ddnet/src/engine/client/input.cpp

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/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
/* If you are missing that file, acquire a complete release at teeworlds.com. */
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#include "SDL.h"
#include <base/system.h>
#include <engine/shared/config.h>
#include <engine/graphics.h>
#include <engine/input.h>
#include <engine/keys.h>
#include "input.h"
//print >>f, "int inp_key_code(const char *key_name) { int i; if (!strcmp(key_name, \"-?-\")) return -1; else for (i = 0; i < 512; i++) if (!strcmp(key_strings[i], key_name)) return i; return -1; }"
// this header is protected so you don't include it from anywere
#define KEYS_INCLUDE
#include "keynames.h"
#undef KEYS_INCLUDE
void CInput::AddEvent(int Unicode, int Key, int Flags)
{
if(m_NumEvents != INPUT_BUFFER_SIZE)
{
m_aInputEvents[m_NumEvents].m_Unicode = Unicode;
m_aInputEvents[m_NumEvents].m_Key = Key;
m_aInputEvents[m_NumEvents].m_Flags = Flags;
m_NumEvents++;
}
}
CInput::CInput()
{
mem_zero(m_aInputCount, sizeof(m_aInputCount));
mem_zero(m_aInputState, sizeof(m_aInputState));
m_InputCurrent = 0;
m_InputGrabbed = 0;
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m_InputDispatched = false;
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m_LastRelease = 0;
m_ReleaseDelta = -1;
m_NumEvents = 0;
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m_VideoRestartNeeded = 0;
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}
void CInput::Init()
{
m_pGraphics = Kernel()->RequestInterface<IEngineGraphics>();
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// FIXME: unicode handling: use SDL_StartTextInput/SDL_StopTextInput on inputs
// FIXME: key repeat: not a global setting anymore; need to do manually
SDL_SetRelativeMouseMode(SDL_TRUE);
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}
void CInput::MouseRelative(float *x, float *y)
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{
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#if defined(__ANDROID__) // No relative mouse on Android
int nx = 0, ny = 0;
SDL_GetMouseState(&nx, &ny);
*x = nx;
*y = ny;
#else
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int nx = 0, ny = 0;
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float Sens = ((g_Config.m_ClDyncam && g_Config.m_ClDyncamMousesens) ? g_Config.m_ClDyncamMousesens : g_Config.m_InpMousesens) / 100.0f;
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if(m_InputGrabbed)
SDL_GetRelativeMouseState(&nx,&ny);
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*x = nx*Sens;
*y = ny*Sens;
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#endif
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}
void CInput::MouseModeAbsolute()
{
m_InputGrabbed = 0;
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SDL_SetRelativeMouseMode(SDL_FALSE);
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}
void CInput::MouseModeRelative()
{
m_InputGrabbed = 1;
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SDL_SetRelativeMouseMode(SDL_TRUE);
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}
int CInput::MouseDoubleClick()
{
if(m_ReleaseDelta >= 0 && m_ReleaseDelta < (time_freq() / 3))
{
m_LastRelease = 0;
m_ReleaseDelta = -1;
return 1;
}
return 0;
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}
void CInput::ClearKeyStates()
{
mem_zero(m_aInputState, sizeof(m_aInputState));
mem_zero(m_aInputCount, sizeof(m_aInputCount));
}
int CInput::KeyState(int Key)
{
return m_aInputState[m_InputCurrent][Key];
}
int CInput::Update()
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{
if(m_InputGrabbed && !Graphics()->WindowActive())
MouseModeAbsolute();
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if(m_InputDispatched)
{
// clear and begin count on the other one
m_InputCurrent^=1;
mem_zero(&m_aInputCount[m_InputCurrent], sizeof(m_aInputCount[m_InputCurrent]));
mem_zero(&m_aInputState[m_InputCurrent], sizeof(m_aInputState[m_InputCurrent]));
m_InputDispatched = false;
}
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{
int i;
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const Uint8 *pState = SDL_GetKeyboardState(&i);
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if(i >= KEY_LAST)
i = KEY_LAST-1;
mem_copy(m_aInputState[m_InputCurrent], pState, i);
}
// these states must always be updated manually because they are not in the GetKeyState from SDL
int i = SDL_GetMouseState(NULL, NULL);
if(i&SDL_BUTTON(1)) m_aInputState[m_InputCurrent][KEY_MOUSE_1] = 1; // 1 is left
if(i&SDL_BUTTON(3)) m_aInputState[m_InputCurrent][KEY_MOUSE_2] = 1; // 3 is right
if(i&SDL_BUTTON(2)) m_aInputState[m_InputCurrent][KEY_MOUSE_3] = 1; // 2 is middle
if(i&SDL_BUTTON(4)) m_aInputState[m_InputCurrent][KEY_MOUSE_4] = 1;
if(i&SDL_BUTTON(5)) m_aInputState[m_InputCurrent][KEY_MOUSE_5] = 1;
if(i&SDL_BUTTON(6)) m_aInputState[m_InputCurrent][KEY_MOUSE_6] = 1;
if(i&SDL_BUTTON(7)) m_aInputState[m_InputCurrent][KEY_MOUSE_7] = 1;
if(i&SDL_BUTTON(8)) m_aInputState[m_InputCurrent][KEY_MOUSE_8] = 1;
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if(i&SDL_BUTTON(9)) m_aInputState[m_InputCurrent][KEY_MOUSE_9] = 1;
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{
SDL_Event Event;
while(SDL_PollEvent(&Event))
{
int Key = -1;
int Action = IInput::FLAG_PRESS;
switch (Event.type)
{
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case SDL_TEXTINPUT:
{
int TextLength, i;
TextLength = strlen(Event.text.text);
for(i = 0; i < TextLength; i++)
{
AddEvent(Event.text.text[i], 0, 0);
}
}
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// handle keys
case SDL_KEYDOWN:
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Key = SDL_GetScancodeFromName(SDL_GetKeyName(Event.key.keysym.sym));
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break;
case SDL_KEYUP:
Action = IInput::FLAG_RELEASE;
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Key = SDL_GetScancodeFromName(SDL_GetKeyName(Event.key.keysym.sym));
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break;
// handle mouse buttons
case SDL_MOUSEBUTTONUP:
Action = IInput::FLAG_RELEASE;
if(Event.button.button == 1) // ignore_convention
{
m_ReleaseDelta = time_get() - m_LastRelease;
m_LastRelease = time_get();
}
// fall through
case SDL_MOUSEBUTTONDOWN:
if(Event.button.button == SDL_BUTTON_LEFT) Key = KEY_MOUSE_1; // ignore_convention
if(Event.button.button == SDL_BUTTON_RIGHT) Key = KEY_MOUSE_2; // ignore_convention
if(Event.button.button == SDL_BUTTON_MIDDLE) Key = KEY_MOUSE_3; // ignore_convention
if(Event.button.button == 6) Key = KEY_MOUSE_6; // ignore_convention
if(Event.button.button == 7) Key = KEY_MOUSE_7; // ignore_convention
if(Event.button.button == 8) Key = KEY_MOUSE_8; // ignore_convention
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if(Event.button.button == 9) Key = KEY_MOUSE_9; // ignore_convention
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break;
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case SDL_MOUSEWHEEL:
if(Event.wheel.y > 0) Key = KEY_MOUSE_WHEEL_UP; // ignore_convention
if(Event.wheel.y < 0) Key = KEY_MOUSE_WHEEL_DOWN; // ignore_convention
AddEvent(0, Key, Action);
Action = IInput::FLAG_RELEASE;
break;
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// other messages
case SDL_QUIT:
return 1;
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#if defined(__ANDROID__)
case SDL_VIDEORESIZE:
m_VideoRestartNeeded = 1;
break;
#endif
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}
//
if(Key != -1)
{
m_aInputCount[m_InputCurrent][Key].m_Presses++;
if(Action == IInput::FLAG_PRESS)
m_aInputState[m_InputCurrent][Key] = 1;
AddEvent(0, Key, Action);
}
}
}
return 0;
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}
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int CInput::VideoRestartNeeded()
{
if( m_VideoRestartNeeded )
{
m_VideoRestartNeeded = 0;
return 1;
}
return 0;
}
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IEngineInput *CreateEngineInput() { return new CInput; }