1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619
|
//
// Copyright(C) 1993-1996 Id Software, Inc.
// Copyright(C) 2005-2014 Simon Howard
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// as published by the Free Software Foundation; either version 2
// of the License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// DESCRIPTION:
// SDL implementation of system-specific input interface.
//
#include <string.h>
#include "SDL.h"
#include "SDL_keycode.h"
#include "doomkeys.h"
#include "doomtype.h"
#include "d_event.h"
#include "i_input.h"
#include "i_timer.h" // [crispy]
#include "m_argv.h"
#include "m_config.h"
#include "m_fixed.h" // [crispy]
#include "crispy.h"
static const int scancode_translate_table[] = SCANCODE_TO_KEYS_ARRAY;
// Lookup table for mapping ASCII characters to their equivalent when
// shift is pressed on a US layout keyboard. This is the original table
// as found in the Doom sources, comments and all.
static const char shiftxform[] =
{
0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10,
11, 12, 13, 14, 15, 16, 17, 18, 19, 20,
21, 22, 23, 24, 25, 26, 27, 28, 29, 30,
31, ' ', '!', '"', '#', '$', '%', '&',
'"', // shift-'
'(', ')', '*', '+',
'<', // shift-,
'_', // shift--
'>', // shift-.
'?', // shift-/
')', // shift-0
'!', // shift-1
'@', // shift-2
'#', // shift-3
'$', // shift-4
'%', // shift-5
'^', // shift-6
'&', // shift-7
'*', // shift-8
'(', // shift-9
':',
':', // shift-;
'<',
'+', // shift-=
'>', '?', '@',
'A', 'B', 'C', 'D', 'E', 'F', 'G', 'H', 'I', 'J', 'K', 'L', 'M', 'N',
'O', 'P', 'Q', 'R', 'S', 'T', 'U', 'V', 'W', 'X', 'Y', 'Z',
'[', // shift-[
'!', // shift-backslash - OH MY GOD DOES WATCOM SUCK
']', // shift-]
'"', '_',
'\'', // shift-`
'A', 'B', 'C', 'D', 'E', 'F', 'G', 'H', 'I', 'J', 'K', 'L', 'M', 'N',
'O', 'P', 'Q', 'R', 'S', 'T', 'U', 'V', 'W', 'X', 'Y', 'Z',
'{', '|', '}', '~', 127
};
// If true, I_StartTextInput() has been called, and we are populating
// the data3 field of ev_keydown events.
static boolean text_input_enabled = true;
// Bit mask of mouse button state.
static unsigned int mouse_button_state = 0;
// Disallow mouse and joystick movement to cause forward/backward
// motion. Specified with the '-novert' command line parameter.
// This is an int to allow saving to config file
int novert = 1; // [crispy]
// If true, keyboard mapping is ignored, like in Vanilla Doom.
// The sensible thing to do is to disable this if you have a non-US
// keyboard.
int vanilla_keyboard_mapping = true;
// Mouse acceleration
//
// This emulates some of the behavior of DOS mouse drivers by increasing
// the speed when the mouse is moved fast.
//
// The mouse input values are input directly to the game, but when
// the values exceed the value of mouse_threshold, they are multiplied
// by mouse_acceleration to increase the speed.
float mouse_acceleration = 2.0;
int mouse_threshold = 10;
// [crispy]
float mouse_acceleration_y = 1.0;
int mouse_threshold_y = 0;
int mouse_y_invert = 0;
int runcentering = 1; // [crispy]
// Translates the SDL key to a value of the type found in doomkeys.h
static int TranslateKey(SDL_Keysym *sym)
{
int scancode = sym->scancode;
switch (scancode)
{
case SDL_SCANCODE_LCTRL:
case SDL_SCANCODE_RCTRL:
return KEY_RCTRL;
case SDL_SCANCODE_LSHIFT:
case SDL_SCANCODE_RSHIFT:
return KEY_RSHIFT;
case SDL_SCANCODE_LALT:
return KEY_LALT;
case SDL_SCANCODE_RALT:
return KEY_RALT;
default:
if (scancode >= 0 && scancode < arrlen(scancode_translate_table))
{
return scancode_translate_table[scancode];
}
else
{
return 0;
}
}
}
// Get the localized version of the key press. This takes into account the
// keyboard layout, but does not apply any changes due to modifiers, (eg.
// shift-, alt-, etc.)
static int GetLocalizedKey(SDL_Keysym *sym)
{
// When using Vanilla mapping, we just base everything off the scancode
// and always pretend the user is using a US layout keyboard.
if (vanilla_keyboard_mapping)
{
return TranslateKey(sym);
}
else
{
int result = sym->sym;
if (result < 0 || result >= 128)
{
result = 0;
}
return result;
}
}
// Get the equivalent ASCII (Unicode?) character for a keypress.
static int GetTypedChar(SDL_Keysym *sym)
{
// We only return typed characters when entering text, after
// I_StartTextInput() has been called. Otherwise we return nothing.
if (!text_input_enabled)
{
return 0;
}
// If we're strictly emulating Vanilla, we should always act like
// we're using a US layout keyboard (in ev_keydown, data1=data2).
// Otherwise we should use the native key mapping.
if (vanilla_keyboard_mapping)
{
int result = TranslateKey(sym);
// If shift is held down, apply the original uppercase
// translation table used under DOS.
if ((SDL_GetModState() & KMOD_SHIFT) != 0
&& result >= 0 && result < arrlen(shiftxform))
{
result = shiftxform[result];
}
return result;
}
else
{
SDL_Event next_event;
// Special cases, where we always return a fixed value.
switch (sym->sym)
{
case SDLK_BACKSPACE: return KEY_BACKSPACE;
case SDLK_RETURN: return KEY_ENTER;
default:
break;
}
// The following is a gross hack, but I don't see an easier way
// of doing this within the SDL2 API (in SDL1 it was easier).
// We want to get the fully transformed input character associated
// with this keypress - correct keyboard layout, appropriately
// transformed by any modifier keys, etc. So peek ahead in the SDL
// event queue and see if the key press is immediately followed by
// an SDL_TEXTINPUT event. If it is, it's reasonable to assume the
// key press and the text input are connected. Technically the SDL
// API does not guarantee anything of the sort, but in practice this
// is what happens and I've verified it through manual inspect of
// the SDL source code.
//
// In an ideal world we'd split out ev_keydown into a separate
// ev_textinput event, as SDL2 has done. But this doesn't work
// (I experimented with the idea), because lots of Doom's code is
// based around different responders "eating" events to stop them
// being passed on to another responder. If code is listening for
// a text input, it cannot block the corresponding keydown events
// which can affect other responders.
//
// So we're stuck with this as a rather fragile alternative.
if (SDL_PeepEvents(&next_event, 1, SDL_PEEKEVENT,
SDL_FIRSTEVENT, SDL_LASTEVENT) == 1
&& next_event.type == SDL_TEXTINPUT)
{
// If an SDL_TEXTINPUT event is found, we always assume it
// matches the key press. The input text must be a single
// ASCII character - if it isn't, it's possible the input
// char is a Unicode value instead; better to send a null
// character than the unshifted key.
if (strlen(next_event.text.text) == 1
&& (next_event.text.text[0] & 0x80) == 0)
{
return next_event.text.text[0];
}
}
// Failed to find anything :/
return 0;
}
}
void I_HandleKeyboardEvent(SDL_Event *sdlevent)
{
// XXX: passing pointers to event for access after this function
// has terminated is undefined behaviour
event_t event;
switch (sdlevent->type)
{
case SDL_KEYDOWN:
event.type = ev_keydown;
event.data1 = TranslateKey(&sdlevent->key.keysym);
event.data2 = GetLocalizedKey(&sdlevent->key.keysym);
event.data3 = GetTypedChar(&sdlevent->key.keysym);
if (event.data1 != 0)
{
D_PostEvent(&event);
}
break;
case SDL_KEYUP:
event.type = ev_keyup;
event.data1 = TranslateKey(&sdlevent->key.keysym);
// data2/data3 are initialized to zero for ev_keyup.
// For ev_keydown it's the shifted Unicode character
// that was typed, but if something wants to detect
// key releases it should do so based on data1
// (key ID), not the printable char.
event.data2 = 0;
event.data3 = 0;
if (event.data1 != 0)
{
D_PostEvent(&event);
}
break;
default:
break;
}
}
void I_StartTextInput(int x1, int y1, int x2, int y2)
{
text_input_enabled = true;
if (!vanilla_keyboard_mapping)
{
// SDL2-TODO: SDL_SetTextInputRect(...);
SDL_StartTextInput();
}
}
void I_StopTextInput(void)
{
text_input_enabled = false;
if (!vanilla_keyboard_mapping)
{
SDL_StopTextInput();
}
}
static void UpdateMouseButtonState(unsigned int button, boolean on)
{
static event_t event;
if (button < SDL_BUTTON_LEFT || button > MAX_MOUSE_BUTTONS)
{
return;
}
// Note: button "0" is left, button "1" is right,
// button "2" is middle for Doom. This is different
// to how SDL sees things.
// In the end: Left=0, Right=1, Middle=2,
// WheelUp=3 WheelDown=4, XButton1=5, XButton2=6
switch (button)
{
case SDL_BUTTON_LEFT:
button = 0;
break;
case SDL_BUTTON_RIGHT:
button = 1;
break;
case SDL_BUTTON_MIDDLE:
button = 2;
break;
default:
// SDL buttons are indexed from 1.
// And the wheel is mapped to button 3/4
// So we have to increment 2 and decrement 1 => inc 1.
button++;
break;
}
// Turn bit representing this button on or off.
if (on)
{
mouse_button_state |= (1 << button);
}
else
{
mouse_button_state &= ~(1 << button);
}
// Post an event with the new button state.
event.type = ev_mouse;
event.data1 = mouse_button_state;
event.data2 = event.data3 = 0;
D_PostEvent(&event);
}
static void MapMouseWheelToButtons(SDL_MouseWheelEvent *wheel)
{
// SDL2 distinguishes button events from mouse wheel events.
// We want to treat the mouse wheel as two buttons, as per
// SDL1
static event_t up, down;
int button;
if (wheel->y <= 0)
{ // scroll down
button = 4;
}
else
{ // scroll up
button = 3;
}
// post a button down event
mouse_button_state |= (1 << button);
down.type = ev_mouse;
down.data1 = mouse_button_state;
down.data2 = down.data3 = 0;
D_PostEvent(&down);
// post a button up event
mouse_button_state &= ~(1 << button);
up.type = ev_mouse;
up.data1 = mouse_button_state;
up.data2 = up.data3 = 0;
D_PostEvent(&up);
}
void I_HandleMouseEvent(SDL_Event *sdlevent)
{
switch (sdlevent->type)
{
case SDL_MOUSEBUTTONDOWN:
UpdateMouseButtonState(sdlevent->button.button, true);
break;
case SDL_MOUSEBUTTONUP:
UpdateMouseButtonState(sdlevent->button.button, false);
break;
case SDL_MOUSEWHEEL:
MapMouseWheelToButtons(&(sdlevent->wheel));
break;
default:
break;
}
}
// [crispy] Adjustable mouse accel threshold when running uncapped.
static float x_threshold;
static float y_threshold;
// [crispy] Track the last gametic's worth of mouse movement in ring buffers.
// Each element is a bin for the mouse movement recorded in that millisecond.
// The running total is used to determine if mouse acceleration should be
// applied.
#define MOUSE_BUFFER_SIZE 32
#define MOUSE_BUFFER_DEPTH_MS 28
typedef struct
{
int values[MOUSE_BUFFER_SIZE];
int head;
int tail;
int size;
int total;
} mousebuffer_t;
static mousebuffer_t mousex;
static mousebuffer_t mousey;
static void ResetMouseBuffer(mousebuffer_t *buf)
{
buf->head = buf->tail = buf->size = buf->total = 0;
}
static void UpdateMouseBuffer(mousebuffer_t *buf, int value, int delta_ms)
{
for (int i = 0; i < delta_ms; i++)
{
if (buf->size == MOUSE_BUFFER_DEPTH_MS)
{
buf->tail = (buf->tail + 1) & (MOUSE_BUFFER_SIZE - 1);
buf->total -= buf->values[buf->tail];
}
else
{
buf->size++;
}
buf->head = (buf->head + 1) & (MOUSE_BUFFER_SIZE - 1);
buf->values[buf->head] = 0;
}
buf->total += value;
buf->values[buf->head] += value;
}
static void UpdateMouseAccel(int x, int y)
{
static uint64_t last_read;
const uint64_t current_read = I_GetTimeMS();
uint64_t delta_t;
delta_t = current_read - last_read;
last_read = current_read;
if (!crispy->uncapped)
{
x_threshold = mouse_threshold;
y_threshold = mouse_threshold_y;
mousex.total = x;
mousey.total = y;
}
else if (delta_t > MOUSE_BUFFER_DEPTH_MS)
{
ResetMouseBuffer(&mousex);
ResetMouseBuffer(&mousey);
UpdateMouseBuffer(&mousex, x, 1);
UpdateMouseBuffer(&mousey, y, 1);
x_threshold = mouse_threshold;
y_threshold = mouse_threshold_y;
}
else
{
UpdateMouseBuffer(&mousex, x, delta_t);
UpdateMouseBuffer(&mousey, y, delta_t);
x_threshold = mouse_threshold * delta_t * TICRATE / 1000.0;
y_threshold = mouse_threshold_y * delta_t * TICRATE / 1000.0;
}
}
// [crispy] Change to double
double I_AccelerateMouse(int val)
{
if (val < 0)
return -I_AccelerateMouse(-val);
if (abs(mousex.total) > mouse_threshold)
{
return (val - x_threshold) * mouse_acceleration + x_threshold;
}
else
{
return val;
}
}
// [crispy] Change to double
double I_AccelerateMouseY(int val)
{
if (val < 0)
return -I_AccelerateMouseY(-val);
if (abs(mousey.total) > mouse_threshold_y)
{
return (val - y_threshold) * mouse_acceleration_y + y_threshold;
}
else
{
return val;
}
}
//
// Read the change in mouse state to generate mouse motion events
//
// This is to combine all mouse movement for a tic into one mouse
// motion event.
void I_ReadMouse(void)
{
int x, y;
event_t ev;
SDL_GetRelativeMouseState(&x, &y);
UpdateMouseAccel(x, y); // [crispy]
if (x != 0 || y != 0)
{
ev.type = ev_mouse;
ev.data1 = mouse_button_state;
ev.data2 = x;
if (true || !novert) // [crispy] moved to src/*/g_game.c
{
ev.data3 = -y; // [crispy]
}
else
{
ev.data3 = 0;
}
// XXX: undefined behaviour since event is scoped to
// this function
D_PostEvent(&ev);
}
}
void I_ReadMouseUncapped(void)
{
int x, y;
SDL_GetRelativeMouseState(&x, &y);
UpdateMouseAccel(x, y);
if (x != 0 || y != 0)
{
fastmouse.data2 = x;
if (true || !novert) // [crispy] moved to src/*/g_game.c
{
fastmouse.data3 = -y; // [crispy]
}
else
{
fastmouse.data3 = 0;
}
newfastmouse = true;
}
}
// [crispy]
void I_BindStrifeInputVariables(void)
{
M_BindIntVariable("runcentering", &runcentering);
}
// Bind all variables controlling input options.
void I_BindInputVariables(void)
{
M_BindFloatVariable("mouse_acceleration", &mouse_acceleration);
M_BindIntVariable("mouse_threshold", &mouse_threshold);
M_BindIntVariable("vanilla_keyboard_mapping", &vanilla_keyboard_mapping);
M_BindIntVariable("novert", &novert);
M_BindFloatVariable("mouse_acceleration_y", &mouse_acceleration_y); // [crispy]
M_BindIntVariable("mouse_threshold_y", &mouse_threshold_y); // [crispy]
M_BindIntVariable("mouse_y_invert", &mouse_y_invert); // [crispy]
}
|