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https://github.com/libretro/scummvm.git
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236 lines
6.6 KiB
C++
236 lines
6.6 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#ifndef BACKEND_EVENTS_SDL_H
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#define BACKEND_EVENTS_SDL_H
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#include "backends/platform/sdl/sdl-sys.h"
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#include "backends/graphics/sdl/sdl-graphics.h"
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#include "common/events.h"
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// multiplier used to increase resolution for keyboard/joystick mouse
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#define MULTIPLIER 16
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/**
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* The SDL event source.
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*/
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class SdlEventSource : public Common::EventSource {
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public:
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SdlEventSource();
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virtual ~SdlEventSource();
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void setGraphicsManager(SdlGraphicsManager *gMan) { _graphicsManager = gMan; }
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/**
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* Gets and processes SDL events.
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*/
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virtual bool pollEvent(Common::Event &event);
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/**
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* Resets keyboard emulation after a video screen change
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*/
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virtual void resetKeyboardEmulation(int16 x_max, int16 y_max);
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/**
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* Emulates a mouse movement that would normally be caused by a mouse warp
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* of the system mouse.
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*/
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void fakeWarpMouse(const int x, const int y);
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protected:
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/** @name Keyboard mouse emulation
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* Disabled by fingolfin 2004-12-18.
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* I am keeping the rest of the code in for now, since the joystick
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* code (or rather, "hack") uses it, too.
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*/
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//@{
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struct KbdMouse {
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int16 x, y, x_vel, y_vel, x_max, y_max, x_down_count, y_down_count, joy_x, joy_y;
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uint32 last_time, delay_time, x_down_time, y_down_time;
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bool modifier;
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};
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KbdMouse _km;
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//@}
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/** Scroll lock state - since SDL doesn't track it */
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bool _scrollLock;
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/** Joystick */
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SDL_Joystick *_joystick;
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#if SDL_VERSION_ATLEAST(2, 0, 0)
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/** Game controller */
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SDL_GameController *_controller;
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#endif
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/** Last screen id for checking if it was modified */
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int _lastScreenID;
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/**
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* The associated graphics manager.
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*/
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SdlGraphicsManager *_graphicsManager;
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/**
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* Search for a game controller db file and load it.
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*/
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void loadGameControllerMappingFile();
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/**
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* Open the SDL joystick with the specified index
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*
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* After this function completes successfully, SDL sends events for the device.
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*
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* If the joystick is also a SDL game controller, open it as a controller
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* so an extended button mapping can be used.
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*/
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void openJoystick(int joystickIndex);
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/**
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* Close the currently open joystick if any
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*/
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void closeJoystick();
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/**
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* Pre process an event before it is dispatched.
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*/
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virtual void preprocessEvents(SDL_Event *event) {}
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/**
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* Dispatchs SDL events for each handler.
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*/
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virtual bool dispatchSDLEvent(SDL_Event &ev, Common::Event &event);
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/** @name Event Handlers
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* Handlers for specific SDL events, called by SdlEventSource::dispatchSDLEvent().
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* This way, if a managers inherits fromt this SDL events manager, it can
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* change the behavior of only a single event, without having to override all
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* of SdlEventSource::dispatchSDLEvent().
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*/
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//@{
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virtual bool handleKeyDown(SDL_Event &ev, Common::Event &event);
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virtual bool handleKeyUp(SDL_Event &ev, Common::Event &event);
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virtual bool handleMouseMotion(SDL_Event &ev, Common::Event &event);
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virtual bool handleMouseButtonDown(SDL_Event &ev, Common::Event &event);
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virtual bool handleMouseButtonUp(SDL_Event &ev, Common::Event &event);
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virtual bool handleJoyButtonDown(SDL_Event &ev, Common::Event &event);
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virtual bool handleJoyButtonUp(SDL_Event &ev, Common::Event &event);
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virtual bool handleJoyAxisMotion(SDL_Event &ev, Common::Event &event);
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virtual void updateKbdMouse();
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virtual bool handleKbdMouse(Common::Event &event);
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#if SDL_VERSION_ATLEAST(2, 0, 0)
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virtual bool handleJoystickAdded(const SDL_JoyDeviceEvent &event);
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virtual bool handleJoystickRemoved(const SDL_JoyDeviceEvent &device);
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virtual bool handleControllerButton(const SDL_Event &ev, Common::Event &event, bool buttonUp);
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virtual bool handleControllerAxisMotion(const SDL_Event &ev, Common::Event &event);
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#endif
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//@}
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/**
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* Update the virtual mouse according to a joystick or game controller axis position change
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*/
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virtual bool handleAxisToMouseMotion(int16 xAxis, int16 yAxis);
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/**
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* Compute the virtual mouse movement speed factor according to the 'kbdmouse_speed' setting.
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* The speed factor is scaled with the display size.
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*/
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int16 computeJoystickMouseSpeedFactor() const;
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/**
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* Assigns the mouse coords to the mouse event. Furthermore notify the
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* graphics manager about the position change.
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*/
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virtual bool processMouseEvent(Common::Event &event, int x, int y);
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/**
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* Remaps key events. This allows platforms to configure
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* their custom keys.
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*/
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virtual bool remapKey(SDL_Event &ev, Common::Event &event);
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/**
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* Maps the ASCII value of key
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*/
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virtual int mapKey(SDLKey key, SDLMod mod, Uint16 unicode);
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/**
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* Configures the key modifiers flags status
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*/
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virtual void SDLModToOSystemKeyFlags(SDLMod mod, Common::Event &event);
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/**
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* Translates SDL key codes to OSystem key codes
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*/
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Common::KeyCode SDLToOSystemKeycode(const SDLKey key);
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/**
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* Notify graphics manager of a resize request.
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*/
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bool handleResizeEvent(Common::Event &event, int w, int h);
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/**
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* Extracts unicode information for the specific key sym.
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* May only be used for key down events.
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*/
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uint32 obtainUnicode(const SDL_keysym keySym);
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/**
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* Extracts the keycode for the specified key sym.
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*/
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SDLKey obtainKeycode(const SDL_keysym keySym);
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/**
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* Whether _fakeMouseMove contains an event we need to send.
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*/
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bool _queuedFakeMouseMove;
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/**
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* A fake mouse motion event sent when the graphics manager is told to warp
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* the mouse but the system mouse is unable to be warped (e.g. because the
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* window is not focused).
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*/
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Common::Event _fakeMouseMove;
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#if SDL_VERSION_ATLEAST(2, 0, 0)
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/**
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* Whether _fakeKeyUp contains an event we need to send.
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*/
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bool _queuedFakeKeyUp;
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/**
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* A fake key up event when we receive a TEXTINPUT without any previous
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* KEYDOWN event.
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*/
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Common::Event _fakeKeyUp;
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#endif
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};
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#endif
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