// // Lol Engine // // Copyright: (c) 2010-2014 Sam Hocevar // 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 #if USE_SDL # if HAVE_SDL_SDL_H # include # else # include # 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 { /* * SDL Input implementation class */ class SdlInputData { friend class SdlInput; private: void Tick(float seconds); static ivec2 GetMousePos(); static void SetMousePos(ivec2 position); #if USE_SDL 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) { } array m_joysticks; InputDeviceInternal* m_mouse; InputDeviceInternal* m_keyboard; ivec2 m_prevmouse; vec2 m_app; vec2 m_screen; bool m_mousecapture; #endif // USE_SDL }; /* * Public SdlInput class */ SdlInput::SdlInput(int app_w, int app_h, int screen_w, int screen_h) #if USE_SDL : m_data(new SdlInputData(app_w, app_h, screen_w, screen_h)) #endif //USE_SDL { #if USE_SDL && !USE_SDL2 /* Enable Unicode translation of keyboard events */ SDL_EnableUNICODE(1); #endif #if USE_SDL SDL_Init(SDL_INIT_TIMER | SDL_INIT_JOYSTICK); m_data->m_keyboard = InputDeviceInternal::CreateStandardKeyboard(); m_data->m_mouse = InputDeviceInternal::CreateStandardMouse(); # 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_SDL2 char const *name = SDL_JoystickName(sdlstick); # else 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 #else UNUSED(app_w, app_h, screen_w, screen_h); #endif //USE_SDL m_gamegroup = GAMEGROUP_BEFORE; } SdlInput::~SdlInput() { #if USE_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 !_WIN32 m_data->Tick(seconds); #endif } void SdlInput::TickDraw(float seconds, Scene &scene) { Entity::TickDraw(seconds, scene); #if _WIN32 m_data->Tick(seconds); #endif //_WIN32 } void SdlInputData::Tick(float seconds) { #if USE_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; #if 0 case SDL_KEYDOWN: if (event.key.keysym.unicode) fprintf(stderr, "%c (0x%04X)\n", event.key.keysym.unicode, event.key.keysym.unicode); break; #endif case SDL_MOUSEBUTTONDOWN: case SDL_MOUSEBUTTONUP: { # if !USE_SDL2 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_SDL2 SDL_SetRelativeMouseMode(m_mousecapture ? SDL_TRUE : SDL_FALSE); # else 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_SDL2 m_mouse->SetKey(3, !!(SDL_GetAppState() & SDL_APPMOUSEFOCUS)); #else // Emscripten doesn't seem to handle SDL_APPMOUSEFOCUS // 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; # if USE_SDL2 Uint8 const *sdlstate = SDL_GetKeyboardState(nullptr); # else Uint8 *sdlstate = SDL_GetKeyState(nullptr); # endif int keyindex = 0; # define KEY_FUNC(name, index) \ m_keyboard->SetKey(keyindex++, sdlstate[index] != 0); /* FIXME: we ignore SDLK_WORLD_0, which means our list of * keys and SDL's list of keys could be out of sync. */ # include "input/keys.h" # undef KEY_FUNC #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 # if !EMSCRIPTEN && !USE_SDL2 if (SDL_GetAppState() & SDL_APPMOUSEFOCUS) # endif { SDL_GetMouseState(&ret.x, &ret.y); ret.y = Video::GetSize().y - 1 - ret.y; } #endif //USE_SDL return ret; } void SdlInputData::SetMousePos(ivec2 position) { #if USE_SDL2 // FIXME: how do I warped mouse? #elif USE_SDL SDL_WarpMouse((uint16_t)position.x, (uint16_t)position.y); #else UNUSED(position); #endif //USE_SDL } } /* namespace lol */