3cd9e77889
* 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>
188 lines
7.5 KiB
C++
188 lines
7.5 KiB
C++
#include "CommonInclude.h"
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#include "wiInput.h"
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#include "wiSDLInput.h"
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#ifdef SDL2
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#include <SDL2/SDL.h>
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#include <iostream>
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namespace wiSDLInput
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{
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wiInput::KeyboardState keyboard;
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wiInput::MouseState mouse;
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//TODO controllers
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//struct Internal_ControllerState
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//{
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// HANDLE handle = NULL;
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// bool is_xinput = false;
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// std::wstring name;
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// wiInput::ControllerState state;
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//};
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//std::vector<Internal_ControllerState> controllers;
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int to_wiInput(const SDL_Scancode &key);
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void Initialize() {}
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void Update()
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{
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auto saved_x = mouse.position.x;
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auto saved_y = mouse.position.y;
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// update keyboard and mouse to the latest value (in case of other input systems I suppose)
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// keyboard = wiInput::KeyboardState();
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// mouse = wiInput::MouseState();
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// for (auto& internal_controller : controllers)
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// {
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// internal_controller.state = wiInput::ControllerState();
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// }
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mouse.position.x = saved_x;
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mouse.position.y = saved_y;
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std::vector<SDL_Event> events(1000);
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// This removes the only the inputs events from the event queue, leaving audio and window events for other
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// section of the code
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SDL_PumpEvents();
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int ret = SDL_PeepEvents(events.data(), events.size(), SDL_GETEVENT, SDL_KEYDOWN, SDL_MULTIGESTURE);
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if (ret < 0) {
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std::cerr << "Error Peeping event: " << SDL_GetError() << std::endl;
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return;
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} else if (ret > 0) {
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events.resize(ret);
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for (const SDL_Event &event : events) {
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switch (event.type) {
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// Keyboard events
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case SDL_KEYDOWN: // Key pressed
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{
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int converted = to_wiInput(event.key.keysym.scancode);
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if (converted >= 0) {
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keyboard.buttons[converted] = true;
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}
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break;
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}
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case SDL_KEYUP: // Key released
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{
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int converted = to_wiInput(event.key.keysym.scancode);
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if (converted >= 0) {
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keyboard.buttons[converted] = false;
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}
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break;
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}
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case SDL_TEXTEDITING: // Keyboard text editing (composition)
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case SDL_TEXTINPUT: // Keyboard text input
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case SDL_KEYMAPCHANGED: // Keymap changed due to a system event such as an
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// input language or keyboard layout change.
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break;
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// mouse events
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case SDL_MOUSEMOTION: // Mouse moved
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mouse.position.x = event.motion.x;
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mouse.position.y = event.motion.y;
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mouse.delta_position.x += event.motion.xrel;
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mouse.delta_position.y += event.motion.yrel;
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// TODO you can update mouse buttons by reading event.motion.state
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mouse.left_button_press = event.motion.state & SDL_BUTTON_LMASK;
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mouse.right_button_press = event.motion.state & SDL_BUTTON_RMASK;
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mouse.middle_button_press = event.motion.state & SDL_BUTTON_MMASK;
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//mouse.x1_button_press = event.motion.state & SDL_BUTTON_X1MASK;
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//mouse.x2_button_press = event.motion.state & SDL_BUTTON_X2MASK;
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break;
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case SDL_MOUSEBUTTONDOWN: // Mouse button pressed
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case SDL_MOUSEBUTTONUP: // Mouse button released
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// handled at the bottom of this function
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break;
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case SDL_MOUSEWHEEL: // Mouse wheel motion
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{
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float delta = static_cast<float>(event.wheel.y);
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if (event.wheel.direction == SDL_MOUSEWHEEL_FLIPPED) {
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delta *= -1;
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}
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mouse.delta_wheel += delta;
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break;
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}
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// Joystick events
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case SDL_JOYAXISMOTION: // Joystick axis motion
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case SDL_JOYBALLMOTION: // Joystick trackball motion
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case SDL_JOYHATMOTION: // Joystick hat position change
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case SDL_JOYBUTTONDOWN: // Joystick button pressed
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case SDL_JOYBUTTONUP: // Joystick button released
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case SDL_JOYDEVICEADDED: // A new joystick has been inserted into the system
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case SDL_JOYDEVICEREMOVED: // An opened joystick has been removed
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break;
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// Game controller events
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case SDL_CONTROLLERAXISMOTION: // Game controller axis motion
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case SDL_CONTROLLERBUTTONDOWN: // Game controller button pressed
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case SDL_CONTROLLERBUTTONUP: // Game controller button released
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case SDL_CONTROLLERDEVICEADDED: // A new Game controller has been inserted into the system
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case SDL_CONTROLLERDEVICEREMOVED: // An opened Game controller has been removed
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case SDL_CONTROLLERDEVICEREMAPPED: // The controller mapping was updated
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break;
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// Touch events
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case SDL_FINGERDOWN:
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case SDL_FINGERUP:
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case SDL_FINGERMOTION:
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break;
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// Gesture events
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case SDL_DOLLARGESTURE:
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case SDL_DOLLARRECORD:
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case SDL_MULTIGESTURE:
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break;
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}
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}
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}
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// asking directly some data instead of events
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int x,y;
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uint32_t mouse_buttons_state = SDL_GetMouseState(&x, &y);
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mouse.position.x = x;
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mouse.position.y = y;
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mouse.left_button_press = mouse_buttons_state & SDL_BUTTON_LMASK;
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mouse.right_button_press = mouse_buttons_state & SDL_BUTTON_RMASK;
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mouse.middle_button_press = mouse_buttons_state & SDL_BUTTON_MMASK;
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}
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void GetKeyboardState(wiInput::KeyboardState* state) {
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*state = keyboard;
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}
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void GetMouseState(wiInput::MouseState* state) {
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*state = mouse;
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}
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int GetMaxControllerCount() { return 0; }
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bool GetControllerState(wiInput::ControllerState* state, int index) { return false; }
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void SetControllerFeedback(const wiInput::ControllerFeedback& data, int index) {}
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int to_wiInput(const SDL_Scancode &key) {
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if (key < arraysize(keyboard.buttons))
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{
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return key;
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}
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return -1;
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}
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}
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#else
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namespace wiSDLInput
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{
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void Initialize() {}
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void Update() {}
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void GetKeyboardState(wiInput::KeyboardState* state) {}
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void GetMouseState(wiInput::MouseState* state) {}
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int GetMaxControllerCount() { return 0; }
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bool GetControllerState(wiInput::ControllerState* state, int index) { return false; }
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void SetControllerFeedback(const wiInput::ControllerFeedback& data, int index) {}
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}
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#endif // _WIN32
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