/* =========================================================================== Doom 3 GPL Source Code Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company. Copyright (C) 2012 dhewg (dhewm3) Copyright (C) 2012 Robert Beckebans Copyright (C) 2013 Daniel Gibson 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 . 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 "../../idlib/precompiled.h" // DG: SDL.h somehow needs the following functions, so #undef those silly // "don't use" #defines from Str.h #undef strncmp #undef strcasecmp #undef vsnprintf // DG end #include #include "renderer/tr_local.h" #include "sdl_local.h" #include "../posix/posix_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 // DG: SDL1 doesn't seem to have defines for scancodes.. add the (only) one we need #define SDL_SCANCODE_GRAVE 49 // in SDL2 this is 53.. but according to two different systems and keyboards this works for SDL1 // DG end #endif // DG: those are needed for moving/resizing windows extern idCVar r_windowX; extern idCVar r_windowY; extern idCVar r_windowWidth; extern idCVar r_windowHeight; // DG end const char* kbdNames[] = { "english", "french", "german", "italian", "spanish", "turkish", "norwegian", NULL }; idCVar in_keyboard( "in_keyboard", "english", CVAR_SYSTEM | CVAR_ARCHIVE | CVAR_NOCHEAT, "keyboard layout", kbdNames, idCmdSystem::ArgCompletion_String ); 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; } }; static idList kbd_polls; static idList mouse_polls; // RB begin static int SDL_KeyToDoom3Key( SDL_Keycode key, bool& isChar ) { isChar = false; if( key >= SDLK_SPACE && key < SDLK_DELETE ) { isChar = true; //return key;// & 0xff; } switch( key ) { case SDLK_ESCAPE: return K_ESCAPE; case SDLK_SPACE: return K_SPACE; //case SDLK_EXCLAIM: /* SDLK_QUOTEDBL: SDLK_HASH: SDLK_DOLLAR: SDLK_AMPERSAND: SDLK_QUOTE = 39, SDLK_LEFTPAREN = 40, SDLK_RIGHTPAREN = 41, SDLK_ASTERISK = 42, SDLK_PLUS = 43, SDLK_COMMA = 44, SDLK_MINUS = 45, SDLK_PERIOD = 46, SDLK_SLASH = 47, */ case SDLK_0: return K_0; case SDLK_1: return K_1; case SDLK_2: return K_2; case SDLK_3: return K_3; case SDLK_4: return K_4; case SDLK_5: return K_5; case SDLK_6: return K_6; case SDLK_7: return K_7; case SDLK_8: return K_8; case SDLK_9: return K_9; // DG: add some missing keys.. case SDLK_UNDERSCORE: return K_UNDERLINE; case SDLK_MINUS: return K_MINUS; case SDLK_COMMA: return K_COMMA; case SDLK_COLON: return K_COLON; case SDLK_SEMICOLON: return K_SEMICOLON; case SDLK_PERIOD: return K_PERIOD; case SDLK_AT: return K_AT; case SDLK_EQUALS: return K_EQUALS; // DG end /* SDLK_COLON = 58, SDLK_SEMICOLON = 59, SDLK_LESS = 60, SDLK_EQUALS = 61, SDLK_GREATER = 62, SDLK_QUESTION = 63, SDLK_AT = 64, */ /* Skip uppercase letters */ /* SDLK_LEFTBRACKET = 91, SDLK_BACKSLASH = 92, SDLK_RIGHTBRACKET = 93, SDLK_CARET = 94, SDLK_UNDERSCORE = 95, SDLK_BACKQUOTE = 96, */ case SDLK_a: return K_A; case SDLK_b: return K_B; case SDLK_c: return K_C; case SDLK_d: return K_D; case SDLK_e: return K_E; case SDLK_f: return K_F; case SDLK_g: return K_G; case SDLK_h: return K_H; case SDLK_i: return K_I; case SDLK_j: return K_J; case SDLK_k: return K_K; case SDLK_l: return K_L; case SDLK_m: return K_M; case SDLK_n: return K_N; case SDLK_o: return K_O; case SDLK_p: return K_P; case SDLK_q: return K_Q; case SDLK_r: return K_R; case SDLK_s: return K_S; case SDLK_t: return K_T; case SDLK_u: return K_U; case SDLK_v: return K_V; case SDLK_w: return K_W; case SDLK_x: return K_X; case SDLK_y: return K_Y; case SDLK_z: return K_Z; case SDLK_RETURN: return K_ENTER; case SDLK_BACKSPACE: return K_BACKSPACE; case SDLK_PAUSE: return K_PAUSE; // DG: add tab key support case SDLK_TAB: return K_TAB; // DG end //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_LALT; case SDLK_RALT: return K_RALT; case SDLK_RCTRL: return K_RCTRL; case SDLK_LCTRL: return K_LCTRL; case SDLK_RSHIFT: return K_RSHIFT; case SDLK_LSHIFT: return K_LSHIFT; 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_7; case SDLK_KP_8: return K_KP_8; case SDLK_KP_9: return K_KP_9; case SDLK_KP_4: return K_KP_4; case SDLK_KP_5: return K_KP_5; case SDLK_KP_6: return K_KP_6; case SDLK_KP_1: return K_KP_1; case SDLK_KP_2: return K_KP_2; case SDLK_KP_3: return K_KP_3; case SDLK_KP_ENTER: return K_KP_ENTER; case SDLK_KP_0: return K_KP_0; case SDLK_KP_PERIOD: return K_KP_DOT; 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_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_PRINTSCREEN; case SDLK_MODE: return K_RALT; } return 0; } // RB end static void PushConsoleEvent( const char* s ) { char* b; size_t len; len = strlen( s ) + 1; b = ( char* )Mem_Alloc( len, TAG_EVENTS ); 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 ); #if !SDL_VERSION_ATLEAST(2, 0, 0) SDL_EnableUNICODE( 1 ); SDL_EnableKeyRepeat( SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL ); #endif in_keyboard.SetModified(); } /* ================= Sys_ShutdownInput ================= */ void Sys_ShutdownInput() { kbd_polls.Clear(); mouse_polls.Clear(); } /* =========== Sys_InitScanTable =========== */ // Windows has its own version due to the tools #ifndef _WIN32 void Sys_InitScanTable() { } #endif /* =============== Sys_GetConsoleKey =============== */ unsigned char Sys_GetConsoleKey( bool shifted ) { static unsigned char keys[2] = { '`', '~' }; if( in_keyboard.IsModified() ) { idStr lang = in_keyboard.GetString(); if( lang.Length() ) { if( !lang.Icmp( "french" ) ) { keys[0] = '<'; keys[1] = '>'; } else if( !lang.Icmp( "german" ) ) { keys[0] = '^'; keys[1] = 176; // ° } else if( !lang.Icmp( "italian" ) ) { keys[0] = '\\'; keys[1] = '|'; } else if( !lang.Icmp( "spanish" ) ) { keys[0] = 186; // º keys[1] = 170; // ª } else if( !lang.Icmp( "turkish" ) ) { keys[0] = '"'; keys[1] = 233; // é } else if( !lang.Icmp( "norwegian" ) ) { keys[0] = 124; // | keys[1] = 167; // § } } in_keyboard.ClearModified(); } return shifted ? keys[1] : keys[0]; } /* =============== Sys_MapCharForKey =============== */ unsigned char Sys_MapCharForKey( int key ) { return key & 0xff; } /* =============== Sys_GrabMouseCursor =============== */ void Sys_GrabMouseCursor( bool grabIt ) { int flags; if( grabIt ) { // DG: disabling the cursor is now done once in GLimp_Init() because it should always be disabled flags = GRAB_ENABLE | GRAB_SETSTATE; // DG end } else { flags = GRAB_SETSTATE; } GLimp_GrabInput( flags ); } /* ================ 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 }; #if SDL_VERSION_ATLEAST(2, 0, 0) static char* s = NULL; static size_t s_pos = 0; if( s ) { res.evType = SE_CHAR; res.evValue = s[s_pos]; s_pos++; if( !s[s_pos] ) { free( s ); s = NULL; s_pos = 0; } return res; } // DG: fake a "mousewheel not pressed anymore" event for SDL2 // so scrolling in menus stops after one step static int mwheelRel = 0; if( mwheelRel ) { res.evType = SE_KEY; res.evValue = mwheelRel; res.evValue2 = 0; // "not pressed anymore" mwheelRel = 0; return res; } // DG end #endif static byte c = 0; if( c ) { res.evType = SE_CHAR; res.evValue = c; c = 0; return res; } if( 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 ); // DG: un-pause the game when focus is gained, that also re-grabs the input // disabling the cursor is now done once in GLimp_Init() because it should always be disabled cvarSystem->SetCVarBool( "com_pause", false ); // DG end break; } case SDL_WINDOWEVENT_FOCUS_LOST: // DG: pause the game when focus is lost, that also un-grabs the input cvarSystem->SetCVarBool( "com_pause", true ); // DG end break; // DG: handle resizing and moving of window case SDL_WINDOWEVENT_RESIZED: { int w = ev.window.data1; int h = ev.window.data2; r_windowWidth.SetInteger( w ); r_windowHeight.SetInteger( h ); glConfig.nativeScreenWidth = w; glConfig.nativeScreenHeight = h; break; } case SDL_WINDOWEVENT_MOVED: { int x = ev.window.data1; int y = ev.window.data2; r_windowX.SetInteger( x ); r_windowY.SetInteger( y ); break; } // DG end } return res_none; #else case SDL_ACTIVEEVENT: { // DG: (un-)pause the game when focus is gained, that also (un-)grabs the input bool pause = true; if( ev.active.gain ) { pause = false; // 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 ); } cvarSystem->SetCVarBool( "com_pause", pause ); } return res_none; case SDL_VIDEOEXPOSE: return res_none; // DG: handle resizing and moving of window case SDL_VIDEORESIZE: { int w = ev.resize.w; int h = ev.resize.h; r_windowWidth.SetInteger( w ); r_windowHeight.SetInteger( h ); glConfig.nativeScreenWidth = w; glConfig.nativeScreenHeight = h; // for some reason this needs a vid_restart in SDL1 but not SDL2 so GLimp_SetScreenParms() is called PushConsoleEvent( "vid_restart" ); return res_none; } // DG end #endif case SDL_KEYDOWN: if( ev.key.keysym.sym == SDLK_RETURN && ( ev.key.keysym.mod & KMOD_ALT ) > 0 ) { // DG: go to fullscreen on current display, instead of always first display int fullscreen = 0; if( ! renderSystem->IsFullScreen() ) { // this will be handled as "fullscreen on current window" // r_fullscreen 1 means "fullscreen on first window" in d3 bfg fullscreen = -2; } cvarSystem->SetCVarInteger( "r_fullscreen", fullscreen ); // DG end PushConsoleEvent( "vid_restart" ); return res_none; } // DG: ctrl-g to un-grab mouse - yeah, left ctrl shoots, then just use right ctrl :) if( ev.key.keysym.sym == SDLK_g && ( ev.key.keysym.mod & KMOD_CTRL ) > 0 ) { bool grab = cvarSystem->GetCVarBool( "in_nograb" ); grab = !grab; cvarSystem->SetCVarBool( "in_nograb", grab ); return res_none; } // DG end #if ! SDL_VERSION_ATLEAST(2, 0, 0) // DG: only do this for key-down, don't care about isChar from SDL_KeyToDoom3Key. // if unicode is not 0 and is translatable to ASCII it should work.. if( ev.key.state == SDL_PRESSED && ( ev.key.keysym.unicode & 0xff80 ) == 0 ) { c = ev.key.keysym.unicode & 0x7f; } // DG end #endif // fall through case SDL_KEYUP: { bool isChar; // DG: special case for SDL_SCANCODE_GRAVE - the console key under Esc if( ev.key.keysym.scancode == SDL_SCANCODE_GRAVE ) { key = K_GRAVE; c = K_BACKSPACE; // bad hack to get empty console inputline.. } // DG end, the original code is in the else case else { key = SDL_KeyToDoom3Key( ev.key.keysym.sym, isChar ); if( key == 0 ) { #if SDL_VERSION_ATLEAST(2, 0, 0) // SDL2 has no ev.key.keysym.unicode anymore.. but the scancode should work well enough for console if( ev.type == SDL_KEYDOWN ) // FIXME: don't complain if this was an ASCII char and the console is open? common->Warning( "unmapped SDL key %d scancode %d", ev.key.keysym.sym, ev.key.keysym.scancode ); return res_none; #else unsigned char uc = ev.key.keysym.unicode & 0xff; // check if its an unmapped console key if( uc == Sys_GetConsoleKey( false ) || uc == Sys_GetConsoleKey( true ) ) { key = K_GRAVE; c = K_BACKSPACE; // bad hack to get empty console inputline.. } else { if( ev.type == SDL_KEYDOWN ) // FIXME: don't complain if this was an ASCII char and the console is open? common->Warning( "unmapped SDL key %d (0x%x) scancode %d", ev.key.keysym.sym, ev.key.keysym.unicode, ev.key.keysym.scancode ); return res_none; } #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( key == K_BACKSPACE && ev.key.state == SDL_PRESSED ) c = key; return res; } #if SDL_VERSION_ATLEAST(2, 0, 0) case SDL_TEXTINPUT: if( ev.text.text && *ev.text.text ) { if( !ev.text.text[1] ) c = *ev.text.text; else s = strdup( ev.text.text ); } return res_none; #endif case SDL_MOUSEMOTION: // DG: return event with absolute mouse-coordinates when in menu // to fix cursor problems in windowed mode if( game && game->Shell_IsActive() ) { res.evType = SE_MOUSE_ABSOLUTE; res.evValue = ev.motion.x; res.evValue2 = ev.motion.y; } else // this is the old, default behavior { res.evType = SE_MOUSE; res.evValue = ev.motion.xrel; res.evValue2 = ev.motion.yrel; } // DG end mouse_polls.Append( mouse_poll_t( M_DELTAX, ev.motion.xrel ) ); mouse_polls.Append( mouse_poll_t( M_DELTAY, ev.motion.yrel ) ); return res; #if SDL_VERSION_ATLEAST(2, 0, 0) case SDL_FINGERDOWN: case SDL_FINGERUP: case SDL_FINGERMOTION: return res_none; // Avoid 'unknown event' spam when testing with touchpad 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 { res.evValue = K_MWHEELDOWN; mouse_polls.Append( mouse_poll_t( M_DELTAZ, -1 ) ); } // DG: remember mousewheel direction to issue a "not pressed anymore" event mwheelRel = res.evValue; // DG end 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 } res.evValue2 = ev.button.state == SDL_PRESSED ? 1 : 0; return res; 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 ); return res_none; } default: common->Warning( "unknown event %u", ev.type ); return res_none; } } return res_none; } /* ================ Sys_ClearEvents ================ */ void Sys_ClearEvents() { SDL_Event ev; while( SDL_PollEvent( &ev ) ) ; kbd_polls.SetNum( 0 ); mouse_polls.SetNum( 0 ); } /* ================ Sys_GenerateEvents ================ */ void Sys_GenerateEvents() { char* s = Posix_ConsoleInput(); if( s ) PushConsoleEvent( s ); 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 ); } /* ================ Sys_PollMouseInputEvents ================ */ int Sys_PollMouseInputEvents( int mouseEvents[MAX_MOUSE_EVENTS][2] ) { int numEvents = mouse_polls.Num(); if( numEvents > MAX_MOUSE_EVENTS ) { numEvents = MAX_MOUSE_EVENTS; } for( int i = 0; i < numEvents; i++ ) { const mouse_poll_t& mp = mouse_polls[i]; mouseEvents[i][0] = mp.action; mouseEvents[i][1] = mp.value; } mouse_polls.SetNum( 0 ); return numEvents; } //===================================================================================== // Joystick Input Handling //===================================================================================== void Sys_SetRumble( int device, int low, int hi ) { // TODO; } int Sys_PollJoystickInputEvents( int deviceNum ) { // TODO; return 0; } int Sys_ReturnJoystickInputEvent( const int n, int& action, int& value ) { // TODO; return 0; } void Sys_EndJoystickInputEvents() { }