270 lines
6.2 KiB
C++
270 lines
6.2 KiB
C++
/*
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* This file is part of the DXX-Rebirth project <http://www.dxx-rebirth.com/>.
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* It is copyright by its individual contributors, as recorded in the
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* project's Git history. See COPYING.txt at the top level for license
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* terms and a link to the Git history.
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*/
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/*
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*
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* SDL mouse driver
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*
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*/
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#include <string.h>
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#include <SDL.h>
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#include "maths.h"
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#include "timer.h"
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#include "event.h"
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#include "window.h"
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#include "mouse.h"
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#include "playsave.h"
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#include "dxxerror.h"
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#include "args.h"
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static struct mouseinfo {
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ubyte button_state[MOUSE_MAX_BUTTONS];
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fix64 time_lastpressed[MOUSE_MAX_BUTTONS];
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int delta_x, delta_y, delta_z, old_delta_x, old_delta_y;
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int x,y,z;
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int cursor_enabled;
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fix64 cursor_time;
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} Mouse;
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struct d_event_mousebutton : d_event
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{
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int button;
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};
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struct d_event_mouse_moved : d_event
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{
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short dx, dy, dz;
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};
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void mouse_init(void)
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{
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Mouse = {};
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}
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void mouse_close(void)
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{
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SDL_ShowCursor(SDL_ENABLE);
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}
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void mouse_button_handler(SDL_MouseButtonEvent *mbe)
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{
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// to bad, SDL buttons use a different mapping as descent expects,
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// this is at least true and tested for the first three buttons
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static const array<int, 17> button_remap{{
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MBTN_LEFT,
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MBTN_MIDDLE,
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MBTN_RIGHT,
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MBTN_Z_UP,
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MBTN_Z_DOWN,
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MBTN_PITCH_BACKWARD,
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MBTN_PITCH_FORWARD,
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MBTN_BANK_LEFT,
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MBTN_BANK_RIGHT,
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MBTN_HEAD_LEFT,
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MBTN_HEAD_RIGHT,
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MBTN_11,
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MBTN_12,
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MBTN_13,
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MBTN_14,
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MBTN_15,
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MBTN_16
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}};
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int button = button_remap[mbe->button - 1]; // -1 since SDL seems to start counting at 1
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d_event_mousebutton event;
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if (GameArg.CtlNoMouse)
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return;
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Mouse.cursor_time = timer_query();
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if (mbe->state == SDL_PRESSED) {
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d_event_mouse_moved event2{};
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event2.type = EVENT_MOUSE_MOVED;
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Mouse.button_state[button] = 1;
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if (button == MBTN_Z_UP) {
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Mouse.delta_z += Z_SENSITIVITY;
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Mouse.z += Z_SENSITIVITY;
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event2.dz = Z_SENSITIVITY;
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} else if (button == MBTN_Z_DOWN) {
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Mouse.delta_z -= Z_SENSITIVITY;
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Mouse.z -= Z_SENSITIVITY;
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event2.dz = -1*Z_SENSITIVITY;
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}
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if (event2.dz)
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{
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//con_printf(CON_DEBUG, "Sending event EVENT_MOUSE_MOVED, relative motion %d,%d,%d",
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// event2.dx, event2.dy, event2.dz);
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event_send(event2);
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}
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} else {
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Mouse.button_state[button] = 0;
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}
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event.type = (mbe->state == SDL_PRESSED) ? EVENT_MOUSE_BUTTON_DOWN : EVENT_MOUSE_BUTTON_UP;
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event.button = button;
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con_printf(CON_DEBUG, "Sending event %s, button %d, coords %d,%d,%d",
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(mbe->state == SDL_PRESSED) ? "EVENT_MOUSE_BUTTON_DOWN" : "EVENT_MOUSE_BUTTON_UP", event.button, Mouse.x, Mouse.y, Mouse.z);
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event_send(event);
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//Double-click support
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if (Mouse.button_state[button])
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{
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if (timer_query() <= Mouse.time_lastpressed[button] + F1_0/5)
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{
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event.type = EVENT_MOUSE_DOUBLE_CLICKED;
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//event.button = button; // already set the button
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con_printf(CON_DEBUG, "Sending event EVENT_MOUSE_DOUBLE_CLICKED, button %d, coords %d,%d",
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event.button, Mouse.x, Mouse.y);
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event_send(event);
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}
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Mouse.time_lastpressed[button] = Mouse.cursor_time;
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}
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}
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void mouse_motion_handler(SDL_MouseMotionEvent *mme)
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{
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d_event_mouse_moved event;
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if (GameArg.CtlNoMouse)
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return;
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Mouse.cursor_time = timer_query();
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Mouse.x += mme->xrel;
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Mouse.y += mme->yrel;
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event.type = EVENT_MOUSE_MOVED;
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event.dx = mme->xrel;
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event.dy = mme->yrel;
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event.dz = 0; // handled in mouse_button_handler
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Mouse.old_delta_x = event.dx;
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Mouse.old_delta_y = event.dy;
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//con_printf(CON_DEBUG, "Sending event EVENT_MOUSE_MOVED, relative motion %d,%d,%d",
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// event.dx, event.dy, event.dz);
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event_send(event);
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}
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void mouse_flush() // clears all mice events...
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{
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// event_poll();
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for (int i=0; i<MOUSE_MAX_BUTTONS; i++)
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Mouse.button_state[i]=0;
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Mouse.delta_x = 0;
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Mouse.delta_y = 0;
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Mouse.delta_z = 0;
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Mouse.old_delta_x = 0;
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Mouse.old_delta_y = 0;
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Mouse.x = 0;
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Mouse.y = 0;
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Mouse.z = 0;
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SDL_GetMouseState(&Mouse.x, &Mouse.y); // necessary because polling only gives us the delta.
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}
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//========================================================================
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void mouse_get_pos( int *x, int *y, int *z )
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{
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//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)
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*x=Mouse.x;
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*y=Mouse.y;
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*z=Mouse.z;
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}
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window_event_result mouse_in_window(window *wind)
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{
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auto &canv = window_get_canvas(*wind);
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return (Mouse.x >= canv.cv_bitmap.bm_x) &&
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(Mouse.x <= canv.cv_bitmap.bm_x + canv.cv_bitmap.bm_w) &&
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(Mouse.y >= canv.cv_bitmap.bm_y) &&
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(Mouse.y <= canv.cv_bitmap.bm_y + canv.cv_bitmap.bm_h) ? window_event_result::handled : window_event_result::ignored;
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}
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void mouse_get_delta( int *dx, int *dy, int *dz )
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{
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SDL_GetRelativeMouseState( &Mouse.delta_x, &Mouse.delta_y );
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*dx = Mouse.delta_x;
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*dy = Mouse.delta_y;
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*dz = Mouse.delta_z;
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Mouse.old_delta_x = *dx;
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Mouse.old_delta_y = *dy;
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Mouse.delta_x = 0;
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Mouse.delta_y = 0;
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Mouse.delta_z = 0;
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}
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void event_mouse_get_delta(const d_event &event, int *dx, int *dy, int *dz)
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{
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auto &e = static_cast<const d_event_mouse_moved &>(event);
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Assert(e.type == EVENT_MOUSE_MOVED);
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*dx = e.dx;
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*dy = e.dy;
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*dz = e.dz;
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}
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int event_mouse_get_button(const d_event &event)
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{
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auto &e = static_cast<const d_event_mousebutton &>(event);
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Assert(e.type == EVENT_MOUSE_BUTTON_DOWN || e.type == EVENT_MOUSE_BUTTON_UP);
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return e.button;
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}
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int mouse_get_btns()
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{
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uint flag=1;
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int status = 0;
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// event_poll();
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for (int i=0; i<MOUSE_MAX_BUTTONS; i++ ) {
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if (Mouse.button_state[i])
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status |= flag;
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flag <<= 1;
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}
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return status;
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}
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void mouse_toggle_cursor(int activate)
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{
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Mouse.cursor_enabled = (activate && !GameArg.CtlNoMouse && !GameArg.CtlNoCursor);
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if (!Mouse.cursor_enabled)
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SDL_ShowCursor(SDL_DISABLE);
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}
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// If we want to display/hide cursor, do so if not already and also hide it automatically after some time.
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void mouse_cursor_autohide()
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{
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int show = SDL_ShowCursor(SDL_QUERY);
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static fix64 hidden_time = 0;
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if (Mouse.cursor_enabled)
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{
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if ( (Mouse.cursor_time + (F1_0*2)) >= timer_query() && hidden_time + (F1_0/2) < timer_query() && !show)
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SDL_ShowCursor(SDL_ENABLE);
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else if ( (Mouse.cursor_time + (F1_0*2)) < timer_query() && show)
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{
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SDL_ShowCursor(SDL_DISABLE);
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hidden_time = timer_query();
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}
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}
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else
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{
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if (show)
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SDL_ShowCursor(SDL_DISABLE);
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}
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}
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