doom3-bfg/neo/sys/sdl/sdl_events.cpp
Daniel Gibson a405b37f13 Pause when window loses focus, introduce com_pause
If the window loses focus com_pause is set to 1, when it regains focus
it's set to 0.
The behaviour on Win32 stayed the same (the implementation is less
hacky though) and Linux now matchces that.
2013-01-04 14:40:35 +01:00

1154 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"
#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_kbd( "in_kbd", "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_kbd.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_kbd.IsModified() )
{
idStr lang = in_kbd.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_kbd.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
// 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 )
{
unsigned char c;
// check if its an unmapped console key
if( ev.key.keysym.unicode == ( c = Sys_GetConsoleKey( false ) ) )
{
key = c;
}
else if( ev.key.keysym.unicode == ( c = Sys_GetConsoleKey( true ) ) )
{
key = c;
}
else
{
if( ev.type == SDL_KEYDOWN )
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;
}
}
}
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;
#if ! SDL_VERSION_ATLEAST(2, 0, 0)
if( ev.key.state == SDL_PRESSED && isChar && ( 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 && *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()
{
}