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input.lua
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input.lua
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function courseplay:onMouseEvent(posX, posY, isDown, isUp, mouseButton)
--RIGHT CLICK
-- Input binding debug
local vehicle = g_currentMission.controlledVehicle
if not courseplay.isEnabled(vehicle) then
return
end
courseEditor:updateMouseState(vehicle, posX, posY, isDown, isUp, mouseButton)
--print(string.format('courseplay:mouseEvent(posX(%s), posY(%s), isDown(%s), isUp(%s), mouseButton(%s))', tostring(posX), tostring(posY), tostring(isDown), tostring(isUp), tostring(mouseButton) ))
--print(string.format("if isUp(%s) and mouseButton(%s) == courseplay.inputBindings.mouse.secondaryButtonId(%s) and Enterable.getIsEntered(self)(%s) then"
--,tostring(isUp),tostring(mouseButton),tostring(courseplay.inputBindings.mouse.secondaryButtonId),tostring(Enterable.getIsEntered(self))))
if isUp and mouseButton == courseplay.inputBindings.mouse.secondaryButtonId and vehicle:getIsEntered() then
if vehicle.cp.hud.show then
courseplay:setMouseCursor(vehicle, not vehicle.cp.mouseCursorActive);
elseif not vehicle.cp.hud.show and courseplay.globalSettings.enableOpenHudWithMouseGlobal:is(true) and vehicle.cp.settings.enableOpenHudWithMouseVehicle:is(true) then
courseplay:openCloseHud(vehicle, true)
end;
end;
local hudGfx = courseplay.hud.visibleArea;
local mouseIsInHudArea = vehicle.cp.mouseCursorActive and courseplay:mouseIsInArea(posX, posY, hudGfx.x1, hudGfx.x2, hudGfx.y1, hudGfx.y2);
-- if not mouseIsInHudArea then return; end;
-- should we switch vehicles? Option must be active, must be in a vehicle, must not be in CP HUD Area (for AD, not sure how to add) and must have any mouse course active.
if courseplay.globalSettings.clickToSwitch:is(true) and vehicle:getIsEntered() and not mouseIsInHudArea and
mouseButton == courseplay.inputBindings.mouse.primaryButtonId and (g_inputBinding:getShowMouseCursor() == true) then
clickToSwitch:updateMouseState(vehicle, posX, posY, isDown, isUp, mouseButton)
end
--LEFT CLICK
if (isDown or isUp) and mouseButton == courseplay.inputBindings.mouse.primaryButtonId and vehicle.cp.mouseCursorActive and vehicle.cp.hud.show and vehicle:getIsEntered() and mouseIsInHudArea then
local buttonToHandle;
if buttonToHandle == nil then
for _,button in pairs(vehicle.cp.buttons.global) do
if button.show and button:getHasMouse(posX, posY) and not button.isMouseWheelArea then
buttonToHandle = button;
break;
end;
end;
end;
if buttonToHandle == nil then
for _,button in pairs(vehicle.cp.buttons[vehicle.cp.hud.currentPage]) do
if button.canBeClicked and button.show and not button.isDisabled and button:getHasMouse(posX, posY) and not button.isMouseWheelArea then
buttonToHandle = button;
break;
end;
end;
end;
if buttonToHandle == nil then
if vehicle.cp.hud.currentPage == 2 then
for _,button in pairs(vehicle.cp.buttons[-2]) do
if button.show and button:getHasMouse(posX, posY) and not button.isMouseWheelArea then
buttonToHandle = button;
break;
end;
end;
end;
end;
if buttonToHandle then
buttonToHandle:setClicked(isDown);
--[[if not buttonToHandle.isDisabled and buttonToHandle.hoverText and buttonToHandle.functionToCall ~= nil then
vehicle.cp.hud.content.pages[buttonToHandle.page][buttonToHandle.row][1].isClicked = isDown;
end;]]
if isUp then
buttonToHandle:handleMouseClick();
end;
return;
end;
--HOVER
elseif vehicle.cp.mouseCursorActive and not isDown and vehicle.cp.hud.show and vehicle:getIsEntered() then
-- local currentHoveredButton;
vehicle.cp.hud.mouseWheel.render = false;
for _,button in pairs(vehicle.cp.buttons.global) do
button:setClicked(false);
if button.show and not button.isHidden then
button:setClicked(false);
button:setHovered(button:getHasMouse(posX, posY));
if button.isHovered then
button:handleHoverAction(vehicle, posX, posY)
end;
end;
end;
for _,button in pairs(vehicle.cp.buttons[vehicle.cp.hud.currentPage]) do
button:setClicked(false);
if button.show and not button.isHidden then
button:setHovered(button:getHasMouse(posX, posY));
if button.isHovered then
button:handleHoverAction(vehicle, posX, posY)
end;
if button.hoverText and not button.isDisabled then
vehicle.cp.hud.content.pages[button.page][button.row][1].isHovered = button.isHovered;
end;
end;
end;
if vehicle.cp.hud.currentPage == 2 then
for _,button in pairs(vehicle.cp.buttons[-2]) do
button:setClicked(false);
if button.show and not button.isHidden then
button:setHovered(button:getHasMouse(posX, posY));
if button.hoverText then
vehicle.cp.hud.content.pages[2][button.row][1].isHovered = button.isHovered;
end;
end;
end;
end;
--- Prevent mouse from zooming when mouse cursor is inside the CP Hud Mouse Wheel area
self:lockContext(vehicle.cp.hud.mouseWheel.render);
end;
-- ##################################################
-- 2D COURSE WINDOW: DRAG + DROP MOVE
if vehicle.cp.course2dDrawData and vehicle.cp.settings.courseDrawMode:isCourseMapVisible() then
local plot = CpManager.course2dPlotField;
if isDown and mouseButton == courseplay.inputBindings.mouse.primaryButtonId and vehicle.cp.mouseCursorActive and vehicle:getIsEntered() and courseplay:mouseIsInArea(posX, posY, plot.x, plot.x + plot.width, plot.y, plot.y + plot.height) then
CpManager.course2dDragDropMouseDown = { posX, posY };
if vehicle.cp.course2dPdaMapOverlay then
vehicle.cp.course2dPdaMapOverlay.origPos = { vehicle.cp.course2dPdaMapOverlay.x, vehicle.cp.course2dPdaMapOverlay.y };
else
vehicle.cp.course2dBackground.origPos = { vehicle.cp.course2dBackground.x, vehicle.cp.course2dBackground.y };
end;
elseif isUp and CpManager.course2dDragDropMouseDown ~= nil then
courseplay.utils:move2dCoursePlotField(vehicle, posX, posY);
elseif not isUp and not isDown and CpManager.course2dDragDropMouseDown ~= nil then
courseplay.utils:update2dCourseBackgroundPos(vehicle, posX, posY);
end;
end;
end; --END mouseEvent()
function courseplay:mouseIsInArea(mouseX, mouseY, areaX1, areaX2, areaY1, areaY2)
return mouseX >= areaX1 and mouseX <= areaX2 and mouseY >= areaY1 and mouseY <= areaY2;
end;
function courseplay:setCourseplayFunc(func, value, noEventSend, page)
courseplay:debug("setCourseplayFunc: function: " .. func .. " value: " .. tostring(value) .. " noEventSend: " .. tostring(noEventSend) .. " page: " .. tostring(page), courseplay.DBG_MULTIPLAYER)
if noEventSend ~= true then
CourseplayEvent.sendEvent(self, func, value,noEventSend,page); -- Die Funktion ruft sendEvent auf und übergibt 3 Werte (self "also mein ID", action, "Ist eine Zahl an der ich festmache welches Fenster ich aufmachen will", state "Ist der eigentliche Wert also true oder false"
end;
if value == "nil" then
value = nil
end
courseplay:executeFunction(self, func, value, page);
if page and self.cp.hud.reloadPage[page] ~= nil then
courseplay.hud:setReloadPageOrder(self, page, true);
end;
end
function courseplay:executeFunction(self, func, value, page)
courseplay:debug("executeFunction: function: " .. func .. " value: " .. tostring(value) .. " page: " .. tostring(page), courseplay.DBG_MULTIPLAYER)
--legancy code
if StringUtil.startsWith(func,"self") or StringUtil.startsWith(func,"courseplay") then
courseplay:debug(" setting value",courseplay.DBG_MULTIPLAYER)
courseplay:setVarValueFromString(self, func, value)
--courseplay:debug(" "..tostring(func)..": "..tostring(value),courseplay.DBG_MULTIPLAYER)
return
end
if self:getIsEntered() then
--The old sound playSample(courseplay.hud.clickSound, 1, 1, 0, 0, 0);
-- The new gui click sound
g_currentMission.hud.guiSoundPlayer:playSample(GuiSoundPlayer.SOUND_SAMPLES.CLICK)
end
courseplay:debug(('%s: calling function "%s(%s)"'):format(nameNum(self), tostring(func), tostring(value)), courseplay.DBG_HUD);
if func ~= "rowButton" then
--@source: http://stackoverflow.com/questions/1791234/lua-call-function-from-a-string-with-function-name
assert(loadstring('courseplay:' .. func .. '(...)'))(self, value);
courseplay.hud:setReloadPageOrder(self, self.cp.hud.currentPage, true);
else
courseplay:debug(('%s: calling rowButton function !!!'):format(nameNum(self)), courseplay.DBG_MULTIPLAYER);
end; --END isRowFunction
end;
--- Lock/Unlock mouse and keyboard form any interaction outside the courseplay hud
function courseplay:lockContext(lockIt)
local lockIt = lockIt ~= false;
if lockIt and g_inputBinding:getContextName() ~= courseplay.INPUT_CONTEXT_NAME then
g_inputBinding:setContext(courseplay.INPUT_CONTEXT_NAME, true, false);
elseif not lockIt and g_inputBinding:getContextName() == courseplay.INPUT_CONTEXT_NAME then
g_inputBinding:revertContext(true);
end
end;
courseplay.inputBindings = {};
courseplay.inputBindings.mouse = {};
courseplay.inputBindings.mouse.mouseButtonOverlays = {
MOUSE_BUTTON_NONE = 'mouseNMB.png',
MOUSE_BUTTON_LEFT = 'mouseLMB.png',
MOUSE_BUTTON_RIGHT = 'mouseRMB.png',
MOUSE_BUTTON_MIDDLE = 'mouseMMB.png',
MOUSE_BUTTON_LEFTRIGHT = 'mouseBMB.png'
};
courseplay.inputBindings.keyboard = {};
function courseplay:onKeyEvent(unicode, sym, modifier, isDown)
--print(string.format("%s: unicode(%s), sym(%s), modifier(%s), isDown(%s)",tostring(Input.keyIdToIdName[sym]),tostring(unicode),tostring(sym),tostring(modifier),tostring(isDown)))
--[[for name,action in pairs (courseplay.inputActions) do
if sym == action.bindingSym then
--print("set "..tostring(name)..' to '..tostring(isDown))
action.isPressed = isDown
action.hasEvent = isDown
end
end]]
end;
--- appendedFunction onActionBindingsChanged for InputDisplayManager.onActionBindingsChanged
-- Used to update hud if keybindings have been changed when ingame.
function courseplay:onActionBindingsChanged(...)
if g_currentMission and g_currentMission.enterables then
--print("onActionBindingsChanged");
courseplay.inputBindings.updateInputButtonData();
end
end
InputDisplayManager.onActionBindingsChanged = Utils.appendedFunction(InputDisplayManager.onActionBindingsChanged, courseplay.onActionBindingsChanged);
function courseplay.inputBindings.updateInputButtonData()
-- print('updateInputButtonData()')
-- MOUSE
for _,inputNameType in ipairs( { 'primary', 'secondary' } ) do
local inputName = 'COURSEPLAY_MOUSEACTION_' .. inputNameType:upper();
local action = g_inputBinding:getActionByName(inputName);
local mouseButtonName = "MOUSE_BUTTON_NONE";
local mouseInputDisplayText;
for index, binding in ipairs(action.bindings) do
if binding.isMouse and mouseButtonName == "MOUSE_BUTTON_NONE" then
mouseButtonName = binding.axisNames[1];
mouseInputDisplayText = MouseHelper.getInputDisplayText(binding.axisNames);
end
end
-- print(('\t%s: inputName=%q'):format(inputNameType, inputName));
local txt;
if tonumber(mouseInputDisplayText) then
txt = g_i18n:getText('COURSEPLAY_MOUSE_BUTTON_NR'):format(tonumber(mouseInputDisplayText));
elseif type(mouseInputDisplayText) == "string" and g_i18n.texts[("COURSEPLAY_MOUSE_BUTTON_%s"):format(mouseInputDisplayText:upper())] then
txt = g_i18n:getText(("COURSEPLAY_MOUSE_BUTTON_%s"):format(mouseInputDisplayText:upper()));
else
--- Should never happen but could happen if no mouse button was set.
txt = g_i18n:getText('UNKNOWN');
end
courseplay.inputBindings.mouse[inputNameType .. 'TextI18n'] = txt;
courseplay.inputBindings.mouse[inputNameType .. 'ButtonId'] = Input[mouseButtonName];
-- print(('\t\t%sTextI18n=%q, mouseButtonId=%d'):format(inputNameType, txt, mouseButtonId));
end;
end;