ref: 521a1c828176944fcb4182661bca3f94220b60e8
dir: /src/i_input.c/
// // Copyright(C) 1993-1996 Id Software, Inc. // Copyright(C) 2005-2014 Simon Howard // // 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. // // DESCRIPTION: // SDL implementation of system-specific input interface. // #include <string.h> #include "SDL.h" #include "SDL_keycode.h" #include "doomkeys.h" #include "doomtype.h" #include "d_event.h" #include "i_input.h" #include "m_argv.h" #include "m_config.h" static const int scancode_translate_table[] = SCANCODE_TO_KEYS_ARRAY; // Lookup table for mapping ASCII characters to their equivalent when // shift is pressed on a US layout keyboard. This is the original table // as found in the Doom sources, comments and all. static const char shiftxform[] = { 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, ' ', '!', '"', '#', '$', '%', '&', '"', // shift-' '(', ')', '*', '+', '<', // shift-, '_', // shift-- '>', // shift-. '?', // shift-/ ')', // shift-0 '!', // shift-1 '@', // shift-2 '#', // shift-3 '$', // shift-4 '%', // shift-5 '^', // shift-6 '&', // shift-7 '*', // shift-8 '(', // shift-9 ':', ':', // shift-; '<', '+', // shift-= '>', '?', '@', 'A', 'B', 'C', 'D', 'E', 'F', 'G', 'H', 'I', 'J', 'K', 'L', 'M', 'N', 'O', 'P', 'Q', 'R', 'S', 'T', 'U', 'V', 'W', 'X', 'Y', 'Z', '[', // shift-[ '!', // shift-backslash - OH MY GOD DOES WATCOM SUCK ']', // shift-] '"', '_', '\'', // shift-` 'A', 'B', 'C', 'D', 'E', 'F', 'G', 'H', 'I', 'J', 'K', 'L', 'M', 'N', 'O', 'P', 'Q', 'R', 'S', 'T', 'U', 'V', 'W', 'X', 'Y', 'Z', '{', '|', '}', '~', 127 }; // If true, I_StartTextInput() has been called, and we are populating // the data3 field of ev_keydown events. static boolean text_input_enabled = true; // Bit mask of mouse button state. static unsigned int mouse_button_state = 0; // Disallow mouse and joystick movement to cause forward/backward // motion. Specified with the '-novert' command line parameter. // This is an int to allow saving to config file int novert = 0; // If true, keyboard mapping is ignored, like in Vanilla Doom. // The sensible thing to do is to disable this if you have a non-US // keyboard. int vanilla_keyboard_mapping = true; // Mouse acceleration // // This emulates some of the behavior of DOS mouse drivers by increasing // the speed when the mouse is moved fast. // // The mouse input values are input directly to the game, but when // the values exceed the value of mouse_threshold, they are multiplied // by mouse_acceleration to increase the speed. float mouse_acceleration = 2.0; int mouse_threshold = 10; // Translates the SDL key to a value of the type found in doomkeys.h static int TranslateKey(SDL_Keysym *sym) { int scancode = sym->scancode; switch (scancode) { case SDL_SCANCODE_LCTRL: case SDL_SCANCODE_RCTRL: return KEY_RCTRL; case SDL_SCANCODE_LSHIFT: case SDL_SCANCODE_RSHIFT: return KEY_RSHIFT; case SDL_SCANCODE_LALT: return KEY_LALT; case SDL_SCANCODE_RALT: return KEY_RALT; default: if (scancode >= 0 && scancode < arrlen(scancode_translate_table)) { return scancode_translate_table[scancode]; } else { return 0; } } } // Get the localized version of the key press. This takes into account the // keyboard layout, but does not apply any changes due to modifiers, (eg. // shift-, alt-, etc.) static int GetLocalizedKey(SDL_Keysym *sym) { // When using Vanilla mapping, we just base everything off the scancode // and always pretend the user is using a US layout keyboard. if (vanilla_keyboard_mapping) { return TranslateKey(sym); } else { int result = sym->sym; if (result < 0 || result >= 128) { result = 0; } return result; } } // Get the equivalent ASCII (Unicode?) character for a keypress. static int GetTypedChar(SDL_Keysym *sym) { // We only return typed characters when entering text, after // I_StartTextInput() has been called. Otherwise we return nothing. if (!text_input_enabled) { return 0; } // If we're strictly emulating Vanilla, we should always act like // we're using a US layout keyboard (in ev_keydown, data1=data2). // Otherwise we should use the native key mapping. if (vanilla_keyboard_mapping) { int result = TranslateKey(sym); // If shift is held down, apply the original uppercase // translation table used under DOS. if ((SDL_GetModState() & KMOD_SHIFT) != 0 && result >= 0 && result < arrlen(shiftxform)) { result = shiftxform[result]; } return result; } else { SDL_Event next_event; // Special cases, where we always return a fixed value. switch (sym->sym) { case SDLK_BACKSPACE: return KEY_BACKSPACE; case SDLK_RETURN: return KEY_ENTER; default: break; } // The following is a gross hack, but I don't see an easier way // of doing this within the SDL2 API (in SDL1 it was easier). // We want to get the fully transformed input character associated // with this keypress - correct keyboard layout, appropriately // transformed by any modifier keys, etc. So peek ahead in the SDL // event queue and see if the key press is immediately followed by // an SDL_TEXTINPUT event. If it is, it's reasonable to assume the // key press and the text input are connected. Technically the SDL // API does not guarantee anything of the sort, but in practice this // is what happens and I've verified it through manual inspect of // the SDL source code. // // In an ideal world we'd split out ev_keydown into a separate // ev_textinput event, as SDL2 has done. But this doesn't work // (I experimented with the idea), because lots of Doom's code is // based around different responders "eating" events to stop them // being passed on to another responder. If code is listening for // a text input, it cannot block the corresponding keydown events // which can affect other responders. // // So we're stuck with this as a rather fragile alternative. if (SDL_PeepEvents(&next_event, 1, SDL_PEEKEVENT, SDL_FIRSTEVENT, SDL_LASTEVENT) == 1 && next_event.type == SDL_TEXTINPUT) { // If an SDL_TEXTINPUT event is found, we always assume it // matches the key press. The input text must be a single // ASCII character - if it isn't, it's possible the input // char is a Unicode value instead; better to send a null // character than the unshifted key. if (strlen(next_event.text.text) == 1 && (next_event.text.text[0] & 0x80) == 0) { return next_event.text.text[0]; } } // Failed to find anything :/ return 0; } } void I_HandleKeyboardEvent(SDL_Event *sdlevent) { // XXX: passing pointers to event for access after this function // has terminated is undefined behaviour event_t event; switch (sdlevent->type) { case SDL_KEYDOWN: event.type = ev_keydown; event.data1 = TranslateKey(&sdlevent->key.keysym); event.data2 = GetLocalizedKey(&sdlevent->key.keysym); event.data3 = GetTypedChar(&sdlevent->key.keysym); if (event.data1 != 0) { D_PostEvent(&event); } break; case SDL_KEYUP: event.type = ev_keyup; event.data1 = TranslateKey(&sdlevent->key.keysym); // data2/data3 are initialized to zero for ev_keyup. // For ev_keydown it's the shifted Unicode character // that was typed, but if something wants to detect // key releases it should do so based on data1 // (key ID), not the printable char. event.data2 = 0; event.data3 = 0; if (event.data1 != 0) { D_PostEvent(&event); } break; default: break; } } void I_StartTextInput(int x1, int y1, int x2, int y2) { text_input_enabled = true; if (!vanilla_keyboard_mapping) { // SDL2-TODO: SDL_SetTextInputRect(...); SDL_StartTextInput(); } } void I_StopTextInput(void) { text_input_enabled = false; if (!vanilla_keyboard_mapping) { SDL_StopTextInput(); } } static void UpdateMouseButtonState(unsigned int button, boolean on) { static event_t event; if (button < SDL_BUTTON_LEFT || button > MAX_MOUSE_BUTTONS) { return; } // Note: button "0" is left, button "1" is right, // button "2" is middle for Doom. This is different // to how SDL sees things. // In the end: Left=0, Right=1, Middle=2, // WheelUp=3 WheelDown=4, XButton1=5, XButton2=6 switch (button) { case SDL_BUTTON_LEFT: button = 0; break; case SDL_BUTTON_RIGHT: button = 1; break; case SDL_BUTTON_MIDDLE: button = 2; break; default: // SDL buttons are indexed from 1. // And the wheel is mapped to button 3/4 // So we have to increment 2 and decrement 1 => inc 1. button++; break; } // Turn bit representing this button on or off. if (on) { mouse_button_state |= (1 << button); } else { mouse_button_state &= ~(1 << button); } // Post an event with the new button state. event.type = ev_mouse; event.data1 = mouse_button_state; event.data2 = event.data3 = 0; D_PostEvent(&event); } static void MapMouseWheelToButtons(SDL_MouseWheelEvent *wheel) { // SDL2 distinguishes button events from mouse wheel events. // We want to treat the mouse wheel as two buttons, as per // SDL1 static event_t up, down; int button; if (wheel->y <= 0) { // scroll down button = 4; } else { // scroll up button = 3; } // post a button down event mouse_button_state |= (1 << button); down.type = ev_mouse; down.data1 = mouse_button_state; down.data2 = down.data3 = 0; D_PostEvent(&down); // post a button up event mouse_button_state &= ~(1 << button); up.type = ev_mouse; up.data1 = mouse_button_state; up.data2 = up.data3 = 0; D_PostEvent(&up); } void I_HandleMouseEvent(SDL_Event *sdlevent) { switch (sdlevent->type) { case SDL_MOUSEBUTTONDOWN: UpdateMouseButtonState(sdlevent->button.button, true); break; case SDL_MOUSEBUTTONUP: UpdateMouseButtonState(sdlevent->button.button, false); break; case SDL_MOUSEWHEEL: MapMouseWheelToButtons(&(sdlevent->wheel)); break; default: break; } } static int AccelerateMouse(int val) { if (val < 0) return -AccelerateMouse(-val); if (val > mouse_threshold) { return (int)((val - mouse_threshold) * mouse_acceleration + mouse_threshold); } else { return val; } } // // Read the change in mouse state to generate mouse motion events // // This is to combine all mouse movement for a tic into one mouse // motion event. void I_ReadMouse(void) { int x, y; event_t ev; SDL_GetRelativeMouseState(&x, &y); if (x != 0 || y != 0) { ev.type = ev_mouse; ev.data1 = mouse_button_state; ev.data2 = AccelerateMouse(x); if (!novert) { ev.data3 = -AccelerateMouse(y); } else { ev.data3 = 0; } // XXX: undefined behaviour since event is scoped to // this function D_PostEvent(&ev); } } // Bind all variables controlling input options. void I_BindInputVariables(void) { M_BindFloatVariable("mouse_acceleration", &mouse_acceleration); M_BindIntVariable("mouse_threshold", &mouse_threshold); M_BindIntVariable("vanilla_keyboard_mapping", &vanilla_keyboard_mapping); M_BindIntVariable("novert", &novert); }