mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-10 23:02:03 +00:00
- major refactoring on the input code.
* moved the ASCII conversion hackery in SDLayer to a subfunction because this made things just messy. * integrated the keyboard callback's functionality directly into inputState for consolidation purposes. This was yet another independent layer in the keyboard management. * hook up D_PostEvent as the central place to dispatch keyboard input. This is now the only function that is getting called from the backend and a major prerequiside for swapping out the backend for GZDoom's. Todo: Route mouse input through that, too.
This commit is contained in:
parent
b747df60ee
commit
b4f91de7d3
5 changed files with 131 additions and 181 deletions
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@ -26,12 +26,6 @@ int32_t g_borderless=2;
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// input
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char inputdevices = 0;
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void (*keypresscallback)(int32_t, int32_t);
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void keySetCallback(void (*callback)(int32_t, int32_t)) { keypresscallback = callback; }
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vec2_t g_mousePos;
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vec2_t g_mouseAbs;
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int32_t g_mouseBits;
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@ -136,6 +136,7 @@ uint16_t joydead[9], joysatur[9];
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#define MAX_ERRORTEXT 4096
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//==========================================================================
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//
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// I_Error
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@ -1871,6 +1872,85 @@ int32_t handleevents_sdlcommon(SDL_Event *ev)
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return 0;
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}
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// So this is how the engine handles text input?
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// Argh. This is just gross.
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int scancodetoasciihack(SDL_Event &ev)
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{
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SDL_Keycode keyvalue = ev.key.keysym.sym;
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// Modifiers that have to be held down to be effective
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// (excludes KMOD_NUM, for example).
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static const int MODIFIERS =
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KMOD_LSHIFT|KMOD_RSHIFT|KMOD_LCTRL|KMOD_RCTRL|
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KMOD_LALT|KMOD_RALT|KMOD_LGUI|KMOD_RGUI;
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// XXX: see osd.c, OSD_HandleChar(), there are more...
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if (
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(sc == SDL_SCANCODE_RETURN || sc == SDL_SCANCODE_KP_ENTER ||
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sc == SDL_SCANCODE_ESCAPE ||
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sc == SDL_SCANCODE_BACKSPACE ||
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sc == SDL_SCANCODE_TAB ||
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(((ev.key.keysym.mod) & MODIFIERS) == KMOD_LCTRL &&
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(sc >= SDL_SCANCODE_A && sc <= SDL_SCANCODE_Z))))
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{
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char keyvalue;
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switch (sc)
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{
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case SDL_SCANCODE_RETURN: case SDL_SCANCODE_KP_ENTER: keyvalue = '\r'; break;
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case SDL_SCANCODE_ESCAPE: keyvalue = 27; break;
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case SDL_SCANCODE_BACKSPACE: keyvalue = '\b'; break;
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case SDL_SCANCODE_TAB: keyvalue = '\t'; break;
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default: keyvalue = sc - SDL_SCANCODE_A + 1; break; // Ctrl+A --> 1, etc.
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}
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}
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else if (
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ev.key.keysym.sym != g_keyAsciiTable[OSD_OSDKey()] && !SDL_IsTextInputActive()) // What is this? Preventing key repeat or what? :?
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{
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/*
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Necessary for Duke 3D's method of entering cheats to work without showing IMEs.
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SDL_TEXTINPUT is preferable overall, but with bitmap fonts it has no advantage.
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*/
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// Note that this is not how text input is supposed to be handled!
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if ('a' <= keyvalue && keyvalue <= 'z')
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{
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if (!!(ev.key.keysym.mod & KMOD_SHIFT) ^ !!(ev.key.keysym.mod & KMOD_CAPS))
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keyvalue -= 'a'-'A';
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}
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else if (ev.key.keysym.mod & KMOD_SHIFT)
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{
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keyvalue = g_keyAsciiTableShift[code];
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}
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else if (ev.key.keysym.mod & KMOD_NUM) // && !(ev.key.keysym.mod & KMOD_SHIFT)
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{
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switch (keyvalue)
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{
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case SDLK_KP_1: keyvalue = '1'; break;
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case SDLK_KP_2: keyvalue = '2'; break;
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case SDLK_KP_3: keyvalue = '3'; break;
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case SDLK_KP_4: keyvalue = '4'; break;
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case SDLK_KP_5: keyvalue = '5'; break;
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case SDLK_KP_6: keyvalue = '6'; break;
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case SDLK_KP_7: keyvalue = '7'; break;
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case SDLK_KP_8: keyvalue = '8'; break;
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case SDLK_KP_9: keyvalue = '9'; break;
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case SDLK_KP_0: keyvalue = '0'; break;
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case SDLK_KP_PERIOD: keyvalue = '.'; break;
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case SDLK_KP_COMMA: keyvalue = ','; break;
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}
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}
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switch (keyvalue)
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{
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case SDLK_KP_DIVIDE: keyvalue = '/'; break;
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case SDLK_KP_MULTIPLY: keyvalue = '*'; break;
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case SDLK_KP_MINUS: keyvalue = '-'; break;
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case SDLK_KP_PLUS: keyvalue = '+'; break;
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}
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}
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if (keyvalue >= 0x80) keyvalue = 0; // Sadly ASCII only...
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return keyvalue;
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}
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int32_t handleevents_pollsdl(void);
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#if SDL_MAJOR_VERSION != 1
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// SDL 2.0 specific event handling
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@ -1901,158 +1981,33 @@ int32_t handleevents_pollsdl(void)
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case SDL_KEYUP:
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{
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auto const &sc = ev.key.keysym.scancode;
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code = keytranslation[sc];
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// Modifiers that have to be held down to be effective
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// (excludes KMOD_NUM, for example).
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static const int MODIFIERS =
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KMOD_LSHIFT|KMOD_RSHIFT|KMOD_LCTRL|KMOD_RCTRL|
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KMOD_LALT|KMOD_RALT|KMOD_LGUI|KMOD_RGUI;
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// The pause key generates a release event right after
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// the pressing one. As a result, it gets unseen
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// by the game most of the time.
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if (code == 0x59 && ev.type == SDL_KEYUP) // pause
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break;
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// XXX: see osd.c, OSD_HandleChar(), there are more...
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if (ev.key.type == SDL_KEYDOWN && !inputState.keyBufferFull() &&
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(sc == SDL_SCANCODE_RETURN || sc == SDL_SCANCODE_KP_ENTER ||
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sc == SDL_SCANCODE_ESCAPE ||
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sc == SDL_SCANCODE_BACKSPACE ||
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sc == SDL_SCANCODE_TAB ||
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(((ev.key.keysym.mod) & MODIFIERS) == KMOD_LCTRL &&
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(sc >= SDL_SCANCODE_A && sc <= SDL_SCANCODE_Z))))
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{
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char keyvalue;
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switch (sc)
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{
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case SDL_SCANCODE_RETURN: case SDL_SCANCODE_KP_ENTER: keyvalue = '\r'; break;
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case SDL_SCANCODE_ESCAPE: keyvalue = 27; break;
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case SDL_SCANCODE_BACKSPACE: keyvalue = '\b'; break;
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case SDL_SCANCODE_TAB: keyvalue = '\t'; break;
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default: keyvalue = sc - SDL_SCANCODE_A + 1; break; // Ctrl+A --> 1, etc.
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}
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if (OSD_HandleChar(keyvalue))
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inputState.keyBufferInsert(keyvalue);
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}
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else if (ev.key.type == SDL_KEYDOWN &&
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ev.key.keysym.sym != g_keyAsciiTable[OSD_OSDKey()] && !inputState.keyBufferFull() &&
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!SDL_IsTextInputActive())
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{
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/*
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Necessary for Duke 3D's method of entering cheats to work without showing IMEs.
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SDL_TEXTINPUT is preferable overall, but with bitmap fonts it has no advantage.
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*/
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SDL_Keycode keyvalue = ev.key.keysym.sym;
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int keyvalue = ev.type == SDL_KEYDOWN? scancodetoasciihack(ev) : 0;
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if (keyvalue > 0)
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{
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keyvalue = OSD_HandleChar(keyvalue); // returns the char if it doesn't process it.
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if (keyvalue == 0) break;
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}
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j = OSD_HandleScanCode(code, (ev.type == SDL_KEYDOWN));
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// returns are:
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// j == -1: Console was opened
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// j == 0: Console is active and used the key
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// j == 2: Console is inactive and did not use the key
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if (j == -1) inputState.ClearKeysDown(); // Flush the entire keyboard state for the game when the console opens.
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if (j <= 0) break; // Do not pass on to the game
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if ('a' <= keyvalue && keyvalue <= 'z')
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{
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if (!!(ev.key.keysym.mod & KMOD_SHIFT) ^ !!(ev.key.keysym.mod & KMOD_CAPS))
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keyvalue -= 'a'-'A';
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}
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else if (ev.key.keysym.mod & KMOD_SHIFT)
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{
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switch (keyvalue)
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{
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case '\'': keyvalue = '"'; break;
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case ',': keyvalue = '<'; break;
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case '-': keyvalue = '_'; break;
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case '.': keyvalue = '>'; break;
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case '/': keyvalue = '?'; break;
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case '0': keyvalue = ')'; break;
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case '1': keyvalue = '!'; break;
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case '2': keyvalue = '@'; break;
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case '3': keyvalue = '#'; break;
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case '4': keyvalue = '$'; break;
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case '5': keyvalue = '%'; break;
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case '6': keyvalue = '^'; break;
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case '7': keyvalue = '&'; break;
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case '8': keyvalue = '*'; break;
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case '9': keyvalue = '('; break;
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case ';': keyvalue = ':'; break;
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case '=': keyvalue = '+'; break;
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case '[': keyvalue = '{'; break;
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case '\\': keyvalue = '|'; break;
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case ']': keyvalue = '}'; break;
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case '`': keyvalue = '~'; break;
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}
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}
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else if (ev.key.keysym.mod & KMOD_NUM) // && !(ev.key.keysym.mod & KMOD_SHIFT)
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{
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switch (keyvalue)
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{
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case SDLK_KP_1: keyvalue = '1'; break;
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case SDLK_KP_2: keyvalue = '2'; break;
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case SDLK_KP_3: keyvalue = '3'; break;
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case SDLK_KP_4: keyvalue = '4'; break;
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case SDLK_KP_5: keyvalue = '5'; break;
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case SDLK_KP_6: keyvalue = '6'; break;
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case SDLK_KP_7: keyvalue = '7'; break;
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case SDLK_KP_8: keyvalue = '8'; break;
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case SDLK_KP_9: keyvalue = '9'; break;
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case SDLK_KP_0: keyvalue = '0'; break;
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case SDLK_KP_PERIOD: keyvalue = '.'; break;
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case SDLK_KP_COMMA: keyvalue = ','; break;
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}
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}
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switch (keyvalue)
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{
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case SDLK_KP_DIVIDE: keyvalue = '/'; break;
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case SDLK_KP_MULTIPLY: keyvalue = '*'; break;
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case SDLK_KP_MINUS: keyvalue = '-'; break;
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case SDLK_KP_PLUS: keyvalue = '+'; break;
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}
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if ((unsigned)keyvalue <= 0x7Fu)
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{
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if (OSD_HandleChar(keyvalue))
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inputState.keyBufferInsert(keyvalue);
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}
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}
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// initprintf("SDL2: got key %d, %d, %u\n", ev.key.keysym.scancode, code, ev.key.type);
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// hook in the osd
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if ((j = OSD_HandleScanCode(code, (ev.key.type == SDL_KEYDOWN))) <= 0)
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{
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if (j == -1) // osdkey
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{
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for (j = 0; j < NUMKEYS; ++j)
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{
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if (inputState.GetKeyStatus(j))
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{
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if (keypresscallback)
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keypresscallback(j, 0);
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}
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inputState.keySetState(j, 0);
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}
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}
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break;
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}
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if (ev.key.type == SDL_KEYDOWN)
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{
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if (!inputState.GetKeyStatus(code))
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{
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if (keypresscallback)
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keypresscallback(code, 1);
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}
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inputState.keySetState(code, 1);
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}
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else
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{
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# if 1
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// The pause key generates a release event right after
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// the pressing one. As a result, it gets unseen
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// by the game most of the time.
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if (code == 0x59) // pause
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break;
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# endif
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inputState.keySetState(code, 0);
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if (keypresscallback)
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keypresscallback(code, 0);
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}
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event_t ev = { (uint8_t)ev.type == SDL_KEYUP? EV_KeyUp : EV_KeyDown, 0, (int16_t)code, (int16_t)keyvalue };
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D_PostEvent(&ev);
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break;
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}
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@ -23,6 +23,7 @@
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#include "c_bind.h"
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#include "d_event.h"
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#include "d_gui.h"
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#include "inputstate.h"
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int eventhead;
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int eventtail;
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}
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}
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#endif
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// Add the key to the global keyboard state.
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// This is probably the biggest roadblock with the input system as it undermines a proper event driven approach.
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// Too much code depends on just checking this instead of waiting for events to happen.
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// Here's also definitely not the best place to maintain the keyboard state but right now it's unavoidable to do this outside the event processing because so much code depends on it.
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// Once all those busy waiting loops can poll the event queue for a proper skip event, this will mostly go away.
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inputState.AddEvent(ev);
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// Also add it to the event queue - this is where everything should transition to eventually.
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eventhead = (eventhead+1)&(NUM_EVENTS-1);
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}
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@ -230,4 +240,4 @@ void D_RemoveNextCharEvent()
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}
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}
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}
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@ -247,11 +247,14 @@ public:
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void keySetState(int32_t key, int32_t state)
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{
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if (state && !GetKeyStatus(key))
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{
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KB_LastScan = key;
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}
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SetKeyStatus(key, state);
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event_t ev = { (uint8_t)(state ? EV_KeyDown : EV_KeyUp), 0, (int16_t)key };
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D_PostEvent(&ev);
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if (state)
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{
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g_keyFIFO[g_keyFIFOend] = key;
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return c;
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}
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void keySetChar(int key)
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{
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g_keyAsciiFIFO[g_keyAsciiEnd] = key;
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g_keyAsciiEnd = ((g_keyAsciiEnd + 1) & (KEYFIFOSIZ - 1));
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}
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void keyFlushChars(void)
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{
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KB_LastScan = 0;
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ClearAllKeyStatus();
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}
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void AddEvent(const event_t *ev)
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{
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keySetState(ev->data1, ev->type == EV_KeyDown);
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if (ev->data2) keySetChar(ev->data2);
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}
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};
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extern InputState inputState;
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static inline void KB_KeyEvent(int32_t scancode, int32_t keypressed)
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{
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if (keypressed) inputState.SetLastScanCode(scancode);
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}
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void keySetCallback(void (*callback)(int32_t, int32_t));
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inline void KB_Startup(void) { keySetCallback(KB_KeyEvent); }
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inline void KB_Shutdown(void) { keySetCallback((void (*)(int32_t, int32_t))NULL); }
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@ -48,24 +48,10 @@ static FORCE_INLINE void Menu_StartTextInput()
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{
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inputState.keyFlushChars();
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inputState.ClearKeysDown();
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#if defined EDUKE32_TOUCH_DEVICES && defined SDL_MAJOR_VERSION && SDL_MAJOR_VERSION > 1
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# if defined __ANDROID__
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AndroidShowKeyboard(1);
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# else
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SDL_StartTextInput();
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# endif
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#endif
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}
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static FORCE_INLINE void Menu_StopTextInput()
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{
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#if defined EDUKE32_TOUCH_DEVICES && defined SDL_MAJOR_VERSION && SDL_MAJOR_VERSION > 1
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# if defined __ANDROID__
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AndroidShowKeyboard(0);
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# else
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SDL_StopTextInput();
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# endif
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#endif
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}
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static FORCE_INLINE void rotatesprite_ybounds(int32_t sx, int32_t sy, int32_t z, int16_t a, int16_t picnum, int8_t dashade, uint8_t dapalnum, int32_t dastat, int32_t ydim_upper, int32_t ydim_lower)
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