1 /** @file b_main.cpp  Event and device state bindings system.
2  *
3  * @todo Pretty much everything in this file belongs in InputSystem.
4  *
5  * @authors Copyright © 2009-2017 Jaakko Keränen <jaakko.keranen@iki.fi>
6  * @authors Copyright © 2007-2014 Daniel Swanson <danij@dengine.net>
7  *
8  * @par License
9  * GPL: http://www.gnu.org/licenses/gpl.html
10  *
11  * <small>This program is free software; you can redistribute it and/or modify
12  * it under the terms of the GNU General Public License as published by the
13  * Free Software Foundation; either version 2 of the License, or (at your
14  * option) any later version. This program is distributed in the hope that it
15  * will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty
16  * of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General
17  * Public License for more details. You should have received a copy of the GNU
18  * General Public License along with this program; if not, see:
19  * http://www.gnu.org/licenses</small>
20  */
21 
22 #include "ui/b_main.h"
23 #include "ui/inputsystem.h"
24 
25 #include "dd_main.h" // App_GameLoaded
26 #include "dd_def.h"
27 #include "clientapp.h"
28 #include "BindContext"
29 
30 using namespace de;
31 
32 /**
33  * Binding context fallback for the "global" context.
34  *
35  * @param ddev  Event being processed.
36  *
37  * @return @c true if the event was eaten and can be processed by the rest of the
38  * binding context stack.
39  */
globalContextFallback(ddevent_t const * ddev)40 static int globalContextFallback(ddevent_t const *ddev)
41 {
42     if (App_GameLoaded() && !BusyMode_Active())
43     {
44         event_t ev;
45         if (InputSystem::convertEvent(*ddev, ev))
46         {
47             // The game's normal responder only returns true if the bindings can't
48             // be used (like when chatting). Note that if the event is eaten here,
49             // the rest of the bindings contexts won't get a chance to process the
50             // event.
51             if (gx.Responder && gx.Responder(&ev))
52             {
53                 return true;
54             }
55         }
56     }
57 
58     return false;
59 }
60 
61 /// @note Called once on init.
B_Init()62 void B_Init()
63 {
64     InputSystem &isys = ClientApp::inputSystem();
65 
66     // In dedicated mode we have fewer binding contexts available.
67 
68     // The contexts are defined in reverse order, with the context of lowest
69     // priority defined first.
70 
71     isys.newContext(DEFAULT_BINDING_CONTEXT_NAME);
72 
73     // Game contexts.
74     /// @todo Game binding context setup obviously belong to the game plugin, so shouldn't be here.
75     isys.newContext("map");
76     isys.newContext("map-freepan");
77     isys.newContext("finale"); // uses a fallback responder to handle script events
78     isys.newContext("menu")->acquireAll();
79     isys.newContext("gameui");
80     isys.newContext("shortcut");
81     isys.newContext("chat")->acquire(IDEV_KEYBOARD);
82     isys.newContext("message")->acquireAll();
83 
84     // Binding context for the console.
85     BindContext *bc = isys.newContext(CONSOLE_BINDING_CONTEXT_NAME);
86     bc->protect();              // Only we can (de)activate.
87     bc->acquire(IDEV_KEYBOARD); // Console takes over all keyboard events.
88 
89     // UI doesn't let anything past it.
90     isys.newContext(UI_BINDING_CONTEXT_NAME)->acquireAll();
91 
92     // Top-level context that is always active and overrides every other context.
93     // To be used only for system-level functionality.
94     bc = isys.newContext(GLOBAL_BINDING_CONTEXT_NAME);
95     bc->protect();
96     bc->setDDFallbackResponder(globalContextFallback);
97     bc->activate();
98 
99 /*
100     B_BindCommand("joy-hat-angle3", "print {angle 3}");
101     B_BindCommand("joy-hat-center", "print center");
102 
103     B_BindCommand("game:key-m-press", "print hello");
104     B_BindCommand("key-codex20-up", "print {space released}");
105     B_BindCommand("key-up-down + key-shift + key-ctrl", "print \"shifted and controlled up\"");
106     B_BindCommand("key-up-down + key-shift", "print \"shifted up\"");
107     B_BindCommand("mouse-left", "print mbpress");
108     B_BindCommand("mouse-right-up", "print \"right mb released\"");
109     B_BindCommand("joy-x-neg1.0 + key-ctrl-up", "print \"joy x negative without ctrl\"");
110     B_BindCommand("joy-x- within 0.1 + joy-y-pos1", "print \"joy x centered\"");
111     B_BindCommand("joy-x-pos1.0", "print \"joy x positive\"");
112     B_BindCommand("joy-x-neg1.0", "print \"joy x negative\"");
113     B_BindCommand("joy-z-pos1.0", "print \"joy z positive\"");
114     B_BindCommand("joy-z-neg1.0", "print \"joy z negative\"");
115     B_BindCommand("joy-w-pos1.0", "print \"joy w positive\"");
116     B_BindCommand("joy-w-neg1.0", "print \"joy w negative\"");
117     */
118 
119     /*B_BindControl("turn", "key-left-staged-inverse");
120     B_BindControl("turn", "key-right-staged");
121     B_BindControl("turn", "mouse-x");
122     B_BindControl("turn", "joy-x + key-shift-up + joy-hat-center + key-code123-down");
123     */
124 
125     // Bind all the defaults for the engine only.
126     isys.bindDefaults();
127 
128     isys.initialContextActivations();
129 }
130