scummvm/backends/events/sdl/sdl-events.h
LMerckx f0dfc19f29 SDL: Allow to load a custom game controller mapping file
And add a specific joystick button to open virtual keyboard
2018-04-04 20:40:16 +02:00

236 lines
6.6 KiB
C++

/* 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 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.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#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"
// multiplier used to increase resolution for keyboard/joystick mouse
#define MULTIPLIER 16
/**
* 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);
/**
* Resets keyboard emulation after a video screen change
*/
virtual void resetKeyboardEmulation(int16 x_max, int16 y_max);
/**
* 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);
protected:
/** @name Keyboard mouse emulation
* Disabled by fingolfin 2004-12-18.
* I am keeping the rest of the code in for now, since the joystick
* code (or rather, "hack") uses it, too.
*/
//@{
struct KbdMouse {
int16 x, y, x_vel, y_vel, x_max, y_max, x_down_count, y_down_count, joy_x, joy_y;
uint32 last_time, delay_time, x_down_time, y_down_time;
bool modifier;
};
KbdMouse _km;
//@}
/** Scroll lock state - since SDL doesn't track it */
bool _scrollLock;
/** 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 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 void updateKbdMouse();
virtual bool handleKbdMouse(Common::Event &event);
#if SDL_VERSION_ATLEAST(2, 0, 0)
virtual bool handleJoystickAdded(const SDL_JoyDeviceEvent &event);
virtual bool handleJoystickRemoved(const SDL_JoyDeviceEvent &device);
virtual bool handleControllerButton(const SDL_Event &ev, Common::Event &event, bool buttonUp);
virtual bool handleControllerAxisMotion(const SDL_Event &ev, Common::Event &event);
#endif
//@}
/**
* Update the virtual mouse according to a joystick or game controller axis position change
*/
virtual bool handleAxisToMouseMotion(int16 xAxis, int16 yAxis);
/**
* Compute the virtual mouse movement speed factor according to the 'kbdmouse_speed' setting.
* The speed factor is scaled with the display size.
*/
int16 computeJoystickMouseSpeedFactor() const;
/**
* Assigns the mouse coords to the mouse event. Furthermore notify the
* graphics manager about the position change.
*/
virtual bool processMouseEvent(Common::Event &event, int x, int y);
/**
* 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(SDLKey key, SDLMod mod, Uint16 unicode);
/**
* Configures the key modifiers flags status
*/
virtual void SDLModToOSystemKeyFlags(SDLMod mod, Common::Event &event);
/**
* Translates SDL key codes to OSystem key codes
*/
Common::KeyCode SDLToOSystemKeycode(const SDLKey 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.
*/
SDLKey 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;
#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;
#endif
};
#endif