/**
** 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 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);
}