Files
fs2open.github.com/code/io/mouse.cpp
T
1fa6e00f39 Controls 4 and 5 - Multi-joy and Preset Files (#2958)
* Updates the AxisInverted hooks to use the new CC_bind.  Currently assumes only Joy0, so this may need further tweaking or replacement

* * Add ability to claim up to 4 joysticks for player use, using the launcher (via registry or fs2_open.ini) or the new menu system
* Hack into existing control polling system to get the new primary/secondary binding schema to work.  This should be reworked into a reverse-lookup system.
* Finally break the mouse loose from overlapping with Joystick binidngs
* Fix bug where joy button wouldn't register on search function
* Fix bug with mousewheel not always decaying as it should.
* Fix rebase conflict with selecting item during search mode

* Fix bug where mouse buttons were incorrectly labeled.

* Move some enums around

* Fix bug with joy axis labels being displayed as buttons.
* Fix possible bug where Other conflict axis wouldn't clear
* Updated default joystick axis text. A new strings.tbl will need to be supplied for localization support

* Deprecate nAxisInverted ADE functions and replace with AxisInverted(int, int, bool)

* Merge Axis mappings into Control_config
* More utility functions for CC_bind and CCB
* Adds another ADE function for inverting the axis action, instead of individual bindings
* Hacks to get plr file to compile.  Currently slices out many of the new features like secondary axis and the mouse axis, and the additional joystick bindings (joy1, joy2, joy3)

* Fix bug with uncontrollable spin (slopily)
* Fix some warnings
* Add flags for Hats and Balls for future implementation

* Fix bug where inverting an axis would trigger an assert

* Fix bug where joy wasn't detected as present

* Most axis actions should be relative, instead of absolute
* Hopefully optimize joy_get_unscaled_reading
* Properly break out of double-for search function for search and bind modes in config menu
* Refactor control_get_axes_readings to provide more consistent behavior
* Use JOY_REL_THROTTLE instead of Action::REL_THROTTLE when indexing into Control_config

* Bank axis has a default binding, Throttle does not.

* Fix bug where conflicts weren't being detected.
Fix bug where default presets weren't being detectd

* Elegantly break out of double fors with goto.
Fix bug with bind mode not detecting axis

* Save new binding scheme to playerfile
* Add cid_assign() to standardize cid assignment with shorts
* Add write and read handlers for int8_t

* Remove saving controls to csg.  This will be replaced by presets.

* Fix bug with reading pilotfile

* Use "Joy-n" instead of "joystick n" to match default identifiers in config menu

* Fix bug with CC_TYPE_TRIGGER controls always marked as used, if not bound with a key.
Fix bug with Joy-0 btn 1 triggering multiple controls that are not bound to it.

* Improve readibility of the joy info output to log
* Message when a joystick connects and using legacy system.
* Fix bug where system joystick 0 was mapped in pJoystick that should've been nullptr

* Fix bug where *not* having a joystick will cause bind mode in the config menu to immediately cancel.

* Add reverse lookup functions for actions.  mActionToVal[] does string -> int, mValToAction() does int -> string

* Add the foundation for writing the presets files.
* Adds a bunch of reverse lookup functions to get the stringified version of various enums, etc.
* presets.h and presets.cpp are in something of a barebones at this point

* Add new subdir for preset files 'player/presets'
* add utility for finding the distance of a bitfield/bitmask.  Used to translate mouse button masks into mouse button id's
* Write PresetFileHandler as standalone, instead of a subclass.  Still mostly a copy of JSONFileHandler
* Make functions to map and reverse-map the bindings for use with the preset files and ultimately the ControlConfigDefaults.tbl as well

* Check presets from file to see if they are duplicate with an existing preset.

* Check for uniqueness of presets fron controlconfigdefaults.tbl before adding them, and warn the user if there are duplicates.

* Rename the test functions into proper load/save.
* save function has some standard checks
* load function is called on init
* make finding duplicates its own function outside of the preset label rendering function
* Initial draft of saving presets in-game

* Fix bug where all loaded presets were thought to be duplicate of defaults.

* Fix bug where preset cycling would get stuck on the first preset other than default

* Fix bug where saving a mouse button saves the wrong textified string.

* Prevent preset names from being too long.
* Crash still occurs if the name is too long, as if set outside of FSO
* Workaround text running off the popups in 640x480.  Doesn't look as nice, sadly

* CSG's now track preset names instead of containing bindings
* remake control_config_reset_defaults() into control_config_use_preset()
* provide a function to get the currently selected preset.

* Do PLR backward compatibility, hopefully.

* PLR now tracks presets instead of saving the bindings.

* On Loading pre PLR3 or CSG6 data, create a new preset.

* Strip off file extension before saving preset files. Jason.json.json just looks dumb

* Add "-joy_info" commandline option.  Will output SDL joystick info of all detected joysticks to stdout

* Fix non-standard behavior with registry_read_string().
* Returning NULL instead of the default value, or an empty string, will trigger an access violation with SCP_string and other string copy functions.

* Modify io::joystick::init() to take an optional param, no_register, to use with -joy_info

* Address CI complaints

* Address CI issues 2.

* Supress preset duplicate warning if in unit tests.

* Address scripting unittest failure due to incorrect argument type. (Ints don't technically exist in LUA)

* Use Mouse enums instead of Joy enums or magic numbers

* More signed/unsigned madness

* Address CI issues 3

* Address gcc-5 issues. (No auto in lambdas)
* Fix bug with bit_distance()

* Address gcc-5 issues 2

* Address clang issues

* Address clang-tidy issues

* Address clang-tidy issues in undosys.  May need to be cherry picked to Controls2.

* Address clang-tidy issues

* Improve logic of preset name prompt.

* Fix bug with selected presets not being saved

* No, a cstr is not a std::string.
* Can't use i there because its already defined.

* Fix bug where CSG's wouldn't save selected preset
* Fix bug where presets wouldn't be loaded correctly from player files
* Fix bug where loaded preset files would not update the preset cycle position correctly

* Some QoL changes for the preset name prompt

* Address Appveyor issues.

* Add forward compatibility for player file.  This is required because currently any "missing" data in the pilotfile will trigger an Error, and crash FSO.

* Fix bug where mouse X axis was unusable.
Apparently stating that MOUSE_Z_AXIS IS MOUSE_Z_AXIS doesn't get the point across.

* Address CI issues.

* Address CI issues.
* sel default assigned to -1
* static_cast enum to an int

* Assimilate -joy_info int -get_flags, replacing the existing method that launchers use to get joystick information.

* Add '\n' to PST log messages.

* Change logic of checking joystick .ini keys:  Should the multi-joy key not be found, try legacy joy key.

* Add some more missing '\n' to mprintf messages.

* Notify the player when converting to the new multi-joy system. (Using ReleaseWarning for now...)
* Warn the player if a preset defined in their .PLR could not be found.

* Actually disable control items without a valid tab, instead of relying on the fact that they're disabled  by default.

* Add CC_preset::is_duplicate_of() method to make checking for preset uniqueness less of a brain teaser.
* Doxy the first_override param of control_config_common_read_section

* Adds the os::dialogs::Information() method, which displays an information-only dialog in similar format to Warning and Error dialogs.  Does not throw Warning nor Error exceptions
* load_player now uses os::dialogs::Information() instead of ::ReleaseWarning, thus not halting unit tests.

* Breaks retail localization support for Joystick and Mice labels - This is because the new multi-joy axis end up very confusing "Joy-0 Joystick/Mouse X Axis"
* Renames Joy_axis_text to Axis_text, intended to be used both by joysticks and the mouse.
* Moves mouse axis and button labels into an array to ease future XSTR support
* Adds asserts to ensure indices are within the array sizes of label arrays
* Adds XSTR indices for Axis labels, mouse buttons, and mouse wheels.

* Seperates conflict check comparisons from equality comparisons.
*  Conflict checks can ignore certain combinations of CC_bind::flag's; i.e. an Axis bound to a different control but is inverted or relative will still cause a conflict with another control that has the same axis
*  Equality comparisons is exact equality, allowing presets to check if binds have the same binding and flag configurations.

* More UI string changes and localization
* Tweaks positioning of top button labels in CC menu
* Adds the following XSTR's:
1659 "Preset: %s"
1660 "Preset: custom"
1661 "Next Preset"

* Fix bug where mouse axis turned into mouse button when inverting control by its control name.
* Fix bug with the new conflict checking subroutine not working with non-axis controls

* Address CI issues.

* Don't trigger modal popups while in unit tests.

* Address clang tidy issues
* use nullptr
* be consistent with conditional style
* use booleans to stuff debug states, methods with just Assertions in it will trigger a false positive on clang tidy
* use string::empty() instead of checking for "".

* Remove dead code of -joy_info.  Functionality has been merged with -get_flags

* Address clang-tidy [readability-simplify-boolean-expr]
--z64 says "I don't like it!"

* fix axis check

* Implement revised axis action virtvars for scripting. Also protect against a control mismatch in the CSG file due to a script-inverted control

* Encapsulate CC_bind properly
* Add mouse and joystick cid's to AxisInverted description

* Update translate_key() and its user to correctly translate multijoy bindings for training messages.

* Prompt user trying to escape from config menu when they have changes.
* Remove dead function.

* Fix crash during training missions due to key translation that would overflow internal buffer.
* Went back with cstring as return value instead of SCP string, because caller would need a significant refactor
* Update doxy of the textify functions

* Unify textify_scancode() and textify_scancode_universal() to ensure common code path.

* Add "Multijoy" entry to json caps. (For Knossos)

* Make CI happy.
* Remove unused lambda captures.

* Instead of overwrite during plr2 => plr3 conversion, try to use the existing preset file.

* Fix conditional for checking if file exists within presets::save_preset_file()

* Revert Majority of PR#3739
* PLR and CSG versions are incremented past versions set by 3739
* Forward compatibility feature of #3739 (Only save sexp containers into the CSG if they are used) is removed

* Remove forward compatibilty of PLR file when going in between pre- and post-Controls5 FSO versions
* Add missing startSection() and endSection() for csg_write_controls()

* Fix clang-tidy error #1

* Fix clang-tidy error #2

* fix clandy tidy error #1 part 2/2

* Fix clang tidy error 3

Co-authored-by: Goober5000 <[email protected]>
Co-authored-by: Tyler Blount <[email protected]>
Co-authored-by: wookieejedi <[email protected]>
Co-authored-by: BMagnu <[email protected]>
2022-01-04 12:01:32 -06:00

641 lines
13 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.
*
*/
#ifdef _WIN32
#include <windows.h>
#include <windowsx.h>
#endif
#include "controlconfig/controlsconfig.h"
#include "graphics/2d.h"
#include "io/mouse.h"
#include "options/Option.h"
#include "scripting/scripting.h"
#define THREADED // to use the proper set of macros
#include "osapi/osapi.h"
#include "cmdline/cmdline.h"
#include "gamesequence/gamesequence.h"
int mouse_inited = 0;
LOCAL int Mouse_x;
LOCAL int Mouse_y;
LOCAL int Mouse_wheel_x;
LOCAL int Mouse_wheel_y;
SDL_mutex* mouse_lock;
int mouse_flags;
int mouse_left_pressed = 0;
int mouse_right_pressed = 0;
int mouse_middle_pressed = 0;
int mouse_x1_pressed = 0;
int mouse_x2_pressed = 0;
int mouse_left_up = 0;
int mouse_right_up = 0;
int mouse_middle_up = 0;
int mouse_x1_up = 0;
int mouse_x2_up = 0;
int Mouse_dx = 0;
int Mouse_dy = 0;
int Mouse_dz = 0;
int Mouse_sensitivity = 4;
static auto MouseSensitivityOption =
options::OptionBuilder<int>("Input.MouseSensitivity", "Sensitivity", "The sentitivity of the mouse input.")
.category("Input")
.range(0, 9)
.level(options::ExpertLevel::Beginner)
.default_val(4)
.bind_to(&Mouse_sensitivity)
.importance(0)
.finish();
bool Use_mouse_to_fly = false;
static auto UseMouseOption = options::OptionBuilder<bool>("Input.UseMouse", "Mouse", "Use the mouse for flying")
.category("Input")
.level(options::ExpertLevel::Beginner)
.default_val(false)
.bind_to(&Use_mouse_to_fly)
.importance(1)
.finish();
namespace
{
bool mouse_key_event_handler(const SDL_Event& e)
{
if (!os::events::isWindowEvent(e, os::getSDLMainWindow())) {
return false;
}
switch (e.button.button) {
case SDL_BUTTON_LEFT:
mouse_mark_button(MOUSE_LEFT_BUTTON, e.button.state);
break;
case SDL_BUTTON_RIGHT:
mouse_mark_button(MOUSE_RIGHT_BUTTON, e.button.state);
break;
case SDL_BUTTON_MIDDLE:
mouse_mark_button(MOUSE_MIDDLE_BUTTON, e.button.state);
break;
case SDL_BUTTON_X1:
mouse_mark_button(MOUSE_X1_BUTTON, e.button.state);
break;
case SDL_BUTTON_X2:
mouse_mark_button(MOUSE_X2_BUTTON, e.button.state);
break;
default:
// SDL gave us an unknown button. Just log it
mprintf(("Unknown SDL button %i\n", e.button.button));
}
return true;
}
bool mouse_motion_event_handler(const SDL_Event& e)
{
if (!os::events::isWindowEvent(e, os::getSDLMainWindow())) {
return false;
}
mouse_event(e.motion.x, e.motion.y, e.motion.xrel, e.motion.yrel);
return true;
}
bool mouse_wheel_event_handler(const SDL_Event& e)
{
if (!os::events::isWindowEvent(e, os::getSDLMainWindow())) {
return false;
}
#if SDL_VERSION_ATLEAST(2, 0, 4)
mousewheel_motion(e.wheel.x, e.wheel.y, e.wheel.direction == SDL_MOUSEWHEEL_FLIPPED);
#else
mousewheel_motion(e.wheel.x, e.wheel.y, false);
#endif
return true;
}
}
void mouse_force_pos(int x, int y);
/**
* @brief Decays the mousewheel position back to 0 and clears the appropriate flags when nuetral
* @param[in] btn The button (wheel direction) to check against
*/
void mousewheel_decay(int btn);
static bool Mouse_in_focus = true;
void mouse_close()
{
if (!mouse_inited)
return;
mouse_inited = 0;
SDL_DestroyMutex( mouse_lock );
}
void mouse_init()
{
// Initialize queue
if ( mouse_inited ) return;
mouse_inited = 1;
mouse_lock = SDL_CreateMutex();
SDL_LockMutex( mouse_lock );
mouse_flags = 0;
Mouse_x = gr_screen.max_w / 2;
Mouse_y = gr_screen.max_h / 2;
Mouse_wheel_x = 0;
Mouse_wheel_y = 0;
// we do want to make sure that button presses go through event polling though
// (should be on by default already, just here as a reminder)
SDL_EventState( SDL_MOUSEBUTTONDOWN, SDL_ENABLE );
SDL_EventState( SDL_MOUSEBUTTONUP, SDL_ENABLE );
SDL_EventState( SDL_MOUSEWHEEL, SDL_ENABLE );
SDL_UnlockMutex( mouse_lock );
os::events::addEventListener(SDL_MOUSEBUTTONDOWN, os::events::DEFAULT_LISTENER_WEIGHT, mouse_key_event_handler);
os::events::addEventListener(SDL_MOUSEBUTTONUP, os::events::DEFAULT_LISTENER_WEIGHT, mouse_key_event_handler);
os::events::addEventListener(SDL_MOUSEMOTION, os::events::DEFAULT_LISTENER_WEIGHT, mouse_motion_event_handler);
os::events::addEventListener(SDL_MOUSEWHEEL, os::events::DEFAULT_LISTENER_WEIGHT, mouse_wheel_event_handler);
atexit( mouse_close );
}
/******************************************************************************
* @brief Marks a mouse button as up or down
*
* @param[in] flags Which button(s) are pressed/released
* @param[in] set Direction of the button(s). 1 = pressed, 0 = released
*
* @note This function is extern'ed by osapi.cpp and freespace.cpp
*/
void mouse_mark_button( uint flags, int set)
{
if ( !mouse_inited ) return;
SDL_LockMutex( mouse_lock );
if ( !(mouse_flags & MOUSE_LEFT_BUTTON) ) {
if ( (flags & MOUSE_LEFT_BUTTON) && (set == 1) ) {
mouse_left_pressed++;
}
}
else {
if ( (flags & MOUSE_LEFT_BUTTON) && (set == 0) ){
mouse_left_up++;
}
}
if ( !(mouse_flags & MOUSE_RIGHT_BUTTON) ) {
if ( (flags & MOUSE_RIGHT_BUTTON) && (set == 1) ){
mouse_right_pressed++;
}
}
else {
if ( (flags & MOUSE_RIGHT_BUTTON) && (set == 0) ){
mouse_right_up++;
}
}
if ( !(mouse_flags & MOUSE_MIDDLE_BUTTON) ) {
if ( (flags & MOUSE_MIDDLE_BUTTON) && (set == 1) ){
mouse_middle_pressed++;
}
}
else {
if ( (flags & MOUSE_MIDDLE_BUTTON) && (set == 0) ){
mouse_middle_up++;
}
}
if (!(mouse_flags & MOUSE_X1_BUTTON)) {
if ((flags & MOUSE_X1_BUTTON) && (set == 1)) {
mouse_x1_pressed++;
}
} else {
if ((flags & MOUSE_X1_BUTTON) && (set == 0)) {
mouse_x1_up++;
}
}
if (!(mouse_flags & MOUSE_X2_BUTTON)) {
if ((flags & MOUSE_X2_BUTTON) && (set == 1)) {
mouse_x2_pressed++;
}
} else {
if ((flags & MOUSE_X2_BUTTON) && (set == 0)) {
mouse_x2_up++;
}
}
if ( set ){
mouse_flags |= flags;
} else {
mouse_flags &= ~flags;
}
SDL_UnlockMutex( mouse_lock );
Script_system.SetHookVar("MouseButton", 'i', flags);
if (Script_system.IsActiveAction(CHA_MOUSEPRESSED) || Script_system.IsActiveAction(CHA_MOUSERELEASED)) {
//WMC - On Mouse Pressed and On Mouse Released hooks
if (set == 1) {
Script_system.RunCondition(CHA_MOUSEPRESSED);
} else if (set == 0) {
Script_system.RunCondition(CHA_MOUSERELEASED);
}
}
Script_system.RemHookVar("MouseButton");
}
void mouse_flush()
{
if (!mouse_inited)
return;
mouse_reset_deltas();
Mouse_dx = Mouse_dy = Mouse_dz = 0;
Mouse_wheel_x = Mouse_wheel_y = 0;
SDL_LockMutex( mouse_lock );
mouse_left_pressed = 0;
mouse_right_pressed = 0;
mouse_middle_pressed = 0;
mouse_x1_pressed = 0;
mouse_x2_pressed = 0;
mouse_flags = 0;
SDL_UnlockMutex( mouse_lock );
}
int mouse_down_count(const CC_bind &bind, int reset_count)
{
if (bind.get_cid() != CID_MOUSE) {
return 0;
}
int n = 1 << bind.get_btn();
return mouse_down_count(n, reset_count);
}
int mouse_down_count(int n, int reset_count) {
int tmp = 0;
if ( !mouse_inited ) return 0;
if ( (n < LOWEST_MOUSE_BUTTON) || (n > HIGHEST_MOUSE_BUTTON)) return 0;
SDL_LockMutex( mouse_lock );
switch (n) {
case MOUSE_LEFT_BUTTON:
tmp = mouse_left_pressed;
if ( reset_count ) {
mouse_left_pressed = 0;
}
break;
case MOUSE_RIGHT_BUTTON:
tmp = mouse_right_pressed;
if ( reset_count ) {
mouse_right_pressed = 0;
}
break;
case MOUSE_MIDDLE_BUTTON:
tmp = mouse_middle_pressed;
if ( reset_count ) {
mouse_middle_pressed = 0;
}
break;
case MOUSE_X1_BUTTON:
tmp = mouse_x1_pressed;
if (reset_count) {
mouse_x1_pressed = 0;
}
break;
case MOUSE_X2_BUTTON:
tmp = mouse_x2_pressed;
if (reset_count) {
mouse_x2_pressed = 0;
}
break;
} // end switch
SDL_UnlockMutex( mouse_lock );
return tmp;
}
// mouse_up_count() returns the number of times button n has gone from down to up
// since the last call
//
// parameters: n - button of mouse (see #define's in mouse.h)
//
int mouse_up_count(const CC_bind &bind)
{
if (bind.get_cid() != CID_MOUSE) {
return 0;
}
int n = 1 << bind.get_btn();
return mouse_up_count(n);
}
int mouse_up_count(int n) {
int tmp = 0;
if ( !mouse_inited ) return 0;
if ( (n < LOWEST_MOUSE_BUTTON) || (n > HIGHEST_MOUSE_BUTTON)) return 0;
SDL_LockMutex( mouse_lock );
switch (n) {
case MOUSE_LEFT_BUTTON:
tmp = mouse_left_up;
mouse_left_up = 0;
break;
case MOUSE_RIGHT_BUTTON:
tmp = mouse_right_up;
mouse_right_up = 0;
break;
case MOUSE_MIDDLE_BUTTON:
tmp = mouse_middle_up;
mouse_middle_up = 0;
break;
case MOUSE_X1_BUTTON:
tmp = mouse_x1_up;
mouse_x1_up = 0;
break;
case MOUSE_X2_BUTTON:
tmp = mouse_x2_up;
mouse_x2_up = 0;
break;
default:
Assert(0); // can't happen
break;
} // end switch
SDL_UnlockMutex( mouse_lock );
return tmp;
}
// returns 1 if mouse button btn is down, 0 otherwise
int mouse_down(const CC_bind &bind)
{
if (bind.get_cid() != CID_MOUSE) {
return 0;
}
int btn = 1 << bind.get_btn();
return mouse_down(btn);
}
int mouse_down(int btn) {
int tmp;
if ( !mouse_inited ) return 0;
// Bail if not a button or wheel direction
if ((btn < LOWEST_MOUSE_BUTTON) || (btn > HIGHEST_MOUSE_WHEEL)) return 0;
SDL_LockMutex( mouse_lock );
if (mouse_flags & btn) {
tmp = 1;
if ((btn >= LOWEST_MOUSE_WHEEL) && (btn <= HIGHEST_MOUSE_WHEEL)) {
mousewheel_decay(btn);
}
} else {
tmp = 0;
}
SDL_UnlockMutex( mouse_lock );
return tmp;
}
void mouse_get_delta(int *dx, int *dy, int *dz)
{
if (dx)
*dx = Mouse_dx;
if (dy)
*dy = Mouse_dy;
if (dz)
*dz = Mouse_dz;
}
// Forces the actual windows cursor to be at (x,y). This may be independent of our tracked (x,y) mouse pos.
void mouse_force_pos(int x, int y)
{
if (os_foreground()) { // only mess with windows's mouse if we are in control of it
SDL_WarpMouseInWindow(os::getSDLMainWindow(), x, y);
}
}
// Reset deltas so we don't have duplicate mouse deltas
void mouse_reset_deltas()
{
Mouse_dx = Mouse_dy = Mouse_dz = 0;
}
void mouse_event(int x, int y, int dx, int dy)
{
Mouse_x = x;
Mouse_y = y;
// Add up these delta values so we don't overwrite previous events,
// should be reset in gr_flip my mouse_reset_deltas()
Mouse_dx += dx;
Mouse_dy += dy;
if (Script_system.IsActiveAction(CHA_MOUSEMOVED) && (Mouse_dx != 0 || Mouse_dy != 0))
{
Script_system.RunCondition(CHA_MOUSEMOVED);
}
}
int mouse_get_pos(int *xpos, int *ypos)
{
int flags;
if (!Mouse_in_focus)
{
if (xpos)
*xpos = Mouse_x;
if (ypos)
*ypos = Mouse_y;
return 0;
}
if (!mouse_inited) {
*xpos = *ypos = 0;
return 0;
}
flags = mouse_flags;
if (Mouse_x < 0){
Mouse_x = 0;
}
if (Mouse_y < 0){
Mouse_y = 0;
}
if (Mouse_x >= gr_screen.max_w){
Mouse_x = gr_screen.max_w - 1;
}
if (Mouse_y >= gr_screen.max_h){
Mouse_y = gr_screen.max_h - 1;
}
if (xpos){
*xpos = Mouse_x;
}
if (ypos){
*ypos = Mouse_y;
}
return flags;
}
int mouse_get_pos_unscaled( int *xpos, int *ypos )
{
int flags = mouse_get_pos( xpos, ypos );
gr_unsize_screen_pos( (xpos) ? xpos : NULL, (ypos) ? ypos : NULL, NULL, NULL, GR_RESIZE_MENU );
return flags;
}
void mouse_get_real_pos(int *mx, int *my)
{
SDL_GetMouseState(mx, my);
}
void mouse_set_pos(int xpos, int ypos)
{
mouse_force_pos(xpos, ypos);
}
void mousewheel_motion(int x, int y, bool reversed) {
if (reversed) {
x = -x;
y = -y;
}
Mouse_wheel_x += x;
Mouse_wheel_y += y;
// These nested if's should take care of all edge cases.
// Since x and y's magnitudes can be larger than 1, it is possible to ignore the idle state
if (Mouse_wheel_y > 0) {
// UP
mouse_flags |= MOUSE_WHEEL_UP;
mouse_flags &= ~MOUSE_WHEEL_DOWN;
} else if (Mouse_wheel_y < 0) {
// DOWN
mouse_flags |= MOUSE_WHEEL_DOWN;
mouse_flags &= ~MOUSE_WHEEL_UP;
} else {
mouse_flags &= ~(MOUSE_WHEEL_UP | MOUSE_WHEEL_DOWN);
}
if (Mouse_wheel_x > 0) {
// RIGHT
mouse_flags |= MOUSE_WHEEL_RIGHT;
mouse_flags &= ~MOUSE_WHEEL_LEFT;
} else if (Mouse_wheel_x < 0) {
// LEFT
mouse_flags |= MOUSE_WHEEL_LEFT;
mouse_flags &= ~MOUSE_WHEEL_RIGHT;
} else {
mouse_flags &= ~(MOUSE_WHEEL_RIGHT | MOUSE_WHEEL_LEFT);
}
}
void mousewheel_decay(int btn) {
if (btn & MOUSE_WHEEL_UP) {
Mouse_wheel_y -= 1;
}
if (btn & MOUSE_WHEEL_DOWN) {
Mouse_wheel_y += 1;
}
if (btn & MOUSE_WHEEL_LEFT) {
Mouse_wheel_x -= 1;
}
if (btn & MOUSE_WHEEL_RIGHT) {
Mouse_wheel_x += 1;
}
if (Mouse_wheel_x == 0) {
mouse_flags &= ~(MOUSE_WHEEL_UP | MOUSE_WHEEL_DOWN);
}
if (Mouse_wheel_y == 0) {
mouse_flags &= ~(MOUSE_WHEEL_RIGHT | MOUSE_WHEEL_LEFT);
}
}
short bit_distance(short x) {
short i;
const short max_dist = sizeof(short) * 8;
for (i = 0; i < max_dist; ++i, x >>= 1) {
if (x & 0x01) {
break;
}
}
if (i >= max_dist) {
return -1;
}
return i;
}