/** ** Supermodel ** A Sega Model 3 Arcade Emulator. ** Copyright 2011 Bart Trzynadlowski, Nik Henson ** ** This file is part of Supermodel. ** ** Supermodel 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. ** ** Supermodel 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 Supermodel. If not, see . **/ /* * SDLInputSystem.cpp * * Implementation of SDL input system. */ #include "SDLInputSystem.h" #include "Supermodel.h" #include using namespace std; SDLKeyMapStruct CSDLInputSystem::s_keyMap[] = { // General keys { "BACKSPACE", SDLK_BACKSPACE }, { "TAB", SDLK_TAB }, { "CLEAR", SDLK_CLEAR }, { "RETURN", SDLK_RETURN }, { "PAUSE", SDLK_PAUSE }, { "ESCAPE", SDLK_ESCAPE }, { "SPACE", SDLK_SPACE }, { "EXCLAIM", SDLK_EXCLAIM }, { "DBLQUOTE", SDLK_QUOTEDBL }, { "HASH", SDLK_HASH }, { "DOLLAR", SDLK_DOLLAR }, { "AMPERSAND", SDLK_AMPERSAND }, { "QUOTE", SDLK_QUOTE }, { "LEFTPAREN", SDLK_LEFTPAREN }, { "RIGHTPAREN", SDLK_RIGHTPAREN }, { "ASTERISK", SDLK_ASTERISK }, { "PLUS", SDLK_PLUS }, { "COMMA", SDLK_COMMA }, { "MINUS", SDLK_MINUS }, { "PERIOD", SDLK_PERIOD }, { "SLASH", SDLK_SLASH }, { "0", SDLK_0 }, { "1", SDLK_1 }, { "2", SDLK_2 }, { "3", SDLK_3 }, { "4", SDLK_4 }, { "5", SDLK_5 }, { "6", SDLK_6 }, { "7", SDLK_7 }, { "8", SDLK_8 }, { "9", SDLK_9 }, { "COLON", SDLK_COLON }, { "SEMICOLON", SDLK_SEMICOLON }, { "LESS", SDLK_LESS }, { "EQUALS", SDLK_EQUALS }, { "GREATER", SDLK_GREATER }, { "QUESTION", SDLK_QUESTION }, { "AT", SDLK_AT }, { "LEFTBRACKET", SDLK_LEFTBRACKET }, { "BACKSLASH", SDLK_BACKSLASH }, { "RIGHTBRACKET", SDLK_RIGHTBRACKET }, { "CARET", SDLK_CARET }, { "UNDERSCORE", SDLK_UNDERSCORE }, { "BACKQUOTE", SDLK_BACKQUOTE }, { "A", SDLK_a }, { "B", SDLK_b }, { "C", SDLK_c }, { "D", SDLK_d }, { "E", SDLK_e }, { "F", SDLK_f }, { "G", SDLK_g }, { "H", SDLK_h }, { "I", SDLK_i }, { "J", SDLK_j }, { "K", SDLK_k }, { "L", SDLK_l }, { "M", SDLK_m }, { "N", SDLK_n }, { "O", SDLK_o }, { "P", SDLK_p }, { "Q", SDLK_q }, { "R", SDLK_r }, { "S", SDLK_s }, { "T", SDLK_t }, { "U", SDLK_u }, { "V", SDLK_v }, { "W", SDLK_w }, { "X", SDLK_x }, { "Y", SDLK_y }, { "Z", SDLK_z }, { "DEL", SDLK_DELETE }, // Keypad { "KEYPAD0", SDLK_KP0 }, { "KEYPAD1", SDLK_KP1 }, { "KEYPAD2", SDLK_KP2 }, { "KEYPAD3", SDLK_KP3 }, { "KEYPAD4", SDLK_KP4 }, { "KEYPAD5", SDLK_KP5 }, { "KEYPAD6", SDLK_KP6 }, { "KEYPAD7", SDLK_KP7 }, { "KEYPAD8", SDLK_KP8 }, { "KEYPAD9", SDLK_KP9 }, { "KEYPADPERIOD", SDLK_KP_PERIOD }, { "KEYPADDIVIDE", SDLK_KP_DIVIDE }, { "KEYPADMULTIPLY", SDLK_KP_MULTIPLY }, { "KEYPADMINUS", SDLK_KP_MINUS }, { "KEYPADPLUS", SDLK_KP_PLUS }, { "KEYPADENTER", SDLK_KP_ENTER }, { "KEYPADEQUALS", SDLK_KP_EQUALS }, // Arrows + Home/End Pad { "UP", SDLK_UP }, { "DOWN", SDLK_DOWN }, { "RIGHT", SDLK_RIGHT }, { "LEFT", SDLK_LEFT }, { "INSERT", SDLK_INSERT }, { "HOME", SDLK_HOME }, { "END", SDLK_END }, { "PGUP", SDLK_PAGEUP }, { "PGDN", SDLK_PAGEDOWN }, // Function Key { "F1", SDLK_F1 }, { "F2", SDLK_F2 }, { "F3", SDLK_F3 }, { "F4", SDLK_F4 }, { "F5", SDLK_F5 }, { "F6", SDLK_F6 }, { "F7", SDLK_F7 }, { "F8", SDLK_F8 }, { "F9", SDLK_F9 }, { "F10", SDLK_F10 }, { "F11", SDLK_F11 }, { "F12", SDLK_F12 }, { "F13", SDLK_F13 }, { "F14", SDLK_F14 }, { "F15", SDLK_F15 }, // Modifier Keys // Removed Numlock, Capslock and Scrollock as don't seem to be handled well by SDL //{ "NUMLOCK", SDLK_NUMLOCK }, //{ "CAPSLOCK", SDLK_CAPSLOCK }, //{ "SCROLLLOCK", SDLK_SCROLLOCK }, { "RIGHTSHIFT", SDLK_RSHIFT }, { "LEFTSHIFT", SDLK_LSHIFT }, { "RIGHTCTRL", SDLK_RCTRL }, { "LEFTCTRL", SDLK_LCTRL }, { "RIGHTALT", SDLK_RALT }, { "LEFTALT", SDLK_LALT }, { "RIGHTMETA", SDLK_RMETA }, { "LEFTMETA", SDLK_LMETA }, { "RIGHTWINDOWS", SDLK_RSUPER }, { "LEFTWINDOWS", SDLK_LSUPER }, { "ALTGR", SDLK_MODE }, { "COMPOSE", SDLK_COMPOSE }, // Other { "HELP", SDLK_HELP }, { "PRINT", SDLK_PRINT }, { "SYSREQ", SDLK_SYSREQ }, { "BREAK", SDLK_BREAK }, { "MENU", SDLK_MENU }, { "POWER", SDLK_POWER }, { "EURO", SDLK_EURO }, { "UNDO", SDLK_UNDO } }; CSDLInputSystem::CSDLInputSystem() : CInputSystem("SDL"), m_keyState(NULL), m_mouseX(0), m_mouseY(0), m_mouseZ(0), m_mouseButtons(0) { // } CSDLInputSystem::~CSDLInputSystem() { CloseJoysticks(); } void CSDLInputSystem::OpenJoysticks() { // Open all available joysticks int numJoys = SDL_NumJoysticks(); for (int joyNum = 0; joyNum < numJoys; joyNum++) { SDL_Joystick *joystick = SDL_JoystickOpen(joyNum); if (joystick == NULL) { ErrorLog("Unable to open joystick device %d with SDL - skipping joystick.\n", joyNum + 1); continue; } // Gather joystick details (name, num POVs & buttons and which axes are available) JoyDetails joyDetails; const char *pName = SDL_JoystickName(joyNum); strncpy(joyDetails.name, pName, MAX_NAME_LENGTH); joyDetails.name[MAX_NAME_LENGTH] = '\0'; joyDetails.numAxes = SDL_JoystickNumAxes(joystick); for (int axisNum = 0; axisNum < NUM_JOY_AXES; axisNum++) { joyDetails.hasAxis[axisNum] = joyDetails.numAxes > axisNum; joyDetails.axisHasFF[axisNum] = false; // SDL 1.2 does not support force feedback char *axisName = joyDetails.axisName[axisNum]; strcpy(axisName, CInputSystem::GetDefaultAxisName(axisNum)); // SDL 1.2 does not support axis names } joyDetails.numPOVs = SDL_JoystickNumHats(joystick); joyDetails.numButtons = SDL_JoystickNumButtons(joystick); joyDetails.hasFFeedback = false; // SDL 1.2 does not support force feedback m_joysticks.push_back(joystick); m_joyDetails.push_back(joyDetails); } } void CSDLInputSystem::CloseJoysticks() { // Close all previously opened joysticks for (size_t i = 0; i < m_joysticks.size(); i++) { SDL_Joystick *joystick = m_joysticks[i]; SDL_JoystickClose(joystick); } m_joysticks.clear(); m_joyDetails.clear(); } bool CSDLInputSystem::InitializeSystem() { // Make sure joystick subsystem is initialized and joystick events are enabled if (SDL_InitSubSystem(SDL_INIT_JOYSTICK) != 0) { ErrorLog("Unable to initialize SDL joystick subsystem (%s).\n", SDL_GetError()); return false; } SDL_JoystickEventState(SDL_ENABLE); // Open attached joysticks OpenJoysticks(); return true; } int CSDLInputSystem::GetKeyIndex(const char *keyName) { for (int i = 0; i < NUM_SDL_KEYS; i++) { if (stricmp(keyName, s_keyMap[i].keyName) == 0) return i; } return -1; } const char *CSDLInputSystem::GetKeyName(int keyIndex) { if (keyIndex < 0 || keyIndex >= NUM_SDL_KEYS) return NULL; return s_keyMap[keyIndex].keyName; } bool CSDLInputSystem::IsKeyPressed(int kbdNum, int keyIndex) { // Get SDL key for given index and check if currently pressed SDLKey sdlKey = s_keyMap[keyIndex].sdlKey; return !!m_keyState[sdlKey]; } int CSDLInputSystem::GetMouseAxisValue(int mseNum, int axisNum) { // Return value for given mouse axis switch (axisNum) { case AXIS_X: return m_mouseX; case AXIS_Y: return m_mouseY; case AXIS_Z: return m_mouseZ; default: return 0; } } int CSDLInputSystem::GetMouseWheelDir(int mseNum) { // Return wheel value return m_mouseWheelDir; } bool CSDLInputSystem::IsMouseButPressed(int mseNum, int butNum) { // Return value for given mouse button switch (butNum) { case 0: return !!(m_mouseButtons & SDL_BUTTON_LMASK); case 1: return !!(m_mouseButtons & SDL_BUTTON_MMASK); case 2: return !!(m_mouseButtons & SDL_BUTTON_RMASK); case 3: return !!(m_mouseButtons & SDL_BUTTON_X1MASK); case 4: return !!(m_mouseButtons & SDL_BUTTON_X2MASK); default: return false; } } int CSDLInputSystem::GetJoyAxisValue(int joyNum, int axisNum) { // Get raw joystick axis value for given joystick from SDL (values range from -32768 to 32767) SDL_Joystick *joystick = m_joysticks[joyNum]; return SDL_JoystickGetAxis(joystick, axisNum); } bool CSDLInputSystem::IsJoyPOVInDir(int joyNum, int povNum, int povDir) { // Get current joystick POV-hat value for given joystick and POV number from SDL and check if pointing in required direction SDL_Joystick *joystick = m_joysticks[joyNum]; int hatVal = SDL_JoystickGetHat(joystick, povNum); switch (povDir) { case POV_UP: return !!(hatVal & SDL_HAT_UP); case POV_DOWN: return !!(hatVal & SDL_HAT_DOWN); case POV_LEFT: return !!(hatVal & SDL_HAT_LEFT); case POV_RIGHT: return !!(hatVal & SDL_HAT_RIGHT); default: return false; } return false; } bool CSDLInputSystem::IsJoyButPressed(int joyNum, int butNum) { // Get current joystick button state for given joystick and button number from SDL SDL_Joystick *joystick = m_joysticks[joyNum]; return !!SDL_JoystickGetButton(joystick, butNum); } bool CSDLInputSystem::ProcessForceFeedbackCmd(int joyNum, int axisNum, ForceFeedbackCmd ffCmd) { // SDL 1.2 does not support force feedback return false; } int CSDLInputSystem::GetNumKeyboards() { // Return ANY_KEYBOARD as SDL 1.2 cannot handle multiple keyboards return ANY_KEYBOARD; } int CSDLInputSystem::GetNumMice() { // Return ANY_MOUSE as SDL 1.2 cannot handle multiple mice return ANY_MOUSE; } int CSDLInputSystem::GetNumJoysticks() { // Return number of joysticks found return (int)m_joysticks.size(); } const KeyDetails *CSDLInputSystem::GetKeyDetails(int kbdNum) { // Return NULL as SDL 1.2 cannot handle multiple keyboards return NULL; } const MouseDetails *CSDLInputSystem::GetMouseDetails(int mseNum) { // Return NULL as SDL 1.2 cannot handle multiple mice return NULL; } const JoyDetails *CSDLInputSystem::GetJoyDetails(int joyNum) { return &m_joyDetails[joyNum]; } bool CSDLInputSystem::Poll() { // Reset mouse wheel direction m_mouseWheelDir = 0; // Poll for event from SDL SDL_Event e; while (SDL_PollEvent(&e)) { if (e.type == SDL_QUIT) return false; else if (e.type == SDL_MOUSEBUTTONDOWN) { // Mouse wheel movements are not returned by SDL_GetMouseState below, so they are handled here instead // The mouse absolute Z-axis value and mouse wheel direction value are updated appropriately if (e.button.button == SDL_BUTTON_WHEELUP) { m_mouseZ += 5; m_mouseWheelDir = 1; } else if (e.button.button == SDL_BUTTON_WHEELDOWN) { m_mouseZ -= 5; m_mouseWheelDir = -1; } } } // Get key state from SDL m_keyState = SDL_GetKeyState(NULL); // Get mouse state from SDL (except mouse wheel which was handled earlier) m_mouseButtons = SDL_GetMouseState(&m_mouseX, &m_mouseY); // Update joystick state (not required as called implicitly by SDL_PollEvent above) //SDL_JoystickUpdate(); return true; } void CSDLInputSystem::SetMouseVisibility(bool visible) { SDL_ShowCursor(visible ? SDL_ENABLE : SDL_DISABLE); }