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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 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.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
 *
 */

#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"

// multiplier used to increase resolution for keyboard/joystick mouse
#define MULTIPLIER 16

/**
 * 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);

	/**
	 * Resets keyboard emulation after a video screen change
	 */
	virtual void resetKeyboardEmulation(int16 x_max, int16 y_max);

	/**
	 * 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);

protected:
	/** @name Keyboard mouse emulation
	 * Disabled by fingolfin 2004-12-18.
	 * I am keeping the rest of the code in for now, since the joystick
	 * code (or rather, "hack") uses it, too.
	 */
	//@{

	struct KbdMouse {
		int16 x, y, x_vel, y_vel, x_max, y_max, x_down_count, y_down_count, joy_x, joy_y;
		uint32 last_time, delay_time, x_down_time, y_down_time;
		bool modifier;
	};
	KbdMouse _km;

	//@}

	/** Scroll lock state - since SDL doesn't track it */
	bool _scrollLock;

	/** Joystick */
	SDL_Joystick *_joystick;

#if 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 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 void updateKbdMouse();
	virtual bool handleKbdMouse(Common::Event &event);

#if SDL_VERSION_ATLEAST(2, 0, 0)
	virtual bool handleJoystickAdded(const SDL_JoyDeviceEvent &event);
	virtual bool handleJoystickRemoved(const SDL_JoyDeviceEvent &device);
	virtual bool handleControllerButton(const SDL_Event &ev, Common::Event &event, bool buttonUp);
	virtual bool handleControllerAxisMotion(const SDL_Event &ev, Common::Event &event);
#endif

	//@}

	/**
	 * Update the virtual mouse according to a joystick or game controller axis position change
	 */
	virtual bool handleAxisToMouseMotion(int16 xAxis, int16 yAxis);

	/**
	 * Compute the virtual mouse movement speed factor according to the 'kbdmouse_speed' setting.
	 * The speed factor is scaled with the display size.
	 */
	int16 computeJoystickMouseSpeedFactor() const;

	/**
	 * Assigns the mouse coords to the mouse event. Furthermore notify the
	 * graphics manager about the position change.
	 */
	virtual bool processMouseEvent(Common::Event &event, int x, int y);

	/**
	 * 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(SDLKey key, SDLMod mod, Uint16 unicode);

	/**
	 * Configures the key modifiers flags status
	 */
	virtual void SDLModToOSystemKeyFlags(SDLMod mod, Common::Event &event);

	/**
	 * Translates SDL key codes to OSystem key codes
	 */
	Common::KeyCode SDLToOSystemKeycode(const SDLKey key);

	/**
	 * Notify graphics manager of a resize request.
	 */
	bool handleResizeEvent(Common::Event &event, int w, int h);

	/**
	 * Extracts unicode information for the specific key sym.
	 * May only be used for key down events.
	 */
	uint32 obtainUnicode(const SDL_keysym keySym);

	/**
	 * Extracts the keycode for the specified key sym.
	 */
	SDLKey obtainKeycode(const SDL_keysym keySym);

	/**
	 * 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;

#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;
#endif
};

#endif