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/**
* @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"
// GameControl data is sent to the server to expose game controller input to LSL scripts,
// however not everyone will have a game controller device. To allow keyboard users to provide
// GameControl data we allow the User to configure equivalences between avatar actions
// (i.e. "push forward", "strafe left", etc) and keyboard buttons to GameControl axes
// and buttons.
//
// The LLGameControlTranslator stores the equivalences and translates avatar action_flags
// and keyboard state into GameContrl data, and in some cases the other direction: from
// LLGameControl::State into avatar action_flags.
//
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 setAvailableActionMasks(ActionToMaskMap& action_to_mask);
LLGameControl::InputChannel getChannelByAction(const std::string& action) const;
void setMappings(NamedChannels& named_channels);
void updateMap(const std::string& action, 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:
void updateMapInternal(const std::string& name, 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 };
};
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