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/**
* @file llviewerinput.h
* @brief LLViewerInput class header file
*
* $LicenseInfo:firstyear=2005&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2010, 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
* $/LicenseInfo$
*/
#ifndef LL_LLVIEWERINPUT_H
#define LL_LLVIEWERINPUT_H
#include "llkeyboard.h" // For EKeystate
#include "llinitparam.h"
const S32 MAX_KEY_BINDINGS = 128; // was 60
class LLNamedFunction
{
public:
LLNamedFunction() : mFunction(NULL) { };
~LLNamedFunction() { };
std::string mName;
LLKeyFunc mFunction;
};
class LLKeyboardBinding
{
public:
KEY mKey;
MASK mMask;
LLKeyFunc mFunction;
};
class LLMouseBinding
{
public:
EMouseClickType mMouse;
MASK mMask;
LLKeyFunc mFunction;
};
typedef enum e_keyboard_mode
{
MODE_FIRST_PERSON,
MODE_THIRD_PERSON,
MODE_EDIT_AVATAR,
MODE_SITTING,
MODE_COUNT
} EKeyboardMode;
class LLWindow;
void bind_keyboard_functions();
class LLViewerInput
{
public:
struct KeyBinding : public LLInitParam::Block<KeyBinding>
{
Mandatory<std::string> key,
mask,
command;
Optional<std::string> mouse; // Note, not mandatory for the sake of backward campatibility with keys.xml
KeyBinding();
};
struct KeyMode : public LLInitParam::Block<KeyMode>
{
Multiple<KeyBinding> bindings;
KeyMode();
};
struct Keys : public LLInitParam::Block<Keys>
{
Optional<KeyMode> first_person,
third_person,
sitting,
edit_avatar;
Keys();
};
LLViewerInput();
BOOL handleKey(KEY key, MASK mask, BOOL repeated);
BOOL handleKeyUp(KEY key, MASK mask);
S32 loadBindingsXML(const std::string& filename); // returns number bound, 0 on error
EKeyboardMode getMode() const;
static BOOL modeFromString(const std::string& string, S32 *mode); // False on failure
static BOOL mouseFromString(const std::string& string, EMouseClickType *mode);// False on failure
bool scanKey(KEY key,
BOOL key_down,
BOOL key_up,
BOOL key_level) const;
// handleMouse() records state, scanMouse() goes through states, scanMouse(click) processes individual saved states after UI is done with them
BOOL handleMouse(LLWindow *window_impl, LLCoordGL pos, MASK mask, EMouseClickType clicktype, BOOL down);
void scanMouse();
private:
bool scanKey(const std::vector<LLKeyboardBinding> &binding,
S32 binding_count,
KEY key,
MASK mask,
BOOL key_down,
BOOL key_up,
BOOL key_level,
bool repeat) const;
enum EMouseState
{
MOUSE_STATE_DOWN, // key down this frame
MOUSE_STATE_CLICK, // key went up and down in scope of same frame
MOUSE_STATE_LEVEL, // clicked again fast, or never released
MOUSE_STATE_UP, // went up this frame
MOUSE_STATE_SILENT // notified about 'up', do not notify again
};
bool scanMouse(EMouseClickType click, EMouseState state) const;
bool scanMouse(const std::vector<LLMouseBinding> &binding,
S32 binding_count,
EMouseClickType mouse,
MASK mask,
EMouseState state) const;
S32 loadBindingMode(const LLViewerInput::KeyMode& keymode, S32 mode);
BOOL bindKey(const S32 mode, const KEY key, const MASK mask, const std::string& function_name);
BOOL bindMouse(const S32 mode, const EMouseClickType mouse, const MASK mask, const std::string& function_name);
void resetBindings();
// Hold all the ugly stuff torn out to make LLKeyboard non-viewer-specific here
// TODO: at some point it is better to remake this, especially keyaboard part
// would be much better to send to functions actual state of the button than
// to send what we think function wants based on collection of bools (mKeyRepeated, mKeyLevel, mKeyDown)
std::vector<LLKeyboardBinding> mKeyBindings[MODE_COUNT];
std::vector<LLMouseBinding> mMouseBindings[MODE_COUNT];
typedef std::map<U32, U32> key_remap_t;
key_remap_t mRemapKeys[MODE_COUNT];
std::set<KEY> mKeysSkippedByUI;
BOOL mKeyHandledByUI[KEY_COUNT]; // key processed successfully by UI
// This is indentical to what llkeyboard does (mKeyRepeated, mKeyLevel, mKeyDown e t c),
// just instead of remembering individually as bools, we record state as enum
EMouseState mMouseLevel[CLICK_COUNT]; // records of key state
};
extern LLViewerInput gViewerInput;
#endif // LL_LLVIEWERINPUT_H
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