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/* Copyright (C) 2002 Andrew Apted <ajapted@users.sourceforge.net> */
/* NetHack may be freely redistributed. See license for details. */
/*
* SDL/GL window port for NetHack & Slash'EM.
*
* Main code for SDL/GL port. Contains the interface table
* (sdlgl_procs) to the main nethack code. Initialises and shuts down
* SDL. Sets up initial GL parameters. Handles events. Also
* contains some miscellaneous utility routines.
*/
#include "hack.h"
#include "dlb.h"
#include "patchlevel.h"
#if defined(GL_GRAPHICS) || defined(SDL_GRAPHICS)
#define WINGL_INTERNAL
#include "winGL.h"
#include <unistd.h>
#include <signal.h>
#include <sys/time.h>
#include <stdarg.h>
#include <string.h>
#include <ctype.h>
int sdlgl_initialized = 0;
/* main sdl surface */
SDL_Surface *sdlgl_surf;
/* whether running in software or hardware mode */
int sdlgl_software = 0;
/* whether running in 3D or 2D mode (GL only) */
int sdlgl_3d = 0;
/* rendering procedures (either GL or software) */
struct rendering_procs sdlgl_rend_procs;
char sdlgl_video_driver[128] = { 0, };
static struct timeval base_time;
static char err_msg_buf[2048];
static int cur_key_sym = SDLK_LAST;
#ifdef GL_GRAPHICS
static void Sdlgl_init_nhwindows_gl(int *argcp, char **argv);
#endif
#ifdef GL3D_GRAPHICS
static void Sdlgl_init_nhwindows_gl3d(int *argcp, char **argv);
#endif
#ifdef SDL_GRAPHICS
static void Sdlgl_init_nhwindows_sdl(int *argcp, char **argv);
#endif
#define SDLGL_WC_FLAGS \
( WC_COLOR | WC_HILITE_PET \
| WC_TILE_HEIGHT \
| WC_FONTSIZ_MAP | WC_FONTSIZ_MENU | WC_FONTSIZ_MESSAGE \
| WC_FONTSIZ_STATUS | WC_FONTSIZ_TEXT \
| WC_ALIGN_MESSAGE | WC_ALIGN_STATUS \
| WC_SCROLL_MARGIN | WC_SPLASH_SCREEN \
| WC_VARY_MSGCOUNT)
/* Interface definition, Hardware version */
#ifdef GL_GRAPHICS
struct window_procs sdlgl_hardw_procs =
{
"GL", SDLGL_WC_FLAGS,
0L,
Sdlgl_init_nhwindows_gl,
Sdlgl_player_selection, Sdlgl_askname,
Sdlgl_get_nh_event,
Sdlgl_exit_nhwindows,
Sdlgl_suspend_nhwindows, Sdlgl_resume_nhwindows,
Sdlgl_create_nhwindow, Sdlgl_clear_nhwindow,
Sdlgl_display_nhwindow, Sdlgl_destroy_nhwindow,
Sdlgl_curs,
Sdlgl_putstr, Sdlgl_display_file,
Sdlgl_start_menu, Sdlgl_add_menu,
Sdlgl_end_menu, Sdlgl_select_menu,
Sdlgl_message_menu,
Sdlgl_update_inventory,
Sdlgl_mark_synch, Sdlgl_wait_synch,
#ifdef CLIPPING
Sdlgl_cliparound,
#endif
#ifdef POSITIONBAR
Sdlgl_update_positionbar,
#endif
Sdlgl_print_glyph,
Sdlgl_raw_print, Sdlgl_raw_print_bold,
Sdlgl_nhgetch, Sdlgl_nh_poskey,
Sdlgl_nhbell, Sdlgl_doprev_message,
Sdlgl_yn_function, Sdlgl_getlin,
Sdlgl_get_ext_cmd,
Sdlgl_number_pad, Sdlgl_delay_output,
#ifdef CHANGE_COLOR
donull, donull,
#endif
Sdlgl_start_screen, Sdlgl_end_screen,
Sdlgl_outrip, Sdlgl_preference_update
};
#endif
/* Interface definition, Real 3D version. Only difference is the name
* field and the init function.
*/
#ifdef GL3D_GRAPHICS
struct window_procs sdlgl_3d_procs =
{
"GL3D", SDLGL_WC_FLAGS,
0L,
Sdlgl_init_nhwindows_gl3d,
Sdlgl_player_selection, Sdlgl_askname,
Sdlgl_get_nh_event,
Sdlgl_exit_nhwindows,
Sdlgl_suspend_nhwindows, Sdlgl_resume_nhwindows,
Sdlgl_create_nhwindow, Sdlgl_clear_nhwindow,
Sdlgl_display_nhwindow, Sdlgl_destroy_nhwindow,
Sdlgl_curs,
Sdlgl_putstr, Sdlgl_display_file,
Sdlgl_start_menu, Sdlgl_add_menu,
Sdlgl_end_menu, Sdlgl_select_menu,
Sdlgl_message_menu,
Sdlgl_update_inventory,
Sdlgl_mark_synch, Sdlgl_wait_synch,
#ifdef CLIPPING
Sdlgl_cliparound,
#endif
#ifdef POSITIONBAR
Sdlgl_update_positionbar,
#endif
Sdlgl_print_glyph,
Sdlgl_raw_print, Sdlgl_raw_print_bold,
Sdlgl_nhgetch, Sdlgl_nh_poskey,
Sdlgl_nhbell, Sdlgl_doprev_message,
Sdlgl_yn_function, Sdlgl_getlin,
Sdlgl_get_ext_cmd,
Sdlgl_number_pad, Sdlgl_delay_output,
#ifdef CHANGE_COLOR
donull, donull,
#endif
Sdlgl_start_screen, Sdlgl_end_screen,
Sdlgl_outrip, Sdlgl_preference_update
};
#endif
/* Interface definition, Software version. Only difference is the name
* field and the init function.
*/
#ifdef SDL_GRAPHICS
struct window_procs sdlgl_softw_procs =
{
"SDL", SDLGL_WC_FLAGS,
0L,
Sdlgl_init_nhwindows_sdl,
Sdlgl_player_selection, Sdlgl_askname,
Sdlgl_get_nh_event,
Sdlgl_exit_nhwindows,
Sdlgl_suspend_nhwindows, Sdlgl_resume_nhwindows,
Sdlgl_create_nhwindow, Sdlgl_clear_nhwindow,
Sdlgl_display_nhwindow, Sdlgl_destroy_nhwindow,
Sdlgl_curs,
Sdlgl_putstr, Sdlgl_display_file,
Sdlgl_start_menu, Sdlgl_add_menu,
Sdlgl_end_menu, Sdlgl_select_menu,
Sdlgl_message_menu,
Sdlgl_update_inventory,
Sdlgl_mark_synch, Sdlgl_wait_synch,
#ifdef CLIPPING
Sdlgl_cliparound,
#endif
#ifdef POSITIONBAR
Sdlgl_update_positionbar,
#endif
Sdlgl_print_glyph,
Sdlgl_raw_print, Sdlgl_raw_print_bold,
Sdlgl_nhgetch, Sdlgl_nh_poskey,
Sdlgl_nhbell, Sdlgl_doprev_message,
Sdlgl_yn_function, Sdlgl_getlin,
Sdlgl_get_ext_cmd,
Sdlgl_number_pad, Sdlgl_delay_output,
#ifdef CHANGE_COLOR
donull, donull,
#endif
Sdlgl_start_screen, Sdlgl_end_screen,
Sdlgl_outrip, Sdlgl_preference_update
};
#endif
/* Display a warning/error. These should have a trailing \n (unlike
* the raw_print routines, see below).
*/
void sdlgl_warning(const char *str, ...)
{
va_list argptr;
err_msg_buf[sizeof(err_msg_buf) - 1] = 0;
va_start(argptr, str);
vsprintf(err_msg_buf, str, argptr);
va_end(argptr);
/* overflow ? */
assert(err_msg_buf[sizeof(err_msg_buf) - 1] == 0);
fprintf(stderr, "-- " SDLGL_PROGRAM ": %s", err_msg_buf);
}
void sdlgl_error(const char *str, ...)
{
if (str[0])
{
va_list argptr;
err_msg_buf[sizeof(err_msg_buf) - 1] = 0;
va_start(argptr, str);
vsprintf(err_msg_buf, str, argptr);
va_end(argptr);
/* overflow ? */
assert(err_msg_buf[sizeof(err_msg_buf) - 1] == 0);
fprintf(stderr, "** " SDLGL_PROGRAM ": %s", err_msg_buf);
}
clearlocks();
Sdlgl_exit_nhwindows("");
terminate(EXIT_SUCCESS);
/* NOT REACHED */
}
void sdlgl_hangup(const char *str, ...)
{
if (str[0])
{
va_list argptr;
err_msg_buf[sizeof(err_msg_buf) - 1] = 0;
va_start(argptr, str);
vsprintf(err_msg_buf, str, argptr);
va_end(argptr);
/* overflow ? */
assert(err_msg_buf[sizeof(err_msg_buf) - 1] == 0);
fprintf(stderr, "!! " SDLGL_PROGRAM ": %s", err_msg_buf);
}
hangup(1);
/* NOT REACHED */
clearlocks();
Sdlgl_exit_nhwindows("");
terminate(EXIT_SUCCESS);
/* NOT REACHED -- AGAIN! */
}
void Sdlgl_nhbell(void)
{
/* does nothing */
}
void Sdlgl_number_pad(int state)
{
/* does nothing */
}
/* time utilities. sdlgl_get_time() returns milliseconds since
* some epoch (e.g. since the program started). sdlgl_sleep() will
* delay for a given number of milliseconds (exact amount not
* guaranteed -- may be longer due to process switches, etc).
*/
static void sdlgl_init_time(void)
{
gettimeofday(&base_time, NULL);
}
int sdlgl_get_time(void)
{
int secs, millis;
struct timeval tv;
gettimeofday(&tv, NULL);
secs = tv.tv_sec - base_time.tv_sec;
millis = (tv.tv_usec - base_time.tv_usec) / 1000;
/* fix for any "time going backwards" kernel bug */
if (secs < 0 || (secs == 0 && millis < 0))
return 0;
return secs * 1000 + millis;
}
void sdlgl_sleep(int millis)
{
if (millis > 0)
usleep(millis * 1000);
}
void Sdlgl_delay_output(void)
{
/* delay 50 ms */
sdlgl_sleep(50);
}
static int choose_best_video_mode(SDL_Rect **modes)
{
int i;
int best = -1;
int best_dist = 999999999;
for (i=0; modes[i]; i++)
{
int w = modes[i]->w;
int h = modes[i]->h;
int dist, dw, dh;
if (w < MIN_SDLGL_WIDTH || h < MIN_SDLGL_HEIGHT)
continue;
if (w > MAX_SDLGL_WIDTH || h > MAX_SDLGL_HEIGHT)
continue;
dw = abs(w - DEF_SDLGL_WIDTH);
dh = abs(h - DEF_SDLGL_HEIGHT);
/* modes smaller than 800x600 are a bit uncomfortable when using
* the 32x32 or isometric tilesets. Hence we add this penalty.
*/
if (iflags.wc_tile_height > 16)
{
if (w < 800) dw = dw * 3 / 2;
if (h < 600) dh = dh * 3 / 2;
}
dist = dw * dw + dh * dh;
if (dist < best_dist)
{
best = i;
best_dist = dist;
}
}
return best;
}
static void detect_video_modes(void)
{
const SDL_VideoInfo *info;
SDL_Rect **modes;
int got_depth = 0;
int got_width = 0;
int got_height = 0;
int flags = SDL_FULLSCREEN;
if (! sdlgl_software)
flags |= SDL_OPENGL | SDL_DOUBLEBUF;
if (sdlgl_depth == 8 && ! sdlgl_windowed)
flags |= SDL_HWPALETTE;
/* get name of video driver */
if (SDL_VideoDriverName(sdlgl_video_driver,
sizeof(sdlgl_video_driver)) == NULL)
{
strcpy(sdlgl_video_driver, "unknown");
}
info = SDL_GetVideoInfo();
assert(info && info->vfmt);
/* --- Autodetect the video depth --- */
if (sdlgl_depth == 0)
{
got_depth = info->vfmt->BitsPerPixel;
switch (got_depth)
{
case 8: case 15: case 16: case 24: case 32:
sdlgl_warning("Autodetected video depth: %d bits per pixel.\n",
got_depth);
break;
default:
sdlgl_warning("Strange autodetected video depth: %d\n", got_depth);
got_depth = (got_depth < 12) ? 8 :
(got_depth < 23) ? 16 : 32;
sdlgl_warning("Trying %d instead...\n", got_depth);
break;
}
assert(got_depth > 0);
sdlgl_depth = got_depth;
}
/* --- Autodetect video mode --- */
if (sdlgl_width == 0)
{
modes = SDL_ListModes(NULL, flags);
if (modes == (SDL_Rect **)0 || modes == (SDL_Rect **)-1)
{
got_width = DEF_SDLGL_WIDTH;
got_height = DEF_SDLGL_HEIGHT;
sdlgl_warning("Couldn't autodetect video mode.\n");
sdlgl_warning("Trying %dx%d...\n", got_width, got_height);
}
else
{
int count, best;
for (count = 0; modes[count]; count++)
{ /* nothing needed */ }
if (count == 1)
{
got_width = modes[0]->w;
got_height = modes[0]->h;
sdlgl_warning("Autodetected video mode: %dx%d\n",
got_width, got_height);
}
else
{
/* there is more than one available. This probably doesn't
* happen under X11, but may happen on other video targets.
* We need to pick just one. Algorithm: first eliminate modes
* that are too big or too small, then pick the one closest to
* the default video mode.
*/
sdlgl_warning("Autodetected %d different video modes.\n", count);
best = choose_best_video_mode(modes);
assert(best < count);
if (best >= 0)
{
got_width = modes[best]->w;
got_height = modes[best]->h;
sdlgl_warning("Selected %dx%d...\n",
got_width, got_height);
}
else
{
got_width = DEF_SDLGL_WIDTH;
got_height = DEF_SDLGL_HEIGHT;
sdlgl_warning("All modes were either too small or too big !\n");
sdlgl_warning("Trying %dx%d instead...\n",
got_width, got_height);
}
}
}
assert(got_width > 0 && got_height > 0);
sdlgl_width = got_width;
sdlgl_height = got_height;
if (sdlgl_windowed)
{
/* make room for titlebar and borders */
sdlgl_width -= 20;
sdlgl_height -= 60;
}
}
}
static void sdlgl_do_init_nhwindows(int *argcp, char **argv)
{
Uint32 flags;
CO = 80;
LI = 25;
/* handle arguments */
sdlgl_parse_cmdline_options(argcp, argv);
sdlgl_validate_wincap_options();
sdlgl_validate_gl_options();
/* --------- SDL ----------- */
if (SDL_Init(SDL_INIT_VIDEO) < 0)
sdlgl_error("Failed to initialise the SDL library.\n");
detect_video_modes();
flags = 0;
if (sdlgl_software)
{
flags |= SDL_SWSURFACE;
if (sdlgl_depth == 8 && ! sdlgl_windowed)
flags |= SDL_HWPALETTE;
}
else
{
flags |= SDL_OPENGL;
flags |= SDL_DOUBLEBUF; /* needed ?? */
switch (sdlgl_depth)
{
case 15:
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 5);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
break;
case 16:
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 6);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
break;
case 24:
case 32:
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
break;
}
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, sdlgl_3d ? 16 : 0);
SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 0);
}
if (! sdlgl_windowed)
flags |= SDL_FULLSCREEN;
sdlgl_surf = SDL_SetVideoMode(sdlgl_width, sdlgl_height, sdlgl_depth, flags);
if (sdlgl_surf == NULL)
{
SDL_Quit();
sdlgl_warning("Failed to set SDL/GL video mode %dx%d (%d bit, %s)\n",
sdlgl_width, sdlgl_height, sdlgl_depth,
sdlgl_windowed ? "windowed" : "fullscreen");
sdlgl_error("Please try a different mode or depth (see --help).\n");
}
SDL_EnableUNICODE(1);
SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL);
SDL_WM_SetCaption(SDLGL_PROGRAM, SDLGL_ICON);
/* move the mouse pointer out of the way */
if (sdlgl_3d)
SDL_WarpMouse(sdlgl_width / 3, sdlgl_height / 3);
else
SDL_WarpMouse(sdlgl_width - 32, sdlgl_height - 32);
sdlgl_init_time();
sdlgl_generate_gamma_table();
sdlgl_rend_startup();
sdlgl_tile_startup();
sdlgl_font_startup();
sdlgl_init_mouse_cursors();
/* show the logo & copyright */
if (iflags.wc_splash_screen)
{
sdlgl_start_logo();
while (! sdlgl_iterate_logo())
continue;
}
sdlgl_tile_load_rest();
sdlgl_emul_startup();
sdlgl_win_startup();
sdlgl_initialized = 1;
}
#ifdef GL_GRAPHICS
void Sdlgl_init_nhwindows_gl(int *argcp, char **argv)
{
sdlgl_software = 0;
sdlgl_3d = 0;
sdlgl_rend_procs = sdlgl_hardw_rend_procs;
sdlgl_do_init_nhwindows(argcp, argv);
}
#endif
#ifdef GL3D_GRAPHICS
void Sdlgl_init_nhwindows_gl3d(int *argcp, char **argv)
{
sdlgl_software = 0;
sdlgl_3d = 1;
/* There is no 3d-specific rendering procs, as the 2d stuff is still
* required to draw all the text windows. We just have check the
* `sdlgl_3d' variable at various places (especially when drawing
* the map window).
*/
sdlgl_rend_procs = sdlgl_hardw_rend_procs;
sdlgl_do_init_nhwindows(argcp, argv);
}
#endif
#ifdef SDL_GRAPHICS
void Sdlgl_init_nhwindows_sdl(int *argcp, char **argv)
{
sdlgl_software = 1;
sdlgl_3d = 0;
sdlgl_rend_procs = sdlgl_softw_rend_procs;
sdlgl_do_init_nhwindows(argcp, argv);
}
#endif
void Sdlgl_exit_nhwindows(const char *str)
{
if (str && str[0])
Sdlgl_raw_print_bold(str);
if (! sdlgl_initialized)
return;
sdlgl_initialized = 0;
sdlgl_free_mouse_cursors();
sdlgl_win_shutdown();
sdlgl_emul_shutdown();
sdlgl_font_shutdown();
sdlgl_tile_shutdown();
sdlgl_rend_shutdown();
SDL_Quit();
}
void Sdlgl_suspend_nhwindows(const char *str)
{
/* does nothing */
}
void Sdlgl_resume_nhwindows(void)
{
/* does nothing */
}
void Sdlgl_get_nh_event(void)
{
/* does nothing */
}
void Sdlgl_update_inventory()
{
/* does nothing */
}
void Sdlgl_mark_synch()
{
/* does nothing */
}
void Sdlgl_wait_synch()
{
/* Unfortunately, this routine may be called before we are
* initialized...
*/
if (! sdlgl_initialized)
{
sdlgl_sleep(1000);
return;
}
sdlgl_flush();
}
/* These raw_print routines don't need a trailing \n.
*/
void Sdlgl_raw_print(const char *str)
{
fprintf(stderr, "%s\n", str);
}
void Sdlgl_raw_print_bold(const char *str)
{
Sdlgl_raw_print(str);
}
static int convert_keysym(int sym, int unicode, int mod)
{
int shift = mod & KMOD_SHIFT;
int ctrl = mod & KMOD_CTRL;
int alt = mod & KMOD_ALT;
(void) ctrl;
/* CTRL + letter ? */
if (0x01 <= unicode && unicode <= 0x1F)
return unicode;
/* is it printable ASCII ? */
if (0x20 <= unicode && unicode <= 0x7E)
{
/* ALT + letter ? */
if (letter(unicode) && alt)
return M(unicode);
return unicode;
}
switch (sym)
{
/* standard control keys */
case SDLK_BACKSPACE: return '\b';
case SDLK_RETURN: return '\n';
case SDLK_ESCAPE: return '\033';
case SDLK_TAB: return '\t';
/* cursor keys & keypad */
case SDLK_UP:
return iflags.num_pad ? '8' : shift ? 'K' : 'k';
case SDLK_DOWN:
return iflags.num_pad ? '2' : shift ? 'J' : 'j';
case SDLK_LEFT:
return iflags.num_pad ? '4' : shift ? 'H' : 'h';
case SDLK_RIGHT:
return iflags.num_pad ? '6' : shift ? 'L' : 'l';
/* -AJA- no special handling for numeric keypad, always return
* digits, and let the main code handle any conversion to
* movement via the "number_pad" option.
*/
case SDLK_KP0: return '0';
case SDLK_KP1: return '1';
case SDLK_KP2: return '2';
case SDLK_KP3: return '3';
case SDLK_KP4: return '4';
case SDLK_KP5: return '5';
case SDLK_KP6: return '6';
case SDLK_KP7: return '7';
case SDLK_KP8: return '8';
case SDLK_KP9: return '9';
case SDLK_PERIOD: return '.';
/* stuff we should ignore */
case SDLK_RSHIFT: case SDLK_LSHIFT:
case SDLK_RCTRL: case SDLK_LCTRL:
case SDLK_RALT: case SDLK_LALT:
case SDLK_RMETA: case SDLK_LMETA:
case SDLK_LSUPER: case SDLK_RSUPER:
case SDLK_MODE: case SDLK_COMPOSE:
return 0;
default:
break;
}
#if 0
raw_printf("convert_keysym: UNKNOWN SDL KEY %d", sym);
#endif
/* unknown key */
return 0;
}
/* main internal key/mouse routine.
*/
int sdlgl_get_poskey(int flags, int *x, int *y, int *mod)
{
SDL_Event ev;
for (;;)
{
if (SDL_PollEvent(&ev) == 0)
{
/* wait for input to come */
if (sdlgl_3d)
{
sdlgl_sleep(10);
sdlgl_flush();
continue;
}
sdlgl_sleep(40);
continue;
}
switch (ev.type)
{
case SDL_KEYDOWN:
{
int sym = ev.key.keysym.sym;
int unicode = ev.key.keysym.unicode;
int mod = ev.key.keysym.mod;
int repeat = 0;
int key;
/* check for auto-repeat */
if (cur_key_sym == sym)
repeat = 1;
else
cur_key_sym = sym;
if (repeat && sdlgl_key_repeat == 0)
break;
sdlgl_update_mouse_location(0);
/* we eat some keys for our own purposes, like zooming the map
* in/out or scrolling through text or menu windows.
*/
if (sdlgl_internal_key_handler(&ev.key.keysym, repeat))
break;
if (repeat && sdlgl_key_repeat == 1 &&
! (flags & POSKEY_ALLOW_REPEAT) && ! sdlgl_cursor_visible())
{
break;
}
key = convert_keysym(sym, unicode, mod);
if (key == 0)
break;
if (sdlgl_alt_prev)
{
/* handle alternate scrollback mode. When ^P is pressed and
* the scrollback window is mapped, we simply update it here
* (rather than pass the ^P to the main NetHack code). When
* some other key is pressed, we remove the scrollback win.
*/
struct TextWindow *win = 0;
if (WIN_MESSAGE != WIN_ERR)
win = text_wins[WIN_MESSAGE];
if (key != C('p') && key != C('o') && key != C('n'))
{
sdlgl_remove_scrollback();
}
else if (win && win->scrollback_pos > 0)
{
sdlgl_adjust_scrollback(win, (key == 16) ? +1 : -1);
continue;
}
}
/* -AJA- filter out ^Z -- causes an apparent lock-up when in
* fullscreen mode (ugh).
*/
if (key != C('z'))
return key;
break;
}
case SDL_KEYUP:
cur_key_sym = SDLK_LAST;
sdlgl_update_mouse_location(0);
break;
case SDL_QUIT:
sdlgl_hangup("Received QUIT signal from SDL.\n");
break;
case SDL_MOUSEMOTION:
sdlgl_internal_motion_handler(&ev.motion);
break;
case SDL_MOUSEBUTTONDOWN:
{
int window;
if (sdlgl_internal_button_handler(&ev.button))
break;
switch (ev.button.button)
{
case SDL_BUTTON_LEFT:
*mod = CLICK_1;
break;
case SDL_BUTTON_MIDDLE:
case SDL_BUTTON_RIGHT:
*mod = CLICK_2;
break;
default:
continue;
}
*x = ev.button.x;
*y = ev.button.y;
if (sdlgl_top_win != WIN_ERR)
window = sdlgl_top_win;
else
window = sdlgl_map_win;
if (! sdlgl_find_click(window, x, y))
continue;
/* return the mouse click */
return 0;
}
case SDL_ACTIVEEVENT:
if (ev.active.gain)
{
sdlgl_update_mouse_location(0);
sdlgl_flush();
}
else
{
sdlgl_update_mouse_location(1);
}
break;
#if (SDL_MAJOR_VERSION * 100 + SDL_MINOR_VERSION) >= 102
/* only exists in SDL 1.2 and higher */
case SDL_VIDEOEXPOSE:
sdlgl_flush();
break;
#endif
default:
break;
}
}
/* not actually reached */
return -1;
}
int sdlgl_get_key(int flags)
{
int x, y, mod;
for (;;)
{
int key = sdlgl_get_poskey(flags, &x, &y, &mod);
/* just ignore any mouse events */
if (key)
return key;
}
}
int Sdlgl_nhgetch(void)
{
/* update status bar */
{
sdlgl_update_status(1);
if (WIN_STATUS != WIN_ERR && text_wins[WIN_STATUS] != NULL)
sdlgl_write_status(text_wins[WIN_STATUS]);
}
/* reset the skipping of [MORE] prompts (a bit paranoid, as
* Sdlgl_clear_window() also resets it and that should handle most
* cases).
*/
if (text_wins[WIN_MESSAGE] != NULL)
{
text_wins[WIN_MESSAGE]->more_escaped = 0;
}
/* we rely on this flush in many places */
sdlgl_flush();
return sdlgl_get_key(POSKEY_DO_SCROLLBACK);
}
/*
* return a key, or 0, in which case a mouse button was pressed
* mouse events should be returned as character postitions in the map
* window.
*/
int Sdlgl_nh_poskey(int *x, int *y, int *mod)
{
/* update status bar */
{
sdlgl_update_status(1);
if (WIN_STATUS != WIN_ERR && text_wins[WIN_STATUS] != NULL)
sdlgl_write_status(text_wins[WIN_STATUS]);
}
/* reset the skipping of [MORE] prompts */
if (text_wins[WIN_MESSAGE] != NULL)
{
text_wins[WIN_MESSAGE]->more_escaped = 0;
}
/* we rely on this flush in many places */
sdlgl_flush();
return sdlgl_get_poskey(POSKEY_DO_SCROLLBACK, x, y, mod);
}
#endif /* GL_GRAPHICS */
/*gl_main.c*/
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