Files
WickedEngine/WickedEngine/wiInput.cpp
T
Matteo De Carlo 3cd9e77889 WIP: Initial linux support using SDL (#136)
* Initial linux support using SDL

* fixed link error and gitignore

* fix in working directory initialization (windows side)

* Added README_Linux and fixed a few compilation issues in ubuntu

* Rename main to main_Windows in Tests

* Better default renderering backend selector

* Added backlog terminal output on linux

* added asserts on all missing vulkan function call results

* added portable file dialogs

also small tests update and cleanup

* Added Editor compile target

* linux ci

* linux ci

* cmake update

* cmake update?

* cmake

* Editor_Windows fix

* build test

* make

* build tools?

* update

* ubuntu 20.04

* fix?

* cmake

* build

* build?

* package linux build

* updates, bump version

* backslash to forward slash, eof newlines, add portable-file-dialogs license

* xcopy needs backslash duh; update readme;

* copy fix

* updated readme

* readme update

* updated readme

* updated readme

* fix incorrect file encoding linux

* paint tool fix

* linux: add missing shaders

* packaging update

Co-authored-by: Turánszki János <turanszkij@users.noreply.github.com>
Co-authored-by: Turanszki Janos <turanszkij@gmail.com>
2020-10-05 00:03:22 +02:00

705 lines
20 KiB
C++

#include "wiInput.h"
#include "wiPlatform.h"
#include "wiXInput.h"
#include "wiRawInput.h"
#include "wiSDLInput.h"
#include "wiHelper.h"
#include "wiBackLog.h"
#include "wiProfiler.h"
#include "wiColor.h"
#include <algorithm>
#include <map>
#include <atomic>
#include <thread>
#ifdef SDL2
#include <SDL2/SDL.h>
#endif
using namespace std;
namespace wiInput
{
#ifdef _WIN32
#ifndef PLATFORM_UWP
#define KEY_DOWN(vk_code) (GetAsyncKeyState(vk_code) < 0)
#define KEY_TOGGLE(vk_code) ((GetAsyncKeyState(vk_code) & 1) != 0)
#else
#define KEY_DOWN(vk_code) ((int)wiPlatform::GetWindow()->GetAsyncKeyState((Windows::System::VirtualKey)vk_code) < 0)
#define KEY_TOGGLE(vk_code) (((int)wiPlatform::GetWindow()->GetAsyncKeyState((Windows::System::VirtualKey)vk_code) & 1) != 0)
#endif //PLATFORM_UWP
#else
#define KEY_DOWN(vk_code) 0
#define KEY_TOGGLE(vk_code) 0
#endif // WIN32
#define KEY_UP(vk_code) (!KEY_DOWN(vk_code))
KeyboardState keyboard;
MouseState mouse;
const MouseState& GetMouseState() { return mouse; }
struct Input
{
BUTTON button = BUTTON_NONE;
int playerIndex = 0;
bool operator<(const Input other) {
return (button != other.button || playerIndex != other.playerIndex);
}
struct LessComparer {
bool operator()(Input const& a, Input const& b) const {
return (a.button < b.button || a.playerIndex < b.playerIndex);
}
};
};
std::map<Input, uint32_t, Input::LessComparer> inputs;
std::vector<Touch> touches;
struct Controller
{
enum DeviceType
{
DISCONNECTED,
XINPUT,
RAWINPUT,
};
DeviceType deviceType;
int deviceIndex;
ControllerState state;
};
std::vector<Controller> controllers;
std::atomic_bool initialized{ false };
#ifdef PLATFORM_UWP
using namespace Windows::ApplicationModel;
using namespace Windows::ApplicationModel::Core;
using namespace Windows::ApplicationModel::Activation;
using namespace Windows::UI::Core;
using namespace Windows::UI::Input;
using namespace Windows::System;
using namespace Windows::Foundation;
void OnPointerPressed(CoreWindow^ window, PointerEventArgs^ pointer)
{
auto p = pointer->CurrentPoint;
if (p->Properties->IsPrimary)
{
mouse.position = XMFLOAT2(p->Position.X, p->Position.Y);
mouse.left_button_press = p->Properties->IsLeftButtonPressed;
mouse.middle_button_press = p->Properties->IsMiddleButtonPressed;
mouse.right_button_press = p->Properties->IsRightButtonPressed;
mouse.pressure = p->Properties->Pressure;
}
Touch touch;
touch.state = Touch::TOUCHSTATE_PRESSED;
touch.pos = XMFLOAT2(p->Position.X, p->Position.Y);
touches.push_back(touch);
}
void OnPointerReleased(CoreWindow^ window, PointerEventArgs^ pointer)
{
auto p = pointer->CurrentPoint;
if (p->Properties->IsPrimary)
{
mouse.left_button_press = p->Properties->IsLeftButtonPressed;
mouse.middle_button_press = p->Properties->IsMiddleButtonPressed;
mouse.right_button_press = p->Properties->IsRightButtonPressed;
mouse.pressure = p->Properties->Pressure;
}
Touch touch;
touch.state = Touch::TOUCHSTATE_RELEASED;
touch.pos = XMFLOAT2(p->Position.X, p->Position.Y);
touches.push_back(touch);
}
void OnPointerMoved(CoreWindow^ window, PointerEventArgs^ pointer)
{
auto p = pointer->CurrentPoint;
if (p->Properties->IsPrimary)
{
mouse.position = XMFLOAT2(p->Position.X, p->Position.Y);
mouse.pressure = p->Properties->Pressure;
}
Touch touch;
touch.state = Touch::TOUCHSTATE_MOVED;
touch.pos = XMFLOAT2(p->Position.X, p->Position.Y);
touches.push_back(touch);
}
void OnPointerWheelChanged(CoreWindow^ window, PointerEventArgs^ pointer)
{
auto p = pointer->CurrentPoint;
if (p->Properties->IsPrimary)
{
mouse.delta_wheel += (float)p->Properties->MouseWheelDelta / WHEEL_DELTA;
}
Touch touch;
touch.state = Touch::TOUCHSTATE_RELEASED;
touch.pos = XMFLOAT2(p->Position.X, p->Position.Y);
touches.push_back(touch);
}
using namespace Windows::Devices::Input;
void OnMouseMoved(MouseDevice^ mouseDevice, MouseEventArgs^ args)
{
mouse.delta_position.x += static_cast<float>(args->MouseDelta.X);
mouse.delta_position.y += static_cast<float>(args->MouseDelta.Y);
}
#endif // PLATFORM_UWP
void Initialize()
{
wiRawInput::Initialize();
wiSDLInput::Initialize();
wiBackLog::post("wiInput Initialized");
initialized.store(true);
}
void Update()
{
if (!initialized.load())
{
return;
}
auto range = wiProfiler::BeginRangeCPU("Input");
wiXInput::Update();
wiRawInput::Update();
wiSDLInput::Update();
mouse.delta_wheel = 0;
mouse.delta_position = XMFLOAT2(0, 0);
#ifdef _WIN32
wiRawInput::GetMouseState(&mouse); // currently only the relative data can be used from this
wiRawInput::GetKeyboardState(&keyboard); // it contains pressed buttons as "keyboard/typewriter" like, so no continuous presses
// apparently checking the mouse here instead of Down() avoids missing the button presses (review!)
mouse.left_button_press |= KEY_DOWN(VK_LBUTTON);
mouse.middle_button_press |= KEY_DOWN(VK_MBUTTON);
mouse.right_button_press |= KEY_DOWN(VK_RBUTTON);
#elif SDL2
wiSDLInput::GetMouseState(&mouse);
wiSDLInput::GetKeyboardState(&keyboard);
//TODO controllers
//TODO touch
#endif
#ifdef PLATFORM_UWP
static bool isRegisteredTouch = false;
if (!isRegisteredTouch)
{
auto& window = wiPlatform::GetWindow();
window->PointerPressed += ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(OnPointerPressed);
window->PointerReleased += ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(OnPointerReleased);
window->PointerMoved += ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(OnPointerMoved);
window->PointerWheelChanged += ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(OnPointerWheelChanged);
MouseDevice::GetForCurrentView()->MouseMoved += ref new TypedEventHandler<MouseDevice^, MouseEventArgs^>(OnMouseMoved);
isRegisteredTouch = true;
}
#endif
// Check if low-level XINPUT controller is not registered for playerindex slot and register:
for (int i = 0; i < wiXInput::GetMaxControllerCount(); ++i)
{
if (wiXInput::GetControllerState(nullptr, i))
{
int slot = -1;
for (int j = 0; j < (int)controllers.size(); ++j)
{
if (slot < 0 && controllers[j].deviceType == Controller::DISCONNECTED)
{
// take the first disconnected slot
slot = j;
}
if (controllers[j].deviceType == Controller::XINPUT && controllers[j].deviceIndex == i)
{
// it is already registered to this slot
slot = j;
break;
}
}
if (slot == -1)
{
// no disconnected slot was found, and it was not registered
slot = (int)controllers.size();
controllers.emplace_back();
}
controllers[slot].deviceType = Controller::XINPUT;
controllers[slot].deviceIndex = i;
}
}
// Check if low-level RAWINPUT controller is not registered for playerindex slot and register:
for (int i = 0; i < wiRawInput::GetMaxControllerCount(); ++i)
{
if (wiRawInput::GetControllerState(nullptr, i))
{
int slot = -1;
for (int j = 0; j < (int)controllers.size(); ++j)
{
if (slot < 0 && controllers[j].deviceType == Controller::DISCONNECTED)
{
// take the first disconnected slot
slot = j;
}
if (controllers[j].deviceType == Controller::RAWINPUT && controllers[j].deviceIndex == i)
{
// it is already registered to this slot
slot = j;
break;
}
}
if (slot == -1)
{
// no disconnected slot was found, and it was not registered
slot = (int)controllers.size();
controllers.emplace_back();
}
controllers[slot].deviceType = Controller::RAWINPUT;
controllers[slot].deviceIndex = i;
}
}
// Read low-level controllers:
for (auto& controller : controllers)
{
bool connected = false;
switch (controller.deviceType)
{
case Controller::XINPUT:
connected = wiXInput::GetControllerState(&controller.state, controller.deviceIndex);
break;
case Controller::RAWINPUT:
connected = wiRawInput::GetControllerState(&controller.state, controller.deviceIndex);
break;
}
if (!connected)
{
controller.deviceType = Controller::DISCONNECTED;
}
}
for (auto iter = inputs.begin(); iter != inputs.end();)
{
BUTTON button = iter->first.button;
int playerIndex = iter->first.playerIndex;
bool todelete = false;
if (Down(button, playerIndex))
{
iter->second++;
}
else
{
todelete = true;
}
if (todelete)
{
inputs.erase(iter++);
}
else
{
++iter;
}
}
touches.clear();
wiProfiler::EndRange(range);
}
bool Down(BUTTON button, int playerindex)
{
if (!initialized.load())
{
return false;
}
if(button > GAMEPAD_RANGE_START)
{
if (playerindex < (int)controllers.size())
{
const ControllerState& state = controllers[playerindex].state;
switch (button)
{
case GAMEPAD_BUTTON_UP: return state.buttons & (1 << (GAMEPAD_BUTTON_UP - GAMEPAD_RANGE_START - 1));
case GAMEPAD_BUTTON_LEFT: return state.buttons & (1 << (GAMEPAD_BUTTON_LEFT - GAMEPAD_RANGE_START - 1));
case GAMEPAD_BUTTON_DOWN: return state.buttons & (1 << (GAMEPAD_BUTTON_DOWN - GAMEPAD_RANGE_START - 1));
case GAMEPAD_BUTTON_RIGHT: return state.buttons & (1 << (GAMEPAD_BUTTON_RIGHT - GAMEPAD_RANGE_START - 1));
case GAMEPAD_BUTTON_1: return state.buttons & (1 << (GAMEPAD_BUTTON_1 - GAMEPAD_RANGE_START - 1));
case GAMEPAD_BUTTON_2: return state.buttons & (1 << (GAMEPAD_BUTTON_2 - GAMEPAD_RANGE_START - 1));
case GAMEPAD_BUTTON_3: return state.buttons & (1 << (GAMEPAD_BUTTON_3 - GAMEPAD_RANGE_START - 1));
case GAMEPAD_BUTTON_4: return state.buttons & (1 << (GAMEPAD_BUTTON_4 - GAMEPAD_RANGE_START - 1));
case GAMEPAD_BUTTON_5: return state.buttons & (1 << (GAMEPAD_BUTTON_5 - GAMEPAD_RANGE_START - 1));
case GAMEPAD_BUTTON_6: return state.buttons & (1 << (GAMEPAD_BUTTON_6 - GAMEPAD_RANGE_START - 1));
case GAMEPAD_BUTTON_7: return state.buttons & (1 << (GAMEPAD_BUTTON_7 - GAMEPAD_RANGE_START - 1));
case GAMEPAD_BUTTON_8: return state.buttons & (1 << (GAMEPAD_BUTTON_8 - GAMEPAD_RANGE_START - 1));
case GAMEPAD_BUTTON_9: return state.buttons & (1 << (GAMEPAD_BUTTON_9 - GAMEPAD_RANGE_START - 1));
case GAMEPAD_BUTTON_10: return state.buttons & (1 << (GAMEPAD_BUTTON_10 - GAMEPAD_RANGE_START - 1));
}
}
}
else if (playerindex == 0) // keyboard or mouse
{
uint8_t keycode = (uint8_t)button;
switch (button)
{
case wiInput::MOUSE_BUTTON_LEFT:
if (mouse.left_button_press)
return true;
return false;
break;
case wiInput::MOUSE_BUTTON_RIGHT:
if (mouse.right_button_press)
return true;
return false;
break;
case wiInput::MOUSE_BUTTON_MIDDLE:
if (mouse.middle_button_press)
return true;
return false;
break;
#ifdef _WIN32
case wiInput::KEYBOARD_BUTTON_UP:
keycode = VK_UP;
break;
case wiInput::KEYBOARD_BUTTON_DOWN:
keycode = VK_DOWN;
break;
case wiInput::KEYBOARD_BUTTON_LEFT:
keycode = VK_LEFT;
break;
case wiInput::KEYBOARD_BUTTON_RIGHT:
keycode = VK_RIGHT;
break;
case wiInput::KEYBOARD_BUTTON_SPACE:
keycode = VK_SPACE;
break;
case wiInput::KEYBOARD_BUTTON_RSHIFT:
keycode = VK_RSHIFT;
break;
case wiInput::KEYBOARD_BUTTON_LSHIFT:
keycode = VK_LSHIFT;
break;
case wiInput::KEYBOARD_BUTTON_F1:
keycode = VK_F1;
break;
case wiInput::KEYBOARD_BUTTON_F2:
keycode = VK_F2;
break;
case wiInput::KEYBOARD_BUTTON_F3:
keycode = VK_F3;
break;
case wiInput::KEYBOARD_BUTTON_F4:
keycode = VK_F4;
break;
case wiInput::KEYBOARD_BUTTON_F5:
keycode = VK_F5;
break;
case wiInput::KEYBOARD_BUTTON_F6:
keycode = VK_F6;
break;
case wiInput::KEYBOARD_BUTTON_F7:
keycode = VK_F7;
break;
case wiInput::KEYBOARD_BUTTON_F8:
keycode = VK_F8;
break;
case wiInput::KEYBOARD_BUTTON_F9:
keycode = VK_F9;
break;
case wiInput::KEYBOARD_BUTTON_F10:
keycode = VK_F10;
break;
case wiInput::KEYBOARD_BUTTON_F11:
keycode = VK_F11;
break;
case wiInput::KEYBOARD_BUTTON_F12:
keycode = VK_F12;
break;
case wiInput::KEYBOARD_BUTTON_ENTER:
keycode = VK_RETURN;
break;
case wiInput::KEYBOARD_BUTTON_ESCAPE:
keycode = VK_ESCAPE;
break;
case wiInput::KEYBOARD_BUTTON_HOME:
keycode = VK_HOME;
break;
case wiInput::KEYBOARD_BUTTON_LCONTROL:
keycode = VK_LCONTROL;
break;
case wiInput::KEYBOARD_BUTTON_RCONTROL:
keycode = VK_RCONTROL;
break;
case wiInput::KEYBOARD_BUTTON_DELETE:
keycode = VK_DELETE;
break;
case wiInput::KEYBOARD_BUTTON_BACKSPACE:
keycode = VK_BACK;
break;
case wiInput::KEYBOARD_BUTTON_PAGEDOWN:
keycode = VK_NEXT;
break;
case wiInput::KEYBOARD_BUTTON_PAGEUP:
keycode = VK_PRIOR;
break;
#elif SDL2
case wiInput::KEYBOARD_BUTTON_UP:
keycode = SDL_SCANCODE_UP;
break;
case wiInput::KEYBOARD_BUTTON_DOWN:
keycode = SDL_SCANCODE_DOWN;
break;
case wiInput::KEYBOARD_BUTTON_LEFT:
keycode = SDL_SCANCODE_LEFT;
break;
case wiInput::KEYBOARD_BUTTON_RIGHT:
keycode = SDL_SCANCODE_RIGHT;
break;
case wiInput::KEYBOARD_BUTTON_SPACE:
keycode = SDL_SCANCODE_SPACE;
break;
case wiInput::KEYBOARD_BUTTON_RSHIFT:
keycode = SDL_SCANCODE_RSHIFT;
break;
case wiInput::KEYBOARD_BUTTON_LSHIFT:
keycode = SDL_SCANCODE_LSHIFT;
break;
case wiInput::KEYBOARD_BUTTON_F1:
keycode = SDL_SCANCODE_F1;
break;
case wiInput::KEYBOARD_BUTTON_F2:
keycode = SDL_SCANCODE_F2;
break;
case wiInput::KEYBOARD_BUTTON_F3:
keycode = SDL_SCANCODE_F3;
break;
case wiInput::KEYBOARD_BUTTON_F4:
keycode = SDL_SCANCODE_F4;
break;
case wiInput::KEYBOARD_BUTTON_F5:
keycode = SDL_SCANCODE_F5;
break;
case wiInput::KEYBOARD_BUTTON_F6:
keycode = SDL_SCANCODE_F6;
break;
case wiInput::KEYBOARD_BUTTON_F7:
keycode = SDL_SCANCODE_F7;
break;
case wiInput::KEYBOARD_BUTTON_F8:
keycode = SDL_SCANCODE_F8;
break;
case wiInput::KEYBOARD_BUTTON_F9:
keycode = SDL_SCANCODE_F9;
break;
case wiInput::KEYBOARD_BUTTON_F10:
keycode = SDL_SCANCODE_F10;
break;
case wiInput::KEYBOARD_BUTTON_F11:
keycode = SDL_SCANCODE_F11;
break;
case wiInput::KEYBOARD_BUTTON_F12:
keycode = SDL_SCANCODE_F12;
break;
case wiInput::KEYBOARD_BUTTON_ENTER:
keycode = SDL_SCANCODE_RETURN;
break;
case wiInput::KEYBOARD_BUTTON_ESCAPE:
keycode = SDL_SCANCODE_ESCAPE;
break;
case wiInput::KEYBOARD_BUTTON_HOME:
keycode = SDL_SCANCODE_HOME;
break;
case wiInput::KEYBOARD_BUTTON_LCONTROL:
keycode = SDL_SCANCODE_LCTRL;
break;
case wiInput::KEYBOARD_BUTTON_RCONTROL:
keycode = SDL_SCANCODE_RCTRL;
break;
case wiInput::KEYBOARD_BUTTON_DELETE:
keycode = SDL_SCANCODE_DELETE;
break;
case wiInput::KEYBOARD_BUTTON_BACKSPACE:
keycode = SDL_SCANCODE_BACKSPACE;
break;
case wiInput::KEYBOARD_BUTTON_PAGEDOWN:
keycode = SDL_SCANCODE_PAGEDOWN;
break;
case wiInput::KEYBOARD_BUTTON_PAGEUP:
keycode = SDL_SCANCODE_PAGEUP;
break;
#endif // _WIN32
}
#ifdef _WIN32
return KEY_DOWN(keycode) || KEY_TOGGLE(keycode);
#elif SDL2
int numkeys;
const uint8_t *state = SDL_GetKeyboardState(&numkeys);
return state[keycode] == 1;
#else
#error KEYBOARD INPUT NOT SUPPORTED
#endif
}
return false;
}
bool Press(BUTTON button, int playerindex)
{
if (!Down(button, playerindex))
return false;
Input input;
input.button = button;
input.playerIndex = playerindex;
auto iter = inputs.find(input);
if (iter == inputs.end())
{
inputs.insert(make_pair(input, 0));
return true;
}
if (iter->second == 0)
{
return true;
}
return false;
}
bool Hold(BUTTON button, uint32_t frames, bool continuous, int playerIndex)
{
if (!Down(button, playerIndex))
return false;
Input input;
input.button = button;
input.playerIndex = playerIndex;
auto iter = inputs.find(input);
if (iter == inputs.end())
{
inputs.insert(make_pair(input, 0));
return false;
}
else if ((!continuous && iter->second == frames) || (continuous && iter->second >= frames))
{
return true;
}
return false;
}
XMFLOAT4 GetPointer()
{
#if defined(_WIN32) && !defined(PLATFORM_UWP)
POINT p;
GetCursorPos(&p);
ScreenToClient(wiPlatform::GetWindow(), &p);
const float dpiscaling = wiPlatform::GetDPIScaling();
return XMFLOAT4((float)p.x / dpiscaling, (float)p.y / dpiscaling, mouse.delta_wheel, mouse.pressure);
#else
return XMFLOAT4(mouse.position.x, mouse.position.y, mouse.delta_wheel, mouse.pressure);
#endif
}
void SetPointer(const XMFLOAT4& props)
{
#ifdef _WIN32
#ifndef PLATFORM_UWP
const float dpiscaling = wiPlatform::GetDPIScaling();
POINT p;
p.x = (LONG)(props.x * dpiscaling);
p.y = (LONG)(props.y * dpiscaling);
ClientToScreen(wiPlatform::GetWindow(), &p);
SetCursorPos(p.x, p.y);
#else
auto& window = wiPlatform::GetWindow();
auto& bounds = window->Bounds;
window->PointerPosition = Point(props.x + bounds.X, props.y + bounds.Y);
#endif
#endif // _WIN32
}
void HidePointer(bool value)
{
#ifdef _WIN32
#ifndef PLATFORM_UWP
if (value)
{
while (ShowCursor(false) >= 0) {};
}
else
{
while (ShowCursor(true) < 0) {};
}
#else
static auto cursor = wiPlatform::GetWindow()->PointerCursor;
if (value)
{
wiPlatform::GetWindow()->PointerCursor = nullptr;
}
else
{
wiPlatform::GetWindow()->PointerCursor = cursor;
}
#endif
#elif SDL2
SDL_ShowCursor(value ? SDL_ENABLE : SDL_DISABLE);
#endif // _WIN32
}
XMFLOAT4 GetAnalog(GAMEPAD_ANALOG analog, int playerindex)
{
if (playerindex < (int)controllers.size())
{
const ControllerState& state = controllers[playerindex].state;
switch (analog)
{
case GAMEPAD_ANALOG_THUMBSTICK_L: return XMFLOAT4(state.thumbstick_L.x, state.thumbstick_L.y, 0, 0);
case GAMEPAD_ANALOG_THUMBSTICK_R: return XMFLOAT4(state.thumbstick_R.x, state.thumbstick_R.y, 0, 0);
case GAMEPAD_ANALOG_TRIGGER_L: return XMFLOAT4(state.trigger_L, 0, 0, 0);
case GAMEPAD_ANALOG_TRIGGER_R: return XMFLOAT4(state.trigger_R, 0, 0, 0);
}
}
return XMFLOAT4(0, 0, 0, 0);
}
void SetControllerFeedback(const ControllerFeedback& data, int playerindex)
{
if (playerindex < (int)controllers.size())
{
const Controller& controller = controllers[playerindex];
if (controller.deviceType == Controller::XINPUT)
{
wiXInput::SetControllerFeedback(data, controller.deviceIndex);
}
else if (controller.deviceType == Controller::RAWINPUT)
{
wiRawInput::SetControllerFeedback(data, controller.deviceIndex);
}
}
}
const std::vector<Touch>& GetTouches()
{
return touches;
}
}