dhewm3/neo/sys/events.cpp
Daniel Gibson 6eac0540bf Various gamepad improvements
- treat DPad as 4 regular buttons (was already the case mostly, but now
  the code is simpler)
- rename in_invertLook to joy_invertLook and in_useJoystick to
  in_useGamepad and remove unused CVars
- make controller Start button generate K_ESCAPE events, so it can
  always be used to open/close the menu (similar to D3BFG)
- move mousecursor with sticks, A button (south) for left-click,
  B button (east) for right-click (doesn't work in PDA yet)
- removed special handling of K_JOY_BTN_* in idWindow::HandleEvent()
  by generating fake mouse button events for gamepad A/B
  in idUserInterfaceLocal::HandleEvent()
2024-01-16 17:29:30 +01:00

1551 lines
41 KiB
C++

/*
===========================================================================
Doom 3 GPL Source Code
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
Doom 3 Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 Source Code 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 General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#include <SDL.h>
#include "sys/platform.h"
#include "idlib/containers/List.h"
#include "idlib/Heap.h"
#include "framework/Common.h"
#include "framework/Console.h"
#include "framework/KeyInput.h"
#include "framework/Session_local.h"
#include "renderer/RenderSystem.h"
#include "renderer/tr_local.h"
#include "sys/sys_public.h"
#if !SDL_VERSION_ATLEAST(2, 0, 0)
#define SDL_Keycode SDLKey
#define SDLK_APPLICATION SDLK_COMPOSE
#define SDLK_SCROLLLOCK SDLK_SCROLLOCK
#define SDLK_LGUI SDLK_LSUPER
#define SDLK_RGUI SDLK_RSUPER
#define SDLK_KP_0 SDLK_KP0
#define SDLK_KP_1 SDLK_KP1
#define SDLK_KP_2 SDLK_KP2
#define SDLK_KP_3 SDLK_KP3
#define SDLK_KP_4 SDLK_KP4
#define SDLK_KP_5 SDLK_KP5
#define SDLK_KP_6 SDLK_KP6
#define SDLK_KP_7 SDLK_KP7
#define SDLK_KP_8 SDLK_KP8
#define SDLK_KP_9 SDLK_KP9
#define SDLK_NUMLOCKCLEAR SDLK_NUMLOCK
#define SDLK_PRINTSCREEN SDLK_PRINT
#endif
extern idCVar in_useGamepad; // from UsercmdGen.cpp
// NOTE: g++-4.7 doesn't like when this is static (for idCmdSystem::ArgCompletion_String<kbdNames>)
const char *_in_kbdNames[] = {
#if SDL_VERSION_ATLEAST(2, 0, 0) // auto-detection is only available for SDL2
"auto",
#endif
"english", "french", "german", "italian", "spanish", "turkish", "norwegian", "brazilian", NULL
};
static idCVar in_kbd("in_kbd", _in_kbdNames[0], CVAR_SYSTEM | CVAR_ARCHIVE | CVAR_NOCHEAT, "keyboard layout", _in_kbdNames, idCmdSystem::ArgCompletion_String<_in_kbdNames> );
// TODO: I'd really like to make in_ignoreConsoleKey default to 1, but I guess there would be too much confusion :-/
static idCVar in_ignoreConsoleKey("in_ignoreConsoleKey", "0", CVAR_SYSTEM | CVAR_ARCHIVE | CVAR_NOCHEAT | CVAR_BOOL,
"Console only opens with Shift+Esc, not ` or ^ etc");
static idCVar in_nograb("in_nograb", "0", CVAR_SYSTEM | CVAR_NOCHEAT, "prevents input grabbing");
static idCVar in_grabKeyboard("in_grabKeyboard", "0", CVAR_SYSTEM | CVAR_ARCHIVE | CVAR_NOCHEAT | CVAR_BOOL,
"if enabled, grabs all keyboard input if mouse is grabbed (so keyboard shortcuts from the OS like Alt-Tab or Windows Key won't work)");
// set in handleMouseGrab(), used in Sys_GetEvent() to decide what kind of internal mouse event to generate
static bool in_relativeMouseMode = true;
// set in Sys_GetEvent() on window focus gained/lost events
static bool in_hasFocus = true;
struct kbd_poll_t {
int key;
bool state;
kbd_poll_t() {
}
kbd_poll_t(int k, bool s) {
key = k;
state = s;
}
};
struct mouse_poll_t {
int action;
int value;
mouse_poll_t() {
}
mouse_poll_t(int a, int v) {
action = a;
value = v;
}
};
struct joystick_poll_t {
int action;
int value;
joystick_poll_t() : action(0), value(0) {} // TODO: or -1?
joystick_poll_t(int a, int v) {
action = a;
value = v;
}
};
static idList<kbd_poll_t> kbd_polls;
static idList<mouse_poll_t> mouse_polls;
static idList<joystick_poll_t> joystick_polls;
static bool buttonStates[K_LAST_KEY];
static float joyAxis[MAX_JOYSTICK_AXIS];
static idList<sysEvent_t> event_overflow;
#if SDL_VERSION_ATLEAST(2, 0, 0)
// for utf8ToISO8859_1() - used for non-ascii text input and Sys_GetLocalizedScancodeName()
static SDL_iconv_t iconvDesc = (SDL_iconv_t)-1;
#endif
struct scancodename_t {
int sdlScancode;
const char* name;
};
// scancodenames[keynum - K_FIRST_SCANCODE] belongs to keynum
static scancodename_t scancodemappings[] = {
// NOTE: must be kept in sync with the K_SC_* section of keyNum_t in framework/KeyInput.h !
#if SDL_VERSION_ATLEAST(2, 0, 0)
#define D3_SC_MAPPING(X) { SDL_SCANCODE_ ## X , "SC_" #X }
#else // SDL1.2 doesn't have scancodes
#define D3_SC_MAPPING(X) { 0 , "SC_" #X }
#endif
D3_SC_MAPPING(A), // { SDL_SCANCODE_A, "SC_A" },
D3_SC_MAPPING(B),
D3_SC_MAPPING(C),
D3_SC_MAPPING(D),
D3_SC_MAPPING(E),
D3_SC_MAPPING(F),
D3_SC_MAPPING(G),
D3_SC_MAPPING(H),
D3_SC_MAPPING(I),
D3_SC_MAPPING(J),
D3_SC_MAPPING(K),
D3_SC_MAPPING(L),
D3_SC_MAPPING(M),
D3_SC_MAPPING(N),
D3_SC_MAPPING(O),
D3_SC_MAPPING(P),
D3_SC_MAPPING(Q),
D3_SC_MAPPING(R),
D3_SC_MAPPING(S),
D3_SC_MAPPING(T),
D3_SC_MAPPING(U),
D3_SC_MAPPING(V),
D3_SC_MAPPING(W),
D3_SC_MAPPING(X),
D3_SC_MAPPING(Y),
D3_SC_MAPPING(Z),
// leaving out SDL_SCANCODE_1 ... _0, we handle them separately already
// also return, escape, backspace, tab, space, already handled as keycodes
D3_SC_MAPPING(MINUS),
D3_SC_MAPPING(EQUALS),
D3_SC_MAPPING(LEFTBRACKET),
D3_SC_MAPPING(RIGHTBRACKET),
D3_SC_MAPPING(BACKSLASH),
D3_SC_MAPPING(NONUSHASH),
D3_SC_MAPPING(SEMICOLON),
D3_SC_MAPPING(APOSTROPHE),
D3_SC_MAPPING(GRAVE),
D3_SC_MAPPING(COMMA),
D3_SC_MAPPING(PERIOD),
D3_SC_MAPPING(SLASH),
// leaving out lots of keys incl. from keypad, we already handle them as normal keys
D3_SC_MAPPING(NONUSBACKSLASH),
D3_SC_MAPPING(INTERNATIONAL1), /**< used on Asian keyboards, see footnotes in USB doc */
D3_SC_MAPPING(INTERNATIONAL2),
D3_SC_MAPPING(INTERNATIONAL3), /**< Yen */
D3_SC_MAPPING(INTERNATIONAL4),
D3_SC_MAPPING(INTERNATIONAL5),
D3_SC_MAPPING(INTERNATIONAL6),
D3_SC_MAPPING(INTERNATIONAL7),
D3_SC_MAPPING(INTERNATIONAL8),
D3_SC_MAPPING(INTERNATIONAL9),
D3_SC_MAPPING(THOUSANDSSEPARATOR),
D3_SC_MAPPING(DECIMALSEPARATOR),
D3_SC_MAPPING(CURRENCYUNIT),
D3_SC_MAPPING(CURRENCYSUBUNIT)
#undef D3_SC_MAPPING
};
// for keynums between K_FIRST_SCANCODE and K_LAST_SCANCODE
// returns e.g. "SC_A" for K_SC_A
const char* Sys_GetScancodeName( int key ) {
if ( key >= K_FIRST_SCANCODE && key <= K_LAST_SCANCODE ) {
int scIdx = key - K_FIRST_SCANCODE;
return scancodemappings[scIdx].name;
}
return NULL;
}
#if SDL_VERSION_ATLEAST(2, 0, 0)
static bool isAscii( const char* str_ ) {
const unsigned char* str = (const unsigned char*)str_;
while(*str != '\0') {
if(*str > 127) {
return false;
}
++str;
}
return true;
}
// convert inbuf (which is expected to be in UTF-8) to outbuf (in ISO-8859-1)
static bool utf8ToISO8859_1(const char* inbuf, char* outbuf, size_t outsize) {
if ( iconvDesc == (SDL_iconv_t)-1 ) {
return false;
}
size_t outbytesleft = outsize;
size_t inbytesleft = strlen( inbuf ) + 1; // + terminating \0
size_t ret = SDL_iconv( iconvDesc, &inbuf, &inbytesleft, &outbuf, &outbytesleft );
while(inbytesleft > 0) {
switch ( ret ) {
case SDL_ICONV_E2BIG:
outbuf[outbytesleft-1] = '\0'; // whatever, just cut it off..
common->DPrintf( "Cutting off UTF-8 to ISO-8859-1 conversion to '%s' because destination is too small for '%s'\n", outbuf, inbuf );
SDL_iconv( iconvDesc, NULL, NULL, NULL, NULL ); // reset descriptor for next conversion
return true;
case SDL_ICONV_EILSEQ:
// try skipping invalid input data
++inbuf;
--inbytesleft;
break;
case SDL_ICONV_EINVAL:
case SDL_ICONV_ERROR:
// we can't recover from this
SDL_iconv( iconvDesc, NULL, NULL, NULL, NULL ); // reset descriptor for next conversion
return false;
}
}
SDL_iconv( iconvDesc, NULL, NULL, NULL, NULL ); // reset descriptor for next conversion
return outbytesleft < outsize; // return false if no char was written
}
#endif // SDL2
const char* Sys_GetLocalizedJoyKeyName( int key ) {
// Note: trying to keep the returned names short, because the Doom3 binding window doesn't have much space for names..
#if SDL_VERSION_ATLEAST(2, 0, 0) // gamecontroller/gamepad not supported in SDL1
if (key >= K_FIRST_JOY && key <= K_LAST_JOY) {
if (key <= K_JOY_BTN_NORTH) {
#if SDL_VERSION_ATLEAST(3, 0, 0)
SDL_GamepadButton gpbtn = SDL_GAMEPAD_BUTTON_SOUTH + (key - K_JOY_BTN_SOUTH);
SDL_GamepadButtonLabel label = SDL_GetGamepadButtonLabeForTypel(TODO, gpbtn);
switch(label) {
case SDL_GAMEPAD_BUTTON_LABEL_A:
return "Pad A";
case SDL_GAMEPAD_BUTTON_LABEL_B:
return "Pad B";
case SDL_GAMEPAD_BUTTON_LABEL_X:
return "Pad X";
case SDL_GAMEPAD_BUTTON_LABEL_Y:
return "Pad Y";
case SDL_GAMEPAD_BUTTON_LABEL_CROSS:
return "Pad Cross";
case SDL_GAMEPAD_BUTTON_LABEL_CIRCLE:
return "Pad Circle";
case SDL_GAMEPAD_BUTTON_LABEL_SQUARE:
return "Pad Square";
case SDL_GAMEPAD_BUTTON_LABEL_TRIANGLE:
return "Pad Triangle";
}
#else // SDL2
// using xbox-style names, like SDL2 does (SDL can't tell us if this is a xbox or PS or nintendo or whatever-style gamepad)
switch(key) {
case K_JOY_BTN_SOUTH:
return "Pad A";
case K_JOY_BTN_EAST:
return "Pad B";
case K_JOY_BTN_WEST:
return "Pad X";
case K_JOY_BTN_NORTH:
return "Pad Y";
}
#endif // face button names for SDL2
}
// the labels for the remaining keys are the same for SDL2 and SDL3 (and all controllers)
switch(key) {
case K_JOY_BTN_BACK:
return "Pad Back";
case K_JOY_BTN_GUIDE:
return NULL; // ???
case K_JOY_BTN_START:
return "Pad Start";
case K_JOY_BTN_LSTICK:
return "Pad LStick";
case K_JOY_BTN_RSTICK:
return "Pad RStick";
case K_JOY_BTN_LSHOULDER:
return "Pad LShoulder";
case K_JOY_BTN_RSHOULDER:
return "Pad RShoulder";
case K_JOY_DPAD_UP:
return "DPad Up";
case K_JOY_DPAD_DOWN:
return "DPad Down";
case K_JOY_DPAD_LEFT:
return "DPad Left";
case K_JOY_DPAD_RIGHT:
return "DPad Right";
case K_JOY_BTN_MISC1:
return "Pad Misc";
case K_JOY_BTN_RPADDLE1:
return "Pad P1";
case K_JOY_BTN_LPADDLE1:
return "Pad P3";
case K_JOY_BTN_RPADDLE2:
return "Pad P2";
case K_JOY_BTN_LPADDLE2:
return "Pad P4";
// Note: Would be nicer with "Pad " (or even "Gamepad ") at the beginning,
// but then it's too long for the keybinding window :-/
case K_JOY_STICK1_UP:
return "Stick1 Up";
case K_JOY_STICK1_DOWN:
return "Stick1 Down";
case K_JOY_STICK1_LEFT:
return "Stick1 Left";
case K_JOY_STICK1_RIGHT:
return "Stick1 Right";
case K_JOY_STICK2_UP:
return "Stick2 Up";
case K_JOY_STICK2_DOWN:
return "Stick2 Down";
case K_JOY_STICK2_LEFT:
return "Stick2 Left";
case K_JOY_STICK2_RIGHT:
return "Stick2 Right";
case K_JOY_TRIGGER1:
return "Trigger 1";
case K_JOY_TRIGGER2:
return "Trigger 2";
default:
assert(0 && "missing a case in Sys_GetLocalizedJoyKeyName()!");
}
}
#endif // SDL2+
return NULL;
}
// returns localized name of the key (between K_FIRST_SCANCODE and K_LAST_SCANCODE),
// regarding the current keyboard layout - if that name is in ASCII or corresponds
// to a "High-ASCII" char supported by Doom3.
// Otherwise return same name as Sys_GetScancodeName()
// !! Returned string is only valid until next call to this function !!
const char* Sys_GetLocalizedScancodeName( int key ) {
if ( key >= K_FIRST_SCANCODE && key <= K_LAST_SCANCODE ) {
int scIdx = key - K_FIRST_SCANCODE;
#if SDL_VERSION_ATLEAST(2, 0, 0)
SDL_Scancode sc = ( SDL_Scancode ) scancodemappings[scIdx].sdlScancode;
SDL_Keycode k = SDL_GetKeyFromScancode( sc );
if ( k >= 0xA1 && k <= 0xFF ) {
// luckily, the "High-ASCII" (ISO-8559-1) chars supported by Doom3
// have the same values as the corresponding SDL_Keycodes.
static char oneCharStr[2] = {0, 0};
oneCharStr[0] = (unsigned char)k;
return oneCharStr;
} else if ( k != SDLK_UNKNOWN ) {
const char *ret = SDL_GetKeyName( k );
// the keyname from SDL2 is in UTF-8, which Doom3 can't print,
// so only return the name if it's ASCII, otherwise fall back to "SC_bla"
if ( ret && *ret != '\0' ) {
if( isAscii( ret ) ) {
return ret;
}
static char isoName[32];
// try to convert name to ISO8859-1 (Doom3's supported "High ASCII")
if ( utf8ToISO8859_1( ret, isoName, sizeof(isoName) ) && isoName[0] != '\0' ) {
return isoName;
}
}
}
#endif // SDL1.2 doesn't support this, use unlocalized name (also as fallback if we couldn't get a keyname)
return scancodemappings[scIdx].name;
}
return NULL;
}
// returns keyNum_t (K_SC_* constant) for given scancode name (like "SC_A")
// only makes sense to call it if name starts with "SC_" (or "sc_")
// returns -1 if not found
int Sys_GetKeynumForScancodeName( const char* name ) {
for( int scIdx = 0; scIdx < K_NUM_SCANCODES; ++scIdx ) {
if ( idStr::Icmp( name, scancodemappings[scIdx].name ) == 0 ) {
return scIdx + K_FIRST_SCANCODE;
}
}
return -1;
}
#if SDL_VERSION_ATLEAST(2, 0, 0)
static int getKeynumForSDLscancode( SDL_Scancode scancode ) {
int sc = scancode;
for ( int scIdx=0; scIdx < K_NUM_SCANCODES; ++scIdx ) {
if ( scancodemappings[scIdx].sdlScancode == sc ) {
return scIdx + K_FIRST_SCANCODE;
}
}
return 0;
}
#endif
static byte mapkey(SDL_Keycode key) {
switch (key) {
case SDLK_BACKSPACE:
return K_BACKSPACE;
case SDLK_PAUSE:
return K_PAUSE;
}
if (key <= SDLK_z)
return key & 0xff;
switch (key) {
case SDLK_APPLICATION:
return K_COMMAND;
case SDLK_CAPSLOCK:
return K_CAPSLOCK;
case SDLK_SCROLLLOCK:
return K_SCROLL;
case SDLK_POWER:
return K_POWER;
case SDLK_UP:
return K_UPARROW;
case SDLK_DOWN:
return K_DOWNARROW;
case SDLK_LEFT:
return K_LEFTARROW;
case SDLK_RIGHT:
return K_RIGHTARROW;
case SDLK_LGUI:
return K_LWIN;
case SDLK_RGUI:
return K_RWIN;
case SDLK_MENU:
return K_MENU;
case SDLK_LALT:
return K_ALT;
case SDLK_RALT:
return K_RIGHT_ALT;
case SDLK_RCTRL:
return K_RIGHT_CTRL;
case SDLK_LCTRL:
return K_CTRL;
case SDLK_RSHIFT:
return K_RIGHT_SHIFT;
case SDLK_LSHIFT:
return K_SHIFT;
case SDLK_INSERT:
return K_INS;
case SDLK_DELETE:
return K_DEL;
case SDLK_PAGEDOWN:
return K_PGDN;
case SDLK_PAGEUP:
return K_PGUP;
case SDLK_HOME:
return K_HOME;
case SDLK_END:
return K_END;
case SDLK_F1:
return K_F1;
case SDLK_F2:
return K_F2;
case SDLK_F3:
return K_F3;
case SDLK_F4:
return K_F4;
case SDLK_F5:
return K_F5;
case SDLK_F6:
return K_F6;
case SDLK_F7:
return K_F7;
case SDLK_F8:
return K_F8;
case SDLK_F9:
return K_F9;
case SDLK_F10:
return K_F10;
case SDLK_F11:
return K_F11;
case SDLK_F12:
return K_F12;
// K_INVERTED_EXCLAMATION;
case SDLK_F13:
return K_F13;
case SDLK_F14:
return K_F14;
case SDLK_F15:
return K_F15;
case SDLK_KP_7:
return K_KP_HOME;
case SDLK_KP_8:
return K_KP_UPARROW;
case SDLK_KP_9:
return K_KP_PGUP;
case SDLK_KP_4:
return K_KP_LEFTARROW;
case SDLK_KP_5:
return K_KP_5;
case SDLK_KP_6:
return K_KP_RIGHTARROW;
case SDLK_KP_1:
return K_KP_END;
case SDLK_KP_2:
return K_KP_DOWNARROW;
case SDLK_KP_3:
return K_KP_PGDN;
case SDLK_KP_ENTER:
return K_KP_ENTER;
case SDLK_KP_0:
return K_KP_INS;
case SDLK_KP_PERIOD:
return K_KP_DEL;
case SDLK_KP_DIVIDE:
return K_KP_SLASH;
// K_SUPERSCRIPT_TWO;
case SDLK_KP_MINUS:
return K_KP_MINUS;
// K_ACUTE_ACCENT;
case SDLK_KP_PLUS:
return K_KP_PLUS;
case SDLK_NUMLOCKCLEAR:
return K_KP_NUMLOCK;
case SDLK_KP_MULTIPLY:
return K_KP_STAR;
case SDLK_KP_EQUALS:
return K_KP_EQUALS;
// K_MASCULINE_ORDINATOR;
// K_GRAVE_A;
// K_AUX1;
// K_CEDILLA_C;
// K_GRAVE_E;
// K_AUX2;
// K_AUX3;
// K_AUX4;
// K_GRAVE_I;
// K_AUX5;
// K_AUX6;
// K_AUX7;
// K_AUX8;
// K_TILDE_N;
// K_GRAVE_O;
// K_AUX9;
// K_AUX10;
// K_AUX11;
// K_AUX12;
// K_AUX13;
// K_AUX14;
// K_GRAVE_U;
// K_AUX15;
// K_AUX16;
case SDLK_PRINTSCREEN:
return K_PRINT_SCR;
case SDLK_MODE:
// FIXME: is this really right alt? (also mapping SDLK_RALT to K_RIGHT_ALT)
return K_RIGHT_ALT;
}
return 0;
}
#if SDL_VERSION_ATLEAST(2, 0, 0)
static sys_jEvents mapjoybutton(SDL_GameControllerButton button) {
switch (button)
{
case SDL_CONTROLLER_BUTTON_A:
return J_BTN_SOUTH;
case SDL_CONTROLLER_BUTTON_B:
return J_BTN_EAST;
case SDL_CONTROLLER_BUTTON_X:
return J_BTN_WEST;
case SDL_CONTROLLER_BUTTON_Y:
return J_BTN_NORTH;
case SDL_CONTROLLER_BUTTON_BACK:
return J_BTN_BACK;
case SDL_CONTROLLER_BUTTON_GUIDE:
// TODO: this one should probably not be bindable?
//return J_BTN_GUIDE;
break;
case SDL_CONTROLLER_BUTTON_START:
return J_BTN_START;
case SDL_CONTROLLER_BUTTON_LEFTSTICK:
return J_BTN_LSTICK;
case SDL_CONTROLLER_BUTTON_RIGHTSTICK:
return J_BTN_RSTICK;
case SDL_CONTROLLER_BUTTON_LEFTSHOULDER:
return J_BTN_LSHOULDER;
case SDL_CONTROLLER_BUTTON_RIGHTSHOULDER:
return J_BTN_RSHOULDER;
case SDL_CONTROLLER_BUTTON_DPAD_UP:
return J_DPAD_UP;
case SDL_CONTROLLER_BUTTON_DPAD_DOWN:
return J_DPAD_DOWN;
case SDL_CONTROLLER_BUTTON_DPAD_LEFT:
return J_DPAD_LEFT;
case SDL_CONTROLLER_BUTTON_DPAD_RIGHT:
return J_DPAD_RIGHT;
// TODO: have the following always been supported in SDL2?
case SDL_CONTROLLER_BUTTON_MISC1:
return J_BTN_MISC1;
case SDL_CONTROLLER_BUTTON_PADDLE1:
return J_BTN_RPADDLE1;
case SDL_CONTROLLER_BUTTON_PADDLE2:
return J_BTN_RPADDLE2;
case SDL_CONTROLLER_BUTTON_PADDLE3:
return J_BTN_LPADDLE1;
case SDL_CONTROLLER_BUTTON_PADDLE4:
return J_BTN_LPADDLE2;
default:
common->Warning("unknown game controller button %u", button);
break;
}
return MAX_JOY_EVENT;
}
static sys_jEvents mapjoyaxis(SDL_GameControllerAxis axis) {
switch (axis)
{
case SDL_CONTROLLER_AXIS_LEFTX:
return J_AXIS_LEFT_X;
case SDL_CONTROLLER_AXIS_LEFTY:
return J_AXIS_LEFT_Y;
case SDL_CONTROLLER_AXIS_RIGHTX:
return J_AXIS_RIGHT_X;
case SDL_CONTROLLER_AXIS_RIGHTY:
return J_AXIS_RIGHT_Y;
case SDL_CONTROLLER_AXIS_TRIGGERLEFT:
return J_AXIS_LEFT_TRIG;
case SDL_CONTROLLER_AXIS_TRIGGERRIGHT:
return J_AXIS_RIGHT_TRIG;
default:
common->Warning("unknown game controller axis %u", axis);
break;
}
return J_AXIS_MAX;
}
#endif // SDL2+ gamecontroller code
static void PushConsoleEvent(const char *s) {
char *b;
size_t len;
len = strlen(s) + 1;
b = (char *)Mem_Alloc(len);
strcpy(b, s);
SDL_Event event;
event.type = SDL_USEREVENT;
event.user.code = SE_CONSOLE;
event.user.data1 = (void *)len;
event.user.data2 = b;
SDL_PushEvent(&event);
}
/*
=================
Sys_InitInput
=================
*/
void Sys_InitInput() {
kbd_polls.SetGranularity(64);
mouse_polls.SetGranularity(64);
assert(sizeof(scancodemappings)/sizeof(scancodemappings[0]) == K_NUM_SCANCODES && "scancodemappings incomplete?");
#if !SDL_VERSION_ATLEAST(2, 0, 0)
SDL_EnableUNICODE(1);
SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL);
#else // SDL2 - for utf8ToISO8859_1() (non-ascii text input and key naming)
assert(iconvDesc == (SDL_iconv_t)-1);
iconvDesc = SDL_iconv_open( "ISO-8859-1", "UTF-8" );
if( iconvDesc == (SDL_iconv_t)-1 ) {
common->Warning( "Sys_SetInput(): iconv_open( \"ISO-8859-1\", \"UTF-8\" ) failed! Can't translate non-ascii input!\n" );
}
#endif
in_kbd.SetModified();
Sys_GetConsoleKey(false); // initialize consoleKeymappingIdx from in_kbd
#if SDL_VERSION_ATLEAST(2, 0, 0)
const char* grabKeyboardEnv = SDL_getenv(SDL_HINT_GRAB_KEYBOARD);
if ( grabKeyboardEnv ) {
common->Printf( "The SDL_GRAB_KEYBOARD environment variable is set, setting the in_grabKeyboard CVar to the same value (%s)\n", grabKeyboardEnv );
in_grabKeyboard.SetString( grabKeyboardEnv );
} else {
in_grabKeyboard.SetModified();
}
#else // SDL1.2 doesn't support this
in_grabKeyboard.ClearModified();
#endif
joystick_polls.SetGranularity(64);
event_overflow.SetGranularity(64);
memset( buttonStates, 0, sizeof( buttonStates ) );
memset( joyAxis, 0, sizeof( joyAxis ) );
#if SDL_VERSION_ATLEAST(2, 0, 0) // gamecontroller/gamepad not supported in SDL1
const int NumJoysticks = SDL_NumJoysticks();
for( int i = 0; i < NumJoysticks; ++i )
{
SDL_GameController* gc = SDL_GameControllerOpen( i );
}
#endif
}
/*
=================
Sys_ShutdownInput
=================
*/
void Sys_ShutdownInput() {
kbd_polls.Clear();
mouse_polls.Clear();
joystick_polls.Clear();
event_overflow.Clear();
#if SDL_VERSION_ATLEAST(2, 0, 0)
SDL_iconv_close( iconvDesc ); // used by utf8ToISO8859_1()
iconvDesc = ( SDL_iconv_t ) -1;
#endif
}
/*
===========
Sys_InitScanTable
===========
*/
// Windows has its own version due to the tools
#ifndef _WIN32
void Sys_InitScanTable() {
}
#endif
struct ConsoleKeyMapping {
const char* langName;
unsigned char key;
unsigned char keyShifted;
};
static ConsoleKeyMapping consoleKeyMappings[] = {
#if SDL_VERSION_ATLEAST(2, 0, 0)
{ "auto", 0 , 0 }, // special case: set current keycode for SDL_SCANCODE_GRAVE (no shifted keycode, though)
#endif
{ "english", '`', '~' },
{ "french", '<', '>' },
{ "german", '^', 176 }, // °
{ "italian", '\\', '|' },
{ "spanish", 186, 170 }, // º ª
{ "turkish", '"', 233 }, // é
{ "norwegian", 124, 167 }, // | §
{ "brazilian", '\'', '"' },
};
static int consoleKeyMappingIdx = 0;
static void initConsoleKeyMapping() {
const int numMappings = sizeof(consoleKeyMappings)/sizeof(consoleKeyMappings[0]);
idStr lang = in_kbd.GetString();
consoleKeyMappingIdx = 0;
#if SDL_VERSION_ATLEAST(2, 0, 0)
consoleKeyMappings[0].key = 0;
if ( lang.Length() == 0 || lang.Icmp( "auto") == 0 ) {
// auto-detection (SDL2-only)
int keycode = SDL_GetKeyFromScancode( SDL_SCANCODE_GRAVE );
if ( keycode > 0 && keycode <= 0xFF ) {
// the SDL keycode and dhewm3 keycode should be identical for the mappings,
// as it's ISO-8859-1 ("High ASCII") chars
for( int i=1; i<numMappings; ++i ) {
if ( consoleKeyMappings[i].key == keycode ) {
consoleKeyMappingIdx = i;
common->Printf( "Detected keyboard layout as \"%s\"\n", consoleKeyMappings[i].langName );
break;
}
}
if ( consoleKeyMappingIdx == 0 ) { // not found in known mappings
consoleKeyMappings[0].key = keycode;
}
}
} else
#endif
{
for( int i=1; i<numMappings; ++i ) {
if( lang.Icmp( consoleKeyMappings[i].langName ) == 0 ) {
consoleKeyMappingIdx = i;
#if SDL_VERSION_ATLEAST(2, 0, 0)
int keycode = SDL_GetKeyFromScancode( SDL_SCANCODE_GRAVE );
if ( keycode && keycode != consoleKeyMappings[i].key ) {
common->Warning( "in_kbd is set to \"%s\", but the actual keycode of the 'console key' is %c (%d), not %c (%d), so this might not work that well..\n",
lang.c_str(), (unsigned char)keycode, keycode, consoleKeyMappings[i].key, consoleKeyMappings[i].key );
}
#endif
break;
}
}
}
}
/*
===============
Sys_GetConsoleKey
===============
*/
unsigned char Sys_GetConsoleKey( bool shifted ) {
if ( in_ignoreConsoleKey.GetBool() ) {
return 0;
}
if ( in_kbd.IsModified() ) {
initConsoleKeyMapping();
in_kbd.ClearModified();
}
return shifted ? consoleKeyMappings[consoleKeyMappingIdx].keyShifted : consoleKeyMappings[consoleKeyMappingIdx].key;
}
/*
===============
Sys_MapCharForKey
===============
*/
unsigned char Sys_MapCharForKey(int key) {
return key & 0xff;
}
/*
===============
Sys_GrabMouseCursor
Note: Usually grabbing is handled in idCommonLocal::Frame() -> Sys_GenerateEvents() -> handleMouseGrab()
This function should only be used to release the mouse before long operations where
common->Frame() won't be called for a while
===============
*/
void Sys_GrabMouseCursor(bool grabIt) {
int flags = grabIt ? (GRAB_GRABMOUSE | GRAB_HIDECURSOR | GRAB_RELATIVEMOUSE) : 0;
GLimp_GrabInput(flags);
}
static void PushButton( int key, bool value ) {
// So we don't keep sending the same SE_KEY message over and over again
if ( buttonStates[key] != value ) {
buttonStates[key] = value;
sysEvent_t res = { SE_KEY, key, value ? 1 : 0, 0, NULL };
// this is done to generate two events per controller axis event
// one SE_JOYSTICK and one SE_KEY
event_overflow.Append(res);
}
}
/*
================
Sys_GetEvent
================
*/
sysEvent_t Sys_GetEvent() {
SDL_Event ev;
sysEvent_t res = { };
int key;
static const sysEvent_t res_none = { SE_NONE, 0, 0, 0, NULL };
// process any overflow.
if (event_overflow.Num() > 0)
{
res = event_overflow[0];
event_overflow.RemoveIndex(0);
return res;
}
#if SDL_VERSION_ATLEAST(2, 0, 0)
static char s[SDL_TEXTINPUTEVENT_TEXT_SIZE] = {0};
static size_t s_pos = 0;
if (s[0] != '\0') {
res.evType = SE_CHAR;
res.evValue = (unsigned char)s[s_pos];
++s_pos;
if (!s[s_pos] || s_pos == SDL_TEXTINPUTEVENT_TEXT_SIZE) {
memset(s, 0, sizeof(s));
s_pos = 0;
}
return res;
}
#endif
static byte c = 0;
if (c) {
res.evType = SE_CHAR;
res.evValue = c;
c = 0;
return res;
}
// loop until there is an event we care about (will return then) or no more events
while(SDL_PollEvent(&ev)) {
switch (ev.type) {
#if SDL_VERSION_ATLEAST(2, 0, 0)
case SDL_WINDOWEVENT:
switch (ev.window.event) {
case SDL_WINDOWEVENT_FOCUS_GAINED: {
// unset modifier, in case alt-tab was used to leave window and ALT is still set
// as that can cause fullscreen-toggling when pressing enter...
SDL_Keymod currentmod = SDL_GetModState();
int newmod = KMOD_NONE;
if (currentmod & KMOD_CAPS) // preserve capslock
newmod |= KMOD_CAPS;
SDL_SetModState((SDL_Keymod)newmod);
} // new context because visual studio complains about newmod and currentmod not initialized because of the case SDL_WINDOWEVENT_FOCUS_LOST
in_hasFocus = true;
// start playing the game sound world again (when coming from editor)
session->SetPlayingSoundWorld();
break;
case SDL_WINDOWEVENT_FOCUS_LOST:
in_hasFocus = false;
break;
}
continue; // handle next event
#else
case SDL_ACTIVEEVENT:
{
if (ev.active.gain) {
in_hasFocus = true;
// unset modifier, in case alt-tab was used to leave window and ALT is still set
// as that can cause fullscreen-toggling when pressing enter...
SDLMod currentmod = SDL_GetModState();
int newmod = KMOD_NONE;
if (currentmod & KMOD_CAPS) // preserve capslock
newmod |= KMOD_CAPS;
SDL_SetModState((SDLMod)newmod);
} else {
in_hasFocus = false;
}
}
continue; // handle next event
case SDL_VIDEOEXPOSE:
continue; // handle next event
#endif
case SDL_KEYDOWN:
if (ev.key.keysym.sym == SDLK_RETURN && (ev.key.keysym.mod & KMOD_ALT) > 0) {
cvarSystem->SetCVarBool("r_fullscreen", !renderSystem->IsFullScreen());
PushConsoleEvent("vid_restart");
return res_none;
}
// fall through
case SDL_KEYUP:
#if !SDL_VERSION_ATLEAST(2, 0, 0)
key = mapkey(ev.key.keysym.sym);
if (!key) {
if ( !in_ignoreConsoleKey.GetBool() ) {
// check if its an unmapped console key
int c = Sys_GetConsoleKey( (ev.key.keysym.mod & KMOD_SHIFT) != 0 );
if (ev.key.keysym.unicode == c) {
key = c;
}
}
if (!key) {
if (ev.type == SDL_KEYDOWN)
common->Warning( "unmapped SDL key %d (0x%x) - if possible use SDL2 for better keyboard support",
ev.key.keysym.sym, ev.key.keysym.unicode );
continue; // handle next event
}
}
#else
{
// workaround for AZERTY-keyboards, which don't have 1, 2, ..., 9, 0 in first row:
// always map those physical keys (scancodes) to those keycodes anyway
// see also https://bugzilla.libsdl.org/show_bug.cgi?id=3188
SDL_Scancode sc = ev.key.keysym.scancode;
if(sc == SDL_SCANCODE_0)
{
key = '0';
}
else if(sc >= SDL_SCANCODE_1 && sc <= SDL_SCANCODE_9)
{
// note that the SDL_SCANCODEs are SDL_SCANCODE_1, _2, ..., _9, SDL_SCANCODE_0
// while in ASCII it's '0', '1', ..., '9' => handle 0 and 1-9 separately
// (doom3 uses the ASCII values for those keys)
key = '1' + (sc - SDL_SCANCODE_1);
}
else
{
key = mapkey(ev.key.keysym.sym);
}
if ( !in_ignoreConsoleKey.GetBool() && ev.key.keysym.scancode == SDL_SCANCODE_GRAVE ) {
// that key between Esc, Tab and 1 is the console key
key = K_CONSOLE;
}
if ( !key ) {
// if the key couldn't be mapped so far, try to map the scancode to K_SC_*
key = getKeynumForSDLscancode(sc);
if(!key) {
if (ev.type == SDL_KEYDOWN) {
common->Warning("unmapped SDL key %d (scancode %d)", ev.key.keysym.sym, (int)sc);
}
continue; // handle next event
}
}
}
#endif
res.evType = SE_KEY;
res.evValue = key;
res.evValue2 = ev.key.state == SDL_PRESSED ? 1 : 0;
kbd_polls.Append(kbd_poll_t(key, ev.key.state == SDL_PRESSED));
#if SDL_VERSION_ATLEAST(2, 0, 0)
if (key == K_BACKSPACE && ev.key.state == SDL_PRESSED)
c = key;
#else
if (ev.key.state == SDL_PRESSED && (ev.key.keysym.unicode & 0xff00) == 0)
c = ev.key.keysym.unicode & 0xff;
#endif
return res;
#if SDL_VERSION_ATLEAST(2, 0, 0)
case SDL_TEXTINPUT:
if (ev.text.text[0]) {
res.evType = SE_CHAR;
if ( isAscii(ev.text.text) ) {
res.evValue = ev.text.text[0];
if ( ev.text.text[1] != '\0' ) {
memcpy( s, ev.text.text, SDL_TEXTINPUTEVENT_TEXT_SIZE );
s_pos = 1; // pos 0 is returned
}
return res;
} else if( utf8ToISO8859_1( ev.text.text, s, sizeof(s) ) && s[0] != '\0' ) {
res.evValue = (unsigned char)s[0];
if ( s[1] == '\0' ) {
s_pos = 0;
s[0] = '\0';
} else {
s_pos = 1; // pos 0 is returned
}
return res;
}
}
continue; // handle next event
case SDL_TEXTEDITING:
// on windows we get this event whenever the window gains focus.. just ignore it.
continue;
#endif
case SDL_MOUSEMOTION:
if ( in_relativeMouseMode ) {
res.evType = SE_MOUSE;
res.evValue = ev.motion.xrel;
res.evValue2 = ev.motion.yrel;
mouse_polls.Append(mouse_poll_t(M_DELTAX, ev.motion.xrel));
mouse_polls.Append(mouse_poll_t(M_DELTAY, ev.motion.yrel));
} else {
res.evType = SE_MOUSE_ABS;
res.evValue = ev.motion.x;
res.evValue2 = ev.motion.y;
}
return res;
#if SDL_VERSION_ATLEAST(2, 0, 0)
case SDL_MOUSEWHEEL:
res.evType = SE_KEY;
if (ev.wheel.y > 0) {
res.evValue = K_MWHEELUP;
mouse_polls.Append(mouse_poll_t(M_DELTAZ, 1));
} else if (ev.wheel.y < 0) {
res.evValue = K_MWHEELDOWN;
mouse_polls.Append(mouse_poll_t(M_DELTAZ, -1));
}
res.evValue2 = 1;
return res;
#endif
case SDL_MOUSEBUTTONDOWN:
case SDL_MOUSEBUTTONUP:
res.evType = SE_KEY;
switch (ev.button.button) {
case SDL_BUTTON_LEFT:
res.evValue = K_MOUSE1;
mouse_polls.Append(mouse_poll_t(M_ACTION1, ev.button.state == SDL_PRESSED ? 1 : 0));
break;
case SDL_BUTTON_MIDDLE:
res.evValue = K_MOUSE3;
mouse_polls.Append(mouse_poll_t(M_ACTION3, ev.button.state == SDL_PRESSED ? 1 : 0));
break;
case SDL_BUTTON_RIGHT:
res.evValue = K_MOUSE2;
mouse_polls.Append(mouse_poll_t(M_ACTION2, ev.button.state == SDL_PRESSED ? 1 : 0));
break;
#if !SDL_VERSION_ATLEAST(2, 0, 0)
case SDL_BUTTON_WHEELUP:
res.evValue = K_MWHEELUP;
if (ev.button.state == SDL_PRESSED)
mouse_polls.Append(mouse_poll_t(M_DELTAZ, 1));
break;
case SDL_BUTTON_WHEELDOWN:
res.evValue = K_MWHEELDOWN;
if (ev.button.state == SDL_PRESSED)
mouse_polls.Append(mouse_poll_t(M_DELTAZ, -1));
break;
#endif
default:
#if SDL_VERSION_ATLEAST(2, 0, 0)
// handle X1 button and above
if( ev.button.button < SDL_BUTTON_LEFT + 8 ) // doesn't support more than 8 mouse buttons
{
int buttonIndex = ev.button.button - SDL_BUTTON_LEFT;
res.evValue = K_MOUSE1 + buttonIndex;
mouse_polls.Append( mouse_poll_t( M_ACTION1 + buttonIndex, ev.button.state == SDL_PRESSED ? 1 : 0 ) );
}
else
#endif
continue; // handle next event
}
res.evValue2 = ev.button.state == SDL_PRESSED ? 1 : 0;
return res;
#if SDL_VERSION_ATLEAST(2, 0, 0) // gamecontroller/gamepad not supported in SDL1
case SDL_CONTROLLERBUTTONDOWN:
case SDL_CONTROLLERBUTTONUP:
{
if ( !in_useGamepad.GetBool() ) {
common->Warning( "Gamepad support is disabled! Set the in_useGamepad CVar to 1 to enable it!\n" );
continue;
}
// special case: always treat the start button as escape so it opens/closes the menu
// (also makes that button non-bindable)
if ( ev.cbutton.button == SDL_CONTROLLER_BUTTON_START ) {
res.evType = SE_KEY;
res.evValue = K_ESCAPE;
res.evValue2 = ev.cbutton.state == SDL_PRESSED ? 1 : 0;
return res;
}
sys_jEvents jEvent = mapjoybutton( (SDL_GameControllerButton)ev.cbutton.button);
joystick_polls.Append(joystick_poll_t(jEvent, ev.cbutton.state == SDL_PRESSED ? 1 : 0) );
res.evType = SE_KEY;
res.evValue2 = ev.cbutton.state == SDL_PRESSED ? 1 : 0;
if ( ( jEvent >= J_ACTION_FIRST ) && ( jEvent <= J_ACTION_MAX ) ) {
res.evValue = K_FIRST_JOY + ( jEvent - J_ACTION_FIRST );
return res;
}
continue; // try to get a decent event.
}
case SDL_CONTROLLERAXISMOTION:
{
const int range = 16384;
if ( !in_useGamepad.GetBool() ) {
// not printing a message here, I guess we get lots of spurious axis events..
// TODO: or print a message if value is big enough?
continue;
}
sys_jEvents jEvent = mapjoyaxis( (SDL_GameControllerAxis)ev.caxis.axis);
joystick_polls.Append(joystick_poll_t( jEvent, ev.caxis.value) );
if ( jEvent == J_AXIS_LEFT_X ) {
PushButton( K_JOY_STICK1_LEFT, ( ev.caxis.value < -range ) );
PushButton( K_JOY_STICK1_RIGHT, ( ev.caxis.value > range ) );
} else if ( jEvent == J_AXIS_LEFT_Y ) {
PushButton( K_JOY_STICK1_UP, ( ev.caxis.value < -range ) );
PushButton( K_JOY_STICK1_DOWN, ( ev.caxis.value > range ) );
} else if ( jEvent == J_AXIS_RIGHT_X ) {
PushButton( K_JOY_STICK2_LEFT, ( ev.caxis.value < -range ) );
PushButton( K_JOY_STICK2_RIGHT, ( ev.caxis.value > range ) );
} else if ( jEvent == J_AXIS_RIGHT_Y ) {
PushButton( K_JOY_STICK2_UP, ( ev.caxis.value < -range ) );
PushButton( K_JOY_STICK2_DOWN, ( ev.caxis.value > range ) );
} else if ( jEvent == J_AXIS_LEFT_TRIG ) {
PushButton( K_JOY_TRIGGER1, ( ev.caxis.value > range ) );
} else if ( jEvent == J_AXIS_RIGHT_TRIG ) {
PushButton( K_JOY_TRIGGER2, ( ev.caxis.value > range ) );
}
if ( jEvent >= J_AXIS_MIN && jEvent <= J_AXIS_MAX ) {
// NOTE: the stuff set here is only used to move the cursor in menus
// ingame movement is done via joystick_polls
int axis = jEvent - J_AXIS_MIN;
float val = ev.caxis.value * (1.25f / 32767.0f);
// 25% deadzone
if( val < 0.0f ) {
val = fminf(val + 0.25f, 0.0f);
} else {
val = fmaxf(val - 0.25f, 0.0f);
}
joyAxis[axis] = val;
}
continue; // try to get a decent event.
}
break;
case SDL_JOYDEVICEADDED:
SDL_GameControllerOpen( ev.jdevice.which );
// TODO: hot swapping maybe.
//lbOnControllerPlugIn(event.jdevice.which);
break;
case SDL_JOYDEVICEREMOVED:
// TODO: hot swapping maybe.
//lbOnControllerUnPlug(event.jdevice.which);
break;
#endif // SDL2+
case SDL_QUIT:
PushConsoleEvent("quit");
return res_none;
case SDL_USEREVENT:
switch (ev.user.code) {
case SE_CONSOLE:
res.evType = SE_CONSOLE;
res.evPtrLength = (intptr_t)ev.user.data1;
res.evPtr = ev.user.data2;
return res;
default:
common->Warning("unknown user event %u", ev.user.code);
continue; // handle next event
}
default:
// ok, I don't /really/ care about unknown SDL events. only uncomment this for debugging.
// common->Warning("unknown SDL event 0x%x", ev.type);
continue; // handle next event
}
}
// first return joyaxis events, if gamepad is enabled and, and 16ms are over
// (or we haven't returned the values for all axis yet)
if ( in_useGamepad.GetBool() ) {
static unsigned int lastMS = 0;
static int joyAxisToSend = 0;
unsigned int nowMS = Sys_Milliseconds();
if ( nowMS - lastMS >= 16 ) {
int val = joyAxis[joyAxisToSend] * 100; // float to percent
res.evType = SE_JOYSTICK;
res.evValue = joyAxisToSend;
res.evValue2 = val;
++joyAxisToSend;
if(joyAxisToSend == MAX_JOYSTICK_AXIS) {
// we're done for this frame, so update lastMS and reset joyAxisToSend
joyAxisToSend = 0;
lastMS = nowMS;
}
return res;
}
}
return res_none;
}
/*
================
Sys_ClearEvents
================
*/
void Sys_ClearEvents() {
SDL_Event ev;
while (SDL_PollEvent(&ev))
;
kbd_polls.SetNum(0, false);
mouse_polls.SetNum(0, false);
joystick_polls.SetNum(0, false);
memset( buttonStates, 0, sizeof( buttonStates ) );
memset( joyAxis, 0, sizeof( joyAxis ) );
event_overflow.SetNum(0, false);
}
static void handleMouseGrab() {
// these are the defaults for when the window does *not* have focus
// (don't grab in any way)
bool showCursor = true;
bool grabMouse = false;
bool relativeMouse = false;
// if com_editorActive, release everything, just like when we have no focus
if ( in_hasFocus && !com_editorActive ) {
// Note: this generally handles fullscreen menus, but not the PDA, because the PDA
// is an ugly hack in gamecode that doesn't go through sessLocal.guiActive.
// It goes through weapon input code or sth? That's also the reason only
// leftclick (fire) works there (no mousewheel..)
// So the PDA will continue to use relative mouse events to set its cursor position.
const bool menuActive = ( sessLocal.GetActiveMenu() != NULL );
if ( menuActive ) {
showCursor = false;
relativeMouse = false;
grabMouse = false; // TODO: or still grab to window? (maybe only if in exclusive fullscreen mode?)
} else if ( console->Active() ) {
showCursor = true;
relativeMouse = grabMouse = false;
} else { // in game
showCursor = false;
grabMouse = relativeMouse = true;
}
in_relativeMouseMode = relativeMouse;
// if in_nograb is set, in_relativeMouseMode and relativeMouse can disagree
// (=> don't enable relative mouse mode in SDL, but still use relative mouse events
// in the game, unless we'd use absolute mousemode anyway)
if ( in_nograb.GetBool() ) {
grabMouse = relativeMouse = false;
}
} else {
in_relativeMouseMode = false;
}
int flags = 0;
if ( !showCursor )
flags |= GRAB_HIDECURSOR;
if ( grabMouse )
flags |= GRAB_GRABMOUSE;
if ( relativeMouse )
flags |= GRAB_RELATIVEMOUSE;
GLimp_GrabInput( flags );
}
/*
================
Sys_GenerateEvents
================
*/
void Sys_GenerateEvents() {
handleMouseGrab();
char *s = Sys_ConsoleInput();
if (s)
PushConsoleEvent(s);
#ifndef ID_DEDICATED // doesn't make sense on dedicated server
if ( in_grabKeyboard.IsModified() ) {
#if SDL_VERSION_ATLEAST(2, 0, 0)
SDL_SetHint( SDL_HINT_GRAB_KEYBOARD, in_grabKeyboard.GetString() );
if ( in_grabKeyboard.GetBool() ) {
common->Printf( "in_grabKeyboard: Will grab the keyboard if mouse is grabbed, so global keyboard-shortcuts (like Alt-Tab or the Windows key) will *not* work\n" );
} else {
common->Printf( "in_grabKeyboard: Will *not* grab the keyboard if mouse is grabbed, so global keyboard-shortcuts (like Alt-Tab) will still work\n" );
}
#else
common->Printf( "Note: SDL1.2 doesn't support in_grabKeyboard (it's always grabbed if mouse is grabbed)\n" );
#endif
in_grabKeyboard.ClearModified();
}
#endif
SDL_PumpEvents();
}
/*
================
Sys_PollKeyboardInputEvents
================
*/
int Sys_PollKeyboardInputEvents() {
return kbd_polls.Num();
}
/*
================
Sys_ReturnKeyboardInputEvent
================
*/
int Sys_ReturnKeyboardInputEvent(const int n, int &key, bool &state) {
if (n >= kbd_polls.Num())
return 0;
key = kbd_polls[n].key;
state = kbd_polls[n].state;
return 1;
}
/*
================
Sys_EndKeyboardInputEvents
================
*/
void Sys_EndKeyboardInputEvents() {
kbd_polls.SetNum(0, false);
}
/*
================
Sys_PollMouseInputEvents
================
*/
int Sys_PollMouseInputEvents() {
return mouse_polls.Num();
}
/*
================
Sys_ReturnMouseInputEvent
================
*/
int Sys_ReturnMouseInputEvent(const int n, int &action, int &value) {
if (n >= mouse_polls.Num())
return 0;
action = mouse_polls[n].action;
value = mouse_polls[n].value;
return 1;
}
/*
================
Sys_EndMouseInputEvents
================
*/
void Sys_EndMouseInputEvents() {
mouse_polls.SetNum(0, false);
}
/*
================
Joystick Input Methods
================
*/
void Sys_SetRumble( int device, int low, int hi ) {
// TODO: support multiple controllers.
assert(device == 0);
// TODO: support rumble maybe.
assert(0);
}
int Sys_PollJoystickInputEvents( int deviceNum ) {
// TODO: support multiple controllers.
assert(deviceNum == 0);
return joystick_polls.Num();
}
int Sys_ReturnJoystickInputEvent( const int n, int &action, int &value ) {
if (n >= joystick_polls.Num())
return 0;
action = joystick_polls[n].action;
value = joystick_polls[n].value;
return 1;
}
void Sys_EndJoystickInputEvents() {
joystick_polls.SetNum(0, false);
}