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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* 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 3 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.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef BACKEND_EVENTS_SDL_H
#define BACKEND_EVENTS_SDL_H
#include "backends/platform/sdl/sdl-sys.h"
#include "backends/graphics/sdl/sdl-graphics.h"
#include "common/events.h"
// Type names which changed between SDL 1.2 and SDL 2.
#if !SDL_VERSION_ATLEAST(2, 0, 0)
typedef SDLKey SDL_Keycode;
typedef SDLMod SDL_Keymod;
typedef SDL_keysym SDL_Keysym;
#endif
/**
* The SDL event source.
*/
class SdlEventSource : public Common::EventSource {
public:
SdlEventSource();
virtual ~SdlEventSource();
void setGraphicsManager(SdlGraphicsManager *gMan) { _graphicsManager = gMan; }
/**
* Gets and processes SDL events.
*/
virtual bool pollEvent(Common::Event &event);
/**
* Emulates a mouse movement that would normally be caused by a mouse warp
* of the system mouse.
*/
void fakeWarpMouse(const int x, const int y);
/** Returns whether a joystick is currently connected */
bool isJoystickConnected() const;
/** Sets whether a game is currently running */
void setEngineRunning(bool value);
protected:
/** Scroll lock state - since SDL doesn't track it */
bool _scrollLock;
bool _engineRunning;
int _mouseX;
int _mouseY;
/** Joystick */
SDL_Joystick *_joystick;
#if SDL_VERSION_ATLEAST(2, 0, 0)
/** Game controller */
SDL_GameController *_controller;
#endif
/** Last screen id for checking if it was modified */
int _lastScreenID;
/**
* The associated graphics manager.
*/
SdlGraphicsManager *_graphicsManager;
/**
* Search for a game controller db file and load it.
*/
void loadGameControllerMappingFile();
/**
* Open the SDL joystick with the specified index
*
* After this function completes successfully, SDL sends events for the device.
*
* If the joystick is also a SDL game controller, open it as a controller
* so an extended button mapping can be used.
*/
void openJoystick(int joystickIndex);
/**
* Close the currently open joystick if any
*/
void closeJoystick();
/**
* Pre process an event before it is dispatched.
*/
virtual void preprocessEvents(SDL_Event *event) {}
/**
* Dispatchs SDL events for each handler.
*/
virtual bool dispatchSDLEvent(SDL_Event &ev, Common::Event &event);
/** @name Event Handlers
* Handlers for specific SDL events, called by SdlEventSource::dispatchSDLEvent().
* This way, if a managers inherits fromt this SDL events manager, it can
* change the behavior of only a single event, without having to override all
* of SdlEventSource::dispatchSDLEvent().
*/
//@{
virtual bool handleKeyDown(SDL_Event &ev, Common::Event &event);
virtual bool handleKeyUp(SDL_Event &ev, Common::Event &event);
virtual bool handleMouseMotion(SDL_Event &ev, Common::Event &event);
virtual bool handleMouseButtonDown(SDL_Event &ev, Common::Event &event);
virtual bool handleMouseButtonUp(SDL_Event &ev, Common::Event &event);
virtual bool handleSysWMEvent(SDL_Event &ev, Common::Event &event);
virtual int mapSDLJoystickButtonToOSystem(Uint8 sdlButton);
virtual bool handleJoyButtonDown(SDL_Event &ev, Common::Event &event);
virtual bool handleJoyButtonUp(SDL_Event &ev, Common::Event &event);
virtual bool handleJoyAxisMotion(SDL_Event &ev, Common::Event &event);
virtual bool handleJoyHatMotion(SDL_Event &ev, Common::Event &event);
#if SDL_VERSION_ATLEAST(2, 0, 0)
virtual bool handleJoystickAdded(const SDL_JoyDeviceEvent &device, Common::Event &event);
virtual bool handleJoystickRemoved(const SDL_JoyDeviceEvent &device, Common::Event &event);
virtual int mapSDLControllerButtonToOSystem(Uint8 sdlButton);
virtual bool handleControllerButton(const SDL_Event &ev, Common::Event &event, bool buttonUp);
virtual bool handleControllerAxisMotion(const SDL_Event &ev, Common::Event &event);
virtual bool isTouchPortTouchpadMode(SDL_TouchID port);
virtual bool isTouchPortActive(SDL_TouchID port);
virtual Common::Point getTouchscreenSize();
virtual void convertTouchXYToGameXY(float touchX, float touchY, int *gameX, int *gameY);
#endif
//@}
/**
* Assigns the mouse coords to the mouse event. Furthermore notify the
* graphics manager about the position change.
* The parameters relx and rely for relative mouse movement
*/
virtual bool processMouseEvent(Common::Event &event, int x, int y, int relx = 0, int rely = 0);
/**
* Remaps key events. This allows platforms to configure
* their custom keys.
*/
virtual bool remapKey(SDL_Event &ev, Common::Event &event);
/**
* Maps the ASCII value of key
*/
virtual int mapKey(SDL_Keycode key, SDL_Keymod mod, Uint16 unicode);
/**
* Configures the key modifiers flags status
*/
virtual void SDLModToOSystemKeyFlags(SDL_Keymod mod, Common::Event &event);
/**
* Translates SDL key codes to OSystem key codes
*/
Common::KeyCode SDLToOSystemKeycode(const SDL_Keycode key);
/**
* Notify graphics manager of a resize request.
*/
bool handleResizeEvent(Common::Event &event, int w, int h);
/**
* Extracts unicode information for the specific key sym.
* May only be used for key down events.
*/
uint32 obtainUnicode(const SDL_Keysym keySym);
/**
* Extracts the keycode for the specified key sym.
*/
SDL_Keycode obtainKeycode(const SDL_Keysym keySym);
/**
* Whether _fakeMouseMove contains an event we need to send.
*/
bool _queuedFakeMouseMove;
/**
* A fake mouse motion event sent when the graphics manager is told to warp
* the mouse but the system mouse is unable to be warped (e.g. because the
* window is not focused).
*/
Common::Event _fakeMouseMove;
uint8 _lastHatPosition;
#if SDL_VERSION_ATLEAST(2, 0, 0)
/**
* Whether _fakeKeyUp contains an event we need to send.
*/
bool _queuedFakeKeyUp;
/**
* A fake key up event when we receive a TEXTINPUT without any previous
* KEYDOWN event.
*/
Common::Event _fakeKeyUp;
enum {
MAX_NUM_FINGERS = 3, // number of fingers to track per panel
MAX_TAP_TIME = 250, // taps longer than this will not result in mouse click events
MAX_TAP_MOTION_DISTANCE = 10, // max distance finger motion in Vita screen pixels to be considered a tap
SIMULATED_CLICK_DURATION = 50, // time in ms how long simulated mouse clicks should be
FINGER_SUBPIXEL_MULTIPLIER = 16 // multiplier for sub-pixel resolution
};
struct TouchFinger {
int id = -1; // -1: no touch
uint32 timeLastDown = 0;
int lastX = 0; // last known screen coordinates
int lastY = 0; // last known screen coordinates
float lastDownX = 0; // SDL touch coordinates when last pressed down
float lastDownY = 0; // SDL touch coordinates when last pressed down
};
enum DraggingType {
DRAG_NONE = 0,
DRAG_TWO_FINGER,
DRAG_THREE_FINGER,
};
struct TouchPanelState {
TouchFinger _finger[MAX_NUM_FINGERS]; // keep track of finger status
DraggingType _multiFingerDragging = DRAG_NONE; // keep track whether we are currently drag-and-dropping
unsigned int _simulatedClickStartTime[2] = {0, 0}; // initiation time of last simulated left or right click (zero if no click)
int _hiresDX = 0; // keep track of slow, sub-pixel, finger motion across multiple frames
int _hiresDY = 0;
bool _tapMade = false;
};
Common::HashMap<unsigned long, TouchPanelState> _touchPanels;
private:
void preprocessFingerDown(SDL_Event *event);
bool preprocessFingerUp(SDL_Event *event, Common::Event *ev);
void preprocessFingerMotion(SDL_Event *event);
void finishSimulatedMouseClicks(void);
#endif
};
#endif
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