// // Lol Engine // // Copyright: (c) 2010-2014 Sam Hocevar <sam@hocevar.net> // This program is free software; you can redistribute it and/or // modify it under the terms of the Do What The Fuck You Want To // Public License, Version 2, as published by Sam Hocevar. See // http://www.wtfpl.net/ for more details. // #include <lol/engine-internal.h> #if USE_SDL || USE_OLD_SDL # if HAVE_SDL2_SDL_H # include <SDL2/SDL.h> # elif HAVE_SDL_SDL_H # include <SDL/SDL.h> # else # include <SDL.h> # endif #endif #include "sdlinput.h" #include "input/input_internal.h" /* We force joystick polling because no events are received when * there is no SDL display (eg. on the Raspberry Pi). */ #define SDL_FORCE_POLL_JOYSTICK 1 #if EMSCRIPTEN # define MOUSE_SPEED_MOD 10.f #else # define MOUSE_SPEED_MOD 100.f #endif namespace lol { #if USE_OLD_SDL /* Quick and dirty for now... This is deprecated anyway. */ static int sdl12_to_scancode(int ch, int sc) { if (ch >= 'a' && ch <= 'z') ch = ch - 'a' + 'A'; # define _SC(id, str, name) if (ch == str[0]) return id; # include "input/keys.h" return 0; } #endif /* * SDL Input implementation class */ class SdlInputData { friend class SdlInput; private: void Tick(float seconds); static ivec2 GetMousePos(); static void SetMousePos(ivec2 position); SdlInputData(int app_w, int app_h, int screen_w, int screen_h) : m_prevmouse(ivec2::zero), m_app(vec2((float)app_w, (float)app_h)), m_screen(vec2((float)screen_w, (float)screen_h)), m_mousecapture(false), m_tick_in_draw_thread(false) { } #if USE_SDL || USE_OLD_SDL array<SDL_Joystick *, InputDeviceInternal *> m_joysticks; InputDeviceInternal *m_mouse; InputDeviceInternal *m_keyboard; #endif // USE_SDL ivec2 m_prevmouse; vec2 m_app; vec2 m_screen; bool m_mousecapture; bool m_tick_in_draw_thread; }; /* * Public SdlInput class */ SdlInput::SdlInput(int app_w, int app_h, int screen_w, int screen_h) : m_data(new SdlInputData(app_w, app_h, screen_w, screen_h)) { #if _WIN32 m_data->m_tick_in_draw_thread = true; #endif #if USE_OLD_SDL /* Enable Unicode translation of keyboard events */ SDL_EnableUNICODE(1); #endif #if USE_SDL || USE_OLD_SDL SDL_Init(SDL_INIT_TIMER | SDL_INIT_JOYSTICK); #endif m_data->m_keyboard = InputDeviceInternal::CreateStandardKeyboard(); m_data->m_mouse = InputDeviceInternal::CreateStandardMouse(); #if USE_SDL || USE_OLD_SDL # if !EMSCRIPTEN # if SDL_FORCE_POLL_JOYSTICK SDL_JoystickEventState(SDL_QUERY); # else SDL_JoystickEventState(SDL_ENABLE); # endif //SDL_FORCE_POLL_JOYSTICK /* Register all the joysticks we can find, and let the input * system decide what it wants to track. */ for (int i = 0; i < SDL_NumJoysticks(); i++) { SDL_Joystick *sdlstick = SDL_JoystickOpen(i); /* Blacklist some devices: * - HDAPS, it's not a real joystick. * - X360 controllers, Xinput handles them better since * it won't think there is only one trigger axis. */ # if USE_SDL char const *name = SDL_JoystickName(sdlstick); # elif USE_OLD_SDL char const *name = SDL_JoystickName(i); # endif if (strstr(name, "HDAPS") # if USE_XINPUT || strstr(name, "XBOX 360 For Windows") # endif //USE_XINPUT || false) { SDL_JoystickClose(sdlstick); continue; } InputDeviceInternal* stick = new InputDeviceInternal(String::Printf("Joystick%d", i+1).C()); for (int j = 0; j < SDL_JoystickNumAxes(sdlstick); ++j) stick->AddAxis(String::Printf("Axis%d", j + 1).C()); for (int j = 0; j < SDL_JoystickNumButtons(sdlstick); ++j) stick->AddKey(String::Printf("Button%d", j + 1).C()); m_data->m_joysticks.Push(sdlstick, stick); } # endif //EMSCRIPTEN #endif m_gamegroup = GAMEGROUP_BEFORE; } SdlInput::~SdlInput() { #if (USE_SDL || USE_OLD_SDL) && !EMSCRIPTEN /* Unregister all the joysticks we added */ while (m_data->m_joysticks.Count()) { SDL_JoystickClose(m_data->m_joysticks[0].m1); delete m_data->m_joysticks[0].m2; m_data->m_joysticks.Remove(0); } #endif delete m_data; } void SdlInput::TickGame(float seconds) { Entity::TickGame(seconds); if (!m_data->m_tick_in_draw_thread) m_data->Tick(seconds); } void SdlInput::TickDraw(float seconds, Scene &scene) { Entity::TickDraw(seconds, scene); if (m_data->m_tick_in_draw_thread) m_data->Tick(seconds); } void SdlInputData::Tick(float seconds) { #if USE_SDL || USE_OLD_SDL /* Pump all joystick events because no event is coming to us. */ # if SDL_FORCE_POLL_JOYSTICK && !EMSCRIPTEN SDL_JoystickUpdate(); for (int j = 0; j < m_joysticks.Count(); j++) { for (int i = 0; i < SDL_JoystickNumButtons(m_joysticks[j].m1); i++) m_joysticks[j].m2->SetKey(i, SDL_JoystickGetButton(m_joysticks[j].m1, i) != 0); for (int i = 0; i < SDL_JoystickNumAxes(m_joysticks[j].m1); i++) m_joysticks[j].m2->SetAxis(i, (float)SDL_JoystickGetAxis(m_joysticks[j].m1, i) / 32768.f); } # endif m_mouse->SetAxis(4, 0); /* Handle keyboard and WM events */ SDL_Event event; while (SDL_PollEvent(&event)) { switch (event.type) { case SDL_QUIT: Ticker::Shutdown(); break; case SDL_KEYDOWN: case SDL_KEYUP: #if USE_OLD_SDL if (int sc = sdl12_to_scancode(event.key.keysym.sym, event.key.keysym.scancode)) #else if (int sc = event.key.keysym.scancode) #endif m_keyboard->SetKey(sc, event.type == SDL_KEYDOWN); else Log::Error("unknown keypress (sym 0x%02x, scancode %0d)\n", event.key.keysym.sym, event.key.keysym.scancode); break; case SDL_MOUSEBUTTONDOWN: case SDL_MOUSEBUTTONUP: { # if USE_OLD_SDL if (event.button.button != SDL_BUTTON_WHEELUP && event.button.button != SDL_BUTTON_WHEELDOWN) m_mouse->SetKey(event.button.button - 1, event.type == SDL_MOUSEBUTTONDOWN); else m_mouse->SetAxis(4, (event.button.button != SDL_BUTTON_WHEELUP) ? (1) : (-1)); # endif // TODO: mouse wheel as axis break; } # if !SDL_FORCE_POLL_JOYSTICK case SDL_JOYAXISMOTION: m_joysticks[event.jaxis.which].m2->SetAxis(event.jaxis.axis, (float)event.jaxis.value / 32768.f); break; case SDL_JOYBUTTONUP: case SDL_JOYBUTTONDOWN: m_joysticks[event.jbutton.which].m2->SetKey(event.jbutton.button, event.jbutton.state); break; # endif } } /* Handle mouse input */ ivec2 mouse = SdlInputData::GetMousePos(); if (InputDeviceInternal::GetMouseCapture() != m_mousecapture) { m_mousecapture = InputDeviceInternal::GetMouseCapture(); # if USE_SDL SDL_SetRelativeMouseMode(m_mousecapture ? SDL_TRUE : SDL_FALSE); # elif USE_OLD_SDL SDL_WM_GrabInput(m_mousecapture ? SDL_GRAB_ON : SDL_GRAB_OFF); # endif mouse = (ivec2)m_app / 2; SdlInputData::SetMousePos(mouse); //SDL_ShowCursor(m_mousecapture ? SDL_DISABLE : SDL_ENABLE); } if (mouse.x >= 0 && mouse.x < m_app.x && mouse.y >= 0 && mouse.y < m_app.y) { //We need the max if we want coherent mouse speed between axis float max_screen_size = lol::max(m_screen.x, m_screen.y); vec2 vmouse = vec2(mouse); vec2 vprevmouse = vec2(m_prevmouse); m_mouse->SetCursor(0, vmouse / m_app, mouse); // Note: 100.0f is an arbitrary value that makes it feel about the same than an xbox controller joystick m_mouse->SetAxis(0, (mouse.x - vprevmouse.x) * MOUSE_SPEED_MOD / max_screen_size); // Y Axis is also negated to match the usual joystick Y axis (negatives values are for the upper direction) m_mouse->SetAxis(1,-(mouse.y - vprevmouse.y) * MOUSE_SPEED_MOD / max_screen_size); //Pixel movement m_mouse->SetAxis(2, (mouse.x - vprevmouse.x)); m_mouse->SetAxis(3,-(mouse.y - vprevmouse.y)); } //Mouse is focused, Validate the InScreen Key //Hardcoded 3, not very nice. # if !EMSCRIPTEN && USE_OLD_SDL m_mouse->SetKey(3, !!(SDL_GetAppState() & SDL_APPMOUSEFOCUS)); # else // Emscripten doesn't seem to handle SDL_APPMOUSEFOCUS // FIXME: SDL2 doesn't have SDL_APPMOUSEFOCUS either m_mouse->SetKey(3, true); # endif if (m_mousecapture) { mouse = ivec2(m_app * .5f); SdlInputData::SetMousePos(mouse); } m_prevmouse = mouse; #else UNUSED(seconds); #endif //USE_SDL } // NOTE: these two functions are pointless now and could be inlined directly ivec2 SdlInputData::GetMousePos() { ivec2 ret(-1, -1); #if USE_SDL || USE_OLD_SDL # if !EMSCRIPTEN && USE_OLD_SDL if (SDL_GetAppState() & SDL_APPMOUSEFOCUS) # endif { SDL_GetMouseState(&ret.x, &ret.y); ret.y = Video::GetSize().y - 1 - ret.y; } #endif return ret; } void SdlInputData::SetMousePos(ivec2 position) { #if USE_SDL // FIXME: how do I warped mouse? #elif USE_OLD_SDL SDL_WarpMouse((uint16_t)position.x, (uint16_t)position.y); #else UNUSED(position); #endif } } /* namespace lol */