Commit graph

30 commits

Author SHA1 Message Date
Daniel Gibson
4ce48965a5 SDL2: Better non-ASCII supprt (text input, scancode names)
as long as it's chars Doom3 supports, i.e. it can be converted
to ISO-8859-1

also renamed kbdNames to _in_kbdNames to reduce likelyhood of clashes
(as it can't be static)
2021-07-18 03:30:56 +02:00
Daniel Gibson
06ff49c6b6 Restore C++98 compatibility (NULL instead of nullptr)
and print a message when libcurl has been found
2021-07-17 18:24:46 +02:00
Daniel Gibson
78ab625edd Improve handling of "console key", add in_ignoreConsoleKey CVar
If in_ignoreConsoleKey is set, the console can only be opened with
Shift+Esc, not `/^/whatever, so you can easily type whatever character
is on your "console key" into the game, or even bind that key.
Otherwise, with SDL2, that key (KEY_SCANCODE_GRAVE) always generates the
newly added K_CONSOLE.
in_kbd has a new (SDL2-only) "auto" mode which tries to detect the
keyboard layout based on SDL_GetKeyFromScancode( SDL_SCANCODE_GRAVE ).
Wherever Sys_GetConsoleKey() is called, I now take the current state of
Shift into account, so we don't discard more chars than necessary, esp.
when they keyboard-layout (in_kbd) is *not* correctly set.

(TBH the only reason besides SDL1.2 to keep in_kbd around is to ignore
 the char generated by the "console key" in the console..)
2021-07-15 07:00:18 +02:00
Daniel Gibson
f88812c56f Add in_grabKeyboard CVar to grab keyboard if mouse is grabbed, #323
It's set to 0 by default (which is the original behavior), if set to 1,
SDL2 will grab the keyboard, so Alt-Tab or the Windows Key etc will not
be handled by the operating system but by dhewm3 (=> you can bind the
Windows key like any normal key and it won't open the start menu)
2021-07-15 07:00:18 +02:00
Daniel Gibson
24a6643a60 Add explicit support for Right Ctrl and Right Shift keys, #323
so far they were handled the same as their Left counterparts
2021-07-15 07:00:18 +02:00
Daniel Gibson
ae2d3a7e99 Support (hopefully) all keyboard keys via scancodes, #323
If a key is pressed whichs SDL_Keycode isn't known to Doom3 (has no
corresponding K_* constant), its SDL_Scancode is mapped to the
corresponding newly added K_SC_* scancode constant.
I think I have K_SC_* constants for all keys that differ between
keyboard layouts (which is mostly printable characters; F1-F12, Ctrl,
Shift, ... should be the same on all layouts, which means that e.g.
SDL_SCANCODE_F1 always belongs to SDLK_F1 which the old code already
maps to Doom3's K_F1).
What's extra nice (IMO) is that when Doom3 requests a *localized* name
of the key (like for showing in the bindings menu), we actually use the
name of the SDL_Keycode that *currently* belongs to the scancode, and
esp. the "Western High-ASCII characters" (ISO-8859-1) supported by Doom3
like Ä or Ñ are displayed correctly.

(I already implemented a very similar hack in Yamagi Quake II and
 reused the list of scancodes)

This should fix most of the problems reported in #323
2021-07-15 07:00:18 +02:00
Daniel Gibson
b9e13d2f17 Make switching from Radiant to game work
the game was frozen (the main menu and console worked though) when
switching from the Radiant to the engine (with F2 or that button).
Turned out common->ActivateTool( false ) must be called if the game window
has forcus, so idSessionLocal::Frame() doesn't return early (and thus not
run the game code).

Furthermore, there was no sound when switching from Radiant to the game,
because the SoundWorld was set to sth editor-specific. Fixed that as well.
2020-07-20 05:06:57 +02:00
Daniel Gibson
df90fce6a5 small improvement for handling up to 8 mouse buttons
as we do int buttonIndex = ev.button.button - SDL_BUTTON_LEFT;
it's only consistent to do if(ev.button.button < SDL_BUTTON_LEFT + 8)

it doesn't really make any difference as long as SDL_BUTTON_LEFT is 1,
but this way it's safe for SDL3 or whatever future version might break
the ABI.
2015-12-13 03:49:29 +01:00
Sébastien Noel
32feff2be1 handle up to 8 buttons with SDL2 based on https://github.com/RobertBeckebans/RBDOOM-3-BFG/pull/213
it's buggy on Linux/X11 before 2.0.4, but it works fine on other platforms
extra bonus: don't generate garbage events for unknown mouse buttons
2015-12-13 03:30:43 +01:00
Daniel Gibson
c5ad45368a Workaround to better support AZERTY keyboards
The first row of AZERTY-Keyboards (used in France and Belgium) doesn't
have numbers as keys but ², &, é, ", ', (, -, è, _, ç, à, ), =
(with small differences between France and Belgium).
For some of those keys we don't have keycodes - and neither does SDL2.
See also https://bugzilla.libsdl.org/show_bug.cgi?id=3188

As a workaround, just map those keys to 1, 2, ..., 9, 0 anyway, as those
are keys Quake2 already knows (and those chars are printed on the keys
too, for typing they're reachable via shift).
This workaround only works for SDL2, as SDL1.2 doesn't have Scancodes
which we need to identify the keys.

This should obsolete one part of pull request #135
2015-11-22 23:21:30 +01:00
Daniel Gibson
4198f92bd5 ignore unknown SDL events
they just spam the console and don't matter anyway.
for example, on OS X you get lots of SDL_FINGER* events that spam
the console.
2015-10-23 18:19:46 +02:00
Daniel Gibson
8f4f1ca39f Get rid of "WARNING: unknown event 770" on Windows
It's an SDL_TEXTEDITING event which we seem to get on Windows whenever
the Window gains focus (or is created). I think it can be safely
ignored, so that's what I do.

I also changed how those warnings are printed - as a hex number now,
because they're defined as hex numbers in the SDL source and it's easier
to find out what kind of event it is this way.
2015-10-05 15:14:42 +02:00
Daniel Gibson
412dad6758 Sys_GetEvent(): Don't return res_none when more events are available
If res_none (event with .evType == EV_NONE) is returned,
idEventLoop::RunEventLoop() will assume there are no more events this
frame => pending events will be delayed til next frame (or later if
again res_none is returned in the meantime).
So res_none shouldn't be returned just because there was an SDL event
we didn't care about or we did care about but don't generate a doom3
event for (but toggle fullscreen or something).
Instead we should just fetch and handle the next SDL event.
2015-09-30 15:58:50 +02:00
Daniel Gibson
66f7b6aa87 no allocation per SDL_TEXTINPUT event
those event have a max size (SDL_TEXTINPUTEVENT_TEXT_SIZE) so we can
just use a static buffer.
2015-09-30 15:41:14 +02:00
Francisco Magalhães
32afbca7c1 Add support for brazilian keyboard layout 2015-09-30 15:12:10 +02:00
Daniel Gibson
1de6ab0d50 Fix some compiler warnings (wrong types, superfluous checks, printf-fuckup) 2015-09-27 18:12:16 +02:00
hurikhan
2d27c807d1 SDL2 support fix 2013-07-22 23:45:10 +08:00
Kevin Doyon
6407881cff Fix SDL2 compile-errors, made it work on Win64
.. when compiled with MSVC2012
2013-05-02 21:13:06 +02:00
Daniel Gibson
8c6e4eb38a Add support for norwegian keyboard layout
via "in_kbd norwegian". It's the '|' and '§' chars (124, 167)

Fixes #33
2012-11-13 23:18:45 +01:00
Daniel Gibson
fa8f092e67 Unset key modifiers when regaining focus to unset ALT
There used to be a bug (discussed in #40), that ALT was still set after
using ALT-Tab. Thus when next pressing enter fullscreen was toggled.
This should now be fixed by unsetting the modifiers when focus is
regained (SDL_ACTIVEEVENT or SDL_WINDOWEVENT_FOCUS_GAINED).
2012-09-08 16:45:07 +02:00
dhewg
4f2f855105 Add SDL2 support in sys/events.cpp 2012-07-20 17:34:36 +02:00
dhewg
b8765ccf22 Move GrabInput() and rename to GLimp_GrabInput()
SDL2 supports multiple windows, and the grabbing is set per
window, so move it to sys/glimp.cpp.
2012-07-20 17:34:34 +02:00
dhewg
6dcf07974d Cleanup GrabInput()
Convert to bitflags to ease moving it.
2012-07-20 17:34:34 +02:00
dhewg
0e3500b919 Accept both alt keys for alt-enter
Reported by Ensiform.
2012-01-19 00:22:47 +01:00
dhewg
3e066baf91 Map the right alt key
SDLK_RALT was missing, it is independent of SDLK_MODE.
Reported by Ensiform.
2012-01-19 00:19:51 +01:00
dhewg
8fbc629be6 Add support for spanish keyboard layouts
There is no keyNum_t for º or ª; catch unmapped console keys.
2012-01-05 00:21:43 +01:00
dhewg
b83868090c Use SDL GLimp and input implementations on Windows
The DirectX SDK is not required anymore.
2012-01-02 15:44:40 -05:00
dhewg
cd1561ac57 Implement alt+tab for toggling fullscreen mode 2012-01-02 15:44:22 -05:00
dhewg
ba3ae581ab Implement SDL_QUIT event
Shut down gracefully upon WM quit event.
2012-01-02 15:44:19 -05:00
dhewg
79aea4082f Port Linux events to SDL
New CVar "in_kbd" to set the layout for the keyboard. SDL 1.2
doesn't offer any way to determine it, and we need this feature
to use the same key for toggling the console independent of the
keyboard layout.
The old "in_nograb" from the Linux backend is still supported.
2012-01-02 15:44:16 -05:00