doom3-bfg/neo/sys/sdl/sdl_events.cpp
2025-01-23 14:33:34 +01:00

959 lines
23 KiB
C++

/*
===========================================================================
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 <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 "../../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 <SDL.h>
#include "renderer/RenderCommon.h"
#include "sdl_local.h"
#include "../posix/posix_public.h"
// 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<kbdNames> );
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_poll_t> kbd_polls;
static idList<mouse_poll_t> mouse_polls;
struct joystick_poll_t
{
int action;
int value;
joystick_poll_t()
{
}
joystick_poll_t( int a, int v )
{
action = a;
value = v;
}
};
static idList<joystick_poll_t> joystick_polls;
SDL_Joystick* joy = NULL;
int SDL_joystick_has_hat = 0;
bool buttonStates[K_LAST_KEY]; // For keeping track of button up/down events
#include "sdl2_scancode_mappings.h"
static int SDLScanCodeToKeyNum( SDL_Scancode sc )
{
int idx = int( sc );
assert( idx >= 0 && idx < SDL_NUM_SCANCODES );
return scanCodeToKeyNum[idx];
}
static SDL_Scancode KeyNumToSDLScanCode( int keyNum )
{
if( keyNum < K_JOY1 )
{
for( int i = 0; i < SDL_NUM_SCANCODES; ++i )
{
if( scanCodeToKeyNum[i] == keyNum )
{
return SDL_Scancode( i );
}
}
}
return SDL_SCANCODE_UNKNOWN;
}
// both strings are expected to have at most SDL_TEXTINPUTEVENT_TEXT_SIZE chars/ints (including terminating null)
static void ConvertUTF8toUTF32( const char* utf8str, int32* utf32buf )
{
static SDL_iconv_t cd = SDL_iconv_t( -1 );
if( cd == SDL_iconv_t( -1 ) )
{
const char* toFormat = "UTF-32LE"; // TODO: what does d3bfg expect on big endian machines?
cd = SDL_iconv_open( toFormat, "UTF-8" );
if( cd == SDL_iconv_t( -1 ) )
{
common->Warning( "Couldn't initialize SDL_iconv for UTF-8 to UTF-32!" ); // TODO: or error?
return;
}
}
size_t len = strlen( utf8str );
size_t inbytesleft = len;
size_t outbytesleft = 4 * SDL_TEXTINPUTEVENT_TEXT_SIZE; // *4 because utf-32 needs 4x as much space as utf-8
char* outbuf = ( char* )utf32buf;
size_t n = SDL_iconv( cd, &utf8str, &inbytesleft, &outbuf, &outbytesleft );
if( n == size_t( -1 ) ) // some error occured during iconv
{
common->Warning( "Converting UTF-8 string \"%s\" from SDL_TEXTINPUT to UTF-32 failed!", utf8str );
// clear utf32-buffer, just to be sure there's no garbage..
memset( utf32buf, 0, SDL_TEXTINPUTEVENT_TEXT_SIZE * sizeof( int32 ) );
}
// reset cd so it can be used again
SDL_iconv( cd, NULL, &inbytesleft, NULL, &outbytesleft );
}
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()
{
int numJoysticks, i;
kbd_polls.SetGranularity( 64 );
mouse_polls.SetGranularity( 64 );
memset( buttonStates, 0, sizeof( buttonStates ) );
in_keyboard.SetModified();
// GameController
if( SDL_Init( SDL_INIT_GAMECONTROLLER ) )
{
common->Printf( "Sys_InitInput: SDL_INIT_GAMECONTROLLER error: %s\n", SDL_GetError() );
}
SDL_GameController* controller = NULL;
for( int i = 0; i < SDL_NumJoysticks(); ++i )
{
if( SDL_IsGameController( i ) )
{
controller = SDL_GameControllerOpen( i );
if( controller )
{
common->Printf( "GameController %i name: %s\n", i, SDL_GameControllerName( controller ) );
common->Printf( "GameController %i is mapped as \"%s\".\n", i, SDL_GameControllerMapping( controller ) );
}
else
{
common->Printf( "Could not open gamecontroller %i: %s\n", i, SDL_GetError() );
}
}
}
}
/*
=================
Sys_ShutdownInput
=================
*/
void Sys_ShutdownInput()
{
kbd_polls.Clear();
mouse_polls.Clear();
joystick_polls.Clear();
memset( buttonStates, 0, sizeof( buttonStates ) );
// Close any opened SDL Joystic
if( joy )
{
common->Printf( "Sys_ShutdownInput: closing SDL joystick.\n" );
SDL_JoystickClose( joy );
}
else
{
common->Printf( "Sys_ShutdownInput: SDL joystick not initialized. Nothing to close.\n" );
}
}
/*
===========
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;
}
// SRS - Generalized Vulkan SDL platform
#if defined( VULKAN_USE_PLATFORM_SDL )
VKimp_GrabInput( flags );
#else
GLimp_GrabInput( flags );
#endif
}
/*
================
Sys_GetEvent
================
*/
sysEvent_t Sys_GetEvent()
{
sysEvent_t res = { };
SDL_Event ev;
int key;
// when this is returned, it's assumed that there are no more events!
static const sysEvent_t no_more_events = { SE_NONE, 0, 0, 0, NULL };
// WM0110: previous state of joystick hat
static int previous_hat_state = SDL_HAT_CENTERED;
// utf-32 version of the textinput event
static int32 uniStr[SDL_TEXTINPUTEVENT_TEXT_SIZE] = {0};
static size_t uniStrPos = 0;
if( uniStr[0] != 0 )
{
res.evType = SE_CHAR;
res.evValue = uniStr[uniStrPos];
++uniStrPos;
if( !uniStr[uniStrPos] || uniStrPos == SDL_TEXTINPUTEVENT_TEXT_SIZE )
{
memset( uniStr, 0, sizeof( uniStr ) );
uniStrPos = 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
static int32 uniChar = 0;
if( uniChar )
{
res.evType = SE_CHAR;
res.evValue = uniChar;
uniChar = 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 )
{
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 );
cvarSystem->SetCVarBool( "com_activeApp", true );
// 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 );
cvarSystem->SetCVarBool( "com_activeApp", false );
// DG end
break;
case SDL_WINDOWEVENT_LEAVE:
// mouse has left the window
res.evType = SE_MOUSE_LEAVE;
return res;
// DG: handle resizing and moving of window
case SDL_WINDOWEVENT_RESIZED:
{
int w = ev.window.data1;
int h = ev.window.data2;
// SRS - Only save window resized events when in windowed mode
if( !renderSystem->IsFullScreen() )
{
// SRS - If window was maximized by window manager set to borderless fullscreen mode = -2
SDL_Window* window = SDL_GetWindowFromID( ev.window.windowID );
if( SDL_GetWindowFlags( window ) & SDL_WINDOW_MAXIMIZED )
{
SDL_SetWindowFullscreen( window, SDL_WINDOW_FULLSCREEN_DESKTOP );
glConfig.isFullscreen = -2;
cvarSystem->SetCVarInteger( "r_fullscreen", glConfig.isFullscreen );
}
else
{
r_windowWidth.SetInteger( w );
r_windowHeight.SetInteger( h );
}
}
glConfig.nativeScreenWidth = w;
glConfig.nativeScreenHeight = h;
// SRS - Make sure ImGui gets new window boundaries
ImGuiHook::NotifyDisplaySizeChanged( glConfig.nativeScreenWidth, glConfig.nativeScreenHeight );
break;
}
case SDL_WINDOWEVENT_MOVED:
{
int x = ev.window.data1;
int y = ev.window.data2;
// SRS - Only save window moved events when in windowed mode and not maximized by window manager
SDL_Window* window = SDL_GetWindowFromID( ev.window.windowID );
if( !renderSystem->IsFullScreen() && !( SDL_GetWindowFlags( window ) & SDL_WINDOW_MAXIMIZED ) )
{
// SRS - take window border into account when when saving window position cvars
int topBorder, leftBorder, bottomBorder, rightBorder;
SDL_Window* window = SDL_GetWindowFromID( ev.window.windowID );
SDL_GetWindowBordersSize( window, &topBorder, &leftBorder, &bottomBorder, &rightBorder );
r_windowX.SetInteger( x - leftBorder );
r_windowY.SetInteger( y - topBorder );
}
break;
}
}
continue; // handle next event
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" );
continue; // handle next event
}
// 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 );
continue; // handle next event
}
// DG end
// 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;
uniChar = K_BACKSPACE; // bad hack to get empty console inputline..
} // DG end, the original code is in the else case
else
{
key = SDLScanCodeToKeyNum( ev.key.keysym.scancode );
if( key == 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 );
}
continue; // just handle next event
}
}
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 )
{
uniChar = key;
}
return res;
}
case SDL_TEXTINPUT:
if( ev.text.text[0] != '\0' )
{
// fill uniStr array for SE_CHAR events
ConvertUTF8toUTF32( ev.text.text, uniStr );
// return an event with the first/only char
res.evType = SE_CHAR;
res.evValue = uniStr[0];
uniStrPos = 1;
if( uniStr[1] == 0 )
{
// it's just this one character, clear uniStr
uniStr[0] = 0;
uniStrPos = 0;
}
return res;
}
continue; // just handle next event
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() || ImGuiTools::ReleaseMouseForTools() ) )
{
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;
case SDL_FINGERDOWN:
case SDL_FINGERUP:
case SDL_FINGERMOTION:
continue; // Avoid 'unknown event' spam when testing with touchpad by skipping this
case SDL_MOUSEWHEEL:
res.evType = SE_KEY;
res.evValue = ( ev.wheel.y > 0 ) ? K_MWHEELUP : K_MWHEELDOWN;
mouse_polls.Append( mouse_poll_t( M_DELTAZ, ev.wheel.y ) );
res.evValue2 = 1; // for "pressed"
// remember mousewheel direction to issue a "not pressed anymore" event
mwheelRel = res.evValue;
return res;
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;
default:
// handle X1 button and above
if( ev.button.button <= 16 ) // d3bfg doesn't support more than 16 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 // unsupported mouse button
{
continue; // just ignore
}
}
res.evValue2 = ev.button.state == SDL_PRESSED ? 1 : 0;
return res;
// GameController
case SDL_JOYAXISMOTION:
case SDL_JOYHATMOTION:
case SDL_JOYBUTTONDOWN:
case SDL_JOYBUTTONUP:
case SDL_JOYDEVICEADDED:
case SDL_JOYDEVICEREMOVED:
case SDL_CONTROLLERDEVICEADDED:
case SDL_CONTROLLERDEVICEREMOVED:
// Avoid 'unknown event' spam
continue;
case SDL_CONTROLLERAXISMOTION:
res.evType = SE_JOYSTICK;
res.evValue = J_AXIS_LEFT_X + ( ev.caxis.axis - SDL_CONTROLLER_AXIS_LEFTX );
res.evValue2 = ev.caxis.value;
joystick_polls.Append( joystick_poll_t( res.evValue, res.evValue2 ) );
return res;
case SDL_CONTROLLERBUTTONDOWN:
case SDL_CONTROLLERBUTTONUP:
static int controllerButtonRemap[][2] =
{
{K_JOY1, J_ACTION1}, // A
{K_JOY2, J_ACTION2}, // B
{K_JOY3, J_ACTION3}, // X
{K_JOY4, J_ACTION4}, // Y
{K_JOY10, J_ACTION10}, // Back / View
{K_JOY11, J_ACTION11}, // Guide / Xbox button (shouldn't be used)
{K_JOY9, J_ACTION9}, // Start / Menu
{K_JOY7, J_ACTION7}, // Left Stick Down
{K_JOY8, J_ACTION8}, // Right Stick Down
{K_JOY5, J_ACTION5}, // LB / L1
{K_JOY6, J_ACTION6}, // RB / R1
{K_JOY_DPAD_UP, J_DPAD_UP},
{K_JOY_DPAD_DOWN, J_DPAD_DOWN},
{K_JOY_DPAD_LEFT, J_DPAD_LEFT},
{K_JOY_DPAD_RIGHT, J_DPAD_RIGHT},
};
res.evType = SE_KEY;
res.evValue = controllerButtonRemap[ev.cbutton.button][0];
res.evValue2 = ev.cbutton.state == SDL_PRESSED ? 1 : 0;
joystick_polls.Append( joystick_poll_t( controllerButtonRemap[ev.cbutton.button][1], res.evValue2 ) );
return res;
case SDL_QUIT:
PushConsoleEvent( "quit" );
res = no_more_events; // don't handle next event, just quit.
return res;
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; // just handle next event
// Avoid 'unknown event' spam
case SDL_TEXTEDITING:
case SDL_KEYMAPCHANGED:
case SDL_CLIPBOARDUPDATE:
continue; // just handle next event
default:
common->Warning( "unknown event %u = %#x", ev.type, ev.type );
continue; // just handle next event
}
}
res = no_more_events;
return res;
}
/*
================
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;
}
const char* Sys_GetKeyName( keyNum_t keynum )
{
// unfortunately, in SDL1.2 there is no way to get the keycode for a scancode, so this doesn't work there.
// so this is SDL2-only.
SDL_Scancode scancode = KeyNumToSDLScanCode( ( int )keynum );
SDL_Keycode keycode = SDL_GetKeyFromScancode( scancode );
const char* ret = SDL_GetKeyName( keycode );
if( ret != NULL && ret[0] != '\0' )
{
return ret;
}
return NULL;
}
char* Sys_GetClipboardData()
{
char* txt = SDL_GetClipboardText();
if( txt == NULL )
{
return NULL;
}
else if( txt[0] == '\0' )
{
SDL_free( txt );
return NULL;
}
char* ret = Mem_CopyString( txt );
SDL_free( txt );
return ret;
}
void Sys_SetClipboardData( const char* string )
{
SDL_SetClipboardText( string );
}
//=====================================================================================
// Joystick Input Handling
//=====================================================================================
void Sys_SetRumble( int device, int low, int hi )
{
// TODO;
// SDL 2.0 required (SDL Haptic subsystem)
}
int Sys_PollJoystickInputEvents( int deviceNum )
{
int numEvents = joystick_polls.Num();
return numEvents;
}
// This funcion called by void idUsercmdGenLocal::Joystick( int deviceNum ) in
// file UsercmdGen.cpp
// action - must have values belonging to enum sys_jEvents (sys_public.h)
// value - must be 1/0 for button or DPAD pressed/released
// for joystick axes must be in the range (-32769, 32768)
// for joystick trigger must be in the range (0, 32768)
int Sys_ReturnJoystickInputEvent( const int n, int& action, int& value )
{
// Get last element of the list and copy into argument references
const joystick_poll_t& mp = joystick_polls[n];
action = mp.action;
value = mp.value;
return 1;
}
// This funcion called by void idUsercmdGenLocal::Joystick( int deviceNum ) in
// file UsercmdGen.cpp
void Sys_EndJoystickInputEvents()
{
// Empty the joystick event container. This is called after
// all joystick events have been read using Sys_ReturnJoystickInputEvent()
joystick_polls.SetNum( 0 );
}