ddnet/src/engine/client/input.cpp

268 lines
6.8 KiB
C++

/* (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 <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(char *pText, int Key, int Flags)
{
if(m_NumEvents != INPUT_BUFFER_SIZE)
{
m_aInputEvents[m_NumEvents].m_Key = Key;
m_aInputEvents[m_NumEvents].m_Flags = Flags;
if(!pText)
m_aInputEvents[m_NumEvents].m_aText[0] = 0;
else
str_copy(m_aInputEvents[m_NumEvents].m_aText, pText, sizeof(m_aInputEvents[m_NumEvents].m_aText));
m_aInputEvents[m_NumEvents].m_InputCount = m_InputCounter;
m_NumEvents++;
}
}
CInput::CInput()
{
mem_zero(m_aInputCount, sizeof(m_aInputCount));
mem_zero(m_aInputState, sizeof(m_aInputState));
m_InputCounter = 1;
m_InputGrabbed = 0;
m_LastRelease = 0;
m_ReleaseDelta = -1;
m_NumEvents = 0;
m_VideoRestartNeeded = 0;
m_pClipboardText = NULL;
}
void CInput::Init()
{
m_pGraphics = Kernel()->RequestInterface<IEngineGraphics>();
MouseModeRelative();
}
void CInput::MouseRelative(float *x, float *y)
{
#if defined(__ANDROID__) // No relative mouse on Android
int nx = 0, ny = 0;
SDL_GetMouseState(&nx, &ny);
*x = nx;
*y = ny;
#else
int nx = 0, ny = 0;
float Sens = ((g_Config.m_ClDyncam && g_Config.m_ClDyncamMousesens) ? g_Config.m_ClDyncamMousesens : g_Config.m_InpMousesens) / 100.0f;
SDL_GetRelativeMouseState(&nx,&ny);
*x = nx*Sens;
*y = ny*Sens;
#endif
}
void CInput::MouseModeAbsolute()
{
m_InputGrabbed = 0;
SDL_SetRelativeMouseMode(SDL_FALSE);
Graphics()->SetWindowGrab(SDL_FALSE);
}
void CInput::MouseModeRelative()
{
m_InputGrabbed = 1;
SDL_SetRelativeMouseMode(SDL_TRUE);
Graphics()->SetWindowGrab(true);
}
int CInput::MouseDoubleClick()
{
if(m_ReleaseDelta >= 0 && m_ReleaseDelta < (time_freq() / 3))
{
m_LastRelease = 0;
m_ReleaseDelta = -1;
return 1;
}
return 0;
}
const char* CInput::GetClipboardText()
{
if(m_pClipboardText)
{
SDL_free(m_pClipboardText);
}
m_pClipboardText = SDL_GetClipboardText();
return m_pClipboardText;
}
void CInput::SetClipboardText(const char *Text)
{
SDL_SetClipboardText(Text);
}
void CInput::Clear()
{
mem_zero(m_aInputState, sizeof(m_aInputState));
mem_zero(m_aInputCount, sizeof(m_aInputCount));
m_NumEvents = 0;
}
bool CInput::KeyState(int Key) const
{
return m_aInputState[Key>=KEY_MOUSE_1 ? Key : SDL_GetScancodeFromKey(KeyToKeycode(Key))];
}
int CInput::Update()
{
// keep the counter between 1..0xFFFF, 0 means not pressed
m_InputCounter = (m_InputCounter%0xFFFF)+1;
{
int i;
const Uint8 *pState = SDL_GetKeyboardState(&i);
if(i >= KEY_LAST)
i = KEY_LAST-1;
mem_copy(m_aInputState, 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[KEY_MOUSE_1] = 1; // 1 is left
if(i&SDL_BUTTON(3)) m_aInputState[KEY_MOUSE_2] = 1; // 3 is right
if(i&SDL_BUTTON(2)) m_aInputState[KEY_MOUSE_3] = 1; // 2 is middle
if(i&SDL_BUTTON(4)) m_aInputState[KEY_MOUSE_4] = 1;
if(i&SDL_BUTTON(5)) m_aInputState[KEY_MOUSE_5] = 1;
if(i&SDL_BUTTON(6)) m_aInputState[KEY_MOUSE_6] = 1;
if(i&SDL_BUTTON(7)) m_aInputState[KEY_MOUSE_7] = 1;
if(i&SDL_BUTTON(8)) m_aInputState[KEY_MOUSE_8] = 1;
if(i&SDL_BUTTON(9)) m_aInputState[KEY_MOUSE_9] = 1;
{
SDL_Event Event;
int IgnoreKeys = false;
while(SDL_PollEvent(&Event))
{
int Key = -1;
int Scancode = 0;
int Action = IInput::FLAG_PRESS;
switch (Event.type)
{
case SDL_TEXTINPUT:
if(!IgnoreKeys)
AddEvent(Event.text.text, 0, IInput::FLAG_TEXT);
break;
// handle keys
case SDL_KEYDOWN:
Key = KeycodeToKey(Event.key.keysym.sym);
Scancode = Event.key.keysym.scancode;
break;
case SDL_KEYUP:
Action = IInput::FLAG_RELEASE;
Key = KeycodeToKey(Event.key.keysym.sym);
Scancode = Event.key.keysym.scancode;
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_X1) Key = KEY_MOUSE_4; // ignore_convention
if(Event.button.button == SDL_BUTTON_X2) Key = KEY_MOUSE_5; // 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
if(Event.button.button == 9) Key = KEY_MOUSE_9; // ignore_convention
Scancode = Key;
break;
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
Action |= IInput::FLAG_RELEASE;
break;
case SDL_WINDOWEVENT:
// Ignore keys following a focus gain as they may be part of global
// shortcuts
switch (Event.window.event)
{
case SDL_WINDOWEVENT_RESIZED:
#if defined(SDL_VIDEO_DRIVER_X11)
Graphics()->Resize(Event.window.data1, Event.window.data2);
#elif defined(__ANDROID__)
m_VideoRestartNeeded = 1;
#endif
break;
case SDL_WINDOWEVENT_FOCUS_GAINED:
case SDL_WINDOWEVENT_FOCUS_LOST:
// TODO: Check if from FOCUS_LOST til FOCUS_GAINED is good enough, maybe also ENTER and LEAVE
IgnoreKeys = true;
break;
#if defined(CONF_PLATFORM_MACOSX) // Todo: remove this when fixed in SDL
case SDL_WINDOWEVENT_MAXIMIZED:
MouseModeAbsolute();
MouseModeRelative();
break;
#endif
}
break;
// other messages
case SDL_QUIT:
return 1;
}
if(Key >= 0 && Key < g_MaxKeys)
{
if(Action&IInput::FLAG_PRESS)
{
m_aInputState[Scancode] = 1;
m_aInputCount[Key] = m_InputCounter;
}
AddEvent(0, Key, Action);
}
}
}
return 0;
}
int CInput::VideoRestartNeeded()
{
if( m_VideoRestartNeeded )
{
m_VideoRestartNeeded = 0;
return 1;
}
return 0;
}
IEngineInput *CreateEngineInput() { return new CInput; }