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/* 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#include "common/scummsys.h"
#if defined(SDL_BACKEND)
#include "backends/events/sdl/sdl-events.h"
#include "backends/platform/sdl/sdl.h"
#include "backends/graphics/graphics.h"
#include "common/config-manager.h"
#include "common/textconsole.h"
#include "common/fs.h"
#include "engines/engine.h"
#include "gui/gui-manager.h"
SdlEventSource::~SdlEventSource() {
closeJoystick();
}
bool SdlEventSource::processMouseEvent(Common::Event &event, int x, int y, int relx, int rely) {
_mouseX = x;
_mouseY = y;
event.mouse.x = x;
event.mouse.y = y;
event.relMouse.x = relx;
event.relMouse.y = rely;
if (_graphicsManager) {
return _graphicsManager->notifyMousePosition(event.mouse);
}
return true;
}
#if SDL_VERSION_ATLEAST(2, 0, 0)
Common::Point SdlEventSource::getTouchscreenSize() {
int windowWidth, windowHeight;
SDL_GetWindowSize((dynamic_cast<SdlGraphicsManager*>(_graphicsManager))->getWindow()->getSDLWindow(), &windowWidth, &windowHeight);
return Common::Point(windowWidth, windowHeight);
}
bool SdlEventSource::isTouchPortTouchpadMode(SDL_TouchID port) {
return g_system->getFeatureState(OSystem::kFeatureTouchpadMode);
}
bool SdlEventSource::isTouchPortActive(SDL_TouchID port) {
return true;
}
void SdlEventSource::convertTouchXYToGameXY(float touchX, float touchY, int *gameX, int *gameY) {
int windowWidth, windowHeight;
SDL_GetWindowSize((dynamic_cast<SdlGraphicsManager*>(_graphicsManager))->getWindow()->getSDLWindow(), &windowWidth, &windowHeight);
*gameX = windowWidth * touchX;
*gameY = windowHeight * touchY;
}
#endif
bool SdlEventSource::handleMouseMotion(SDL_Event &ev, Common::Event &event) {
event.type = Common::EVENT_MOUSEMOVE;
return processMouseEvent(event, ev.motion.x, ev.motion.y, ev.motion.xrel, ev.motion.yrel);
}
bool SdlEventSource::handleMouseButtonDown(SDL_Event &ev, Common::Event &event) {
if (ev.button.button == SDL_BUTTON_LEFT)
event.type = Common::EVENT_LBUTTONDOWN;
else if (ev.button.button == SDL_BUTTON_RIGHT)
event.type = Common::EVENT_RBUTTONDOWN;
#if defined(SDL_BUTTON_WHEELUP) && defined(SDL_BUTTON_WHEELDOWN)
else if (ev.button.button == SDL_BUTTON_WHEELUP)
event.type = Common::EVENT_WHEELUP;
else if (ev.button.button == SDL_BUTTON_WHEELDOWN)
event.type = Common::EVENT_WHEELDOWN;
#endif
#if defined(SDL_BUTTON_MIDDLE)
else if (ev.button.button == SDL_BUTTON_MIDDLE)
event.type = Common::EVENT_MBUTTONDOWN;
#endif
#if defined(SDL_BUTTON_X1)
else if (ev.button.button == SDL_BUTTON_X1)
event.type = Common::EVENT_X1BUTTONDOWN;
#endif
#if defined(SDL_BUTTON_X2)
else if (ev.button.button == SDL_BUTTON_X2)
event.type = Common::EVENT_X2BUTTONDOWN;
#endif
else
return false;
return processMouseEvent(event, ev.button.x, ev.button.y);
}
bool SdlEventSource::handleMouseButtonUp(SDL_Event &ev, Common::Event &event) {
if (ev.button.button == SDL_BUTTON_LEFT)
event.type = Common::EVENT_LBUTTONUP;
else if (ev.button.button == SDL_BUTTON_RIGHT)
event.type = Common::EVENT_RBUTTONUP;
#if defined(SDL_BUTTON_MIDDLE)
else if (ev.button.button == SDL_BUTTON_MIDDLE)
event.type = Common::EVENT_MBUTTONUP;
#endif
#if defined(SDL_BUTTON_X1)
else if (ev.button.button == SDL_BUTTON_X1)
event.type = Common::EVENT_X1BUTTONUP;
#endif
#if defined(SDL_BUTTON_X2)
else if (ev.button.button == SDL_BUTTON_X2)
event.type = Common::EVENT_X2BUTTONUP;
#endif
else
return false;
return processMouseEvent(event, ev.button.x, ev.button.y);
}
bool SdlEventSource::handleSysWMEvent(SDL_Event &ev, Common::Event &event) {
return false;
}
int SdlEventSource::mapSDLJoystickButtonToOSystem(Uint8 sdlButton) {
const Common::JoystickButton osystemButtons[] = {
Common::JOYSTICK_BUTTON_A,
Common::JOYSTICK_BUTTON_B,
Common::JOYSTICK_BUTTON_X,
Common::JOYSTICK_BUTTON_Y,
Common::JOYSTICK_BUTTON_LEFT_SHOULDER,
Common::JOYSTICK_BUTTON_RIGHT_SHOULDER,
Common::JOYSTICK_BUTTON_BACK,
Common::JOYSTICK_BUTTON_START,
Common::JOYSTICK_BUTTON_LEFT_STICK,
Common::JOYSTICK_BUTTON_RIGHT_STICK
};
if (sdlButton >= ARRAYSIZE(osystemButtons)) {
return -1;
}
return osystemButtons[sdlButton];
}
bool SdlEventSource::handleJoyButtonDown(SDL_Event &ev, Common::Event &event) {
int button = mapSDLJoystickButtonToOSystem(ev.jbutton.button);
if (button < 0) {
return false;
}
event.type = Common::EVENT_JOYBUTTON_DOWN;
event.joystick.button = button;
return true;
}
bool SdlEventSource::handleJoyButtonUp(SDL_Event &ev, Common::Event &event) {
int button = mapSDLJoystickButtonToOSystem(ev.jbutton.button);
if (button < 0) {
return false;
}
event.type = Common::EVENT_JOYBUTTON_UP;
event.joystick.button = button;
return true;
}
bool SdlEventSource::handleJoyAxisMotion(SDL_Event &ev, Common::Event &event) {
event.type = Common::EVENT_JOYAXIS_MOTION;
event.joystick.axis = ev.jaxis.axis;
event.joystick.position = ev.jaxis.value;
return true;
}
#define HANDLE_HAT_UP(new, old, mask, joybutton) \
if ((old & mask) && !(new & mask)) { \
event.joystick.button = joybutton; \
g_system->getEventManager()->pushEvent(event); \
}
#define HANDLE_HAT_DOWN(new, old, mask, joybutton) \
if ((new & mask) && !(old & mask)) { \
event.joystick.button = joybutton; \
g_system->getEventManager()->pushEvent(event); \
}
bool SdlEventSource::handleJoyHatMotion(SDL_Event &ev, Common::Event &event) {
event.type = Common::EVENT_JOYBUTTON_UP;
HANDLE_HAT_UP(ev.jhat.value, _lastHatPosition, SDL_HAT_UP, Common::JOYSTICK_BUTTON_DPAD_UP)
HANDLE_HAT_UP(ev.jhat.value, _lastHatPosition, SDL_HAT_DOWN, Common::JOYSTICK_BUTTON_DPAD_DOWN)
HANDLE_HAT_UP(ev.jhat.value, _lastHatPosition, SDL_HAT_LEFT, Common::JOYSTICK_BUTTON_DPAD_LEFT)
HANDLE_HAT_UP(ev.jhat.value, _lastHatPosition, SDL_HAT_RIGHT, Common::JOYSTICK_BUTTON_DPAD_RIGHT)
event.type = Common::EVENT_JOYBUTTON_DOWN;
HANDLE_HAT_DOWN(ev.jhat.value, _lastHatPosition, SDL_HAT_UP, Common::JOYSTICK_BUTTON_DPAD_UP)
HANDLE_HAT_DOWN(ev.jhat.value, _lastHatPosition, SDL_HAT_DOWN, Common::JOYSTICK_BUTTON_DPAD_DOWN)
HANDLE_HAT_DOWN(ev.jhat.value, _lastHatPosition, SDL_HAT_LEFT, Common::JOYSTICK_BUTTON_DPAD_LEFT)
HANDLE_HAT_DOWN(ev.jhat.value, _lastHatPosition, SDL_HAT_RIGHT, Common::JOYSTICK_BUTTON_DPAD_RIGHT)
_lastHatPosition = ev.jhat.value;
return false;
}
bool SdlEventSource::remapKey(SDL_Event &ev, Common::Event &event) {
return false;
}
void SdlEventSource::fakeWarpMouse(const int x, const int y) {
_queuedFakeMouseMove = true;
_fakeMouseMove.type = Common::EVENT_MOUSEMOVE;
_fakeMouseMove.mouse = Common::Point(x, y);
}
void SdlEventSource::setEngineRunning(const bool value) {
_engineRunning = value;
}
bool SdlEventSource::handleResizeEvent(Common::Event &event, int w, int h) {
if (_graphicsManager) {
_graphicsManager->notifyResize(w, h);
// If the screen changed, send an Common::EVENT_SCREEN_CHANGED
int screenID = g_system->getScreenChangeID();
if (screenID != _lastScreenID) {
_lastScreenID = screenID;
event.type = Common::EVENT_SCREEN_CHANGED;
return true;
}
}
return false;
}
#endif

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/* 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#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"
// Type names which changed between SDL 1.2 and SDL 2.
#if !SDL_VERSION_ATLEAST(2, 0, 0)
typedef SDLKey SDL_Keycode;
typedef SDLMod SDL_Keymod;
typedef SDL_keysym SDL_Keysym;
#endif
/**
* 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);
/**
* 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);
/** Returns whether a joystick is currently connected */
bool isJoystickConnected() const;
/** Sets whether a game is currently running */
void setEngineRunning(bool value);
protected:
/** Scroll lock state - since SDL doesn't track it */
bool _scrollLock;
bool _engineRunning;
int _mouseX;
int _mouseY;
/** Joystick */
SDL_Joystick *_joystick;
#if SDL_VERSION_ATLEAST(3, 0, 0)
/** Game controller */
SDL_Gamepad *_controller;
#elif 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 handleSysWMEvent(SDL_Event &ev, Common::Event &event);
virtual int mapSDLJoystickButtonToOSystem(Uint8 sdlButton);
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 bool handleJoyHatMotion(SDL_Event &ev, Common::Event &event);
#if SDL_VERSION_ATLEAST(2, 0, 0)
virtual bool handleJoystickAdded(const SDL_JoyDeviceEvent &device, Common::Event &event);
virtual bool handleJoystickRemoved(const SDL_JoyDeviceEvent &device, Common::Event &event);
virtual int mapSDLControllerButtonToOSystem(Uint8 sdlButton);
virtual bool handleControllerButton(const SDL_Event &ev, Common::Event &event, bool buttonUp);
virtual bool handleControllerAxisMotion(const SDL_Event &ev, Common::Event &event);
virtual bool isTouchPortTouchpadMode(SDL_TouchID port);
virtual bool isTouchPortActive(SDL_TouchID port);
virtual Common::Point getTouchscreenSize();
virtual void convertTouchXYToGameXY(float touchX, float touchY, int *gameX, int *gameY);
#endif
//@}
/**
* Assigns the mouse coords to the mouse event. Furthermore notify the
* graphics manager about the position change.
* The parameters relx and rely for relative mouse movement
*/
virtual bool processMouseEvent(Common::Event &event, int x, int y, int relx = 0, int rely = 0);
/**
* 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(SDL_Keycode key, SDL_Keymod mod, Uint16 unicode);
/**
* Configures the key modifiers flags status
*/
virtual void SDLModToOSystemKeyFlags(SDL_Keymod mod, Common::Event &event);
/**
* Translates SDL key codes to OSystem key codes
*/
Common::KeyCode SDLToOSystemKeycode(const SDL_Keycode key);
/**
* Notify graphics manager of a resize request.
*/
bool handleResizeEvent(Common::Event &event, int w, int h);
/**
* Extracts unicode information for the specific key.
* May only be used for key down events.
*/
uint32 obtainUnicode(const SDL_KeyboardEvent &key);
#if !SDL_VERSION_ATLEAST(3, 0, 0)
/**
* Extracts the keycode for the specified key sym.
*/
SDL_Keycode obtainKeycode(const SDL_Keysym keySym);
#endif
/**
* 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;
uint8 _lastHatPosition;
#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;
enum {
MAX_NUM_FINGERS = 3, // number of fingers to track per panel
MAX_TAP_TIME = 250, // taps longer than this will not result in mouse click events
MAX_TAP_MOTION_DISTANCE = 10, // max distance finger motion in Vita screen pixels to be considered a tap
SIMULATED_CLICK_DURATION = 50, // time in ms how long simulated mouse clicks should be
FINGER_SUBPIXEL_MULTIPLIER = 16 // multiplier for sub-pixel resolution
};
struct TouchFinger {
#if SDL_VERSION_ATLEAST(3, 0, 0)
SDL_FingerID id = 0; // 0: no touch
#else
int id = -1; // -1: no touch
#endif
uint32 timeLastDown = 0;
int lastX = 0; // last known screen coordinates
int lastY = 0; // last known screen coordinates
float lastDownX = 0; // SDL touch coordinates when last pressed down
float lastDownY = 0; // SDL touch coordinates when last pressed down
};
enum DraggingType {
DRAG_NONE = 0,
DRAG_TWO_FINGER,
DRAG_THREE_FINGER,
};
struct TouchPanelState {
TouchFinger _finger[MAX_NUM_FINGERS]; // keep track of finger status
DraggingType _multiFingerDragging = DRAG_NONE; // keep track whether we are currently drag-and-dropping
unsigned int _simulatedClickStartTime[2] = {0, 0}; // initiation time of last simulated left or right click (zero if no click)
int _hiresDX = 0; // keep track of slow, sub-pixel, finger motion across multiple frames
int _hiresDY = 0;
bool _tapMade = false;
};
Common::HashMap<unsigned long, TouchPanelState> _touchPanels;
private:
void preprocessFingerDown(SDL_Event *event);
bool preprocessFingerUp(SDL_Event *event, Common::Event *ev);
void preprocessFingerMotion(SDL_Event *event);
void finishSimulatedMouseClicks(void);
#endif
};
#endif

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/* 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#include "common/scummsys.h"
#if defined(SDL_BACKEND)
#include "backends/events/sdl/sdl-events.h"
#include "backends/platform/sdl/sdl.h"
#include "backends/graphics/graphics.h"
#include "common/config-manager.h"
#include "common/textconsole.h"
#include "common/fs.h"
#include "engines/engine.h"
#include "gui/gui-manager.h"
SdlEventSource::SdlEventSource()
: EventSource(), _scrollLock(false), _joystick(nullptr), _lastScreenID(0), _graphicsManager(nullptr), _queuedFakeMouseMove(false),
_lastHatPosition(SDL_HAT_CENTERED), _mouseX(0), _mouseY(0), _engineRunning(false)
{
int joystick_num = ConfMan.getInt("joystick_num");
if (joystick_num >= 0) {
// Initialize SDL joystick subsystem
if (SDL_InitSubSystem(SDL_INIT_JOYSTICK) == -1) {
warning("Could not initialize SDL joystick: %s", SDL_GetError());
return;
}
openJoystick(joystick_num);
}
}
int SdlEventSource::mapKey(SDL_Keycode sdlKey, SDL_Keymod mod, Uint16 unicode) {
Common::KeyCode key = SDLToOSystemKeycode(sdlKey);
// Keep unicode in case it's regular ASCII text, Hebrew or in case we didn't get a valid keycode
//
// We need to use unicode in those cases, simply because SDL1.x passes us non-layout-adjusted keycodes.
// So unicode is the only way to get layout-adjusted keys.
if (unicode < 0x20) {
// don't use unicode, in case it's control characters
unicode = 0;
} else {
// Use unicode, in case keycode is invalid.
// Umlauts and others will set KEYCODE_INVALID on SDL2, so in such a case always keep unicode.
if (key != Common::KEYCODE_INVALID) {
// keycode is valid, check further also depending on modifiers
if (mod & (KMOD_CTRL | KMOD_ALT)) {
// Ctrl and/or Alt is active
//
// We need to restrict unicode to only up to 0x7E, because on macOS the option/alt key will switch to
// an alternate keyboard, which will cause us to receive Unicode characters for some keys, which are outside
// of the ASCII range (e.g. alt-x will get us U+2248). We need to return 'x' for alt-x, so using unicode
// in that case would break alt-shortcuts.
if (unicode > 0x7E)
unicode = 0; // do not allow any characters above 0x7E
} else {
// We allow Hebrew characters
if (unicode >= 0x05D0 && unicode <= 0x05EA)
return unicode;
// Cyrillic
if (unicode >= 0x0400 && unicode <= 0x045F)
return unicode;
// We must not restrict as much as when Ctrl/Alt-modifiers are active, otherwise
// we wouldn't let umlauts through for SDL1. For SDL1 umlauts may set for example KEYCODE_QUOTE, KEYCODE_MINUS, etc.
if (unicode > 0xFF)
unicode = 0; // do not allow any characters above 0xFF
}
}
}
// Attention:
// When using SDL1.x, we will get scancodes via sdlKey, that are raw scancodes, so NOT adjusted to keyboard layout/
// mapping. So for example for certain locales, we will get KEYCODE_y, when 'z' is pressed and so on.
// When using SDL2.x however, we will get scancodes based on the keyboard layout.
if (key >= Common::KEYCODE_F1 && key <= Common::KEYCODE_F9) {
return key - Common::KEYCODE_F1 + Common::ASCII_F1;
} else if (key >= Common::KEYCODE_KP0 && key <= Common::KEYCODE_KP9) {
if ((mod & KMOD_NUM) == 0)
return 0; // In case Num-Lock is NOT enabled, return 0 for ascii, so that directional keys on numpad work
return key - Common::KEYCODE_KP0 + '0';
} else if (key >= Common::KEYCODE_UP && key <= Common::KEYCODE_PAGEDOWN) {
return key;
} else if (unicode) {
// Return unicode in case it's still set and wasn't filtered.
return unicode;
} else if (key >= 'a' && key <= 'z' && (mod & KMOD_SHIFT)) {
return key & ~0x20;
} else if (key >= Common::KEYCODE_NUMLOCK && key < Common::KEYCODE_LAST) {
return 0;
} else {
return key;
}
}
void SdlEventSource::SDLModToOSystemKeyFlags(SDL_Keymod mod, Common::Event &event) {
event.kbd.flags = 0;
if (mod & KMOD_SHIFT)
event.kbd.flags |= Common::KBD_SHIFT;
if (mod & KMOD_ALT)
event.kbd.flags |= Common::KBD_ALT;
if (mod & KMOD_CTRL)
event.kbd.flags |= Common::KBD_CTRL;
if (mod & KMOD_META)
event.kbd.flags |= Common::KBD_META;
// Sticky flags
if (mod & KMOD_NUM)
event.kbd.flags |= Common::KBD_NUM;
if (mod & KMOD_CAPS)
event.kbd.flags |= Common::KBD_CAPS;
}
Common::KeyCode SdlEventSource::SDLToOSystemKeycode(const SDL_Keycode key) {
switch (key) {
case SDLK_BACKSPACE: return Common::KEYCODE_BACKSPACE;
case SDLK_TAB: return Common::KEYCODE_TAB;
case SDLK_CLEAR: return Common::KEYCODE_CLEAR;
case SDLK_RETURN: return Common::KEYCODE_RETURN;
case SDLK_PAUSE: return Common::KEYCODE_PAUSE;
case SDLK_ESCAPE: return Common::KEYCODE_ESCAPE;
case SDLK_SPACE: return Common::KEYCODE_SPACE;
case SDLK_EXCLAIM: return Common::KEYCODE_EXCLAIM;
case SDLK_QUOTEDBL: return Common::KEYCODE_QUOTEDBL;
case SDLK_HASH: return Common::KEYCODE_HASH;
case SDLK_DOLLAR: return Common::KEYCODE_DOLLAR;
case SDLK_AMPERSAND: return Common::KEYCODE_AMPERSAND;
case SDLK_QUOTE: return Common::KEYCODE_QUOTE;
case SDLK_LEFTPAREN: return Common::KEYCODE_LEFTPAREN;
case SDLK_RIGHTPAREN: return Common::KEYCODE_RIGHTPAREN;
case SDLK_ASTERISK: return Common::KEYCODE_ASTERISK;
case SDLK_PLUS: return Common::KEYCODE_PLUS;
case SDLK_COMMA: return Common::KEYCODE_COMMA;
case SDLK_MINUS: return Common::KEYCODE_MINUS;
case SDLK_PERIOD: return Common::KEYCODE_PERIOD;
case SDLK_SLASH: return Common::KEYCODE_SLASH;
case SDLK_0: return Common::KEYCODE_0;
case SDLK_1: return Common::KEYCODE_1;
case SDLK_2: return Common::KEYCODE_2;
case SDLK_3: return Common::KEYCODE_3;
case SDLK_4: return Common::KEYCODE_4;
case SDLK_5: return Common::KEYCODE_5;
case SDLK_6: return Common::KEYCODE_6;
case SDLK_7: return Common::KEYCODE_7;
case SDLK_8: return Common::KEYCODE_8;
case SDLK_9: return Common::KEYCODE_9;
case SDLK_COLON: return Common::KEYCODE_COLON;
case SDLK_SEMICOLON: return Common::KEYCODE_SEMICOLON;
case SDLK_LESS: return Common::KEYCODE_LESS;
case SDLK_EQUALS: return Common::KEYCODE_EQUALS;
case SDLK_GREATER: return Common::KEYCODE_GREATER;
case SDLK_QUESTION: return Common::KEYCODE_QUESTION;
case SDLK_AT: return Common::KEYCODE_AT;
case SDLK_LEFTBRACKET: return Common::KEYCODE_LEFTBRACKET;
case SDLK_BACKSLASH: return Common::KEYCODE_BACKSLASH;
case SDLK_RIGHTBRACKET: return Common::KEYCODE_RIGHTBRACKET;
case SDLK_CARET: return Common::KEYCODE_CARET;
case SDLK_UNDERSCORE: return Common::KEYCODE_UNDERSCORE;
case SDLK_BACKQUOTE: return Common::KEYCODE_BACKQUOTE;
case SDLK_a: return Common::KEYCODE_a;
case SDLK_b: return Common::KEYCODE_b;
case SDLK_c: return Common::KEYCODE_c;
case SDLK_d: return Common::KEYCODE_d;
case SDLK_e: return Common::KEYCODE_e;
case SDLK_f: return Common::KEYCODE_f;
case SDLK_g: return Common::KEYCODE_g;
case SDLK_h: return Common::KEYCODE_h;
case SDLK_i: return Common::KEYCODE_i;
case SDLK_j: return Common::KEYCODE_j;
case SDLK_k: return Common::KEYCODE_k;
case SDLK_l: return Common::KEYCODE_l;
case SDLK_m: return Common::KEYCODE_m;
case SDLK_n: return Common::KEYCODE_n;
case SDLK_o: return Common::KEYCODE_o;
case SDLK_p: return Common::KEYCODE_p;
case SDLK_q: return Common::KEYCODE_q;
case SDLK_r: return Common::KEYCODE_r;
case SDLK_s: return Common::KEYCODE_s;
case SDLK_t: return Common::KEYCODE_t;
case SDLK_u: return Common::KEYCODE_u;
case SDLK_v: return Common::KEYCODE_v;
case SDLK_w: return Common::KEYCODE_w;
case SDLK_x: return Common::KEYCODE_x;
case SDLK_y: return Common::KEYCODE_y;
case SDLK_z: return Common::KEYCODE_z;
case SDLK_DELETE: return Common::KEYCODE_DELETE;
case SDLK_KP_PERIOD: return Common::KEYCODE_KP_PERIOD;
case SDLK_KP_DIVIDE: return Common::KEYCODE_KP_DIVIDE;
case SDLK_KP_MULTIPLY: return Common::KEYCODE_KP_MULTIPLY;
case SDLK_KP_MINUS: return Common::KEYCODE_KP_MINUS;
case SDLK_KP_PLUS: return Common::KEYCODE_KP_PLUS;
case SDLK_KP_ENTER: return Common::KEYCODE_KP_ENTER;
case SDLK_KP_EQUALS: return Common::KEYCODE_KP_EQUALS;
case SDLK_UP: return Common::KEYCODE_UP;
case SDLK_DOWN: return Common::KEYCODE_DOWN;
case SDLK_RIGHT: return Common::KEYCODE_RIGHT;
case SDLK_LEFT: return Common::KEYCODE_LEFT;
case SDLK_INSERT: return Common::KEYCODE_INSERT;
case SDLK_HOME: return Common::KEYCODE_HOME;
case SDLK_END: return Common::KEYCODE_END;
case SDLK_PAGEUP: return Common::KEYCODE_PAGEUP;
case SDLK_PAGEDOWN: return Common::KEYCODE_PAGEDOWN;
case SDLK_F1: return Common::KEYCODE_F1;
case SDLK_F2: return Common::KEYCODE_F2;
case SDLK_F3: return Common::KEYCODE_F3;
case SDLK_F4: return Common::KEYCODE_F4;
case SDLK_F5: return Common::KEYCODE_F5;
case SDLK_F6: return Common::KEYCODE_F6;
case SDLK_F7: return Common::KEYCODE_F7;
case SDLK_F8: return Common::KEYCODE_F8;
case SDLK_F9: return Common::KEYCODE_F9;
case SDLK_F10: return Common::KEYCODE_F10;
case SDLK_F11: return Common::KEYCODE_F11;
case SDLK_F12: return Common::KEYCODE_F12;
case SDLK_F13: return Common::KEYCODE_F13;
case SDLK_F14: return Common::KEYCODE_F14;
case SDLK_F15: return Common::KEYCODE_F15;
case SDLK_CAPSLOCK: return Common::KEYCODE_CAPSLOCK;
case SDLK_RSHIFT: return Common::KEYCODE_RSHIFT;
case SDLK_LSHIFT: return Common::KEYCODE_LSHIFT;
case SDLK_RCTRL: return Common::KEYCODE_RCTRL;
case SDLK_LCTRL: return Common::KEYCODE_LCTRL;
case SDLK_RALT: return Common::KEYCODE_RALT;
case SDLK_LALT: return Common::KEYCODE_LALT;
case SDLK_MODE: return Common::KEYCODE_MODE;
case SDLK_HELP: return Common::KEYCODE_HELP;
case SDLK_SYSREQ: return Common::KEYCODE_SYSREQ;
case SDLK_MENU: return Common::KEYCODE_MENU;
case SDLK_POWER: return Common::KEYCODE_POWER;
#if SDL_VERSION_ATLEAST(1, 2, 3)
case SDLK_UNDO: return Common::KEYCODE_UNDO;
#endif
case SDLK_SCROLLOCK: return Common::KEYCODE_SCROLLOCK;
case SDLK_NUMLOCK: return Common::KEYCODE_NUMLOCK;
case SDLK_LSUPER: return Common::KEYCODE_LSUPER;
case SDLK_RSUPER: return Common::KEYCODE_RSUPER;
case SDLK_PRINT: return Common::KEYCODE_PRINT;
case SDLK_COMPOSE: return Common::KEYCODE_COMPOSE;
case SDLK_KP0: return Common::KEYCODE_KP0;
case SDLK_KP1: return Common::KEYCODE_KP1;
case SDLK_KP2: return Common::KEYCODE_KP2;
case SDLK_KP3: return Common::KEYCODE_KP3;
case SDLK_KP4: return Common::KEYCODE_KP4;
case SDLK_KP5: return Common::KEYCODE_KP5;
case SDLK_KP6: return Common::KEYCODE_KP6;
case SDLK_KP7: return Common::KEYCODE_KP7;
case SDLK_KP8: return Common::KEYCODE_KP8;
case SDLK_KP9: return Common::KEYCODE_KP9;
case SDLK_WORLD_16: return Common::KEYCODE_TILDE;
case SDLK_BREAK: return Common::KEYCODE_BREAK;
case SDLK_LMETA: return Common::KEYCODE_LMETA;
case SDLK_RMETA: return Common::KEYCODE_RMETA;
case SDLK_EURO: return Common::KEYCODE_EURO;
default: return Common::KEYCODE_INVALID;
}
}
bool SdlEventSource::pollEvent(Common::Event &event) {
// If the screen changed, send an Common::EVENT_SCREEN_CHANGED
int screenID = g_system->getScreenChangeID();
if (screenID != _lastScreenID) {
_lastScreenID = screenID;
event.type = Common::EVENT_SCREEN_CHANGED;
return true;
}
if (_queuedFakeMouseMove) {
event = _fakeMouseMove;
_queuedFakeMouseMove = false;
return true;
}
SDL_Event ev;
while (SDL_PollEvent(&ev)) {
preprocessEvents(&ev);
if (dispatchSDLEvent(ev, event))
return true;
}
return false;
}
bool SdlEventSource::dispatchSDLEvent(SDL_Event &ev, Common::Event &event) {
switch (ev.type) {
case SDL_KEYDOWN:
return handleKeyDown(ev, event);
case SDL_KEYUP:
return handleKeyUp(ev, event);
case SDL_MOUSEMOTION:
return handleMouseMotion(ev, event);
case SDL_MOUSEBUTTONDOWN:
return handleMouseButtonDown(ev, event);
case SDL_MOUSEBUTTONUP:
return handleMouseButtonUp(ev, event);
case SDL_SYSWMEVENT:
return handleSysWMEvent(ev, event);
case SDL_VIDEOEXPOSE:
if (_graphicsManager) {
_graphicsManager->notifyVideoExpose();
}
return false;
case SDL_VIDEORESIZE:
return handleResizeEvent(event, ev.resize.w, ev.resize.h);
case SDL_QUIT:
event.type = Common::EVENT_QUIT;
return true;
default:
break;
}
if (_joystick) {
switch (ev.type) {
case SDL_JOYBUTTONDOWN:
return handleJoyButtonDown(ev, event);
case SDL_JOYBUTTONUP:
return handleJoyButtonUp(ev, event);
case SDL_JOYAXISMOTION:
return handleJoyAxisMotion(ev, event);
case SDL_JOYHATMOTION:
return handleJoyHatMotion(ev, event);
default:
break;
}
}
return false;
}
bool SdlEventSource::handleKeyDown(SDL_Event &ev, Common::Event &event) {
SDLModToOSystemKeyFlags(SDL_GetModState(), event);
SDL_Keycode sdlKeycode = obtainKeycode(ev.key.keysym);
Common::KeyCode key = SDLToOSystemKeycode(sdlKeycode);
// Handle scroll lock as a key modifier
if (key == Common::KEYCODE_SCROLLOCK)
_scrollLock = !_scrollLock;
if (_scrollLock)
event.kbd.flags |= Common::KBD_SCRL;
if (remapKey(ev, event))
return true;
event.type = Common::EVENT_KEYDOWN;
event.kbd.keycode = key;
SDL_Keymod mod = (SDL_Keymod)ev.key.keysym.mod;
#if defined(__amigaos4__)
// On AmigaOS, SDL always reports numlock as off. However, we get KEYCODE_KP# only when
// it is on, and get different keycodes (for example KEYCODE_PAGEDOWN) when it is off.
if (event.kbd.keycode >= Common::KEYCODE_KP0 && event.kbd.keycode <= Common::KEYCODE_KP9) {
event.kbd.flags |= Common::KBD_NUM;
mod = SDL_Keymod(mod | KMOD_NUM);
}
#endif
event.kbd.ascii = mapKey(sdlKeycode, mod, ev.key.keysym.unicode);
return true;
}
bool SdlEventSource::handleKeyUp(SDL_Event &ev, Common::Event &event) {
if (remapKey(ev, event))
return true;
SDLModToOSystemKeyFlags(SDL_GetModState(), event);
SDL_Keycode sdlKeycode = obtainKeycode(ev.key.keysym);
// Set the scroll lock sticky flag
if (_scrollLock)
event.kbd.flags |= Common::KBD_SCRL;
event.type = Common::EVENT_KEYUP;
event.kbd.keycode = SDLToOSystemKeycode(sdlKeycode);
SDL_Keymod mod = (SDL_Keymod)ev.key.keysym.mod;
#if defined(__amigaos4__)
// On AmigaOS, SDL always reports numlock as off. However, we get KEYCODE_KP# only when
// it is on, and get different keycodes (for example KEYCODE_PAGEDOWN) when it is off.
if (event.kbd.keycode >= Common::KEYCODE_KP0 && event.kbd.keycode <= Common::KEYCODE_KP9) {
event.kbd.flags |= Common::KBD_NUM;
mod = SDL_Keymod(mod | KMOD_NUM);
}
#endif
event.kbd.ascii = mapKey(sdlKeycode, mod, 0);
return true;
}
void SdlEventSource::openJoystick(int joystickIndex) {
if (SDL_NumJoysticks() > joystickIndex) {
_joystick = SDL_JoystickOpen(joystickIndex);
debug("Using joystick: %s",
SDL_JoystickName(joystickIndex)
);
} else {
debug(5, "Invalid joystick: %d", joystickIndex);
}
}
void SdlEventSource::closeJoystick() {
if (_joystick) {
SDL_JoystickClose(_joystick);
_joystick = nullptr;
}
}
bool SdlEventSource::isJoystickConnected() const {
return _joystick;
}
SDL_Keycode SdlEventSource::obtainKeycode(const SDL_Keysym keySym) {
#ifdef WIN32
// WORKAROUND: SDL 1.2 on Windows does not use the user configured keyboard layout,
// resulting in "keySym.sym" values to always be those expected for an US keyboard.
// For example, SDL returns SDLK_Q when pressing the 'A' key on an AZERTY keyboard.
// This defeats the purpose of keycodes which is to be able to refer to a key without
// knowing where it is physically located.
// We work around this issue by querying the currently active Windows keyboard layout
// using the scancode provided by SDL.
if (keySym.sym >= SDLK_0 && keySym.sym <= SDLK_9) {
// The keycode returned by SDL is kept for the number keys.
// Querying the keyboard layout for those would return the base key values
// for AZERTY keyboards, which are not numbers. For example, SDLK_1 would
// map to SDLK_AMPERSAND. This is theoretically correct but practically unhelpful,
// because it makes it impossible to handle key combinations such as "ctrl-1".
return keySym.sym;
}
int vk = MapVirtualKey(keySym.scancode, MAPVK_VSC_TO_VK);
if (vk) {
int ch = (MapVirtualKey(vk, MAPVK_VK_TO_CHAR) & 0x7FFF);
// The top bit of the result of MapVirtualKey with MAPVK_VSC_TO_VK signals
// a dead key was pressed. In that case we keep the value of the accent alone.
if (ch) {
if (ch >= 'A' && ch <= 'Z') {
// Windows returns uppercase ASCII whereas SDL expects lowercase
return (SDL_Keycode)(SDLK_a + (ch - 'A'));
} else {
return (SDL_Keycode)ch;
}
}
}
#endif
return keySym.sym;
}
#endif

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