mirror of
https://github.com/RetroDECK/Supermodel.git
synced 2024-11-23 06:15:37 +00:00
dfa77e9207
Added extra debugging output to calibration input detection routine (activated by pressing Shift).
434 lines
12 KiB
C++
434 lines
12 KiB
C++
/**
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** Supermodel
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** A Sega Model 3 Arcade Emulator.
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** Copyright 2011 Bart Trzynadlowski, Nik Henson
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**
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** This file is part of Supermodel.
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**
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** Supermodel is free software: you can redistribute it and/or modify it under
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** the terms of the GNU General Public License as published by the Free
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** Software Foundation, either version 3 of the License, or (at your option)
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** any later version.
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**
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** Supermodel is distributed in the hope that it will be useful, but WITHOUT
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** ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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** FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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** more details.
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**
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** You should have received a copy of the GNU General Public License along
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** with Supermodel. If not, see <http://www.gnu.org/licenses/>.
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**/
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/*
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* SDLInputSystem.cpp
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*
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* Implementation of SDL input system.
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*/
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#include "SDLInputSystem.h"
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#include "Supermodel.h"
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#include <vector>
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using namespace std;
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SDLKeyMapStruct CSDLInputSystem::s_keyMap[] =
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{
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// General keys
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{ "BACKSPACE", SDLK_BACKSPACE },
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{ "TAB", SDLK_TAB },
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{ "CLEAR", SDLK_CLEAR },
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{ "RETURN", SDLK_RETURN },
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{ "PAUSE", SDLK_PAUSE },
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{ "ESCAPE", SDLK_ESCAPE },
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{ "SPACE", SDLK_SPACE },
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{ "EXCLAIM", SDLK_EXCLAIM },
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{ "DBLQUOTE", SDLK_QUOTEDBL },
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{ "HASH", SDLK_HASH },
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{ "DOLLAR", SDLK_DOLLAR },
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{ "AMPERSAND", SDLK_AMPERSAND },
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{ "QUOTE", SDLK_QUOTE },
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{ "LEFTPAREN", SDLK_LEFTPAREN },
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{ "RIGHTPAREN", SDLK_RIGHTPAREN },
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{ "ASTERISK", SDLK_ASTERISK },
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{ "PLUS", SDLK_PLUS },
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{ "COMMA", SDLK_COMMA },
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{ "MINUS", SDLK_MINUS },
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{ "PERIOD", SDLK_PERIOD },
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{ "SLASH", SDLK_SLASH },
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{ "0", SDLK_0 },
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{ "1", SDLK_1 },
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{ "2", SDLK_2 },
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{ "3", SDLK_3 },
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{ "4", SDLK_4 },
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{ "5", SDLK_5 },
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{ "6", SDLK_6 },
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{ "7", SDLK_7 },
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{ "8", SDLK_8 },
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{ "9", SDLK_9 },
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{ "COLON", SDLK_COLON },
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{ "SEMICOLON", SDLK_SEMICOLON },
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{ "LESS", SDLK_LESS },
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{ "EQUALS", SDLK_EQUALS },
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{ "GREATER", SDLK_GREATER },
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{ "QUESTION", SDLK_QUESTION },
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{ "AT", SDLK_AT },
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{ "LEFTBRACKET", SDLK_LEFTBRACKET },
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{ "BACKSLASH", SDLK_BACKSLASH },
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{ "RIGHTBRACKET", SDLK_RIGHTBRACKET },
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{ "CARET", SDLK_CARET },
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{ "UNDERSCORE", SDLK_UNDERSCORE },
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{ "BACKQUOTE", SDLK_BACKQUOTE },
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{ "A", SDLK_a },
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{ "B", SDLK_b },
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{ "C", SDLK_c },
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{ "D", SDLK_d },
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{ "E", SDLK_e },
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{ "F", SDLK_f },
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{ "G", SDLK_g },
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{ "H", SDLK_h },
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{ "I", SDLK_i },
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{ "J", SDLK_j },
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{ "K", SDLK_k },
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{ "L", SDLK_l },
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{ "M", SDLK_m },
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{ "N", SDLK_n },
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{ "O", SDLK_o },
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{ "P", SDLK_p },
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{ "Q", SDLK_q },
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{ "R", SDLK_r },
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{ "S", SDLK_s },
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{ "T", SDLK_t },
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{ "U", SDLK_u },
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{ "V", SDLK_v },
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{ "W", SDLK_w },
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{ "X", SDLK_x },
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{ "Y", SDLK_y },
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{ "Z", SDLK_z },
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{ "DEL", SDLK_DELETE },
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// Keypad
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{ "KEYPAD0", SDLK_KP0 },
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{ "KEYPAD1", SDLK_KP1 },
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{ "KEYPAD2", SDLK_KP2 },
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{ "KEYPAD3", SDLK_KP3 },
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{ "KEYPAD4", SDLK_KP4 },
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{ "KEYPAD5", SDLK_KP5 },
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{ "KEYPAD6", SDLK_KP6 },
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{ "KEYPAD7", SDLK_KP7 },
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{ "KEYPAD8", SDLK_KP8 },
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{ "KEYPAD9", SDLK_KP9 },
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{ "KEYPADPERIOD", SDLK_KP_PERIOD },
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{ "KEYPADDIVIDE", SDLK_KP_DIVIDE },
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{ "KEYPADMULTIPLY", SDLK_KP_MULTIPLY },
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{ "KEYPADMINUS", SDLK_KP_MINUS },
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{ "KEYPADPLUS", SDLK_KP_PLUS },
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{ "KEYPADENTER", SDLK_KP_ENTER },
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{ "KEYPADEQUALS", SDLK_KP_EQUALS },
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// Arrows + Home/End Pad
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{ "UP", SDLK_UP },
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{ "DOWN", SDLK_DOWN },
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{ "RIGHT", SDLK_RIGHT },
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{ "LEFT", SDLK_LEFT },
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{ "INSERT", SDLK_INSERT },
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{ "HOME", SDLK_HOME },
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{ "END", SDLK_END },
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{ "PGUP", SDLK_PAGEUP },
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{ "PGDN", SDLK_PAGEDOWN },
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// Function Key
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{ "F1", SDLK_F1 },
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{ "F2", SDLK_F2 },
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{ "F3", SDLK_F3 },
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{ "F4", SDLK_F4 },
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{ "F5", SDLK_F5 },
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{ "F6", SDLK_F6 },
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{ "F7", SDLK_F7 },
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{ "F8", SDLK_F8 },
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{ "F9", SDLK_F9 },
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{ "F10", SDLK_F10 },
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{ "F11", SDLK_F11 },
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{ "F12", SDLK_F12 },
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{ "F13", SDLK_F13 },
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{ "F14", SDLK_F14 },
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{ "F15", SDLK_F15 },
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// Modifier Keys
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// Removed Numlock, Capslock and Scrollock as don't seem to be handled well by SDL
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//{ "NUMLOCK", SDLK_NUMLOCK },
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//{ "CAPSLOCK", SDLK_CAPSLOCK },
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//{ "SCROLLLOCK", SDLK_SCROLLOCK },
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{ "RIGHTSHIFT", SDLK_RSHIFT },
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{ "LEFTSHIFT", SDLK_LSHIFT },
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{ "RIGHTCTRL", SDLK_RCTRL },
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{ "LEFTCTRL", SDLK_LCTRL },
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{ "RIGHTALT", SDLK_RALT },
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{ "LEFTALT", SDLK_LALT },
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{ "RIGHTMETA", SDLK_RMETA },
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{ "LEFTMETA", SDLK_LMETA },
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{ "RIGHTWINDOWS", SDLK_RSUPER },
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{ "LEFTWINDOWS", SDLK_LSUPER },
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{ "ALTGR", SDLK_MODE },
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{ "COMPOSE", SDLK_COMPOSE },
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// Other
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{ "HELP", SDLK_HELP },
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{ "PRINT", SDLK_PRINT },
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{ "SYSREQ", SDLK_SYSREQ },
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{ "BREAK", SDLK_BREAK },
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{ "MENU", SDLK_MENU },
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{ "POWER", SDLK_POWER },
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{ "EURO", SDLK_EURO },
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{ "UNDO", SDLK_UNDO }
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};
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CSDLInputSystem::CSDLInputSystem() : CInputSystem("SDL"), m_keyState(NULL), m_mouseX(0), m_mouseY(0), m_mouseZ(0), m_mouseButtons(0)
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{
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//
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}
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CSDLInputSystem::~CSDLInputSystem()
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{
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CloseJoysticks();
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}
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void CSDLInputSystem::OpenJoysticks()
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{
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// Open all available joysticks
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int numJoys = SDL_NumJoysticks();
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for (int joyNum = 0; joyNum < numJoys; joyNum++)
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{
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SDL_Joystick *joystick = SDL_JoystickOpen(joyNum);
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if (joystick == NULL)
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{
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ErrorLog("Unable to open joystick device %d with SDL - skipping joystick.\n", joyNum + 1);
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continue;
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}
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// Gather joystick details (name, num POVs & buttons and which axes are available)
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JoyDetails joyDetails;
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const char *pName = SDL_JoystickName(joyNum);
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strncpy(joyDetails.name, pName, MAX_NAME_LENGTH);
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joyDetails.name[MAX_NAME_LENGTH] = '\0';
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joyDetails.numAxes = SDL_JoystickNumAxes(joystick);
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for (int axisNum = 0; axisNum < NUM_JOY_AXES; axisNum++)
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{
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joyDetails.hasAxis[axisNum] = joyDetails.numAxes > axisNum;
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joyDetails.axisHasFF[axisNum] = false; // SDL 1.2 does not support force feedback
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char *axisName = joyDetails.axisName[axisNum];
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strcpy(axisName, CInputSystem::GetDefaultAxisName(axisNum)); // SDL 1.2 does not support axis names
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}
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joyDetails.numPOVs = SDL_JoystickNumHats(joystick);
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joyDetails.numButtons = SDL_JoystickNumButtons(joystick);
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joyDetails.hasFFeedback = false; // SDL 1.2 does not support force feedback
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m_joysticks.push_back(joystick);
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m_joyDetails.push_back(joyDetails);
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}
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}
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void CSDLInputSystem::CloseJoysticks()
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{
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// Close all previously opened joysticks
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for (size_t i = 0; i < m_joysticks.size(); i++)
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{
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SDL_Joystick *joystick = m_joysticks[i];
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SDL_JoystickClose(joystick);
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}
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m_joysticks.clear();
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m_joyDetails.clear();
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}
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bool CSDLInputSystem::InitializeSystem()
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{
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// Make sure joystick subsystem is initialized and joystick events are enabled
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if (SDL_InitSubSystem(SDL_INIT_JOYSTICK) != 0)
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{
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ErrorLog("Unable to initialize SDL joystick subsystem (%s).\n", SDL_GetError());
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return false;
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}
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SDL_JoystickEventState(SDL_ENABLE);
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// Open attached joysticks
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OpenJoysticks();
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return true;
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}
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int CSDLInputSystem::GetKeyIndex(const char *keyName)
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{
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for (int i = 0; i < NUM_SDL_KEYS; i++)
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{
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if (stricmp(keyName, s_keyMap[i].keyName) == 0)
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return i;
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}
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return -1;
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}
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const char *CSDLInputSystem::GetKeyName(int keyIndex)
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{
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if (keyIndex < 0 || keyIndex >= NUM_SDL_KEYS)
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return NULL;
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return s_keyMap[keyIndex].keyName;
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}
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bool CSDLInputSystem::IsKeyPressed(int kbdNum, int keyIndex)
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{
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// Get SDL key for given index and check if currently pressed
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SDLKey sdlKey = s_keyMap[keyIndex].sdlKey;
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return !!m_keyState[sdlKey];
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}
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int CSDLInputSystem::GetMouseAxisValue(int mseNum, int axisNum)
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{
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// Return value for given mouse axis
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switch (axisNum)
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{
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case AXIS_X: return m_mouseX;
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case AXIS_Y: return m_mouseY;
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case AXIS_Z: return m_mouseZ;
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default: return 0;
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}
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}
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int CSDLInputSystem::GetMouseWheelDir(int mseNum)
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{
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// Return wheel value
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return m_mouseWheelDir;
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}
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bool CSDLInputSystem::IsMouseButPressed(int mseNum, int butNum)
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{
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// Return value for given mouse button
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switch (butNum)
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{
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case 0: return !!(m_mouseButtons & SDL_BUTTON_LMASK);
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case 1: return !!(m_mouseButtons & SDL_BUTTON_MMASK);
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case 2: return !!(m_mouseButtons & SDL_BUTTON_RMASK);
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case 3: return !!(m_mouseButtons & SDL_BUTTON_X1MASK);
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case 4: return !!(m_mouseButtons & SDL_BUTTON_X2MASK);
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default: return false;
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}
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}
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int CSDLInputSystem::GetJoyAxisValue(int joyNum, int axisNum)
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{
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// Get raw joystick axis value for given joystick from SDL (values range from -32768 to 32767)
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SDL_Joystick *joystick = m_joysticks[joyNum];
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return SDL_JoystickGetAxis(joystick, axisNum);
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}
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bool CSDLInputSystem::IsJoyPOVInDir(int joyNum, int povNum, int povDir)
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{
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// Get current joystick POV-hat value for given joystick and POV number from SDL and check if pointing in required direction
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SDL_Joystick *joystick = m_joysticks[joyNum];
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int hatVal = SDL_JoystickGetHat(joystick, povNum);
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switch (povDir)
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{
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case POV_UP: return !!(hatVal & SDL_HAT_UP);
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case POV_DOWN: return !!(hatVal & SDL_HAT_DOWN);
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case POV_LEFT: return !!(hatVal & SDL_HAT_LEFT);
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case POV_RIGHT: return !!(hatVal & SDL_HAT_RIGHT);
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default: return false;
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}
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return false;
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}
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bool CSDLInputSystem::IsJoyButPressed(int joyNum, int butNum)
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{
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// Get current joystick button state for given joystick and button number from SDL
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SDL_Joystick *joystick = m_joysticks[joyNum];
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return !!SDL_JoystickGetButton(joystick, butNum);
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}
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bool CSDLInputSystem::ProcessForceFeedbackCmd(int joyNum, int axisNum, ForceFeedbackCmd ffCmd)
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{
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// SDL 1.2 does not support force feedback
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return false;
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}
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void CSDLInputSystem::Wait(int ms)
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{
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SDL_Delay(ms);
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}
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int CSDLInputSystem::GetNumKeyboards()
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{
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// Return ANY_KEYBOARD as SDL 1.2 cannot handle multiple keyboards
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return ANY_KEYBOARD;
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}
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int CSDLInputSystem::GetNumMice()
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{
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// Return ANY_MOUSE as SDL 1.2 cannot handle multiple mice
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return ANY_MOUSE;
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}
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int CSDLInputSystem::GetNumJoysticks()
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{
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// Return number of joysticks found
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return m_joysticks.size();
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}
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const KeyDetails *CSDLInputSystem::GetKeyDetails(int kbdNum)
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{
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// Return NULL as SDL 1.2 cannot handle multiple keyboards
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return NULL;
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}
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const MouseDetails *CSDLInputSystem::GetMouseDetails(int mseNum)
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{
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// Return NULL as SDL 1.2 cannot handle multiple mice
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return NULL;
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}
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const JoyDetails *CSDLInputSystem::GetJoyDetails(int joyNum)
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{
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return &m_joyDetails[joyNum];
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}
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bool CSDLInputSystem::Poll()
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{
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// Reset mouse wheel direction
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m_mouseWheelDir = 0;
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// Poll for event from SDL
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SDL_Event e;
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while (SDL_PollEvent(&e))
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{
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if (e.type == SDL_QUIT)
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return false;
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else if (e.type == SDL_MOUSEBUTTONDOWN)
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{
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// Mouse wheel movements are not returned by SDL_GetMouseState below, so they are handled here instead
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// The mouse absolute Z-axis value and mouse wheel direction value are updated appropriately
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if (e.button.button == SDL_BUTTON_WHEELUP)
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{
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m_mouseZ += 5;
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m_mouseWheelDir = 1;
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}
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else if (e.button.button == SDL_BUTTON_WHEELDOWN)
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{
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m_mouseZ -= 5;
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m_mouseWheelDir = -1;
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}
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}
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}
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// Get key state from SDL
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m_keyState = SDL_GetKeyState(NULL);
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// Get mouse state from SDL (except mouse wheel which was handled earlier)
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m_mouseButtons = SDL_GetMouseState(&m_mouseX, &m_mouseY);
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// Update joystick state (not required as called implicitly by SDL_PollEvent above)
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//SDL_JoystickUpdate();
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return true;
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}
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void CSDLInputSystem::SetMouseVisibility(bool visible)
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{
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SDL_ShowCursor(visible ? SDL_ENABLE : SDL_DISABLE);
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}
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