Files
Taylor Richards 039880491a port to SDL3 (#7220)
Basic port from SDL2 to SDL3. Also updates imgui to 1.92.5.
2026-07-23 15:52:27 +02:00

715 lines
19 KiB
C++

/*
* Copyright (C) Volition, Inc. 1999. All rights reserved.
*
* All source code herein is the property of Volition, Inc. You may not sell
* or otherwise commercially exploit the source or things you created based on the
* source.
*
*/
#include "controlconfig/controlsconfig.h" //For textify scancode
#include "globalincs/pstypes.h"
#include "graphics/2d.h"
#include "io/key.h"
#include "math/fix.h"
#include "io/timer.h"
#include "localization/localize.h"
#include "scripting/global_hooks.h"
#include "scripting/scripting.h"
#include "cmdline/cmdline.h"
#define THREADED // to use the proper set of macros
#include "osapi/osapi.h"
//-------- Variable accessed by outside functions ---------
bool key_allow_repeat;
typedef struct keyboard {
enum class key_state : uint8_t { RELEASED, PRESSED, PRESSED_OVERRIDDEN };
std::array<key_state, NUM_KEYS> state;
SCP_queue<uint> key_queue;
//The time that the key was pressed. Tracks actual presses, even those overridden
uint TimeKeyWentDown[NUM_KEYS];
//The cumulative time that the key has been held down.
//This explicitly excludes any time the button has been down in the current press if the button is pressed.
uint TimeKeyHeldDown[NUM_KEYS];
uint TimeKeyDownChecked[NUM_KEYS];
uint NumDowns[NUM_KEYS];
uint NumUps[NUM_KEYS];
int down_check[NUM_KEYS]; // nonzero if has been pressed yet this mission
} keyboard;
keyboard key_data;
int key_inited = 0;
SDL_Mutex* key_lock;
//int Backspace_debug=1; // global flag that will enable/disable the backspace key from stopping execution
// This flag was created since the backspace key is also used to correct mistakes
// when typing in your pilots callsign. This global flag is checked before execution
// is stopped.
SCP_map<SDL_Scancode, int> SDLtoFS2;
int ascii_table[SIZE_OF_ASCII_TABLE] =
{ 255, 255, '1', '2', '3', '4', '5', '6', '7', '8', '9', '0', '-', '=',255,255,
'q', 'w', 'e', 'r', 't', 'y', 'u', 'i', 'o', 'p', '[', ']', 255, 255,
'a', 's', 'd', 'f', 'g', 'h', 'j', 'k', 'l', ';', 39, '`',
255, '\\', 'z', 'x', 'c', 'v', 'b', 'n', 'm', ',', '.', '/', 255,'*',
255, ' ', 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255,255,255,
255, 255, 255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,
255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,
255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,
255,255,255,255,255,255,255,255 };
int shifted_ascii_table[SIZE_OF_ASCII_TABLE] =
{ 255, 255, '!', '@', '#', '$', '%', '^', '&', '*', '(', ')', '_', '+',255,255,
'Q', 'W', 'E', 'R', 'T', 'Y', 'U', 'I', 'O', 'P', '{', '}', 255, 255,
'A', 'S', 'D', 'F', 'G', 'H', 'J', 'K', 'L', ':', '"', '~',
255, '|', 'Z', 'X', 'C', 'V', 'B', 'N', 'M', '<', '>', '?', 255,255,
255, ' ', 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255,255,255,
255, 255, 255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,
255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,
255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,
255,255,255,255,255,255,255,255 };
static int Key_numlock_was_on = 0; // Flag to indicate whether NumLock is on at start
SCP_string CheatUsed = "";
int Cheats_enabled = 0;
int Key_normal_game = 0;
namespace
{
bool key_down_event_handler(const SDL_Event& e)
{
if (!os::events::isWindowEvent(e, os::getSDLMainWindow())) {
return false;
}
if (SDLtoFS2[e.key.scancode]) {
key_mark(SDLtoFS2[e.key.scancode], 1, 0);
return true;
}
return false;
}
bool key_up_event_handler(const SDL_Event& e)
{
if (!os::events::isWindowEvent(e, os::getSDLMainWindow())) {
return false;
}
if (SDLtoFS2[e.key.scancode]) {
key_mark(SDLtoFS2[e.key.scancode], 0, 0);
return true;
}
return false;
}
}
void FillSDLArray ()
{
SDLtoFS2[SDL_SCANCODE_0] = KEY_0;
SDLtoFS2[SDL_SCANCODE_1] = KEY_1;
SDLtoFS2[SDL_SCANCODE_2] = KEY_2;
SDLtoFS2[SDL_SCANCODE_3] = KEY_3;
SDLtoFS2[SDL_SCANCODE_4] = KEY_4;
SDLtoFS2[SDL_SCANCODE_5] = KEY_5;
SDLtoFS2[SDL_SCANCODE_6] = KEY_6;
SDLtoFS2[SDL_SCANCODE_7] = KEY_7;
SDLtoFS2[SDL_SCANCODE_8] = KEY_8;
SDLtoFS2[SDL_SCANCODE_9] = KEY_9;
SDLtoFS2[SDL_SCANCODE_A] = KEY_A;
SDLtoFS2[SDL_SCANCODE_B] = KEY_B;
SDLtoFS2[SDL_SCANCODE_C] = KEY_C;
SDLtoFS2[SDL_SCANCODE_D] = KEY_D;
SDLtoFS2[SDL_SCANCODE_E] = KEY_E;
SDLtoFS2[SDL_SCANCODE_F] = KEY_F;
SDLtoFS2[SDL_SCANCODE_G] = KEY_G;
SDLtoFS2[SDL_SCANCODE_H] = KEY_H;
SDLtoFS2[SDL_SCANCODE_I] = KEY_I;
SDLtoFS2[SDL_SCANCODE_J] = KEY_J;
SDLtoFS2[SDL_SCANCODE_K] = KEY_K;
SDLtoFS2[SDL_SCANCODE_L] = KEY_L;
SDLtoFS2[SDL_SCANCODE_M] = KEY_M;
SDLtoFS2[SDL_SCANCODE_N] = KEY_N;
SDLtoFS2[SDL_SCANCODE_O] = KEY_O;
SDLtoFS2[SDL_SCANCODE_P] = KEY_P;
SDLtoFS2[SDL_SCANCODE_Q] = KEY_Q;
SDLtoFS2[SDL_SCANCODE_R] = KEY_R;
SDLtoFS2[SDL_SCANCODE_S] = KEY_S;
SDLtoFS2[SDL_SCANCODE_T] = KEY_T;
SDLtoFS2[SDL_SCANCODE_U] = KEY_U;
SDLtoFS2[SDL_SCANCODE_V] = KEY_V;
SDLtoFS2[SDL_SCANCODE_W] = KEY_W;
SDLtoFS2[SDL_SCANCODE_X] = KEY_X;
SDLtoFS2[SDL_SCANCODE_Y] = KEY_Y;
SDLtoFS2[SDL_SCANCODE_Z] = KEY_Z;
SDLtoFS2[SDL_SCANCODE_MINUS] = KEY_MINUS;
SDLtoFS2[SDL_SCANCODE_EQUALS] = KEY_EQUAL;
SDLtoFS2[SDL_SCANCODE_SLASH] = KEY_DIVIDE; // No idea - DDOI
SDLtoFS2[SDL_SCANCODE_BACKSLASH] = KEY_SLASH;
SDLtoFS2[SDL_SCANCODE_NONUSBACKSLASH] = KEY_SLASH_UK;
SDLtoFS2[SDL_SCANCODE_COMMA] = KEY_COMMA;
SDLtoFS2[SDL_SCANCODE_PERIOD] = KEY_PERIOD;
SDLtoFS2[SDL_SCANCODE_SEMICOLON] = KEY_SEMICOL;
SDLtoFS2[SDL_SCANCODE_LEFTBRACKET] = KEY_LBRACKET;
SDLtoFS2[SDL_SCANCODE_RIGHTBRACKET] = KEY_RBRACKET;
SDLtoFS2[SDL_SCANCODE_GRAVE] = KEY_LAPOSTRO;
SDLtoFS2[SDL_SCANCODE_APOSTROPHE] = KEY_RAPOSTRO;
SDLtoFS2[SDL_SCANCODE_ESCAPE] = KEY_ESC;
SDLtoFS2[SDL_SCANCODE_RETURN] = KEY_ENTER;
SDLtoFS2[SDL_SCANCODE_BACKSPACE] = KEY_BACKSP;
SDLtoFS2[SDL_SCANCODE_TAB] = KEY_TAB;
SDLtoFS2[SDL_SCANCODE_SPACE] = KEY_SPACEBAR;
SDLtoFS2[SDL_SCANCODE_NUMLOCKCLEAR] = KEY_NUMLOCK;
SDLtoFS2[SDL_SCANCODE_SCROLLLOCK] = KEY_SCROLLOCK;
SDLtoFS2[SDL_SCANCODE_CAPSLOCK] = KEY_CAPSLOCK;
SDLtoFS2[SDL_SCANCODE_LSHIFT] = KEY_LSHIFT;
SDLtoFS2[SDL_SCANCODE_RSHIFT] = KEY_RSHIFT;
SDLtoFS2[SDL_SCANCODE_LALT] = KEY_LALT;
SDLtoFS2[SDL_SCANCODE_RALT] = KEY_RALT;
SDLtoFS2[SDL_SCANCODE_LCTRL] = KEY_LCTRL;
SDLtoFS2[SDL_SCANCODE_RCTRL] = KEY_RCTRL;
SDLtoFS2[SDL_SCANCODE_F1] = KEY_F1;
SDLtoFS2[SDL_SCANCODE_F2] = KEY_F2;
SDLtoFS2[SDL_SCANCODE_F3] = KEY_F3;
SDLtoFS2[SDL_SCANCODE_F4] = KEY_F4;
SDLtoFS2[SDL_SCANCODE_F5] = KEY_F5;
SDLtoFS2[SDL_SCANCODE_F6] = KEY_F6;
SDLtoFS2[SDL_SCANCODE_F7] = KEY_F7;
SDLtoFS2[SDL_SCANCODE_F8] = KEY_F8;
SDLtoFS2[SDL_SCANCODE_F9] = KEY_F9;
SDLtoFS2[SDL_SCANCODE_F10] = KEY_F10;
SDLtoFS2[SDL_SCANCODE_F11] = KEY_F11;
SDLtoFS2[SDL_SCANCODE_F12] = KEY_F12;
SDLtoFS2[SDL_SCANCODE_KP_0] = KEY_PAD0;
SDLtoFS2[SDL_SCANCODE_KP_1] = KEY_PAD1;
SDLtoFS2[SDL_SCANCODE_KP_2] = KEY_PAD2;
SDLtoFS2[SDL_SCANCODE_KP_3] = KEY_PAD3;
SDLtoFS2[SDL_SCANCODE_KP_4] = KEY_PAD4;
SDLtoFS2[SDL_SCANCODE_KP_5] = KEY_PAD5;
SDLtoFS2[SDL_SCANCODE_KP_6] = KEY_PAD6;
SDLtoFS2[SDL_SCANCODE_KP_7] = KEY_PAD7;
SDLtoFS2[SDL_SCANCODE_KP_8] = KEY_PAD8;
SDLtoFS2[SDL_SCANCODE_KP_9] = KEY_PAD9;
SDLtoFS2[SDL_SCANCODE_KP_MINUS] = KEY_PADMINUS;
SDLtoFS2[SDL_SCANCODE_KP_PLUS] = KEY_PADPLUS;
SDLtoFS2[SDL_SCANCODE_KP_PERIOD] = KEY_PADPERIOD;
SDLtoFS2[SDL_SCANCODE_KP_DIVIDE] = KEY_PADDIVIDE;
SDLtoFS2[SDL_SCANCODE_KP_MULTIPLY] = KEY_PADMULTIPLY;
SDLtoFS2[SDL_SCANCODE_KP_ENTER] = KEY_PADENTER;
SDLtoFS2[SDL_SCANCODE_INSERT] = KEY_INSERT;
SDLtoFS2[SDL_SCANCODE_HOME] = KEY_HOME;
SDLtoFS2[SDL_SCANCODE_PAGEUP] = KEY_PAGEUP;
SDLtoFS2[SDL_SCANCODE_DELETE] = KEY_DELETE;
SDLtoFS2[SDL_SCANCODE_END] = KEY_END;
SDLtoFS2[SDL_SCANCODE_PAGEDOWN] = KEY_PAGEDOWN;
SDLtoFS2[SDL_SCANCODE_UP] = KEY_UP;
SDLtoFS2[SDL_SCANCODE_DOWN] = KEY_DOWN;
SDLtoFS2[SDL_SCANCODE_LEFT] = KEY_LEFT;
SDLtoFS2[SDL_SCANCODE_RIGHT] = KEY_RIGHT;
SDLtoFS2[SDL_SCANCODE_PRINTSCREEN] = KEY_PRINT_SCRN;
SDLtoFS2[SDL_SCANCODE_PAUSE] = KEY_PAUSE;
// SDLtoFS2[SDL_SCANCODE_BREAK] = KEY_BREAK;
}
SDL_Scancode fs2_to_sdl(int scancode) {
for (const auto& code : SDLtoFS2) {
if (code.second == scancode)
return code.first;
}
return SDL_SCANCODE_UNKNOWN;
}
int key_numlock_is_on()
{
auto state = SDL_GetKeyboardState(nullptr);
return state[SDL_SCANCODE_NUMLOCKCLEAR];
}
void key_turn_off_numlock()
{
}
void key_turn_on_numlock()
{
}
// Convert a BIOS scancode to ASCII.
// If scancode >= 127, returns 255, meaning there is no corresponding ASCII code.
// Uses ascii_table and shifted_ascii_table to translate scancode to ASCII.
int key_to_ascii(int keycode )
{
int shifted;
if ( !key_inited ) return 255;
shifted = keycode & KEY_SHIFTED;
keycode &= 0xFF;
if ( keycode>=127 )
return 255;
if (shifted)
return shifted_ascii_table[keycode];
else
return ascii_table[keycode];
}
// Flush the keyboard buffer.
// Clear the keyboard array (keyd_pressed).
void key_flush()
{
int i;
uint CurTime;
if ( !key_inited ) return;
SDL_LockMutex( key_lock );
//Clear the keyboard buffer
key_data.key_queue = {};
//Clear the keyboard array
CurTime = timer_get_milliseconds();
for (i=0; i<NUM_KEYS; i++ ) {
key_data.state[i] = keyboard::key_state::RELEASED;
key_data.TimeKeyDownChecked[i] = CurTime;
key_data.TimeKeyWentDown[i] = CurTime;
key_data.TimeKeyHeldDown[i] = 0;
key_data.NumDowns[i]=0;
key_data.NumUps[i]=0;
}
SDL_UnlockMutex( key_lock );
}
// Returns 1 if character waiting... 0 otherwise
bool key_checkch()
{
if ( !key_inited ) return 0;
SDL_LockMutex( key_lock );
bool is_one_waiting = !key_data.key_queue.empty();
SDL_UnlockMutex( key_lock );
return is_one_waiting;
}
// Return key scancode if a key has been pressed,
// else return 0.
// Reads keys out of the key buffer and updates keyhead.
//WMC - Added so scripting can get at keys.
int Current_key_down = 0;
int key_inkey()
{
int key = 0;
if ( !key_inited ) return 0;
SDL_LockMutex( key_lock );
if (!key_data.key_queue.empty()) {
key = key_data.key_queue.front();
key_data.key_queue.pop();
}
SDL_UnlockMutex( key_lock );
Current_key_down = key;
return key;
}
bool key_is_pressed(int keycode, bool include_since_last_count) {
Assertion(keycode >= 0 && keycode < NUM_KEYS, "Checked status for invalid keycode!");
return key_data.state[keycode] == keyboard::key_state::PRESSED || (include_since_last_count && key_down_count(keycode) > 0);
}
// If not installed, uses BIOS and returns getch();
// Else returns pending key (or waits for one if none waiting).
int key_getch()
{
int in;
if ( !key_inited ) return 0;
while (!key_checkch()){
os_poll();
}
in = key_inkey();
return in;
}
// Set global shift_status with modifier results (shift, ctrl, alt).
uint key_get_shift_status()
{
unsigned int shift_status = 0;
if ( !key_inited ) return 0;
SDL_LockMutex( key_lock );
if ( key_is_pressed(KEY_LSHIFT) || key_is_pressed(KEY_RSHIFT) )
shift_status |= KEY_SHIFTED;
if ( key_is_pressed(KEY_LALT) || key_is_pressed(KEY_RALT) )
shift_status |= KEY_ALTED;
if ( key_is_pressed(KEY_LCTRL) || key_is_pressed(KEY_RCTRL) )
shift_status |= KEY_CTRLED;
#ifndef NDEBUG
if (key_is_pressed(KEY_DEBUG_KEY))
shift_status |= KEY_DEBUGGED;
#else
if (key_is_pressed(KEY_DEBUG_KEY)) {
mprintf(("Cheats_enabled = %i, Key_normal_game = %i\n", Cheats_enabled, Key_normal_game));
if ((Cheats_enabled) && Key_normal_game) {
mprintf(("Debug key\n"));
shift_status |= KEY_DEBUGGED1;
}
}
#endif
SDL_UnlockMutex( key_lock );
return shift_status;
}
// Returns amount of time key (specified by "code") has been down since last call.
// Returns float, unlike key_down_time() which returns a fix.
float key_down_timef(uint scancode)
{
if ( !key_inited ) {
return 0.0f;
}
if (scancode >= NUM_KEYS) {
return 0.0f;
}
SDL_LockMutex( key_lock );
uint time = timer_get_milliseconds();
uint last_check_time = key_data.TimeKeyDownChecked[scancode];
uint delta_time = time - last_check_time;
key_data.TimeKeyDownChecked[scancode] = time;
if ( delta_time <= 1 ) {
key_data.TimeKeyHeldDown[scancode] = 0;
if (key_is_pressed(scancode)) {
SDL_UnlockMutex( key_lock );
return 1.0f;
} else {
SDL_UnlockMutex( key_lock );
return 0.0f;
}
}
uint time_down = key_data.TimeKeyHeldDown[scancode];
if ( key_is_pressed(scancode) ) {
//Since the stored time only updates on button release and reset on this check,
//the time the button has been held down this time needs to be added
time_down += time - MAX(key_data.TimeKeyWentDown[scancode], last_check_time);
}
key_data.TimeKeyHeldDown[scancode] = 0;
SDL_UnlockMutex( key_lock );
return i2fl(time_down) / i2fl(delta_time);
}
// Returns number of times key has went from up to down since last call.
int key_down_count(int scancode)
{
int n;
if ( !key_inited ) return 0;
if ((scancode<0)|| (scancode>=NUM_KEYS)) return 0;
SDL_LockMutex( key_lock );
n = key_data.NumDowns[scancode];
key_data.NumDowns[scancode] = 0;
SDL_UnlockMutex( key_lock );
return n;
}
// Add a key up or down code to the key buffer. state=1 -> down, state=0 -> up
// latency => time difference in ms between when key was actually pressed and now
//void key_mark( uint code, int state )
void key_mark( uint code, int state, uint latency )
{
uint scancode, breakbit, event_time;
ushort keycode;
if ( !key_inited ) return;
SDL_LockMutex( key_lock );
// If running in the UK, need to translate their wacky slash scancode to ours
if ( code == KEY_SLASH_UK ) {
code = KEY_SLASH;
}
Assert( code < NUM_KEYS );
event_time = timer_get_milliseconds() - latency;
// event_time = timeGetTime() - latency;
// Read in scancode
scancode = code & (NUM_KEYS-1);
breakbit = !state;
if (breakbit) {
// Key going up
int time_held = 0;
if (event_time >= key_data.TimeKeyWentDown[scancode]) {
//If the suspected key lift is "before" the key was pressed (i.e. fluctuating latency) we don't add any time to the pressed time since last poll
time_held = event_time - key_data.TimeKeyWentDown[scancode];
}
Current_key_down = scancode;
if ( key_is_pressed(KEY_LSHIFT) || key_is_pressed(KEY_RSHIFT) ) {
Current_key_down |= KEY_SHIFTED;
}
if ( key_is_pressed(KEY_LALT) || key_is_pressed(KEY_RALT) ) {
Current_key_down |= KEY_ALTED;
}
if ( key_is_pressed(KEY_LCTRL) || key_is_pressed(KEY_RCTRL) ) {
Current_key_down |= KEY_CTRLED;
}
#ifndef NDEBUG
if ( key_is_pressed(KEY_DEBUG_KEY) ) {
Current_key_down |= KEY_DEBUGGED;
}
#else
if ( key_is_pressed(KEY_DEBUG_KEY) ) {
mprintf(("Cheats_enabled = %i, Key_normal_game = %i\n", Cheats_enabled, Key_normal_game));
if (Cheats_enabled && Key_normal_game) {
Current_key_down |= KEY_DEBUGGED1;
}
}
#endif
if (scripting::hooks::OnKeyReleased->isActive()) {
scripting::hooks::OnKeyReleased->run(scripting::hooks::KeyPressConditions{ static_cast<int>(scancode) },
scripting::hook_param_list(
scripting::hook_param("Key", 's', textify_scancode_universal(Current_key_down)),
scripting::hook_param("RawKey", 's', textify_scancode_universal(scancode)),
scripting::hook_param("TimeHeld", 'i', time_held),
scripting::hook_param("WasOverridden", 'b', key_data.state[scancode] == keyboard::key_state::PRESSED_OVERRIDDEN)
));
}
// Don't increment counters if was overridden
if (key_data.state[scancode] == keyboard::key_state::PRESSED) {
key_data.NumUps[scancode]++;
key_data.TimeKeyHeldDown[scancode] += time_held;
}
key_data.state[scancode] = keyboard::key_state::RELEASED;
} else {
// Key going down
if (!key_is_pressed(scancode)) {
// First time down
key_data.TimeKeyWentDown[scancode] = event_time;
//WMC - For scripting
Current_key_down = scancode;
if ( key_is_pressed(KEY_LSHIFT) || key_is_pressed(KEY_RSHIFT) ) {
Current_key_down |= KEY_SHIFTED;
}
if ( key_is_pressed(KEY_LALT) || key_is_pressed(KEY_RALT) ) {
Current_key_down |= KEY_ALTED;
}
if ( key_is_pressed(KEY_LCTRL) || key_is_pressed(KEY_RCTRL) ) {
Current_key_down |= KEY_CTRLED;
}
#ifndef NDEBUG
if ( key_is_pressed(KEY_DEBUG_KEY) ) {
Current_key_down |= KEY_DEBUGGED;
}
#else
if ( key_is_pressed(KEY_DEBUG_KEY) ) {
mprintf(("Cheats_enabled = %i, Key_normal_game = %i\n", Cheats_enabled, Key_normal_game));
if (Cheats_enabled && Key_normal_game) {
Current_key_down |= KEY_DEBUGGED1;
}
}
#endif
bool overrideKey = false;
if (scripting::hooks::OnKeyPressed->isActive()) {
scripting::hooks::OnKeyPressed->run(scripting::hooks::KeyPressConditions{ static_cast<int>(scancode) },
scripting::hook_param_list(
scripting::hook_param("Key", 's', textify_scancode_universal(Current_key_down)),
scripting::hook_param("RawKey", 's', textify_scancode_universal(scancode))
));
overrideKey = scripting::hooks::OnKeyPressed->isOverride(scripting::hooks::KeyPressConditions{ static_cast<int>(scancode) },
scripting::hook_param_list(
scripting::hook_param("Key", 's', textify_scancode_universal(Current_key_down)),
scripting::hook_param("RawKey", 's', textify_scancode_universal(scancode))
));
}
if (overrideKey) {
key_data.state[scancode] = keyboard::key_state::PRESSED_OVERRIDDEN;
scancode = 0xAA; //Skip queueing this key
}
else {
key_data.state[scancode] = keyboard::key_state::PRESSED;
key_data.NumDowns[scancode]++;
key_data.down_check[scancode]++;
}
} else if (!key_allow_repeat) {
// Don't buffer repeating key if repeat mode is off
scancode = 0xAA;
}
if ( scancode!=0xAA ) {
keycode = (unsigned short)scancode;
if ( key_is_pressed(KEY_LSHIFT) || key_is_pressed(KEY_RSHIFT) ) {
keycode |= KEY_SHIFTED;
}
if ( key_is_pressed(KEY_LALT) || key_is_pressed(KEY_RALT) ) {
keycode |= KEY_ALTED;
}
if ( key_is_pressed(KEY_LCTRL) || key_is_pressed(KEY_RCTRL) ) {
keycode |= KEY_CTRLED;
}
#ifndef NDEBUG
if ( key_is_pressed(KEY_DEBUG_KEY) ) {
keycode |= KEY_DEBUGGED;
}
#else
if ( key_is_pressed(KEY_DEBUG_KEY) ) {
mprintf(("Cheats_enabled = %i, Key_normal_game = %i\n", Cheats_enabled, Key_normal_game));
if (Cheats_enabled && Key_normal_game) {
keycode |= KEY_DEBUGGED1;
}
}
#endif
if ( keycode ) {
key_data.key_queue.push(keycode);
}
}
}
SDL_UnlockMutex( key_lock );
}
void key_close()
{
if ( !key_inited ) return;
if ( Key_numlock_was_on ) {
key_turn_on_numlock();
Key_numlock_was_on = 0;
}
key_inited = 0;
SDL_DestroyMutex( key_lock );
}
void key_init()
{
// Initialize queue
if ( key_inited ) return;
key_inited = 1;
key_lock = SDL_CreateMutex();
SDL_LockMutex(key_lock);
FillSDLArray();
key_allow_repeat = true;
// Clear the keyboard array
key_flush();
SDL_UnlockMutex( key_lock );
os::events::addEventListener(SDL_EVENT_KEY_DOWN, os::events::DEFAULT_LISTENER_WEIGHT, key_down_event_handler);
os::events::addEventListener(SDL_EVENT_KEY_UP, os::events::DEFAULT_LISTENER_WEIGHT, key_up_event_handler);
atexit(key_close);
}
void key_level_init()
{
int i;
for (i=0; i<NUM_KEYS; i++)
key_data.down_check[i] = 0;
}
void key_lost_focus()
{
if ( !key_inited ) return;
key_flush();
}
void key_got_focus()
{
if ( !key_inited ) return;
key_flush();
}