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#include "input/nebu_input_system.h"
#include "input/nebu_system_keynames.h"
#include "base/nebu_system.h"
#include "scripting/nebu_scripting.h"
#include "SDL.h"
#include <stdlib.h>
static float joystick_threshold = 0;
void SystemGrabInput() {
SDL_WM_GrabInput(SDL_GRAB_ON);
}
void SystemUngrabInput() {
SDL_WM_GrabInput(SDL_GRAB_OFF);
}
void SystemWarpPointer(int x, int y) {
SDL_WarpMouse(x, y);
}
void SystemHidePointer() {
SDL_ShowCursor(SDL_DISABLE);
}
void SystemUnhidePointer() {
SDL_ShowCursor(SDL_ENABLE);
}
void SystemMouse(int buttons, int state, int x, int y) {
if(current)
if(current->mouse != NULL)
current->mouse(buttons, state, x, y);
}
void SystemMouseMotion(int x, int y) {
if(current)
if(current->mouseMotion != NULL)
current->mouseMotion(x, y);
}
extern char* SystemGetKeyName(int key) {
if(key < SYSTEM_CUSTOM_KEYS)
return SDL_GetKeyName(key);
else {
int i;
for(i = 0; i < CUSTOM_KEY_COUNT; i++) {
if(custom_keys.key[i].key == key)
return custom_keys.key[i].name;
}
return "unknown custom key";
}
}
void SystemHandleInput(SDL_Event *event) {
char *keyname;
int key, state;
// int skip_axis_event = 0;
static int joy_axis_state[2] = { 0, 0 };
static int joy_lastaxis[2] = { 0, 0 };
switch(event->type) {
case SDL_KEYDOWN:
case SDL_KEYUP:
if(event->type == SDL_KEYDOWN) {
state = SYSTEM_KEYSTATE_DOWN;
} else {
state = SYSTEM_KEYSTATE_UP;
}
keyname = SDL_GetKeyName(event->key.keysym.sym);
key = 0;
switch(event->key.keysym.sym) {
case SDLK_SPACE: key = ' '; break;
case SDLK_ESCAPE: key = 27; break;
case SDLK_RETURN: key = 13; break;
default:
if(keyname[1] == 0) key = keyname[0];
break;
}
/* check: is that translation necessary? */
if(key)
current->keyboard(state, key, 0, 0);
else
current->keyboard(state, event->key.keysym.sym, 0, 0);
break;
case SDL_JOYAXISMOTION:
if( abs(event->jaxis.value) <= joystick_threshold * SYSTEM_JOY_AXIS_MAX) {
// axis returned to origin, only generate event if it was set before
if(joy_axis_state[event->jaxis.which] & (1 << event->jaxis.axis)) {
joy_axis_state[event->jaxis.which] &= ~
(1 << event->jaxis.axis); // clear axis
key = SYSTEM_JOY_LEFT + event->jaxis.which * SYSTEM_JOY_OFFSET;
if(event->jaxis.axis == 1) {
key += 2;
}
if(joy_lastaxis[event->jaxis.which] & (1 << event->jaxis.axis)) {
key++;
}
current->keyboard(SYSTEM_KEYSTATE_UP, key, 0, 0);
} else {
// do nothing
}
} else {
// axis set, only generate event if it wasn't set before
if(! (joy_axis_state[event->jaxis.which] & (1 << event->jaxis.axis)) ) {
joy_axis_state[event->jaxis.which] |= (1 << event->jaxis.axis);
key = SYSTEM_JOY_LEFT + event->jaxis.which * SYSTEM_JOY_OFFSET;
if(event->jaxis.axis == 1) {
key += 2;
}
if(event->jaxis.value > 0) {
key++;
joy_lastaxis[event->jaxis.which] |= (1 << event->jaxis.axis);
} else {
joy_lastaxis[event->jaxis.which] &= ~(1 << event->jaxis.axis);
}
current->keyboard(SYSTEM_KEYSTATE_DOWN, key, 0, 0);
} else {
// do nothing
}
}
break;
#if 0
if (abs(event->jaxis.value) <= joystick_threshold * SYSTEM_JOY_AXIS_MAX) {
skip_axis_event &= ~(1 << event->jaxis.axis);
break;
}
if(skip_axis_event & (1 << event->jaxis.axis))
break;
skip_axis_event |= 1 << event->jaxis.axis;
key = SYSTEM_JOY_LEFT + event->jaxis.which * SYSTEM_JOY_OFFSET;
if(event->jaxis.axis == 1)
key += 2;
if(event->jaxis.value > 0)
key++;
current->keyboard(SYSTEM_KEYSTATE_DOWN, key, 0, 0);
break;
#endif
case SDL_JOYBUTTONDOWN:
case SDL_JOYBUTTONUP:
if(event->type == SDL_JOYBUTTONDOWN)
state = SYSTEM_KEYSTATE_DOWN;
else
state = SYSTEM_KEYSTATE_UP;
key = SYSTEM_JOY_BUTTON_0 + event->jbutton.button +
SYSTEM_JOY_OFFSET * event->jbutton.which;
current->keyboard(state, key, 0, 0);
break;
case SDL_MOUSEBUTTONDOWN:
case SDL_MOUSEBUTTONUP:
SystemMouse(event->button.button, event->button.state,
event->button.x, event->button.y);
break;
case SDL_MOUSEMOTION:
SystemMouseMotion(event->motion.x, event->motion.y);
break;
}
}
void SystemSetJoyThreshold(float f) {
joystick_threshold = f;
}
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