/* (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. */
#include "SDL.h"
#include
#include
#include
#include
#include
#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;
m_InputDispatched = false;
m_LastRelease = 0;
m_ReleaseDelta = -1;
m_NumEvents = 0;
}
void CInput::Init()
{
m_pGraphics = Kernel()->RequestInterface();
SDL_EnableUNICODE(1);
SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL);
}
void CInput::MouseRelative(float *x, float *y)
{
int nx = 0, ny = 0;
float Sens = g_Config.m_InpMousesens/100.0f;
if(g_Config.m_InpGrab)
SDL_GetRelativeMouseState(&nx, &ny);
else
{
if(m_InputGrabbed)
{
SDL_GetMouseState(&nx,&ny);
SDL_WarpMouse(Graphics()->ScreenWidth()/2,Graphics()->ScreenHeight()/2);
nx -= Graphics()->ScreenWidth()/2; ny -= Graphics()->ScreenHeight()/2;
}
}
*x = nx*Sens;
*y = ny*Sens;
}
void CInput::MouseModeAbsolute()
{
SDL_ShowCursor(1);
m_InputGrabbed = 0;
if(g_Config.m_InpGrab)
SDL_WM_GrabInput(SDL_GRAB_OFF);
}
void CInput::MouseModeRelative()
{
SDL_ShowCursor(0);
m_InputGrabbed = 1;
if(g_Config.m_InpGrab)
SDL_WM_GrabInput(SDL_GRAB_ON);
}
int CInput::MouseDoubleClick()
{
if(m_ReleaseDelta >= 0 && m_ReleaseDelta < (time_freq() >> 2))
{
m_LastRelease = 0;
m_ReleaseDelta = -1;
return 1;
}
return 0;
}
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()
{
if(m_InputGrabbed && !Graphics()->WindowActive())
MouseModeAbsolute();
/*if(!input_grabbed && Graphics()->WindowActive())
Input()->MouseModeRelative();*/
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;
}
{
int i;
Uint8 *pState = SDL_GetKeyState(&i);
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;
{
SDL_Event Event;
while(SDL_PollEvent(&Event))
{
int Key = -1;
int Action = IInput::FLAG_PRESS;
switch (Event.type)
{
// handle keys
case SDL_KEYDOWN:
// skip private use area of the BMP(contains the unicodes for keyboard function keys on MacOS)
if(Event.key.keysym.unicode < 0xE000 || Event.key.keysym.unicode > 0xF8FF) // ignore_convention
AddEvent(Event.key.keysym.unicode, 0, 0); // ignore_convention
Key = Event.key.keysym.sym; // ignore_convention
break;
case SDL_KEYUP:
Action = IInput::FLAG_RELEASE;
Key = Event.key.keysym.sym; // ignore_convention
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 == SDL_BUTTON_WHEELUP) Key = KEY_MOUSE_WHEEL_UP; // ignore_convention
if(Event.button.button == SDL_BUTTON_WHEELDOWN) Key = KEY_MOUSE_WHEEL_DOWN; // 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
break;
// other messages
case SDL_QUIT:
return 1;
}
//
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;
}
IEngineInput *CreateEngineInput() { return new CInput; }