dxx-rebirth/arch/sdl/mouse.c

268 lines
5.8 KiB
C

/*
*
* SDL mouse driver
*
*/
#include <string.h>
#include <SDL/SDL.h>
#include "fix.h"
#include "timer.h"
#include "event.h"
#include "mouse.h"
#include "playsave.h"
struct mousebutton {
ubyte pressed;
fix64 time_went_down;
fix64 time_held_down;
uint num_downs;
uint num_ups;
};
static struct mouseinfo {
struct mousebutton buttons[MOUSE_MAX_BUTTONS];
int delta_x, delta_y, delta_z, old_delta_x, old_delta_y;
int x,y,z;
int cursor_enabled;
fix64 cursor_time;
} Mouse;
typedef struct d_event_mousebutton
{
event_type type;
int button;
} d_event_mousebutton;
void mouse_init(void)
{
memset(&Mouse,0,sizeof(Mouse));
}
void mouse_close(void)
{
SDL_ShowCursor(SDL_ENABLE);
}
void mouse_button_handler(SDL_MouseButtonEvent *mbe)
{
// to bad, SDL buttons use a different mapping as descent expects,
// this is at least true and tested for the first three buttons
int button_remap[17] = {
MBTN_LEFT,
MBTN_MIDDLE,
MBTN_RIGHT,
MBTN_Z_UP,
MBTN_Z_DOWN,
MBTN_PITCH_BACKWARD,
MBTN_PITCH_FORWARD,
MBTN_BANK_LEFT,
MBTN_BANK_RIGHT,
MBTN_HEAD_LEFT,
MBTN_HEAD_RIGHT,
MBTN_11,
MBTN_12,
MBTN_13,
MBTN_14,
MBTN_15,
MBTN_16
};
int button = button_remap[mbe->button - 1]; // -1 since SDL seems to start counting at 1
d_event_mousebutton event;
window *wind;
if (GameArg.CtlNoMouse)
return;
Mouse.cursor_time = timer_query();
if (mbe->state == SDL_PRESSED) {
Mouse.buttons[button].pressed = 1;
Mouse.buttons[button].time_went_down = timer_query();
Mouse.buttons[button].num_downs++;
if (button == MBTN_Z_UP) {
Mouse.delta_z += Z_SENSITIVITY;
Mouse.z += Z_SENSITIVITY;
} else if (button == MBTN_Z_DOWN) {
Mouse.delta_z -= Z_SENSITIVITY;
Mouse.z -= Z_SENSITIVITY;
}
} else {
Mouse.buttons[button].pressed = 0;
Mouse.buttons[button].time_held_down += timer_query() - Mouse.buttons[button].time_went_down;
Mouse.buttons[button].num_ups++;
}
event.type = (mbe->state == SDL_PRESSED) ? EVENT_MOUSE_BUTTON_DOWN : EVENT_MOUSE_BUTTON_UP;
event.button = button;
if ((wind = window_get_front()))
{
con_printf(CON_DEBUG, "Sending event %s, button %d, coords %d,%d,%d\n",
(mbe->state == SDL_PRESSED) ? "EVENT_MOUSE_BUTTON_DOWN" : "EVENT_MOUSE_BUTTON_UP", event.button, Mouse.x, Mouse.y, Mouse.z);
if (!window_send_event(wind, (d_event *)&event))
call_default_handler((d_event *)&event);
}
else
call_default_handler((d_event *)&event);
}
void mouse_motion_handler(SDL_MouseMotionEvent *mme)
{
if (GameArg.CtlNoMouse)
return;
Mouse.cursor_time = timer_query();
Mouse.x += mme->xrel;
Mouse.y += mme->yrel;
}
void mouse_flush() // clears all mice events...
{
int i;
// event_poll();
for (i=0; i<MOUSE_MAX_BUTTONS; i++) {
Mouse.buttons[i].pressed=0;
Mouse.buttons[i].time_went_down=timer_query();
Mouse.buttons[i].time_held_down=0;
Mouse.buttons[i].num_ups=0;
Mouse.buttons[i].num_downs=0;
}
Mouse.delta_x = 0;
Mouse.delta_y = 0;
Mouse.delta_z = 0;
Mouse.old_delta_x = 0;
Mouse.old_delta_y = 0;
Mouse.x = 0;
Mouse.y = 0;
Mouse.z = 0;
SDL_GetMouseState(&Mouse.x, &Mouse.y); // necessary because polling only gives us the delta.
}
//========================================================================
void mouse_get_pos( int *x, int *y, int *z )
{
//event_poll(); // Have to assume this is called in event_process, because event_poll can cause a window to close (depending on what the user does)
*x=Mouse.x;
*y=Mouse.y;
*z=Mouse.z;
}
void mouse_get_delta( int *dx, int *dy, int *dz )
{
SDL_GetRelativeMouseState( &Mouse.delta_x, &Mouse.delta_y );
*dx = Mouse.delta_x;
*dy = Mouse.delta_y;
*dz = Mouse.delta_z;
// filter delta?
if (PlayerCfg.MouseFilter)
{
Mouse.delta_x = (*dx + Mouse.old_delta_x) * 0.5;
Mouse.delta_y = (*dy + Mouse.old_delta_y) * 0.5;
}
Mouse.old_delta_x = *dx;
Mouse.old_delta_y = *dy;
Mouse.delta_x = 0;
Mouse.delta_y = 0;
Mouse.delta_z = 0;
}
int mouse_get_button(d_event *event)
{
Assert((event->type == EVENT_MOUSE_BUTTON_DOWN) || (event->type == EVENT_MOUSE_BUTTON_UP));
return ((d_event_mousebutton *)event)->button;
}
int mouse_get_btns()
{
int i;
uint flag=1;
int status = 0;
// event_poll();
for (i=0; i<MOUSE_MAX_BUTTONS; i++ ) {
if (Mouse.buttons[i].pressed)
status |= flag;
flag <<= 1;
}
return status;
}
// Returns how long this button has been down since last call.
fix64 mouse_button_down_time(int button)
{
fix64 time_down, time;
if (button < 0 || button >= MOUSE_MAX_BUTTONS)
return 0;
if (!Mouse.buttons[button].pressed) {
time_down = Mouse.buttons[button].time_held_down;
Mouse.buttons[button].time_held_down = 0;
} else {
time = timer_query();
time_down = time - Mouse.buttons[button].time_held_down;
Mouse.buttons[button].time_held_down = time;
}
return time_down;
}
// Returns how many times this button has went down since last call
int mouse_button_down_count(int button)
{
int count;
if (button < 0 || button >= MOUSE_MAX_BUTTONS)
return 0;
count = Mouse.buttons[button].num_downs;
Mouse.buttons[button].num_downs = 0;
return count;
}
// Returns 1 if this button is currently down
int mouse_button_state(int button)
{
if (button < 0 || button >= MOUSE_MAX_BUTTONS)
return 0;
return Mouse.buttons[button].pressed;
}
void mouse_toggle_cursor(int activate)
{
Mouse.cursor_enabled = (activate && !GameArg.CtlNoMouse);
if (!Mouse.cursor_enabled)
SDL_ShowCursor(SDL_DISABLE);
}
// If we want to display/hide cursor, do so if not already and also hide it automatically after some time.
void mouse_cursor_autohide()
{
int show = SDL_ShowCursor(SDL_QUERY);
if (Mouse.cursor_enabled)
{
if ( (Mouse.cursor_time + (F1_0*2)) >= timer_query() && !show)
SDL_ShowCursor(SDL_ENABLE);
else if ( (Mouse.cursor_time + (F1_0*2)) < timer_query() && show)
SDL_ShowCursor(SDL_DISABLE);
}
else
{
if (show)
SDL_ShowCursor(SDL_DISABLE);
}
}