doom3-bfg/neo/sys/sdl/sdl_events.cpp
Jonathan Young b3983e582a astyle
2013-09-21 19:37:12 +10:00

1169 lines
22 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/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<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;
// 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_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()
{
}