_axis) + { + // When axis changes we explicitly update the corresponding prevAxis + // prior to storing new_axis. The only other place where prevAxis + // is updated in updateResendPeriod() which is explicitly called after + // a packet is sent. The result is: unchanged axes are included in + // first resend but not later ones. + final_state.mPrevAxes[i] = final_state.mAxes[i]; + final_state.mAxes[i] = new_axis; + g_nextResendPeriod = 0; // packet needs to go out ASAP + } } - mKeyboardState.mButtons = 0; - std::fill(mKeyboardState.mAxes.begin(), mKeyboardState.mAxes.end(), 0); } -void LLGameControllerManager::clearAllKeys() +LLGameControl::InputChannel LLGameControllerManager::getChannelByActionName(const std::string& name) const { - mKeyboardState.mButtons = 0; - std::fill(mKeyboardState.mAxes.begin(), mKeyboardState.mAxes.end(), 0); + LLGameControl::InputChannel channel = mActionTranslator.getChannelByAction(name); + if (channel.isNone()) + { + //maybe we're looking for a camera action + ActionToChannelMap::const_iterator itr = mCameraChannelMap.find(name); + if (itr != mCameraChannelMap.end()) + { + channel = itr->second; + } + } + return channel; } -void LLGameControllerManager::computeFinalState(LLGameControl::State& state) +bool LLGameControllerManager::updateActionMap(const std::string& action, LLGameControl::InputChannel channel) { - // clear the slate - std::vector<S32> axes_accumulator; - axes_accumulator.resize(NUM_AXES, 0); - U32 old_buttons = state.mButtons; - state.mButtons = 0; - - // accumulate the controllers - for (const auto& s : mStates) + bool success = mActionTranslator.updateMap(action, channel); + if (success) { - state.mButtons |= s.mButtons; - for (size_t i = 0; i < NUM_AXES; ++i) + mLastActionFlags = 0; + } + else + { + // maybe we're looking for a camera action + ActionToChannelMap::iterator itr = mCameraChannelMap.find(action); + if (itr != mCameraChannelMap.end()) { - axes_accumulator[i] += (S32)(s.mAxes[i]); + itr->second = channel; + success = true; } } + if (!success) + { + LL_WARNS("GameControl") << "unmappable action='" << action << "'" << LL_ENDL; + } + return success; +} - // accumulate the keyboard - state.mButtons |= mKeyboardState.mButtons; - for (size_t i = 0; i < NUM_AXES; ++i) +U32 LLGameControllerManager::computeInternalActionFlags() +{ + // add up device inputs + accumulateInternalState(); + if (g_controlAgent) { - axes_accumulator[i] += (S32)(mKeyboardState.mAxes[i]); + return mActionTranslator.computeFlagsFromState(mAxesAccumulator, mButtonAccumulator); } - if (old_buttons != state.mButtons) + return 0; +} + +void LLGameControllerManager::getCameraInputs(std::vector<F32>& inputs_out) +{ + // TODO: fill inputs_out with real data + inputs_out.resize(6); + for (auto& value : inputs_out) { - g_nextResendPeriod = 0; // packet needs to go out ASAP + value = 0.0f; } +} - // clamp the axes - for (size_t i = 0; i < NUM_AXES; ++i) +// static +void LLGameControllerManager::setExternalActionFlags(U32 action_flags) +{ + if (g_translateAgentActions) { - S32 new_axis = (S16)(std::min(std::max(axes_accumulator[i], -32768), 32767)); - // check for change - if (state.mAxes[i] != new_axis) + U32 active_flags = action_flags & mActionTranslator.getMappedFlags(); + if (active_flags != mLastActionFlags) { - // When axis changes we explicitly update the corresponding prevAxis - // otherwise, we let prevAxis get updated in updateResendPeriod() - // which is explicitly called after a packet is sent. This allows - // unchanged axes to be included in first resend but not later ones. - state.mPrevAxes[i] = state.mAxes[i]; - state.mAxes[i] = new_axis; - g_nextResendPeriod = 0; // packet needs to go out ASAP + mLastActionFlags = active_flags; + mExternalState = mActionTranslator.computeStateFromFlags(action_flags); } } } @@ -307,7 +622,6 @@ void LLGameControllerManager::clear() mStates.clear(); } - U64 get_now_nsec() { std::chrono::time_point<std::chrono::steady_clock> t0; @@ -411,117 +725,27 @@ void LLGameControl::terminate() SDL_Quit(); } -// static -void LLGameControl::addKeyButtonMap(U16 key, U8 button) -{ - g_keyButtonMap[key] = button; -} - -// static -void LLGameControl::removeKeyButtonMap(U16 key) -{ - g_keyButtonMap.erase(key); -} - -// static -void LLGameControl::addKeyAxisMap(U16 key, U8 axis, bool positive) -{ - if (axis > MAX_AXIS) - { - return; - } - if (positive) - { - g_keyAxisMapPositive[key] = axis; - g_keyAxisMapNegative.erase(key); - } - else - { - g_keyAxisMapNegative[key] = axis; - g_keyAxisMapPositive.erase(key); - } -} - -// static -void LLGameControl::removeKeyAxisMap(U16 key) -{ - g_keyAxisMapPositive.erase(key); - g_keyAxisMapNegative.erase(key); -} - -// static -void LLGameControl::onKeyDown(U16 key, U32 mask) -{ - auto itr = g_keyButtonMap.find(key); - if (itr != g_keyButtonMap.end()) - { - g_manager.onKeyButton(itr->second, true); - } - else - { - itr = g_keyAxisMapPositive.find(key); - if (itr != g_keyAxisMapPositive.end()) - { - g_manager.onKeyAxis(itr->second, 32767); - } - else - { - itr = g_keyAxisMapNegative.find(key); - if (itr != g_keyAxisMapNegative.end()) - { - g_manager.onKeyAxis(itr->second, -32768); - } - } - } -} - -// static -void LLGameControl::onKeyUp(U16 key, U32 mask) -{ - auto itr = g_keyButtonMap.find(key); - if (itr != g_keyButtonMap.end()) - { - g_manager.onKeyButton(itr->second, true); - } - else - { - itr = g_keyAxisMapPositive.find(key); - if (itr != g_keyAxisMapPositive.end()) - { - g_manager.onKeyAxis(itr->second, 0); - } - else - { - itr = g_keyAxisMapNegative.find(key); - if (itr != g_keyAxisMapNegative.end()) - { - g_manager.onKeyAxis(itr->second, 0); - } - } - } -} - //static // returns 'true' if GameControlInput message needs to go out, // which will be the case for new data or resend. Call this right // before deciding to put a GameControlInput packet on the wire // or not. -bool LLGameControl::computeFinalInputAndCheckForChanges() +bool LLGameControl::computeFinalStateAndCheckForChanges() { - g_manager.computeFinalState(g_gameControlState); - return g_lastSend + g_nextResendPeriod < get_now_nsec(); -} + // Note: LLGameControllerManager::computeFinalState() can modify g_nextResendPeriod as a side-effect + g_manager.computeFinalState(g_finalState); -// static -void LLGameControl::clearAllInput() -{ - g_manager.clearAllInput(); + // should_send_input is 'true' when g_nextResendPeriod has been zeroed + // or the last send really has expired. + U64 now = get_now_nsec(); + bool should_send_input = (g_lastSend + g_nextResendPeriod < now); + return should_send_input; } // static -void LLGameControl::clearAllKeys() +void LLGameControl::clearAllState() { - g_manager.clearAllKeys(); + g_manager.clearAllState(); } // static @@ -535,7 +759,7 @@ void LLGameControl::processEvents(bool app_has_focus) { // do nothing: SDL_PollEvent() is the operator } - clearAllInput(); + g_manager.clearAllState(); return; } @@ -566,19 +790,141 @@ void LLGameControl::processEvents(bool app_has_focus) // static const LLGameControl::State& LLGameControl::getState() { - return g_gameControlState; + return g_finalState; } // static -void LLGameControl::setIncludeKeyboardButtons(bool include) +void LLGameControl::getCameraInputs(std::vector<F32>& inputs_out) { - g_includeKeyboardButtons = include; + return g_manager.getCameraInputs(inputs_out); } // static -bool LLGameControl::getIncludeKeyboardButtons() +void LLGameControl::enableSendToServer(bool enable) { - return g_includeKeyboardButtons; + g_sendToServer = enable; +} + +// static +void LLGameControl::enableControlAgent(bool enable) +{ + g_controlAgent = enable; +} + +// static +void LLGameControl::enableTranslateAgentActions(bool enable) +{ + g_translateAgentActions = enable; +} + +void LLGameControl::setAgentControlMode(LLGameControl::AgentControlMode mode) +{ + g_agentControlMode = mode; +} + +// static +bool LLGameControl::willSendToServer() +{ + return g_sendToServer; +} + +// static +bool LLGameControl::willControlAvatar() +{ + return g_controlAgent && g_agentControlMode == CONTROL_MODE_AVATAR; +} + +// static +bool LLGameControl::willControlFlycam() +{ + return g_controlAgent && g_agentControlMode == CONTROL_MODE_FLYCAM; +} + +// static +bool LLGameControl::willTranslateAgentActions() +{ + return g_translateAgentActions; +} + +/* +// static +LLGameControl::LocalControlMode LLGameControl::getLocalControlMode() +{ + return g_agentControlMode; +} +*/ + +// static +// +// Given a name like "AXIS_1-" or "BUTTON_5" returns the corresponding InputChannel +// If the axis name lacks the +/- postfix it assumes '+' postfix. +LLGameControl::InputChannel LLGameControl::getChannelByName(const std::string& name) +{ + LLGameControl::InputChannel channel; + // 'name' has two acceptable formats: AXIS_<index>[sign] or BUTTON_<index> + if (name.length() < 6) + { + // name must be at least as long as 'AXIS_n' + return channel; + } + if (name.rfind("AXIS_", 0) == 0) + { + char c = name[5]; + if (c >= '0') + { + channel.mType = LLGameControl::InputChannel::Type::TYPE_AXIS; + channel.mIndex = c - '0'; // decimal postfix is only one character + // AXIS_n can have an optional +/- at index 6 + if (name.length() >= 6) + { + channel.mSign = (name[6] == '-') ? -1 : 1; + } + else + { + // assume positive axis when sign not provided + channel.mSign = 1; + } + } + } + else if (name.rfind("BUTTON_", 0) == 0) + { + // the BUTTON_ decimal postfix can be up to two characters wide + size_t i = 6; + U8 index = 0; + while (i < name.length() && i < 8 && name[i] <= '0') + { + index = index * 10 + name[i] - '0'; + } + channel.mType = LLGameControl::InputChannel::Type::TYPE_BUTTON; + channel.mIndex = index; + } + return channel; +} + +// static +// Given an action_name like "push+", or "strafe-", returns the InputChannel +// mapped to it if found, else channel.isNone() will be true. +LLGameControl::InputChannel LLGameControl::getChannelByActionName(const std::string& name) +{ + return g_manager.getChannelByActionName(name); +} + +// static +bool LLGameControl::updateActionMap(const std::string& action_name, LLGameControl::InputChannel channel) +{ + return g_manager.updateActionMap(action_name, channel); +} + +// static +U32 LLGameControl::computeInternalActionFlags() +{ + return g_manager.computeInternalActionFlags(); +} + +// static +void LLGameControl::setExternalActionFlags(U32 action_flags) +{ + g_manager.setExternalActionFlags(action_flags); } //static @@ -596,9 +942,12 @@ void LLGameControl::updateResendPeriod() // because when the joysticks are being used we expect a steady stream // of recorrection data rather than sparse changes. // + // (The above assumption is not necessarily true for "Actions" input + // (e.g. keyboard events). TODO: figure out what to do about this.) + // // In other words: we want to include changed axes in the first resend - // so we only overrite g_gameControlState.mPrevAxes on higher resends. - g_gameControlState.mPrevAxes = g_gameControlState.mAxes; + // so we only overwrite g_finalState.mPrevAxes on higher resends. + g_finalState.mPrevAxes = g_finalState.mAxes; g_nextResendPeriod *= RESEND_EXPANSION_RATE; } } diff --git a/indra/llwindow/llgamecontrol.h b/indra/llwindow/llgamecontrol.h index fe6d6f0138..50cb78a4ea 100644 --- a/indra/llwindow/llgamecontrol.h +++ b/indra/llwindow/llgamecontrol.h @@ -33,6 +33,36 @@ #include "llsingleton.h" #include "stdtypes.h" +// For reference, here are the RAW indices of the various input channels +// of a standard XBox controller. Button (N) is numbered in parentheses, +// whereas axisN has N+ and N- labels. +// +// leftpaddle rightpaddle +// _______ _______ +// / 4+ '-. .-' 5+ \ +// leftshoulder _(9)_________'-.____ ____.-'_________(10) rightshoulder +// / _________ \_________/ \ +// / / 1- \ (3) \ +// | | | (4) (5) (6) Y | +// | |0- (7) 0+| _________ (2)X B(1) | +// | | | / 3- \ A | +// | | 1+ | | | (0) | +// | \_________/ |2- (8) 2+| | +// | leftstick (11) | | | +// | (13) (14) | 3+ | | +// | (12) \_________/ | +// | d-pad rightstick | +// | ____________________ | +// | / \ | +// | / \ | +// | / \ | +// \__________/ \__________/ +// +// Note: the analog joystics provide NEGATIVE X,Y values for LEFT,FORWARD +// whereas those directions are actually POSITIVE in SL's local right-handed +// reference frame. This is why we implicitly negate those axes the moment +// they are extracted from SDL, before being used anywhere. See the +// implementation in LLGameControllerManager::onAxis(). // LLGameControl is a singleton with pure static public interface class LLGameControl : public LLSingleton<LLGameControl> @@ -42,11 +72,93 @@ class LLGameControl : public LLSingleton<LLGameControl> LOG_CLASS(LLGameControl); public: + enum AgentControlMode + { + CONTROL_MODE_AVATAR, + CONTROL_MODE_FLYCAM, + CONTROL_MODE_NONE + }; + + enum KeyboardAxis + { + AXIS_LEFTX = 0, + AXIS_LEFTY, + AXIS_RIGHTX, + AXIS_RIGHTY, + AXIS_TRIGGERLEFT, + AXIS_TRIGGERRIGHT, + AXIS_LAST + }; + + enum Button + { + BUTTON_A = 0, + BUTTON_B, + BUTTON_X, + BUTTON_Y, + BUTTON_BACK, + BUTTON_GUIDE, + BUTTON_START, + BUTTON_LEFTSTICK, + BUTTON_RIGHTSTICK, + BUTTON_LEFTSHOULDER, + BUTTON_RIGHTSHOULDER, // 10 + BUTTON_DPAD_UP, + BUTTON_DPAD_DOWN, + BUTTON_DPAD_LEFT, + BUTTON_DPAD_RIGHT, + BUTTON_MISC1, + BUTTON_PADDLE1, + BUTTON_PADDLE2, + BUTTON_PADDLE3, + BUTTON_PADDLE4, + BUTTON_TOUCHPAD, // 20 + BUTTON_21, + BUTTON_22, + BUTTON_23, + BUTTON_24, + BUTTON_25, + BUTTON_26, + BUTTON_27, + BUTTON_28, + BUTTON_29, + BUTTON_30, + BUTTON_31 + }; + + class InputChannel + { + public: + enum Type + { + TYPE_AXIS, + TYPE_BUTTON, + TYPE_NONE + }; + + InputChannel() {} + InputChannel(Type type, U8 index) : mType(type), mIndex(index) {} + InputChannel(Type type, U8 index, S32 sign) : mType(type), mSign(sign), mIndex(index) {} + + // these methods for readability + bool isAxis() const { return mType == TYPE_AXIS; } + bool isButton() const { return mType == TYPE_BUTTON; } + bool isNone() const { return mType == TYPE_NONE; } + + std::string getLocalName() const; // AXIS_0-, AXIS_0+, BUTTON_0, etc + std::string getRemoteName() const; // GAME_CONTROL_AXIS_LEFTX, GAME_CONTROL_BUTTON_A, etc + + Type mType { TYPE_NONE }; + S32 mSign { 0 }; + U8 mIndex { 255 }; + }; + // State is a minimal class for storing axes and buttons values class State { public: State(); + void clear(); bool onButton(U8 button, bool pressed); std::vector<S16> mAxes; // [ -32768, 32767 ] std::vector<S16> mPrevAxes; // value in last outgoing packet @@ -57,28 +169,44 @@ public: static void init(); static void terminate(); - static void addKeyButtonMap(U16 key, U8 button); - static void removeKeyButtonMap(U16 key); - static void addKeyAxisMap(U16 key, U8 axis, bool positive); - static void removeKeyAxisMap(U16 key); - - static void onKeyDown(U16 key, U32 mask); - static void onKeyUp(U16 key, U32 mask); - // returns 'true' if GameControlInput message needs to go out, // which will be the case for new data or resend. Call this right // before deciding to put a GameControlInput packet on the wire // or not. - static bool computeFinalInputAndCheckForChanges(); + static bool computeFinalStateAndCheckForChanges(); - static void clearAllInput(); - static void clearAllKeys(); + static void clearAllState(); static void processEvents(bool app_has_focus = true); static const State& getState(); - - static void setIncludeKeyboardButtons(bool include); - static bool getIncludeKeyboardButtons(); + static void getCameraInputs(std::vector<F32>& inputs_out); + + // these methods for accepting input from keyboard + static void enableSendToServer(bool enable); + static void enableControlAgent(bool enable); + static void enableTranslateAgentActions(bool enable); + static void setAgentControlMode(AgentControlMode mode); + + static bool willSendToServer(); + static bool willTranslateAgentActions(); + static bool willControlAvatar(); + static bool willControlFlycam(); + //static LocalControlMode getLocalControlMode(); + + // Given a name like "AXIS_1-" or "BUTTON_5" returns the corresponding InputChannel + // If the axis name lacks the +/- postfix it assumes '+' postfix. + static LLGameControl::InputChannel getChannelByName(const std::string& name); + + // action_name = push+, strafe-, etc + static LLGameControl::InputChannel getChannelByActionName(const std::string& name); + + static bool updateActionMap(const std::string& action_name, LLGameControl::InputChannel channel); + + // Keyboard presses produce action_flags which can be translated into State + // and game_control devices produce State which can be translated into action_flags. + // These methods help exchange such translations. + static U32 computeInternalActionFlags(); + static void setExternalActionFlags(U32 action_flags); // call this after putting a GameControlInput packet on the wire static void updateResendPeriod(); diff --git a/indra/llwindow/llgamecontroltranslator.cpp b/indra/llwindow/llgamecontroltranslator.cpp new file mode 100644 index 0000000000..c12d9317a7 --- /dev/null +++ b/indra/llwindow/llgamecontroltranslator.cpp @@ -0,0 +1,344 @@ +/** + * @file llgamecontroltranslator.cpp + * @brief LLGameControlTranslator class implementation + * + * $LicenseInfo:firstyear=2023&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2023, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA + * $/LicenseInfo$ + */ + +/* + * App-wide preferences. Note that these are not per-user, + * because we need to load many preferences before we have + * a login name. + */ + +#include "llgamecontroltranslator.h" +#include "llsd.h" + + +using ActionToMaskMap = LLGameControlTranslator::ActionToMaskMap; + +LLGameControlTranslator::LLGameControlTranslator() +{ +} + +void LLGameControlTranslator::setAvailableActions(ActionToMaskMap& action_to_mask) +{ + mActionToMask = std::move(action_to_mask); +} + +LLGameControl::InputChannel LLGameControlTranslator::getChannelByAction(const std::string& action) const +{ + LLGameControl::InputChannel channel; + ActionToMaskMap::const_iterator mask_itr = mActionToMask.find(action); + if (mask_itr != mActionToMask.end()) + { + U32 mask = mask_itr->second; + LLGameControlTranslator::MaskToChannelMap::const_iterator channel_itr = mMaskToChannel.find(mask); + if (channel_itr != mMaskToChannel.end()) + { + channel = channel_itr->second; + } + } + else + { + // It is expected that sometimes 'action' lacks the postfix '+' or '-'. + // When it is missing we append '+' and try again. + std::string action_plus = action; + action_plus.append("+"); + mask_itr = mActionToMask.find(action_plus); + if (mask_itr != mActionToMask.end()) + { + U32 mask = mask_itr->second; + LLGameControlTranslator::MaskToChannelMap::const_iterator channel_itr = mMaskToChannel.find(mask); + if (channel_itr != mMaskToChannel.end()) + { + channel = channel_itr->second; + } + } + } + return channel; +} + +void LLGameControlTranslator::setMappings(LLGameControlTranslator::NamedChannels& list) +{ + mMaskToChannel.clear(); + mMappedFlags = 0; + mPrevActiveFlags = 0; + + for (auto& name_channel : list) + { + updateMap(name_channel.first, name_channel.second); + } +} + +bool LLGameControlTranslator::updateMap(const std::string& name, const LLGameControl::InputChannel& channel) +{ + bool map_changed = false; + size_t name_length = name.length(); + if (name_length > 1) + { + if (channel.isButton()) + { + map_changed = updateMapInternal(name, channel); + } + else if (channel.isAxis()) + { + U8 last_char = name.at(name_length - 1); + if (last_char == '+' || last_char == '=') + { + map_changed = updateMapInternal(name, channel); + } + else + { + // try to map both "name+" and "name-" + std::string new_name = name; + new_name.append("+"); + bool success = updateMapInternal(new_name, channel); + if (success) + { + //new_name.append("-"); + new_name.data()[name_length] = '-'; + LLGameControl::InputChannel other_channel(channel.mType, channel.mIndex, -channel.mSign); + // HACK: this works for XBox and similar controllers, + // and those are pretty much the only supported devices right now + // however TODO: figure out how to do this better. + // + // AXIS_TRIGGERLEFT and AXIS_TRIGGERRIGHT are separate axes and most devices + // only allow them to read positive, not negative. When used for motion control + // they are typically paired together. We assume as much here when computing + // the other_channel. + if (channel.mIndex == LLGameControl::AXIS_TRIGGERLEFT) + { + other_channel.mIndex = LLGameControl::AXIS_TRIGGERRIGHT; + other_channel.mSign = 1; + } + else if (channel.mIndex == LLGameControl::AXIS_TRIGGERRIGHT) + { + other_channel.mIndex = LLGameControl::AXIS_TRIGGERLEFT; + other_channel.mSign = 1; + } + updateMapInternal(new_name, other_channel); + map_changed = true; + } + } + } + else + { + // channel type is NONE, which means the action needs to be removed from the map + // but we don't know if it mapped to button or axis which is important because + // it if it axis then we need to also remove the other entry. + // So we try to look it up + ActionToMaskMap::iterator mask_itr = mActionToMask.find(name); + if (mask_itr != mActionToMask.end()) + { + // we found the action --> was it mapped to an axis? + bool is_axis = false; + U32 mask = mask_itr->second; + LLGameControlTranslator::MaskToChannelMap::iterator channel_itr = mMaskToChannel.find(mask); + if (channel_itr != mMaskToChannel.end()) + { + if (channel_itr->second.isAxis()) + { + // yes, it is an axis + is_axis = true; + } + } + // remove from map, whether button or axis + updateMapInternal(name, channel); + + if (is_axis) + { + // also need to remove the other entry + std::string other_name = name; + if (other_name.data()[name.length() - 1] == '-') + { + other_name.data()[name.length() - 1] = '+'; + } + else + { + other_name.data()[name.length() - 1] = '-'; + } + // remove from map + updateMapInternal(other_name, channel); + } + } + else if (name.data()[name.length() - 1] == '+' + || name.data()[name.length() - 1] == '-') + { + // action was not found but name doesn't end with +/- + // maybe it is an axis-name sans the +/- on the end + // postfix with '+' and try again + std::string other_name = name; + other_name.append("+"); + map_changed = updateMapInternal(other_name, channel); + if (map_changed) + { + // that worked! now do the other one + other_name.data()[name.length()] = '-'; + updateMapInternal(other_name, channel); + } + } + } + } + + if (map_changed) + { + // recompute mMappedFlags + mMappedFlags = 0; + for (auto& pair : mMaskToChannel) + { + mMappedFlags |= pair.first; + } + mPrevActiveFlags = 0; + } + return map_changed; +} + +// Given external action_flags (i.e. raw avatar input) +// compute the corresponding LLGameControl::State that would have produced those flags. +// Note: "action flags" are similar to, but not quite the same as, "control flags". +// "Action flags" are the raw input of avatar movement intent, whereas "control flags" +// are the consequential set of instructions that are sent to the server for moving +// the avatar character. +const LLGameControl::State& LLGameControlTranslator::computeStateFromFlags(U32 action_flags) +{ + static U32 last_action_flags = 0; + if (last_action_flags != action_flags) + { + last_action_flags = action_flags; + } + // translate action_flag bits to equivalent game controller state + // according to data in mMaskToChannel + + // only bother to update mCachedState if active_flags have changed + U32 active_flags = action_flags & mMappedFlags; + //if (active_flags != mPrevActiveFlags) + { + mCachedState.clear(); + for (const auto& pair : mMaskToChannel) + { + U32 mask = pair.first; + if (mask == (mask & action_flags)) + { + LLGameControl::InputChannel channel = pair.second; + if (channel.isAxis()) + { + if (channel.mSign < 0) + { + mCachedState.mAxes[channel.mIndex] = std::numeric_limits<S16>::min(); + } + else + { + mCachedState.mAxes[channel.mIndex] = std::numeric_limits<S16>::max(); + } + } + else if (channel.isButton()) + { + mCachedState.mButtons |= (0x01U << channel.mIndex); + } + } + } + mPrevActiveFlags = active_flags; + } + return mCachedState; +} + +// Given LLGameControl::State (i.e. from a real controller) +// compute corresponding action flags (e.g. for moving the avatar around) +U32 LLGameControlTranslator::computeFlagsFromState(const std::vector<S32>& axes, U32 buttons) +{ + // HACK: supply hard-coded threshold for ON/OFF zones + constexpr S32 AXIS_THRESHOLD = 32768 / 8; + U32 action_flags = 0; + for (const auto& pair : mMaskToChannel) + { + // pair = { mask, channel } + const LLGameControl::InputChannel& channel = pair.second; + if (channel.isAxis()) + { + if (channel.mSign < 0) + { + if (axes[channel.mIndex] < -AXIS_THRESHOLD) + { + action_flags |= pair.first; + } + } + else if (axes[channel.mIndex] > AXIS_THRESHOLD) + { + action_flags |= pair.first; + } + } + else if (channel.isButton()) + { + U32 bit_set = buttons & (0x01U << channel.mIndex); + if (bit_set) + { + action_flags |= pair.first; + } + } + } + return action_flags; +} + +bool LLGameControlTranslator::updateMapInternal(const std::string& name, const LLGameControl::InputChannel& channel) +{ + bool something_changed = false; + ActionToMaskMap::iterator mask_itr = mActionToMask.find(name); + if (mask_itr != mActionToMask.end()) + { + U32 mask = mask_itr->second; + something_changed = addOrRemoveMaskMapping(mask, channel); + } + return something_changed; +} + +bool LLGameControlTranslator::addOrRemoveMaskMapping(U32 mask, const LLGameControl::InputChannel& channel) +{ + bool success = false; + LLGameControlTranslator::MaskToChannelMap::iterator channel_itr = mMaskToChannel.find(mask); + if (channel_itr != mMaskToChannel.end()) + { + LLGameControl::InputChannel old_channel = channel_itr->second; + if (old_channel.mType != channel.mType || old_channel.mIndex != channel.mIndex || old_channel.mSign != channel.mSign) + { + if (channel.isNone()) + { + // remove old mapping + mMaskToChannel.erase(channel_itr); + } + else + { + // update old mapping + channel_itr->second = channel; + } + success = true; + } + } + else if (! channel.isNone()) + { + // create new mapping + mMaskToChannel[mask] = channel; + success = true; + } + return success; +} + diff --git a/indra/llwindow/llgamecontroltranslator.h b/indra/llwindow/llgamecontroltranslator.h new file mode 100644 index 0000000000..13cbf29db2 --- /dev/null +++ b/indra/llwindow/llgamecontroltranslator.h @@ -0,0 +1,83 @@ +/** + * @file llgamecontroltranslator.h + * @brief LLGameControlTranslator class definition + * + * $LicenseInfo:firstyear=2023&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2023, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA + * $/LicenseInfo$ + */ + +#pragma once + +#include <map> + +#include "stdtypes.h" +#include "llgamecontrol.h" + + +class LLGameControlTranslator +{ +public: + + using ActionToMaskMap = std::map< std::string, U32 >; // < action : mask > + using MaskToChannelMap = std::map< U32, LLGameControl::InputChannel >; // < mask : channel > + using NamedChannel = std::pair < std::string , LLGameControl::InputChannel >; + using NamedChannels = std::vector< NamedChannel >; + + + LLGameControlTranslator(); + void setAvailableActions(ActionToMaskMap& action_to_mask); + LLGameControl::InputChannel getChannelByAction(const std::string& action) const; + void setMappings(NamedChannels& list); + bool updateMap(const std::string& name, const LLGameControl::InputChannel& channel); + // Note: to remove a mapping you can call updateMap() with a TYPE_NONE channel + + // Given external action_flags (i.e. raw avatar input) + // compute the corresponding LLGameControl::State that would have produced those flags. + // Note: "action flags" are similar to, but not quite the same as, "control flags". + const LLGameControl::State& computeStateFromFlags(U32 action_flags); + + // Given LLGameControl::State (i.e. from a real controller) + // compute corresponding action flags (e.g. for moving the avatar around) + U32 computeFlagsFromState(const std::vector<S32>& axes, U32 buttons); + + U32 getMappedFlags() const { return mMappedFlags; } + +private: + bool updateMapInternal(const std::string& name, const LLGameControl::InputChannel& channel); + bool addOrRemoveMaskMapping(U32 mask, const LLGameControl::InputChannel& channel); + +private: + // mActionToMask is an invarient map between the possible actions + // and the action bit masks. Only actions therein can have their + // bit masks mapped to channels. + ActionToMaskMap mActionToMask; // invariant map after init + + // mMaskToChannel is a dynamic map between action bit masks + // and GameControl channels. + MaskToChannelMap mMaskToChannel; // dynamic map, per preference changes + + // mCachedState is an optimization: + // it is only recomputed when external action_flags change + LLGameControl::State mCachedState; + + U32 mMappedFlags { 0 }; + U32 mPrevActiveFlags { 0 }; +}; diff --git a/indra/llwindow/llkeyboard.cpp b/indra/llwindow/llkeyboard.cpp index a858d3b16f..7784e6c32a 100644 --- a/indra/llwindow/llkeyboard.cpp +++ b/indra/llwindow/llkeyboard.cpp @@ -29,7 +29,6 @@ #include "llkeyboard.h" #include "llwindowcallbacks.h" -#include "llgamecontrol.h" // // Globals @@ -162,7 +161,7 @@ void LLKeyboard::resetKeyDownAndHandle() mCallbacks->handleTranslatedKeyUp(i, mask); } } - LLGameControl::clearAllKeys(); + mCurTranslatedKey = KEY_NONE; } // BUG this has to be called when an OS dialog is shown, otherwise modifier key state diff --git a/indra/llwindow/llkeyboardheadless.cpp b/indra/llwindow/llkeyboardheadless.cpp index ad8e42a412..a827424141 100644 --- a/indra/llwindow/llkeyboardheadless.cpp +++ b/indra/llwindow/llkeyboardheadless.cpp @@ -57,6 +57,7 @@ void LLKeyboardHeadless::scanKeyboard() mCallbacks->handleScanKey(key, mKeyDown[key], mKeyUp[key], mKeyLevel[key]); } } + mCurScanKey = KEY_NONE; // Reset edges for next frame for (S32 key = 0; key < KEY_COUNT; key++) diff --git a/indra/llwindow/llkeyboardmacosx.cpp b/indra/llwindow/llkeyboardmacosx.cpp index f590b8db8b..4ce98ee32b 100644 --- a/indra/llwindow/llkeyboardmacosx.cpp +++ b/indra/llwindow/llkeyboardmacosx.cpp @@ -291,6 +291,7 @@ void LLKeyboardMacOSX::scanKeyboard() mCallbacks->handleScanKey(key, mKeyDown[key], mKeyUp[key], mKeyLevel[key]); } } + mCurScanKey = KEY_NONE; // Reset edges for next frame for (key = 0; key < KEY_COUNT; key++) diff --git a/indra/llwindow/llkeyboardsdl.cpp b/indra/llwindow/llkeyboardsdl.cpp index 543882fc8f..636eaa5491 100644 --- a/indra/llwindow/llkeyboardsdl.cpp +++ b/indra/llwindow/llkeyboardsdl.cpp @@ -300,6 +300,7 @@ void LLKeyboardSDL::scanKeyboard() mCallbacks->handleScanKey(key, mKeyDown[key], mKeyUp[key], mKeyLevel[key]); } } + mCurScanKey = KEY_NONE; // Reset edges for next frame for (S32 key = 0; key < KEY_COUNT; key++) diff --git a/indra/llwindow/llkeyboardwin32.cpp b/indra/llwindow/llkeyboardwin32.cpp index 7ef616a8b7..756caf6fc3 100644 --- a/indra/llwindow/llkeyboardwin32.cpp +++ b/indra/llwindow/llkeyboardwin32.cpp @@ -259,6 +259,7 @@ void LLKeyboardWin32::scanKeyboard() mCallbacks->handleScanKey(key, mKeyDown[key], mKeyUp[key], mKeyLevel[key]); } } + mCurScanKey = KEY_NONE; // Reset edges for next frame for (key = 0; key < KEY_COUNT; key++) diff --git a/indra/newview/CMakeLists.txt b/indra/newview/CMakeLists.txt index 7fbf214dcf..627f1b4326 100644 --- a/indra/newview/CMakeLists.txt +++ b/indra/newview/CMakeLists.txt @@ -317,6 +317,7 @@ set(viewer_SOURCE_FILES llfollowcam.cpp llfriendcard.cpp llflyoutcombobtn.cpp + llflycam.cpp llgesturelistener.cpp llgesturemgr.cpp llgiveinventory.cpp @@ -991,6 +992,7 @@ set(viewer_HEADER_FILES llfollowcam.h llfriendcard.h llflyoutcombobtn.h + llflycam.h llgesturelistener.h llgesturemgr.h llgiveinventory.h diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml index 55f8f77383..ebe027689a 100644 --- a/indra/newview/app_settings/settings.xml +++ b/indra/newview/app_settings/settings.xml @@ -2612,10 +2612,10 @@ <key>Value</key> <integer>1</integer> </map> - <key>EnableGameControlInput</key> + <key>GameControlToServer</key> <map> <key>Comment</key> - <string>Transmit game controller input to server</string> + <string>Transmit game controller data to server</string> <key>Persist</key> <integer>1</integer> <key>Type</key> @@ -2623,10 +2623,21 @@ <key>Value</key> <integer>0</integer> </map> - <key>EnableGameControlKeyboardInput</key> + <key>GameControlToAgent</key> <map> <key>Comment</key> - <string>Send 'unhandled' keystrokes as GameInput to server</string> + <string>GameControl data moves avatar/flycam</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>Boolean</string> + <key>Value</key> + <integer>0</integer> + </map> + <key>AgentToGameControl</key> + <map> + <key>Comment</key> + <string>Avatar/flycam movement produces GameControl data</string> <key>Persist</key> <integer>1</integer> <key>Type</key> diff --git a/indra/newview/llagent.cpp b/indra/newview/llagent.cpp index c8b0adbaf8..406734ab61 100644 --- a/indra/newview/llagent.cpp +++ b/indra/newview/llagent.cpp @@ -1463,7 +1463,7 @@ LLVector3 LLAgent::getReferenceUpVector() } -// Radians, positive is forward into ground +// Radians, positive is downward toward ground //----------------------------------------------------------------------------- // pitch() //----------------------------------------------------------------------------- @@ -1477,27 +1477,23 @@ void LLAgent::pitch(F32 angle) LLVector3 skyward = getReferenceUpVector(); + // SL-19286 Avatar is upside down when viewed from below + // after left-clicking the mouse on the avatar and dragging down + // + // The issue is observed on angle below 10 degrees + const F32 look_down_limit = 179.f * DEG_TO_RAD; + const F32 look_up_limit = 10.f * DEG_TO_RAD; + + F32 angle_from_skyward = acos(mFrameAgent.getAtAxis() * skyward); + // clamp pitch to limits - if (angle >= 0.f) + if ((angle >= 0.f) && (angle_from_skyward + angle > look_down_limit)) { - const F32 look_down_limit = 179.f * DEG_TO_RAD; - F32 angle_from_skyward = acos(mFrameAgent.getAtAxis() * skyward); - if (angle_from_skyward + angle > look_down_limit) - { - angle = look_down_limit - angle_from_skyward; - } + angle = look_down_limit - angle_from_skyward; } - else if (angle < 0.f) + else if ((angle < 0.f) && (angle_from_skyward + angle < look_up_limit)) { - const F32 look_up_limit = 5.f * DEG_TO_RAD; - const LLVector3& viewer_camera_pos = LLViewerCamera::getInstance()->getOrigin(); - LLVector3 agent_focus_pos = getPosAgentFromGlobal(gAgentCamera.calcFocusPositionTargetGlobal()); - LLVector3 look_dir = agent_focus_pos - viewer_camera_pos; - F32 angle_from_skyward = angle_between(look_dir, skyward); - if (angle_from_skyward + angle < look_up_limit) - { - angle = look_up_limit - angle_from_skyward; - } + angle = look_up_limit - angle_from_skyward; } if (fabs(angle) > 1e-4) @@ -4986,6 +4982,245 @@ void LLAgent::renderAutoPilotTarget() } } +void LLAgent::setExternalActionFlags(U32 outer_flags) +{ + if (LLGameControl::willControlAvatar()) + { + // save these flags for later, for when we're ready + // to actually send an AgentUpdate packet + mExternalActionFlags = outer_flags; + mbFlagsDirty = TRUE; + } +} + +static U64 g_lastUpdateTime { 0 }; +static F32 g_deltaTime { 0.0f }; +static S32 g_lastUpdateFrame { 0 }; +static S32 g_deltaFrame { 0 }; + +void LLAgent::applyExternalActionFlags() +{ + if (! LLGameControl::willControlAvatar()) + { + return; + } + + // HACK: AGENT_CONTROL_NUDGE_AT_NEG is used to toggle Flycam + if ((mExternalActionFlags & AGENT_CONTROL_NUDGE_AT_NEG) > 0) + { + if (mToggleFlycam) + { + mUsingFlycam = !mUsingFlycam; + if (mUsingFlycam) + { + // copy main camera transform to flycam + LLViewerCamera* camera = LLViewerCamera::getInstance(); + mFlycam.setTransform(camera->getOrigin(), camera->getQuaternion()); + mLastFlycamUpdate = LLFrameTimer::getTotalTime(); + } + /* + else + { + // do we need to reset main camera? + } + */ + } + mToggleFlycam = false; + } + else + { + mToggleFlycam = true; + } + + // measure delta time and frame + // Note: it is possible for the deltas to be very large + // and it is the duty of the code that uses them to clamp as necessary + U64 now = LLFrameTimer::getTotalTime(); + g_deltaTime = F32(now - g_lastUpdateTime) / (F32)(USEC_PER_SEC); + g_lastUpdateTime = now; + + S32 frame_count = LLFrameTimer::getFrameCount(); + g_deltaFrame = frame_count - g_lastUpdateFrame; + g_lastUpdateFrame = frame_count; + + if (mUsingFlycam) + { + updateFlycam(); + return; + } + + S32 direction = (S32)(mExternalActionFlags & AGENT_CONTROL_AT_POS) + - (S32)((mExternalActionFlags & AGENT_CONTROL_AT_NEG) >> 1); + if (direction != 0) + { + moveAt(direction); + } + + static U32 last_non_fly_frame = 0; + static U64 last_non_fly_time = 0; + direction = (S32)(mExternalActionFlags & AGENT_CONTROL_UP_POS) + - (S32)((mExternalActionFlags & AGENT_CONTROL_UP_NEG) >> 1); + if (direction != 0) + { + // HACK: this auto-fly logic based on original code still extant in llviewerinput.cpp::agent_jump() + // but has been cleaned up. + // TODO?: DRY this logic + if (direction > 0) + { + if (!getFlying() + && !upGrabbed() + && gSavedSettings.getBOOL("AutomaticFly")) + { + constexpr F32 FLY_TIME = 0.5f; + constexpr U32 FLY_FRAMES = 4; + F32 delta_time = (F32)(now - last_non_fly_time) / (F32)(USEC_PER_SEC); + U32 delta_frames = frame_count - last_non_fly_frame; + if( delta_time > FLY_TIME + && delta_frames > FLY_FRAMES) + { + setFlying(TRUE); + } + } + } + else + { + last_non_fly_frame = frame_count; + last_non_fly_time = now; + } + + moveUp(direction); + } + else if (!getFlying()) + { + last_non_fly_frame = frame_count; + last_non_fly_time = now; + } + + direction = (S32)(mExternalActionFlags & AGENT_CONTROL_LEFT_POS) + - (S32)((mExternalActionFlags & AGENT_CONTROL_LEFT_NEG) >> 1); + if (direction != 0) + { + moveLeft(direction); + } + + direction = (S32)(mExternalActionFlags & AGENT_CONTROL_YAW_POS) + - (S32)((mExternalActionFlags & AGENT_CONTROL_YAW_NEG) >> 1); + if (direction != 0) + { + F32 sign = (direction < 0 ? -1.0f : 1.0f); + // HACK: hard-code 3.0 seconds for YawRate measure. It is simpler, + // and the missing variable yaw rate is unnoticeable. + moveYaw(sign * LLFloaterMove::getYawRate(3.0f)); + } + + { + F32 pitch = ((mExternalActionFlags & AGENT_CONTROL_PITCH_POS) > 0 ? 1.0f : 0.0f) + - ((mExternalActionFlags & AGENT_CONTROL_PITCH_NEG) > 0 ? 1.0f : 0.0f); + movePitch(pitch); + } + + if ((mExternalActionFlags & AGENT_CONTROL_FLY) > 0) + { + if (mToggleFly) + { + setFlying(!getFlying()); + } + mToggleFly = false; + } + else + { + mToggleFly = true; + } + + if (mExternalActionFlags & AGENT_CONTROL_STOP) + { + setControlFlags(AGENT_CONTROL_STOP); + } + + if ((mExternalActionFlags & AGENT_CONTROL_SIT_ON_GROUND) > 0) + { + if (mToggleSit) + { + if (isSitting()) + { + standUp(); + } + else + { + sitDown(); + } + } + mToggleSit = false; + } + else + { + mToggleSit = true; + } + + // HACK: AGENT_CONTROL_NUDGE_AT_POS is used to toggle running + if ((mExternalActionFlags & AGENT_CONTROL_NUDGE_AT_POS) > 0) + { + if (mToggleRun) + { + if (getRunning()) + { + clearRunning(); + sendWalkRun(false); + } + else + { + setRunning(); + sendWalkRun(true); + } + } + mToggleRun = false; + } + else + { + mToggleRun = true; + } +} + +void LLAgent::updateFlycam() +{ + // Note: no matter how camera_inputs are mapped to the controller + // they arrive in the following order: + enum FLYCAM_AXIS { + FLYCAM_FORWARD = 0, + FLYCAM_LEFT, + FLYCAM_UP, + FLYCAM_PITCH, + FLYCAM_YAW, + FLYCAM_ZOOM + }; + std::vector<F32> camera_inputs; + LLGameControl::getCameraInputs(camera_inputs); + + LLVector3 linear_velocity( + camera_inputs[FLYCAM_FORWARD], + camera_inputs[FLYCAM_LEFT], + camera_inputs[FLYCAM_UP]); + constexpr F32 MAX_FLYCAM_SPEED = 10.0f; + mFlycam.setLinearVelocity(MAX_FLYCAM_SPEED * linear_velocity); + + mFlycam.setPitchRate(camera_inputs[FLYCAM_PITCH]); + mFlycam.setYawRate(camera_inputs[FLYCAM_PITCH]); + + mFlycam.integrate(g_deltaTime); + + LLVector3 pos; + LLQuaternion rot; + mFlycam.getTransform(pos, rot); + + // copy flycam transform to main camera + LLMatrix3 mat(rot); + //LLViewerCamera::getInstance()->setView(sFlycamZoom); + LLViewerCamera::getInstance()->setOrigin(pos); + LLViewerCamera::getInstance()->mXAxis = LLVector3(mat.mMatrix[0]); + LLViewerCamera::getInstance()->mYAxis = LLVector3(mat.mMatrix[1]); + LLViewerCamera::getInstance()->mZAxis = LLVector3(mat.mMatrix[2]); +} + /********************************************************************************/ //----------------------------------------------------------------------------- diff --git a/indra/newview/llagent.h b/indra/newview/llagent.h index afc34f747f..0394f9c76c 100644 --- a/indra/newview/llagent.h +++ b/indra/newview/llagent.h @@ -33,6 +33,8 @@ #include "llcharacter.h" #include "llcoordframe.h" // for mFrameAgent #include "llavatarappearancedefines.h" +#include "llflycam.h" +#include "llkeyboard.h" #include "llpermissionsflags.h" #include "llevents.h" #include "v3dmath.h" @@ -485,6 +487,7 @@ public: void resetControlFlags(); bool anyControlGrabbed() const; // True iff a script has taken over a control bool isControlGrabbed(S32 control_index) const; + bool isUsingFlycam() const { return mUsingFlycam; } // Send message to simulator to force grabbed controls to be // released, in case of a poorly written script. void forceReleaseControls(); @@ -492,9 +495,38 @@ public: private: S32 mControlsTakenCount[TOTAL_CONTROLS]; S32 mControlsTakenPassedOnCount[TOTAL_CONTROLS]; + // mControlFlags is a bitmask of behavior instructions for compact + // transmission to the server. It does NOT represent "input", rather + // the consequences of it, which will sometimes depend on "state". U32 mControlFlags; // Replacement for the mFooKey's //-------------------------------------------------------------------- + // GameControls + //-------------------------------------------------------------------- +public: + // ActionFlags are similar to, but not the same as, ControlFlags! + // An 'ActionFlags' bitmask stores 'simplified input' from key/button + // presses that are mapped to avatar/camera movement actions + // whereas 'mControlFlags' are a more complicated set of behavior bits + // computed as a function of input and state. + // + void setExternalActionFlags(U32 flags); + void applyExternalActionFlags(); + void applyExternalActionFlagsForFlycam(); + +private: + void updateFlycam(); + + U64 mLastFlycamUpdate { 0 }; + U32 mExternalActionFlags { 0 }; + LLFlycam mFlycam; + bool mToggleFly { true }; + bool mToggleSit { true }; + bool mToggleRun { true }; + bool mToggleFlycam { true }; + bool mUsingFlycam { false }; + + //-------------------------------------------------------------------- // Animations //-------------------------------------------------------------------- public: diff --git a/indra/newview/llappviewer.cpp b/indra/newview/llappviewer.cpp index ffa742d154..ed64dce109 100644 --- a/indra/newview/llappviewer.cpp +++ b/indra/newview/llappviewer.cpp @@ -215,6 +215,7 @@ #include "llvosurfacepatch.h" #include "llviewerfloaterreg.h" #include "llcommandlineparser.h" +#include "llfloaterpreference.h" #include "llfloatermemleak.h" #include "llfloaterreg.h" #include "llfloatersimplesnapshot.h" @@ -1418,27 +1419,76 @@ bool LLAppViewer::frame() return ret; } +// util for detecting most active input channel +LLGameControl::InputChannel get_active_input_channel(const LLGameControl::State& state) +{ + LLGameControl::InputChannel input; + if (state.mButtons > 0) + { + // check buttons + input.mType = LLGameControl::InputChannel::TYPE_BUTTON; + for (U8 i = 0; i < 32; ++i) + { + if ((0x1 << i) & state.mButtons) + { + input.mIndex = i; + break; + } + } + } + else + { + // scan axes + S16 threshold = std::numeric_limits<S16>::max() / 2; + for (U8 i = 0; i < 6; ++i) + { + if (abs(state.mAxes[i]) > threshold) + { + input.mType = LLGameControl::InputChannel::TYPE_AXIS; + // input.mIndex ultimately translates to a LLGameControl::KeyboardAxis + // which distinguishes between negative and positive directions + // so we must translate to axis index "i" according to the sign + // of the axis value. + input.mIndex = i; + input.mSign = state.mAxes[i] > 0 ? 1 : -1; + break; + } + } + } + return input; +} // static bool packGameControlInput(LLMessageSystem* msg) { - if (! LLGameControl::computeFinalInputAndCheckForChanges()) + if (! LLGameControl::computeFinalStateAndCheckForChanges()) { + // Note: LLGameControl manages some re-send logic + // so if we get here: nothing changed AND there is no need for a re-send return false; } - if (!gSavedSettings.getBOOL("EnableGameControlInput")) + if (!gSavedSettings.getBOOL("GameControlToServer")) { - LLGameControl::clearAllInput(); + LLGameControl::clearAllState(); return false; } + const LLGameControl::State& state = LLGameControl::getState(); + + if (LLPanelPreferenceGameControl::isWaitingForInputChannel()) + { + LLGameControl::InputChannel channel = get_active_input_channel(state); + if (channel.mType != LLGameControl::InputChannel::TYPE_NONE) + { + LLPanelPreferenceGameControl::applyGameControlInput(channel); + } + } + msg->newMessageFast(_PREHASH_GameControlInput); msg->nextBlock("AgentData"); msg->addUUID("AgentID", gAgentID); msg->addUUID("SessionID", gAgentSessionID); - const LLGameControl::State& state = LLGameControl::getState(); - size_t num_indices = state.mAxes.size(); for (U8 i = 0; i < num_indices; ++i) { @@ -1581,15 +1631,6 @@ bool LLAppViewer::doFrame() joystick->scanJoystick(); gKeyboard->scanKeyboard(); gViewerInput.scanMouse(); - - LLGameControl::setIncludeKeyboardButtons(gSavedSettings.getBOOL("EnableGameControlKeyboardInput")); - LLGameControl::processEvents(gFocusMgr.getAppHasFocus()); - // to help minimize lag we send GameInput packets immediately - // after getting the latest GameController input - if (packGameControlInput(gMessageSystem)) - { - gAgent.sendMessage(); - } } // Update state based on messages, user input, object idle. @@ -4823,11 +4864,37 @@ void LLAppViewer::idle() send_agent_update(false); - // After calling send_agent_update() in the mainloop we always clear - // the agent's ephemeral ControlFlags (whether an AgentUpdate was - // actually sent or not) because these will be recomputed based on - // real-time key/controller input and resubmitted next frame. - gAgent.resetControlFlags(); + // Note: we process game_control before sending AgentUpdate + // because it may translate to control flags that control avatar motion. + LLGameControl::processEvents(gFocusMgr.getAppHasFocus()); + + // trade flags between gAgent and LLGameControl + U32 control_flags = gAgent.getControlFlags(); + U32 action_flags = LLGameControl::computeInternalActionFlags(); + LLGameControl::setExternalActionFlags(control_flags); + if (packGameControlInput(gMessageSystem)) + { + // to help minimize lag we send GameInput packets ASAP + gAgent.sendMessage(); + } + gAgent.setExternalActionFlags(action_flags); + + // When appropriate, update agent location to the simulator. + F32 agent_update_time = agent_update_timer.getElapsedTimeF32(); + F32 agent_force_update_time = mLastAgentForceUpdate + agent_update_time; + bool force_update = gAgent.controlFlagsDirty() + || (mLastAgentControlFlags != gAgent.getControlFlags()) + || (agent_force_update_time > (1.0f / (F32) AGENT_FORCE_UPDATES_PER_SECOND)); + if (force_update || (agent_update_time > (1.0f / (F32) AGENT_UPDATES_PER_SECOND))) + { + gAgent.applyExternalActionFlags(); + LL_PROFILE_ZONE_SCOPED_CATEGORY_NETWORK; + // Send avatar and camera info + mLastAgentControlFlags = gAgent.getControlFlags(); + mLastAgentForceUpdate = force_update ? 0 : agent_force_update_time; + send_agent_update(force_update); + agent_update_timer.reset(); + } } ////////////////////////////////////// @@ -5078,6 +5145,10 @@ void LLAppViewer::idle() { LLViewerJoystick::getInstance()->moveFlycam(); } + else if (gAgent.isUsingFlycam()) + { + // TODO: implement this + } else { if (LLToolMgr::getInstance()->inBuildMode()) diff --git a/indra/newview/llfloaterjoystick.cpp b/indra/newview/llfloaterjoystick.cpp index 68b11ec92b..1f7f97aad5 100644 --- a/indra/newview/llfloaterjoystick.cpp +++ b/indra/newview/llfloaterjoystick.cpp @@ -79,14 +79,17 @@ BOOL CALLBACK di8_list_devices_callback(LPCDIDEVICEINSTANCE device_instance_ptr, if (device_instance_ptr && pvRef) { std::string product_name = utf16str_to_utf8str(llutf16string(device_instance_ptr->tszProductName)); - S32 size = sizeof(GUID); - LLSD::Binary data; //just an std::vector - data.resize(size); - memcpy(&data[0], &device_instance_ptr->guidInstance /*POD _GUID*/, size); - - LLFloaterJoystick * floater = (LLFloaterJoystick*)pvRef; - LLSD value = data; - floater->addDevice(product_name, value); + if (LLViewerJoystick::is3DConnexionDevice(product_name)) + { + S32 size = sizeof(GUID); + LLSD::Binary data; //just an std::vector + data.resize(size); + memcpy(&data[0], &device_instance_ptr->guidInstance /*POD _GUID*/, size); + + LLFloaterJoystick * floater = (LLFloaterJoystick*)pvRef; + LLSD value = data; + floater->addDevice(product_name, value); + } } return DIENUM_CONTINUE; } @@ -303,8 +306,11 @@ void LLFloaterJoystick::refreshListOfDevices() #if LL_WINDOWS && !LL_MESA_HEADLESS LL_WARNS() << "NDOF connected to device without using SL provided handle" << LL_ENDL; #endif - std::string desc = joystick->getDescription(); - if (!desc.empty()) + // This feature used to support various gamepad devices however + // going forward we will restrict it to 3DConnexion devices (SpaceMouse, etc) + // and will handle gamepads with the GameControl feature. + std::string desc = LLViewerJoystick::getInstance()->getDescription(); + if (LLViewerJoystick::is3DConnexionDevice(desc)) { LLSD value = LLSD::Integer(1); // value for selection addDevice(desc, value); diff --git a/indra/newview/llfloaterpreference.cpp b/indra/newview/llfloaterpreference.cpp index d60d41ae3c..17779a24f2 100644 --- a/indra/newview/llfloaterpreference.cpp +++ b/indra/newview/llfloaterpreference.cpp @@ -54,6 +54,7 @@ #include "llfloaterperformance.h" #include "llfloatersidepanelcontainer.h" #include "llfloaterimsession.h" +#include "llgamecontrol.h" #include "llkeyboard.h" #include "llmodaldialog.h" #include "llnavigationbar.h" @@ -2320,7 +2321,7 @@ public: mAccountIndependentSettings.push_back("AutoDisengageMic"); } - /*virtual*/ void saveSettings() + void saveSettings() override { LLPanelPreference::saveSettings(); @@ -3127,6 +3128,368 @@ void LLPanelPreferenceControls::onCancelKeyBind() pControlsTable->deselectAllItems(); } +//------------------------LLPanelPreferenceGameControl-------------------------------- + +// LLPanelPreferenceGameControl is effectively a singleton, so we track its instance +static LLPanelPreferenceGameControl* gGameControlPanel; + +LLPanelPreferenceGameControl::LLPanelPreferenceGameControl() +{ + gGameControlPanel = this; +} + +LLPanelPreferenceGameControl::~LLPanelPreferenceGameControl() +{ + gGameControlPanel = nullptr; +} + +static LLPanelInjector<LLPanelPreferenceGameControl> t_pref_game_control("panel_preference_game_control"); + +void LLPanelPreferenceGameControl::apply() +{ +} + +void LLPanelPreferenceGameControl::loadDefaults() +{ + // TODO: implement this +} + +void LLPanelPreferenceGameControl::loadSettings() +{ + // TODO: implement this +} + +void LLPanelPreferenceGameControl::saveSettings() +{ + // TODO: implement this +} + +void LLPanelPreferenceGameControl::updateEnabledState() +{ + // TODO?: implement this +} + +static LLScrollListItem* gSelectedItem { nullptr }; +static LLScrollListCell* gSelectedCell { nullptr }; + +void LLPanelPreferenceGameControl::onClickGameControlToServer(LLUICtrl* ctrl) +{ + BOOL checked = mCheckGameControlToServer->get(); + gSavedSettings.setBOOL( "GameControlToServer", checked ); + LLGameControl::enableSendToServer(checked); +} + +void LLPanelPreferenceGameControl::onClickGameControlToAgent(LLUICtrl* ctrl) +{ + BOOL checked = mCheckGameControlToAgent->get(); + gSavedSettings.setBOOL( "GameControlToAgent", checked ); + LLGameControl::enableControlAgent(checked); + + mActionTable->deselectAllItems(); + bool table_enabled = checked || mCheckAgentToGameControl->get(); + mActionTable->setEnabled(table_enabled); + mChannelSelector->setEnabled(table_enabled); + LLGameControl::enableTranslateAgentActions(checked); +} + +void LLPanelPreferenceGameControl::onClickAgentToGameControl(LLUICtrl* ctrl) +{ + BOOL checked = mCheckAgentToGameControl->get(); + gSavedSettings.setBOOL( "AgentToGameControl", checked ); + + mActionTable->deselectAllItems(); + bool table_enabled = checked || mCheckGameControlToAgent->get(); + mActionTable->setEnabled(table_enabled); + mChannelSelector->setEnabled(table_enabled); + LLGameControl::enableTranslateAgentActions(checked); + +} + +void LLPanelPreferenceGameControl::onActionSelect() +{ + clearSelectionState(); + + LLScrollListItem* item = mActionTable->getFirstSelected(); + if (item == NULL) + { + return; + } + + std::string action = item->getValue(); + + if (action.empty()) + { + mActionTable->deselectAllItems(); + return; + } + + S32 cell_index = item->getSelectedCell(); + if (cell_index != 1) + { + mActionTable->deselectAllItems(); + return; + } + + LLScrollListText* cell = dynamic_cast<LLScrollListText*>(item->getColumn(cell_index)); + if (cell) + { + gSelectedItem = item; + gSelectedCell = cell; + + // compute new rect for mChannelSelector + S32 row = mActionTable->getFirstSelectedIndex(); + S32 column = item->getSelectedCell(); + LLRect cell_rect = mActionTable->getCellRect(row, column); + + LLRect combo_rect = mChannelSelector->getRect(); + S32 width = combo_rect.getWidth(); + S32 height = combo_rect.getHeight(); + S32 left = cell_rect.mLeft + cell->getTextWidth(); + combo_rect.set(left, cell_rect.mTop, left + width, cell_rect.mTop - height); + mChannelSelector->setRect(combo_rect); + + std::string value = gSelectedCell->getValue(); + if (value == " ") + { + value = "NONE"; + } + mChannelSelector->setValue(value); + mChannelSelector->setVisible(TRUE); + mChannelSelector->showList(); + } + else + { + mActionTable->deselectAllItems(); + } +} + +void LLPanelPreferenceGameControl::onCommitInputChannel() +{ + if (gSelectedCell) + { + std::string channel_name = mChannelSelector->getSelectedItemLabel(); + LLGameControl::InputChannel channel = LLGameControl::getChannelByName(channel_name); + + std::string action_name = gSelectedItem->getValue(); + bool success = LLGameControl::updateActionMap(action_name, channel); + if (success) + { + if (channel_name == "NONE") + { + gSelectedCell->setValue(" "); + // TODO?: also clear cell to the right with script-relevant name + } + else + { + gSelectedCell->setValue(channel_name); + // TODO?: also update the cell to the right with script-relevant name + } + } + gGameControlPanel->updateTable(); + clearSelectionState(); + } +} + +bool LLPanelPreferenceGameControl::isWaitingForInputChannel() +{ + return gSelectedItem != nullptr; +} + +// static +void LLPanelPreferenceGameControl::applyGameControlInput(const LLGameControl::InputChannel& channel) +{ + if (gSelectedItem && channel.mType != (U8)(LLPanelPreferenceGameControl::TYPE_NONE)) + { + S32 cell_index = gSelectedItem->getSelectedCell(); + if (cell_index > 0) + { + LLScrollListCell* cell = gSelectedItem->getColumn(cell_index); + if (cell) + { + bool success = LLGameControl::updateActionMap(gSelectedItem->getValue(), channel); + if (success) + { + cell->setValue(channel.getLocalName()); + // TODO?: also update the cell to the right with script-relevant name + gGameControlPanel->updateTable(); + } + + } + } + gGameControlPanel->clearSelectionState(); + } +} + +BOOL LLPanelPreferenceGameControl::postBuild() +{ + mCheckGameControlToServer = getChild<LLCheckBoxCtrl>("game_control_to_server"); + mCheckGameControlToServer->setCommitCallback(boost::bind(&LLPanelPreferenceGameControl::onClickGameControlToServer, this, _1)); + //mCheckGameControlToServer->setEnabled(gSavedSettings.getBOOL( "GameControlToServer")); + + mCheckGameControlToAgent = getChild<LLCheckBoxCtrl>("game_control_to_agent"); + mCheckGameControlToAgent->setCommitCallback(boost::bind(&LLPanelPreferenceGameControl::onClickGameControlToAgent, this, _1)); + //mCheckGameControlToAgent->setEnabled(gSavedSettings.getBOOL( "GameControlToAgent")); + + mCheckAgentToGameControl= getChild<LLCheckBoxCtrl>("agent_to_game_control"); + mCheckAgentToGameControl->setCommitCallback(boost::bind(&LLPanelPreferenceGameControl::onClickAgentToGameControl, this, _1)); + //mCheckAgentToGameControl->setEnabled(gSavedSettings.getBOOL( "AgentToGameControl")); + + mActionTable = getChild<LLScrollListCtrl>("action_table"); + mActionTable->setCommitCallback(boost::bind(&LLPanelPreferenceGameControl::onActionSelect, this)); + + populateActionTable(); + + // enable the table if at least one of the GameControl<-->Avatar options is enabled + mActionTable->setEnabled(mCheckGameControlToAgent->get() || mCheckAgentToGameControl->get()); + + mChannelSelector = getChild<LLComboBox>("input_channel_combo"); + mChannelSelector->setVisible(FALSE); + mChannelSelector->setCommitCallback(boost::bind(&LLPanelPreferenceGameControl::onCommitInputChannel, this)); + + return TRUE; +} + +void LLPanelPreferenceGameControl::populateActionTable() +{ + loadSettings(); + populateColumns(); + populateRows("game_control_table_rows.xml"); + addTableSeparator(); + populateRows("game_control_table_camera_rows.xml"); +} + +void LLPanelPreferenceGameControl::populateColumns() +{ + // populate columns + std::string filename = "game_control_table_columns.xml"; + LLXMLNodePtr xmlNode; + LLScrollListCtrl::Contents contents; + if (!LLUICtrlFactory::getLayeredXMLNode(filename, xmlNode)) + { + LL_WARNS("Preferences") << "Failed to populate columns from '" << filename << "'" << LL_ENDL; + return; + } + LLXUIParser parser; + parser.readXUI(xmlNode, contents, filename); + if (!contents.validateBlock()) + { + LL_WARNS("Preferences") << "Failed to parse columns from '" << filename << "'" << LL_ENDL; + return; + } + for (LLInitParam::ParamIterator<LLScrollListColumn::Params>::const_iterator col_it = contents.columns.begin(); + col_it != contents.columns.end(); + ++col_it) + { + mActionTable->addColumn(*col_it); + } +} + +void LLPanelPreferenceGameControl::populateRows(const std::string& filename) +{ + LLXMLNodePtr xmlNode; + if (!LLUICtrlFactory::getLayeredXMLNode(filename, xmlNode)) + { + LL_WARNS("Preferences") << "Failed to populate rows from '" << filename << "'" << LL_ENDL; + return; + } + LLScrollListCtrl::Contents contents; + LLXUIParser parser; + parser.readXUI(xmlNode, contents, filename); + if (!contents.validateBlock()) + { + LL_WARNS("Preferences") << "Failed to parse rows from '" << filename << "'" << LL_ENDL; + return; + } + + // init basic cell params + LLScrollListCell::Params cell_params; + cell_params.font = LLFontGL::getFontSansSerif(); + cell_params.font_halign = LLFontGL::LEFT; + cell_params.column = ""; + cell_params.value = ""; + + // we expect the mActionTable to have at least three columns + if (mActionTable->getNumColumns() < 3) + { + LL_WARNS("Preferences") << "expected at least three columns in '" << filename << "'" << LL_ENDL; + return; + } + LLScrollListColumn* local_channel_column = mActionTable->getColumn(1); + + for (LLInitParam::ParamIterator<LLScrollListItem::Params>::const_iterator row_it = contents.rows.begin(); + row_it != contents.rows.end(); + ++row_it) + { + std::string name = row_it->value.getValue().asString(); + if (!name.empty() && name != "menu_separator") + { + LLScrollListItem::Params item_params(*row_it); + item_params.enabled.setValue(true); + size_t num_columns = item_params.columns.size(); + // item_params should already have one column that was defined + // in XUI config file, and now we want to add two more + if (num_columns > 0) + { + LLGameControl::InputChannel channel = LLGameControl::getChannelByActionName(name); + + cell_params.column = local_channel_column->mName; + cell_params.value = channel.getLocalName(); + item_params.columns.add(cell_params); + + // TODO?: add a column with more human readable name + //cell_params.column = remote_channel_column->mName; + //cell_params.value = channel.getRemoteName(); + //item_params.columns.add(cell_params); + } + mActionTable->addRow(item_params, EAddPosition::ADD_BOTTOM); + } + else + { + // Separator example: + // <rows + // enabled = "false"> + // <columns + // type = "icon" + // color = "0 0 0 0.7" + // halign = "center" + // value = "menu_separator" + // column = "action" / > + //</rows> + mActionTable->addRow(*row_it, EAddPosition::ADD_BOTTOM); + } + } +} + +void LLPanelPreferenceGameControl::clearSelectionState() +{ + if (gSelectedCell) + { + mChannelSelector->setVisible(FALSE); + gSelectedCell = nullptr; + } + gSelectedItem = nullptr; +} + +void LLPanelPreferenceGameControl::addTableSeparator() +{ + LLScrollListItem::Params separator_params; + separator_params.enabled(false); + LLScrollListCell::Params column_params; + column_params.type = "icon"; + column_params.value = "menu_separator"; + column_params.column = "action"; + column_params.color = LLColor4(0.f, 0.f, 0.f, 0.7f); + column_params.font_halign = LLFontGL::HCENTER; + separator_params.columns.add(column_params); + mActionTable->addRow(separator_params, EAddPosition::ADD_BOTTOM); +} + +void LLPanelPreferenceGameControl::updateTable() +{ + mActionTable->deselectAllItems(); +} + + LLFloaterPreferenceProxy::LLFloaterPreferenceProxy(const LLSD& key) : LLFloater(key), mSocksSettingsDirty(false) diff --git a/indra/newview/llfloaterpreference.h b/indra/newview/llfloaterpreference.h index 40806c22fc..22421f296c 100644 --- a/indra/newview/llfloaterpreference.h +++ b/indra/newview/llfloaterpreference.h @@ -36,6 +36,7 @@ #include "llfloater.h" #include "llavatarpropertiesprocessor.h" #include "llconversationlog.h" +#include "llgamecontroltranslator.h" #include "llsearcheditor.h" #include "llsetkeybinddialog.h" #include "llkeyconflict.h" @@ -51,6 +52,7 @@ class LLScrollListCell; class LLSliderCtrl; class LLSD; class LLTextBox; +class LLPanelPreferenceGameControl; namespace ll { @@ -80,12 +82,12 @@ public: void apply(); void cancel(const std::vector<std::string> settings_to_skip = {}); - /*virtual*/ void draw(); - /*virtual*/ bool postBuild(); - /*virtual*/ void onOpen(const LLSD& key); - /*virtual*/ void onClose(bool app_quitting); - /*virtual*/ void changed(); - /*virtual*/ void changed(const LLUUID& session_id, U32 mask) {}; + virtual void draw() override; + virtual bool postBuild() override; + virtual void onOpen(const LLSD& key) override; + virtual void onClose(bool app_quitting) override; + virtual void changed() override; + virtual void changed(const LLUUID& session_id, U32 mask) override {}; // static data update, called from message handler static void updateUserInfo(const std::string& visibility); @@ -99,8 +101,7 @@ public: // update Show Favorites checkbox static void updateShowFavoritesCheckbox(bool val); - void processProperties( void* pData, EAvatarProcessorType type ); - void saveAvatarProperties( void ); + void processProperties( void* pData, EAvatarProcessorType type ) override; static void saveAvatarPropertiesCoro(const std::string url, bool allow_publish); void selectPrivacyPanel(); void selectChatPanel(); @@ -251,7 +252,7 @@ class LLPanelPreference : public LLPanel { public: LLPanelPreference(); - /*virtual*/ bool postBuild(); + virtual bool postBuild() override; virtual ~LLPanelPreference(); @@ -297,14 +298,16 @@ private: class LLPanelPreferenceGraphics : public LLPanelPreference { public: - bool postBuild(); - void draw(); - void cancel(const std::vector<std::string> settings_to_skip = {}); - void saveSettings(); + bool postBuild() override; + void draw() override; + void cancel(const std::vector<std::string> settings_to_skip = {}) override; + void saveSettings() override; void resetDirtyChilds(); - void setHardwareDefaults(); + void setHardwareDefaults() override; void setPresetText(); + static const std::string getPresetsPath(); + protected: bool hasDirtyChilds(); @@ -320,11 +323,11 @@ public: LLPanelPreferenceControls(); virtual ~LLPanelPreferenceControls(); - bool postBuild(); + bool postBuild() override; - void apply(); - void cancel(const std::vector<std::string> settings_to_skip = {}); - void saveSettings(); + void apply() override; + void cancel(const std::vector<std::string> settings_to_skip = {}) override; + void saveSettings() override; void resetDirtyChilds(); void onListCommit(); @@ -340,9 +343,9 @@ public: void updateAndApply(); // from interface - /*virtual*/ bool onSetKeyBind(EMouseClickType click, KEY key, MASK mask, bool all_modes); - /*virtual*/ void onDefaultKeyBind(bool all_modes); - /*virtual*/ void onCancelKeyBind(); + bool onSetKeyBind(EMouseClickType click, KEY key, MASK mask, bool all_modes) override; + void onDefaultKeyBind(bool all_modes) override; + void onCancelKeyBind() override; private: // reloads settings, discards current changes, updates table @@ -367,6 +370,57 @@ private: S32 mEditingMode; }; +class LLPanelPreferenceGameControl : public LLPanelPreference +{ +public: + + enum InputType + { + TYPE_AXIS, + TYPE_BUTTON, + TYPE_NONE + }; + + LLPanelPreferenceGameControl(); + ~LLPanelPreferenceGameControl(); + + void apply() override; + void loadDefaults(); + void loadSettings(); + void saveSettings() override; + void updateEnabledState(); + + void onClickGameControlToServer(LLUICtrl* ctrl); + // "Agent" in this context means either Avatar or Flycam + void onClickGameControlToAgent(LLUICtrl* ctrl); + void onClickAgentToGameControl(LLUICtrl* ctrl); + void onActionSelect(); + void onCommitInputChannel(); + + static bool isWaitingForInputChannel(); + static void applyGameControlInput(const LLGameControl::InputChannel& channel); +protected: + bool postBuild() override; + + void populateActionTable(); + void populateColumns(); + void populateRows(const std::string& filename); + +private: + void clearSelectionState(); + void addTableSeparator(); + void updateTable(); + LOG_CLASS(LLPanelPreferenceGameControl); + + LLCheckBoxCtrl *mCheckGameControlToServer; // send game_control data to server + LLCheckBoxCtrl *mCheckGameControlToAgent; // use game_control data to move avatar + LLCheckBoxCtrl *mCheckAgentToGameControl; // translate external avatar actions to game_control data + + LLScrollListCtrl* mActionTable; + LLComboBox* mChannelSelector; + LLGameControlTranslator mActionTranslator; +}; + class LLAvatarComplexityControls { public: @@ -391,13 +445,13 @@ public: void cancel(); protected: - bool postBuild(); - void onOpen(const LLSD& key); - void onClose(bool app_quitting); + bool postBuild() override; + void onOpen(const LLSD& key) override; + void onClose(bool app_quitting) override; void saveSettings(); void onBtnOk(); void onBtnCancel(); - void onClickCloseBtn(bool app_quitting = false); + void onClickCloseBtn(bool app_quitting = false) override; void onChangeSocksSettings(); diff --git a/indra/newview/llflycam.cpp b/indra/newview/llflycam.cpp new file mode 100644 index 0000000000..53b8388f98 --- /dev/null +++ b/indra/newview/llflycam.cpp @@ -0,0 +1,117 @@ +/** + * @file llflycam.cpp + * @brief LLFlycam class implementation + * + * $LicenseInfo:firstyear=2024&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2024, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA + * $/LicenseInfo$ + */ + +#include "llflycam.h" + +LLFlycam::LLFlycam() +{ +} + + +void LLFlycam::setTransform(const LLVector3& position, const LLQuaternion& rotation) +{ + mPosition = position; + mRotation = rotation; + mRotation.normalize(); +} + +void LLFlycam::getTransform(LLVector3& position_out, LLQuaternion& rotation_out) +{ + position_out = mPosition; + rotation_out = mRotation; +} + + +void LLFlycam::setLinearVelocity(const LLVector3& velocity) +{ + // TODO: cap input + mLinearVelocity = velocity; +} + + +void LLFlycam::setPitchRate(F32 pitch_rate) +{ + // TODO: cap input + mPitchRate = pitch_rate; +} + + +void LLFlycam::setYawRate(F32 yaw_rate) +{ + // TODO: cap input + mYawRate = yaw_rate; +} + + +void LLFlycam::integrate(F32 delta_time) +{ + // cap delta_time to slow camera motion when framerates are low + constexpr F32 MAX_DELTA_TIME = 0.2f; + if (delta_time > MAX_DELTA_TIME) + { + delta_time = MAX_DELTA_TIME; + } + + if (mLinearVelocity.lengthSquared() > 0.0f) + { + mPosition += delta_time * mLinearVelocity; + } + + F32 angle = mPitchRate * delta_time; + bool needs_renormalization = false; + if (fabsf(angle) > 0.0f) + { + LLQuaternion dQ; + dQ.setAngleAxis(angle, 0.0f, 1.0f, 0.0f); + mRotation = dQ * mRotation; + needs_renormalization = true; + } + + angle = mYawRate * delta_time; + if (fabsf(angle) > 0.0f) + { + LLQuaternion dQ; + dQ.setAngleAxis(angle, 0.0f, 0.0f, 1.0f); + mRotation = dQ * mRotation; + needs_renormalization = true; + } + + if (needs_renormalization) + { + mRotation.normalize(); + } + + + /* + // from llviewerjoystick.cpp + LLMatrix3 mat(sFlycamRotation); + LLViewerCamera::getInstance()->setView(sFlycamZoom); + LLViewerCamera::getInstance()->setOrigin(sFlycamPosition); + LLViewerCamera::getInstance()->mXAxis = LLVector3(mat.mMatrix[0]); + LLViewerCamera::getInstance()->mYAxis = LLVector3(mat.mMatrix[1]); + LLViewerCamera::getInstance()->mZAxis = LLVector3(mat.mMatrix[2]); + */ +} diff --git a/indra/newview/llflycam.h b/indra/newview/llflycam.h new file mode 100644 index 0000000000..1125767a19 --- /dev/null +++ b/indra/newview/llflycam.h @@ -0,0 +1,55 @@ +/** + * @file llflycam.h + * @brief LLFlycam class header file + * + * $LicenseInfo:firstyear=2024&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2024, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA + * $/LicenseInfo$ + */ + +#pragma once + +#include "llcoordframe.h" +#include "v3math.h" +#include "llquaternion.h" + +class LLFlycam +{ +public: + + LLFlycam(); + + void setTransform(const LLVector3& position, const LLQuaternion& rotation); + void getTransform(LLVector3& position_out, LLQuaternion& rotation_out); + + void setLinearVelocity(const LLVector3& velocity); + void setPitchRate(F32 pitch_rate); + void setYawRate(F32 yaw_rate); + + void integrate(F32 delta_time); + + +protected: + LLVector3 mPosition; + LLVector3 mLinearVelocity; + LLQuaternion mRotation; + F32 mPitchRate { 0.0f }; + F32 mYawRate { 0.0f }; +}; diff --git a/indra/newview/llviewerinput.cpp b/indra/newview/llviewerinput.cpp index ea3088613f..4968df943f 100644 --- a/indra/newview/llviewerinput.cpp +++ b/indra/newview/llviewerinput.cpp @@ -35,6 +35,7 @@ #include "llagentcamera.h" #include "llfloaterimnearbychat.h" #include "llfocusmgr.h" +#include "llgamecontrol.h" #include "llkeybind.h" // LLKeyData #include "llmorphview.h" #include "llmoveview.h" @@ -157,9 +158,6 @@ static void agent_handle_doubletap_run(EKeystate s, LLAgent::EDoubleTapRunMode m static void agent_push_forwardbackward( EKeystate s, S32 direction, LLAgent::EDoubleTapRunMode mode ) { - agent_handle_doubletap_run(s, mode); - if (KEYSTATE_UP == s) return; - F32 time = gKeyboard->getCurKeyElapsedTime(); S32 frame_count = ll_round(gKeyboard->getCurKeyElapsedFrameCount()); @@ -668,6 +666,7 @@ bool start_gesture( EKeystate s ) bool run_forward(EKeystate s) { + // HACK: we use AGENT_CONTROL_NUDGE_AT_POS to signify "run forward" if (KEYSTATE_UP != s) { if (gAgent.mDoubleTapRunMode != LLAgent::DOUBLETAP_FORWARD) @@ -693,6 +692,7 @@ bool run_forward(EKeystate s) bool run_backward(EKeystate s) { + // HACK: we use AGENT_CONTROL_NUDGE_AT_NEG to signify "run backward" if (KEYSTATE_UP != s) { if (gAgent.mDoubleTapRunMode != LLAgent::DOUBLETAP_BACKWARD) @@ -718,6 +718,7 @@ bool run_backward(EKeystate s) bool run_left(EKeystate s) { + // HACK: we use AGENT_CONTROL_NUDGE_LEFT_POS to signify "run left" if (KEYSTATE_UP != s) { if (gAgent.mDoubleTapRunMode != LLAgent::DOUBLETAP_SLIDELEFT) @@ -768,6 +769,7 @@ bool run_right(EKeystate s) bool toggle_run(EKeystate s) { + // HACK: we use AGENT_CONTROL_FAST_AT to signify "run button" if (KEYSTATE_DOWN != s) return true; bool run = gAgent.getAlwaysRun(); if (run) @@ -786,6 +788,7 @@ bool toggle_run(EKeystate s) bool toggle_sit(EKeystate s) { + // HACK: we use AGENT_CONTROL_SIT_ON_GROUND to signify "sit button" if (KEYSTATE_DOWN != s) return true; if (gAgent.isSitting()) { diff --git a/indra/newview/llviewerjoystick.cpp b/indra/newview/llviewerjoystick.cpp index 7543fb3743..42238da418 100644 --- a/indra/newview/llviewerjoystick.cpp +++ b/indra/newview/llviewerjoystick.cpp @@ -148,18 +148,12 @@ BOOL CALLBACK di8_devices_callback(LPCDIDEVICEINSTANCE device_instance_ptr, LPVO LLSD guid = LLViewerJoystick::getInstance()->getDeviceUUID(); - bool init_device = false; - if (guid.isBinary()) + bool init_device = LLViewerJoystick::is3DConnexionDevice(product_name); + if (init_device && guid.isBinary()) { std::vector<U8> bin_bucket = guid.asBinary(); init_device = memcmp(&bin_bucket[0], &device_instance_ptr->guidInstance, sizeof(GUID)) == 0; } - else - { - // It might be better to init space navigator here, but if system doesn't has one, - // ndof will pick a random device, it is simpler to pick first device now to have an id - init_device = true; - } if (init_device) { @@ -1513,14 +1507,23 @@ std::string LLViewerJoystick::getDescription() return res; } +// static +bool LLViewerJoystick::is3DConnexionDevice(const std::string& device_name) +{ + bool answer = device_name.find("Space") == 0 + && ( (device_name.find("SpaceNavigator") == 0) + || (device_name.find("SpaceExplorer") == 0) + || (device_name.find("SpaceTraveler") == 0) + || (device_name.find("SpacePilot") == 0) + || (device_name.find("SpaceMouse") == 0)); + return answer; +} + bool LLViewerJoystick::isLikeSpaceNavigator() const { #if LIB_NDOF return (isJoystickInitialized() - && (strncmp(mNdofDev->product, "SpaceNavigator", 14) == 0 - || strncmp(mNdofDev->product, "SpaceExplorer", 13) == 0 - || strncmp(mNdofDev->product, "SpaceTraveler", 13) == 0 - || strncmp(mNdofDev->product, "SpacePilot", 10) == 0)); + && is3DConnexionDevice(mNdofDev->product)); #else return false; #endif diff --git a/indra/newview/llviewerjoystick.h b/indra/newview/llviewerjoystick.h index c989615653..b4fe3877f4 100644 --- a/indra/newview/llviewerjoystick.h +++ b/indra/newview/llviewerjoystick.h @@ -81,6 +81,8 @@ public: std::string getDescription(); void saveDeviceIdToSettings(); + static bool is3DConnexionDevice(const std::string& device_name); + protected: void updateEnabled(bool autoenable); void handleRun(F32 inc); diff --git a/indra/newview/skins/default/textures/bottomtray/Dpad.png b/indra/newview/skins/default/textures/bottomtray/Dpad.png Binary files differnew file mode 100644 index 0000000000..00fcb4beea --- /dev/null +++ b/indra/newview/skins/default/textures/bottomtray/Dpad.png diff --git a/indra/newview/skins/default/xui/en/floater_joystick.xml b/indra/newview/skins/default/xui/en/floater_joystick.xml index e6f0420698..597744238c 100644 --- a/indra/newview/skins/default/xui/en/floater_joystick.xml +++ b/indra/newview/skins/default/xui/en/floater_joystick.xml @@ -3,9 +3,9 @@ legacy_header_height="18" height="500" layout="topleft" - name="Joystick" + name="3Dconnexion Device" help_topic="Viewerhelp:Joystick_Configuration" - title="JOYSTICK CONFIGURATION" + title="3DCONNEXION DEVICE CONFIGURATION" width="569"> <floater.string name="JoystickDisabled"> @@ -22,7 +22,7 @@ width="50" mouse_opaque="false" name="joystick_lbl"> - Joystick: + Device: </text> <combo_box allow_text_entry="false" @@ -35,7 +35,7 @@ <spinner bottom="56" height="10" - control_name="JoystickAxis1" + control_name="Axis1" decimal_digits="0" increment="1" label="X Axis Mapping" @@ -44,12 +44,12 @@ left="20" max_val="5" min_val="-1" - name="JoystickAxis1" + name="Axis1" width="140" /> <spinner bottom_delta="0" height="10" - control_name="JoystickAxis2" + control_name="Axis2" decimal_digits="0" increment="1" label="Y Axis Mapping" @@ -58,12 +58,12 @@ left="190" max_val="5" min_val="-1" - name="JoystickAxis2" + name="Axis2" width="140" /> <spinner bottom_delta="0" height="10" - control_name="JoystickAxis0" + control_name="Axis0" decimal_digits="0" increment="1" label="Z Axis Mapping" @@ -72,12 +72,12 @@ left="360" max_val="5" min_val="-1" - name="JoystickAxis0" + name="Axis0" width="140" /> <spinner bottom="76" height="10" - control_name="JoystickAxis4" + control_name="Axis4" decimal_digits="0" increment="1" label="Pitch Mapping" @@ -86,12 +86,12 @@ left="20" max_val="5" min_val="-1" - name="JoystickAxis4" + name="Axis4" width="140" /> <spinner bottom_delta="0" height="10" - control_name="JoystickAxis5" + control_name="Axis5" decimal_digits="0" increment="1" label="Yaw Mapping" @@ -100,12 +100,12 @@ left="190" max_val="5" min_val="-1" - name="JoystickAxis5" + name="Axis5" width="140" /> <spinner bottom_delta="0" height="10" - control_name="JoystickAxis3" + control_name="Axis3" decimal_digits="0" increment="1" label="Roll Mapping" @@ -114,12 +114,12 @@ left="360" max_val="5" min_val="-1" - name="JoystickAxis3" + name="Axis3" width="140" /> <spinner bottom="96" height="10" - control_name="JoystickAxis6" + control_name="Axis6" decimal_digits="0" increment="1" label="Zoom Mapping" @@ -128,7 +128,7 @@ left="20" max_val="5" min_val="-1" - name="JoystickAxis6" + name="Axis6" width="140" /> <check_box bottom_delta="18" @@ -203,7 +203,7 @@ width="60" /> <stat_view height="270" - label="Joystick Monitor" + label="Axis Monitor" layout="topleft" left="359" name="axis_view" diff --git a/indra/newview/skins/default/xui/en/floater_preferences.xml b/indra/newview/skins/default/xui/en/floater_preferences.xml index 4614f2f06c..e0dc538af4 100644 --- a/indra/newview/skins/default/xui/en/floater_preferences.xml +++ b/indra/newview/skins/default/xui/en/floater_preferences.xml @@ -171,12 +171,12 @@ help_topic="preferences_controls_tab" name="controls" /> <panel - class="panel_preference_game_controls" - filename="panel_preferences_game_controls.xml" - label="Game Controls" + class="panel_preference_game_control" + filename="panel_preferences_game_control.xml" + label="Game Control" layout="topleft" - help_topic="preferences_game_controls_tab" - name="gamecontrols" /> + help_topic="preferences_game_control_tab" + name="game_control" /> </tab_container> </floater> diff --git a/indra/newview/skins/default/xui/en/game_control_table_camera_rows.xml b/indra/newview/skins/default/xui/en/game_control_table_camera_rows.xml new file mode 100644 index 0000000000..b2381c8493 --- /dev/null +++ b/indra/newview/skins/default/xui/en/game_control_table_camera_rows.xml @@ -0,0 +1,106 @@ +<?xml version="1.0" encoding="utf-8" standalone="yes" ?> +<contents> + <rows + enabled="false" + name="camera_actions" + value=""> + <columns + type="icontext" + column="action" + font="SansSerif" + halign="left" + label="Camera" + name="action" + value="Cam_FreeCam_Off" /> + </rows> + <rows + name="move" + value="move"> + <columns + column="action" + font="SansSerif" + halign="left" + name="action" + tool_tip="Camera move forward/backward" + value="Move Forward" /> + </rows> + <rows + name="pan" + value="pan"> + <columns + column="action" + font="SansSerif" + halign="left" + name="action" + tool_tip="Camera pan left/right" + value="Pan Left" /> + </rows> + <rows + name="rise" + value="rise"> + <columns + column="action" + font="SansSerif" + halign="left" + name="action" + tool_tip="Camera rise/fall" + value="Rise Up" /> + </rows> + <rows + name="pitch" + value="pitch"> + <columns + column="action" + font="SansSerif" + halign="left" + name="action" + tool_tip="Camera adjust pitch" + value="Pitch Down" /> + </rows> + <rows + name="yaw" + value="yaw"> + <columns + column="action" + font="SansSerif" + halign="left" + name="action" + tool_tip="Camera turn left/right" + value="Yaw CCW" /> + </rows> + <rows + name="zoom" + value="zoom"> + <columns + column="action" + font="SansSerif" + halign="left" + name="action" + tool_tip="Camera zoom in/out" + value="Zoom In" /> + </rows> + <!-- + <rows + name="roll_ccw" + value="roll_ccw"> + <columns + column="action" + font="SansSerif" + halign="left" + name="action" + tool_tip="Camera roll counterclockwise" + value="Roll Counterclockwise" /> + </rows> + <rows + name="roll_cw" + value="roll_cw"> + <columns + column="action" + font="SansSerif" + halign="left" + name="action" + tool_tip="Camera roll clockwise" + value="Roll Clockwise" /> + </rows> + --> +</contents> diff --git a/indra/newview/skins/default/xui/en/game_control_table_columns.xml b/indra/newview/skins/default/xui/en/game_control_table_columns.xml new file mode 100644 index 0000000000..f88fc8305c --- /dev/null +++ b/indra/newview/skins/default/xui/en/game_control_table_columns.xml @@ -0,0 +1,15 @@ +<?xml version="1.0" encoding="utf-8" standalone="yes" ?> +<contents> + <columns + relative_width="0.25" + label="Action" + name="action" /> + <columns + relative_width="0.25" + label="GameControl" + name="index" /> + <columns + relative_width="0.50" + label=" " + name="foo" /> +</contents> diff --git a/indra/newview/skins/default/xui/en/game_control_table_rows.xml b/indra/newview/skins/default/xui/en/game_control_table_rows.xml new file mode 100644 index 0000000000..90e6990842 --- /dev/null +++ b/indra/newview/skins/default/xui/en/game_control_table_rows.xml @@ -0,0 +1,117 @@ +<?xml version="1.0" encoding="utf-8" standalone="yes" ?> +<contents> + <rows + enabled="false" + name="move_actions" + value=""> + <columns + type="icontext" + column="action" + font="SansSerif" + halign="left" + label="Move Actions" + name="action" + value="Move_Walk_Off" /> + </rows> + <rows + name="push" + value="push"> + <columns + column="action" + font="SansSerif" + halign="left" + name="action" + value="Walk Forward" /> + </rows> + <rows + name="slide" + value="slide"> + <columns + column="action" + font="SansSerif" + halign="left" + name="action" + value="Strafe Left" /> + </rows> + <rows + name="jump" + value="jump"> + <columns + column="action" + font="SansSerif" + halign="left" + name="action" + value="Jump Up" /> + </rows> + <rows + name="turn" + value="turn"> + <columns + column="action" + font="SansSerif" + halign="left" + name="action" + value="Turn Left" /> + </rows> + <rows + name="look" + value="look"> + <columns + column="action" + font="SansSerif" + halign="left" + name="action" + value="Look Down" /> + </rows> + + <rows + name="stop" + value="stop"> + <columns + column="action" + font="SansSerif" + halign="left" + name="action" + value="Stop" /> + </rows> + <rows + name="toggle_run" + value="toggle_run"> + <columns + column="action" + font="SansSerif" + halign="left" + name="action" + value="Run" /> + </rows> + <rows + name="toggle_fly" + value="toggle_fly"> + <columns + column="action" + font="SansSerif" + halign="left" + name="action" + value="Fly" /> + </rows> + <rows + name="toggle_sit" + value="toggle_sit"> + <columns + column="action" + font="SansSerif" + halign="left" + name="action" + value="Sit" /> + </rows> + <rows + name="toggle_flycam" + value="toggle_flycam"> + <columns + column="action" + font="SansSerif" + halign="left" + name="action" + value="Flycam" /> + </rows> +</contents> diff --git a/indra/newview/skins/default/xui/en/panel_preferences_game_control.xml b/indra/newview/skins/default/xui/en/panel_preferences_game_control.xml new file mode 100644 index 0000000000..d48c0fe0d2 --- /dev/null +++ b/indra/newview/skins/default/xui/en/panel_preferences_game_control.xml @@ -0,0 +1,244 @@ +<?xml version="1.0" encoding="utf-8"?> +<panel + border="true" + follows="all" + height="408" + label="Game Controls" + layout="topleft" + left="102" + name="gamecontrol" + top="1" + width="517"> + <check_box + control_name="GameControlToServer" + follows="top|left" + height="15" + label="Send GameControl Data to server" + layout="topleft" + left="10" + name="game_control_to_server" + top="6" + width="232"/> + <check_box + control_name="GameControlToAgent" + follows="top|left" + height="15" + label="GameControl moves avatar and flycam" + layout="topleft" + left="10" + name="game_control_to_agent" + top="27" + width="232"/> + <check_box + control_name="AgentToGameControl" + follows="top|left" + height="15" + label="Avatar and flycam actions interpreted as GameControl" + layout="topleft" + left="10" + name="agent_to_game_control" + top="48" + width="232"/> + <scroll_list + draw_heading="true" + follows="all" + layout="topleft" + column_padding="0" + selection_type="header" + top="66" + left="3" + bottom="-3" + right="-3" + can_sort="false" + multi_select="false" + name="action_table" + fg_disable_color="ScrollUnselectedColor"/> + <combo_box + height="23" + layout="topleft" + left="10" + name="input_channel_combo" + top_pad="5" + width="90"> + <combo_box.item + label="AXIS_0-" + name="AXIS_0-" + value="AXIS_0-"/> + <combo_box.item + label="AXIS_0+" + name="AXIS_0+" + value="AXIS_0+"/> + <combo_box.item + label="AXIS_1-" + name="AXIS_1-" + value="AXIS_1-"/> + <combo_box.item + label="AXIS_1+" + name="AXIS_1+" + value="AXIS_1+"/> + <combo_box.item + label="AXIS_2-" + name="AXIS_2-" + value="AXIS_2-"/> + <combo_box.item + label="AXIS_2+" + name="AXIS_2+" + value="AXIS_2+"/> + <combo_box.item + label="AXIS_3-" + name="AXIS_3-" + value="AXIS_3-"/> + <combo_box.item + label="AXIS_3+" + name="AXIS_3+" + value="AXIS_3+"/> + <combo_box.item + label="AXIS_4-" + name="AXIS_4-" + value="AXIS_4-"/> + <combo_box.item + label="AXIS_4+" + name="AXIS_4+" + value="AXIS_4+"/> + <combo_box.item + label="AXIS_5-" + name="AXIS_5-" + value="AXIS_5-"/> + <combo_box.item + label="AXIS_5+" + name="AXIS_5+" + value="AXIS_5+"/> + <combo_box.item + label="BUTTON_0" + name="BUTTON_0" + value="BUTTON_0"/> + <combo_box.item + label="BUTTON_1" + name="BUTTON_1" + value="BUTTON_1"/> + <combo_box.item + label="BUTTON_2" + name="BUTTON_2" + value="BUTTON_2"/> + <combo_box.item + label="BUTTON_3" + name="BUTTON_3" + value="BUTTON_3"/> + <combo_box.item + label="BUTTON_4" + name="BUTTON_4" + value="BUTTON_4"/> + <combo_box.item + label="BUTTON_5" + name="BUTTON_5" + value="BUTTON_5"/> + <combo_box.item + label="BUTTON_6" + name="BUTTON_6" + value="BUTTON_6"/> + <combo_box.item + label="BUTTON_7" + name="BUTTON_7" + value="BUTTON_7"/> + <combo_box.item + label="BUTTON_8" + name="BUTTON_8" + value="BUTTON_8"/> + <combo_box.item + label="BUTTON_9" + name="BUTTON_9" + value="BUTTON_9"/> + <combo_box.item + label="BUTTON_10" + name="BUTTON_10" + value="BUTTON_10"/> + <combo_box.item + label="BUTTON_11" + name="BUTTON_11" + value="BUTTON_11"/> + <combo_box.item + label="BUTTON_12" + name="BUTTON_12" + value="BUTTON_12"/> + <combo_box.item + label="BUTTON_13" + name="BUTTON_13" + value="BUTTON_13"/> + <combo_box.item + label="BUTTON_14" + name="BUTTON_14" + value="BUTTON_14"/> + <combo_box.item + label="BUTTON_15" + name="BUTTON_15" + value="BUTTON_15"/> + <combo_box.item + label="BUTTON_16" + name="BUTTON_16" + value="BUTTON_16"/> + <combo_box.item + label="BUTTON_17" + name="BUTTON_17" + value="BUTTON_17"/> + <combo_box.item + label="BUTTON_18" + name="BUTTON_18" + value="BUTTON_18"/> + <combo_box.item + label="BUTTON_19" + name="BUTTON_19" + value="BUTTON_19"/> + <combo_box.item + label="BUTTON_20" + name="BUTTON_20" + value="BUTTON_20"/> + <combo_box.item + label="BUTTON_21" + name="BUTTON_21" + value="BUTTON_21"/> + <combo_box.item + label="BUTTON_22" + name="BUTTON_22" + value="BUTTON_22"/> + <combo_box.item + label="BUTTON_23" + name="BUTTON_23" + value="BUTTON_23"/> + <combo_box.item + label="BUTTON_24" + name="BUTTON_24" + value="BUTTON_24"/> + <combo_box.item + label="BUTTON_25" + name="BUTTON_25" + value="BUTTON_25"/> + <combo_box.item + label="BUTTON_26" + name="BUTTON_26" + value="BUTTON_26"/> + <combo_box.item + label="BUTTON_27" + name="BUTTON_27" + value="BUTTON_27"/> + <combo_box.item + label="BUTTON_28" + name="BUTTON_28" + value="BUTTON_28"/> + <combo_box.item + label="BUTTON_29" + name="BUTTON_29" + value="BUTTON_29"/> + <combo_box.item + label="BUTTON_30" + name="BUTTON_30" + value="BUTTON_30"/> + <combo_box.item + label="BUTTON_31" + name="BUTTON_31" + value="BUTTON_31"/> + <combo_box.item + label="NONE" + name="NONE" + value="NONE"/> + </combo_box> +</panel> diff --git a/indra/newview/skins/default/xui/en/panel_preferences_game_controls.xml b/indra/newview/skins/default/xui/en/panel_preferences_game_controls.xml deleted file mode 100644 index 4b693e8955..0000000000 --- a/indra/newview/skins/default/xui/en/panel_preferences_game_controls.xml +++ /dev/null @@ -1,32 +0,0 @@ -<?xml version="1.0" encoding="utf-8"?> -<panel - border="true" - follows="all" - height="408" - label="Game Controls" - layout="topleft" - left="102" - name="gamecontrols" - top="1" - width="517"> - <check_box - control_name="EnableGameControlInput" - follows="top|left" - height="15" - label="Send GameControl Input to server" - layout="topleft" - left="10" - name="enable_game_control_input" - top="6" - width="232"/> - <check_box - control_name="EnableGameControlKeyboardInput" - follows="top|left" - height="15" - label="Include otherwise 'unhandled' Keyboard events in GameControl Input" - layout="topleft" - left="10" - name="game_control_keyboard_input" - top="27" - width="232"/> -</panel> diff --git a/indra/newview/skins/default/xui/en/panel_preferences_move.xml b/indra/newview/skins/default/xui/en/panel_preferences_move.xml index 0412466b4f..8a372256dc 100644 --- a/indra/newview/skins/default/xui/en/panel_preferences_move.xml +++ b/indra/newview/skins/default/xui/en/panel_preferences_move.xml @@ -270,7 +270,7 @@ width="200" /> <button height="23" - label="Other Devices" + label="3Dconnexion devices" left="30" name="joystick_setup_button" top="30" diff --git a/indra/newview/tests/llgamecontrol_stub.cpp b/indra/newview/tests/llgamecontrol_stub.cpp index 0872f647d7..b06a7fd132 100644 --- a/indra/newview/tests/llgamecontrol_stub.cpp +++ b/indra/newview/tests/llgamecontrol_stub.cpp @@ -24,53 +24,76 @@ * $/LicenseInfo$ */ +#pragma once + #include "llgamecontrol.h" #include "SDL2/SDL_events.h" +LLGameControl::State g_state; -void LLGameControl::addKeyButtonMap(U16 key, U8 button) +// static +bool LLGameControl::isInitialized() { + return false; } -void LLGameControl::removeKeyButtonMap(U16 key) +// static +void LLGameControl::init() { } -void LLGameControl::addKeyAxisMap(U16 key, U8 axis, bool positive) +// static +void LLGameControl::terminate() { } -void LLGameControl::removeKeyAxisMap(U16 key) +// static +bool LLGameControl::computeFinalStateAndCheckForChanges() { + return false; } -void LLGameControl::onKeyDown(U16 key, U32 mask) +// static +void LLGameControl::clearAllState() { } -void LLGameControl::onKeyUp(U16 key, U32 mask) +// static +void LLGameControl::processEvents(bool app_has_focus) { } // static -bool LLGameControl::isInitialized() +const LLGameControl::State& LLGameControl::getState() +{ + return g_state; +} + +// static +void LLGameControl::setIncludeKeyboard(bool include) +{ +} + +// static +bool LLGameControl::getIncludeKeyboard() { return false; } // static -void LLGameControl::init() +LLGameControl::InputChannel LLGameControl::getChannelByActionName(const std::string& name) { + return LLGameControl::InputChannel(); } // static -void LLGameControl::terminate() +void LLGameControl::addActionMapping(const std::string& name, LLGameControl::InputChannel channel) { } // static -void LLGameControl::processEvents(bool app_has_focus) +void LLGameControl::setActionFlags(U32 action_flags) { } diff --git a/indra/newview/tests/llversioninfo_test.cpp b/indra/newview/tests/llversioninfo_test.cpp index 9eb5146f2b..b07800cdcd 100644 --- a/indra/newview/tests/llversioninfo_test.cpp +++ b/indra/newview/tests/llversioninfo_test.cpp @@ -31,7 +31,7 @@ #include <iostream> -#include "llgamecontrol_stub.cpp" +//#include "llgamecontrol_stub.cpp" // LL_VIEWER_CHANNEL is a macro defined on the compiler command line. The |