Files
WickedEngine/WickedEngine/wiInput.cpp
T
2025-03-30 12:35:31 +02:00

1241 lines
37 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 "wiTimer.h"
#include <algorithm>
#include <map>
#include <atomic>
#include <thread>
#ifdef SDL2
#include <SDL2/SDL.h>
#endif // SDL2
#ifdef PLATFORM_PS5
#include "wiInput_PS5.h"
#endif // PLATFORM_PS5
namespace wi::input
{
#ifdef _WIN32
#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) 0
#define KEY_TOGGLE(vk_code) 0
#endif // WIN32
#define KEY_UP(vk_code) (!KEY_DOWN(vk_code))
wi::platform::window_type window = nullptr;
wi::Canvas canvas;
KeyboardState keyboard;
MouseState mouse;
Pen pen;
bool pen_override = false;
bool double_click = false;
wi::Timer doubleclick_timer;
XMFLOAT2 doubleclick_prevpos = XMFLOAT2(0, 0);
CURSOR cursor_current = CURSOR_COUNT; // something that's not default, because at least once code should change it to default
CURSOR cursor_next = CURSOR_DEFAULT;
#ifdef _WIN32
static const HCURSOR cursor_table_original[] = {
::LoadCursor(nullptr, IDC_ARROW),
::LoadCursor(nullptr, IDC_IBEAM),
::LoadCursor(nullptr, IDC_SIZEALL),
::LoadCursor(nullptr, IDC_SIZENS),
::LoadCursor(nullptr, IDC_SIZEWE),
::LoadCursor(nullptr, IDC_SIZENESW),
::LoadCursor(nullptr, IDC_SIZENWSE),
::LoadCursor(nullptr, IDC_HAND),
::LoadCursor(nullptr, IDC_NO),
::LoadCursor(nullptr, IDC_CROSS),
};
static HCURSOR cursor_table[arraysize(cursor_table_original)] = {};
#endif // _WIN32
#ifdef SDL2
static SDL_Cursor* cursor_table_original[] = {
SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW),
SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM),
SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL),
SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS),
SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE),
SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW),
SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE),
SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_HAND),
SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NO),
SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_CROSSHAIR),
};
static SDL_Cursor* cursor_table[arraysize(cursor_table_original)] = {};
#endif // SDL2
const KeyboardState& GetKeyboardState() { return keyboard; }
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, int, Input::LessComparer> inputs; // Input -> down frames (-1 = released)
wi::vector<Touch> touches;
struct Controller
{
enum DeviceType
{
DISCONNECTED,
XINPUT,
RAWINPUT,
SDLINPUT,
PS5,
};
DeviceType deviceType;
int deviceIndex;
ControllerState state;
};
wi::vector<Controller> controllers;
std::atomic_bool initialized{ false };
void Initialize()
{
wi::Timer timer;
wi::input::rawinput::Initialize();
wi::input::sdlinput::Initialize();
#ifdef PLATFORM_PS5
wi::input::ps5::Initialize();
#endif // PLATFORM_PS5
for (int i = 0; i < arraysize(cursor_table); ++i)
{
cursor_table[i] = cursor_table_original[i];
}
wilog("wi::input Initialized (%d ms)", (int)std::round(timer.elapsed()));
initialized.store(true);
}
void Update(wi::platform::window_type _window, wi::Canvas _canvas)
{
window = _window;
canvas = _canvas;
if (!initialized.load())
{
return;
}
auto range = wi::profiler::BeginRangeCPU("Input");
wi::input::xinput::Update();
wi::input::rawinput::Update();
wi::input::sdlinput::Update();
#ifdef PLATFORM_PS5
wi::input::ps5::Update();
#endif // PLATFORM_PS5
#if defined(_WIN32) && !defined(PLATFORM_XBOX)
wi::input::rawinput::GetMouseState(&mouse); // currently only the relative data can be used from this
wi::input::rawinput::GetKeyboardState(&keyboard);
// 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);
// Since raw input doesn't contain absolute mouse position, we get it with regular winapi:
POINT p;
GetCursorPos(&p);
ScreenToClient(window, &p);
mouse.position.x = (float)p.x;
mouse.position.y = (float)p.y;
#elif SDL2
wi::input::sdlinput::GetMouseState(&mouse);
wi::input::sdlinput::GetKeyboardState(&keyboard);
#endif
if (pen_override)
{
mouse.position = pen.position;
mouse.left_button_press = pen.pressure > 0;
mouse.pressure = pen.pressure;
pen_override = false;
}
// The application always works with logical mouse coordinates:
mouse.position.x = canvas.PhysicalToLogical(mouse.position.x);
mouse.position.y = canvas.PhysicalToLogical(mouse.position.y);
// Check if low-level XINPUT controller is not registered for playerindex slot and register:
for (int i = 0; i < wi::input::xinput::GetMaxControllerCount(); ++i)
{
if (wi::input::xinput::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 < wi::input::rawinput::GetMaxControllerCount(); ++i)
{
if (wi::input::rawinput::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;
}
}
// Check if low-level SDLINPUT controller is not registered for playerindex slot and register:
for (int i = 0; i < wi::input::sdlinput::GetMaxControllerCount(); ++i)
{
if (wi::input::sdlinput::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::SDLINPUT && 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::SDLINPUT;
controllers[slot].deviceIndex = i;
}
}
#ifdef PLATFORM_PS5
// Check if low-level PS5 controller is not registered for playerindex slot and register:
for (int i = 0; i < wi::input::ps5::GetMaxControllerCount(); ++i)
{
if (wi::input::ps5::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::PS5 && 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::PS5;
controllers[slot].deviceIndex = i;
}
}
#endif // PLATFORM_PS5
// Read low-level controllers:
for (auto& controller : controllers)
{
bool connected = false;
switch (controller.deviceType)
{
case Controller::XINPUT:
connected = wi::input::xinput::GetControllerState(&controller.state, controller.deviceIndex);
break;
case Controller::RAWINPUT:
connected = wi::input::rawinput::GetControllerState(&controller.state, controller.deviceIndex);
break;
case Controller::SDLINPUT:
connected = wi::input::sdlinput::GetControllerState(&controller.state, controller.deviceIndex);
break;
#ifdef PLATFORM_PS5
case Controller::PS5:
connected = wi::input::ps5::GetControllerState(&controller.state, controller.deviceIndex);
break;
#endif // PLATFORM_PS5
case Controller::DISCONNECTED:
connected = false;
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 if (iter->second == -1)
{
todelete = true;
}
else
{
iter->second = -1;
}
if (todelete)
{
inputs.erase(iter++);
}
else
{
++iter;
}
}
double_click = false;
if (Press(MOUSE_BUTTON_LEFT))
{
XMFLOAT2 pos = mouse.position;
double elapsed = doubleclick_timer.record_elapsed_seconds();
if (elapsed < 0.5 && wi::math::Distance(doubleclick_prevpos, pos) < 5)
{
double_click = true;
}
doubleclick_prevpos = pos;
}
// Cursor update:
if(cursor_next != cursor_current || cursor_next != CURSOR_DEFAULT)
{
#ifdef PLATFORM_WINDOWS_DESKTOP
::SetCursor(cursor_table[cursor_next]);
#endif // PLATFORM_WINDOWS_DESKTOP
#ifdef SDL2
SDL_SetCursor(cursor_table[cursor_next] ? cursor_table[cursor_next] : cursor_table[CURSOR_DEFAULT]);
#endif // SDL2
cursor_current = cursor_next;
}
cursor_next = CURSOR_DEFAULT;
wi::profiler::EndRange(range);
}
void ClearForNextFrame()
{
mouse.delta_wheel = 0;
mouse.delta_position = XMFLOAT2(0, 0);
touches.clear();
}
bool Down(BUTTON button, int playerindex)
{
if (!initialized.load())
{
return false;
}
if(IsGamepadButton(button))
{
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));
case GAMEPAD_ANALOG_THUMBSTICK_L_AS_BUTTON_UP: return GetAnalog(GAMEPAD_ANALOG_THUMBSTICK_L).y > 0.5f;
case GAMEPAD_ANALOG_THUMBSTICK_L_AS_BUTTON_LEFT: return GetAnalog(GAMEPAD_ANALOG_THUMBSTICK_L).x < -0.5f;
case GAMEPAD_ANALOG_THUMBSTICK_L_AS_BUTTON_DOWN: return GetAnalog(GAMEPAD_ANALOG_THUMBSTICK_L).y < -0.5f;
case GAMEPAD_ANALOG_THUMBSTICK_L_AS_BUTTON_RIGHT: return GetAnalog(GAMEPAD_ANALOG_THUMBSTICK_L).x > 0.5f;
case GAMEPAD_ANALOG_THUMBSTICK_R_AS_BUTTON_UP: return GetAnalog(GAMEPAD_ANALOG_THUMBSTICK_R).y > 0.5f;
case GAMEPAD_ANALOG_THUMBSTICK_R_AS_BUTTON_LEFT: return GetAnalog(GAMEPAD_ANALOG_THUMBSTICK_R).x < -0.5f;
case GAMEPAD_ANALOG_THUMBSTICK_R_AS_BUTTON_DOWN: return GetAnalog(GAMEPAD_ANALOG_THUMBSTICK_R).y < -0.5f;
case GAMEPAD_ANALOG_THUMBSTICK_R_AS_BUTTON_RIGHT: return GetAnalog(GAMEPAD_ANALOG_THUMBSTICK_R).x > 0.5f;
case GAMEPAD_ANALOG_TRIGGER_L_AS_BUTTON: return GetAnalog(GAMEPAD_ANALOG_TRIGGER_L).x > 0.5f;
case GAMEPAD_ANALOG_TRIGGER_R_AS_BUTTON: return GetAnalog(GAMEPAD_ANALOG_TRIGGER_R).x > 0.5f;
default: break;
}
}
}
else if (playerindex == 0) // keyboard or mouse
{
if (button == MOUSE_SCROLL_AS_BUTTON_UP)
{
return mouse.delta_wheel > 0.1f;
}
if (button == MOUSE_SCROLL_AS_BUTTON_DOWN)
{
return mouse.delta_wheel < -0.1f;
}
uint16_t keycode = (uint16_t)button;
switch (button)
{
case wi::input::MOUSE_BUTTON_LEFT:
if (mouse.left_button_press)
return true;
return false;
case wi::input::MOUSE_BUTTON_RIGHT:
if (mouse.right_button_press)
return true;
return false;
case wi::input::MOUSE_BUTTON_MIDDLE:
if (mouse.middle_button_press)
return true;
return false;
#ifdef _WIN32
case wi::input::KEYBOARD_BUTTON_UP:
keycode = VK_UP;
break;
case wi::input::KEYBOARD_BUTTON_DOWN:
keycode = VK_DOWN;
break;
case wi::input::KEYBOARD_BUTTON_LEFT:
keycode = VK_LEFT;
break;
case wi::input::KEYBOARD_BUTTON_RIGHT:
keycode = VK_RIGHT;
break;
case wi::input::KEYBOARD_BUTTON_SPACE:
keycode = VK_SPACE;
break;
case wi::input::KEYBOARD_BUTTON_RSHIFT:
keycode = VK_RSHIFT;
break;
case wi::input::KEYBOARD_BUTTON_LSHIFT:
keycode = VK_LSHIFT;
break;
case wi::input::KEYBOARD_BUTTON_F1:
keycode = VK_F1;
break;
case wi::input::KEYBOARD_BUTTON_F2:
keycode = VK_F2;
break;
case wi::input::KEYBOARD_BUTTON_F3:
keycode = VK_F3;
break;
case wi::input::KEYBOARD_BUTTON_F4:
keycode = VK_F4;
break;
case wi::input::KEYBOARD_BUTTON_F5:
keycode = VK_F5;
break;
case wi::input::KEYBOARD_BUTTON_F6:
keycode = VK_F6;
break;
case wi::input::KEYBOARD_BUTTON_F7:
keycode = VK_F7;
break;
case wi::input::KEYBOARD_BUTTON_F8:
keycode = VK_F8;
break;
case wi::input::KEYBOARD_BUTTON_F9:
keycode = VK_F9;
break;
case wi::input::KEYBOARD_BUTTON_F10:
keycode = VK_F10;
break;
case wi::input::KEYBOARD_BUTTON_F11:
keycode = VK_F11;
break;
case wi::input::KEYBOARD_BUTTON_F12:
keycode = VK_F12;
break;
case wi::input::KEYBOARD_BUTTON_ENTER:
keycode = VK_RETURN;
break;
case wi::input::KEYBOARD_BUTTON_ESCAPE:
keycode = VK_ESCAPE;
break;
case wi::input::KEYBOARD_BUTTON_HOME:
keycode = VK_HOME;
break;
case wi::input::KEYBOARD_BUTTON_LCONTROL:
keycode = VK_LCONTROL;
break;
case wi::input::KEYBOARD_BUTTON_RCONTROL:
keycode = VK_RCONTROL;
break;
case wi::input::KEYBOARD_BUTTON_INSERT:
keycode = VK_INSERT;
break;
case wi::input::KEYBOARD_BUTTON_DELETE:
keycode = VK_DELETE;
break;
case wi::input::KEYBOARD_BUTTON_BACKSPACE:
keycode = VK_BACK;
break;
case wi::input::KEYBOARD_BUTTON_PAGEDOWN:
keycode = VK_NEXT;
break;
case wi::input::KEYBOARD_BUTTON_PAGEUP:
keycode = VK_PRIOR;
break;
case KEYBOARD_BUTTON_NUMPAD0:
keycode = VK_NUMPAD0;
break;
case KEYBOARD_BUTTON_NUMPAD1:
keycode = VK_NUMPAD1;
break;
case KEYBOARD_BUTTON_NUMPAD2:
keycode = VK_NUMPAD2;
break;
case KEYBOARD_BUTTON_NUMPAD3:
keycode = VK_NUMPAD3;
break;
case KEYBOARD_BUTTON_NUMPAD4:
keycode = VK_NUMPAD4;
break;
case KEYBOARD_BUTTON_NUMPAD5:
keycode = VK_NUMPAD5;
break;
case KEYBOARD_BUTTON_NUMPAD6:
keycode = VK_NUMPAD6;
break;
case KEYBOARD_BUTTON_NUMPAD7:
keycode = VK_NUMPAD7;
break;
case KEYBOARD_BUTTON_NUMPAD8:
keycode = VK_NUMPAD8;
break;
case KEYBOARD_BUTTON_NUMPAD9:
keycode = VK_NUMPAD9;
break;
case KEYBOARD_BUTTON_MULTIPLY:
keycode = VK_MULTIPLY;
break;
case KEYBOARD_BUTTON_ADD:
keycode = VK_ADD;
break;
case KEYBOARD_BUTTON_SEPARATOR:
keycode = VK_SEPARATOR;
break;
case KEYBOARD_BUTTON_SUBTRACT:
keycode = VK_SUBTRACT;
break;
case KEYBOARD_BUTTON_DECIMAL:
keycode = VK_DECIMAL;
break;
case KEYBOARD_BUTTON_DIVIDE:
keycode = VK_DIVIDE;
break;
case KEYBOARD_BUTTON_TAB:
keycode = VK_TAB;
break;
case KEYBOARD_BUTTON_TILDE:
keycode = VK_OEM_FJ_JISHO; // http://kbdedit.com/manual/low_level_vk_list.html
break;
case KEYBOARD_BUTTON_ALT:
keycode = VK_LMENU;
break;
case KEYBOARD_BUTTON_ALTGR:
keycode = VK_RMENU;
break;
#endif // _WIN32
default: break;
}
#if defined(_WIN32) && !defined(PLATFORM_XBOX)
return KEY_DOWN(keycode) || KEY_TOGGLE(keycode);
#elif SDL2
return keyboard.buttons[keycode] == 1;
#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(std::make_pair(input, 0));
return true;
}
if (iter->second == 0)
{
return true;
}
return false;
}
bool Release(BUTTON button, int playerindex)
{
Input input;
input.button = button;
input.playerIndex = playerindex;
auto iter = inputs.find(input);
if (iter == inputs.end())
{
if (Down(button, playerindex))
inputs.insert(std::make_pair(input, 0));
return false;
}
if (iter->second == -1)
{
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(std::make_pair(input, 0));
return false;
}
else if ((!continuous && iter->second == (int)frames) || (continuous && iter->second >= (int)frames))
{
return true;
}
return false;
}
XMFLOAT4 GetPointer()
{
return XMFLOAT4(mouse.position.x, mouse.position.y, mouse.delta_wheel, mouse.pressure);
}
void SetPointer(const XMFLOAT4& props)
{
// The application's logical mouse coordinates are converted to the system's physical coordinates:
const uint32_t posX = canvas.LogicalToPhysical(props.x);
const uint32_t posY = canvas.LogicalToPhysical(props.y);
#if defined(PLATFORM_WINDOWS_DESKTOP)
HWND hWnd = window;
POINT p;
p.x = (LONG)(posX);
p.y = (LONG)(posY);
ClientToScreen(hWnd, &p);
SetCursorPos(p.x, p.y);
#elif defined(SDL2)
SDL_WarpMouseInWindow(window, posX, posY);
#endif // SDL2
}
void HidePointer(bool value)
{
#ifdef _WIN32
if (value)
{
while (ShowCursor(false) >= 0) {};
}
else
{
while (ShowCursor(true) < 0) {};
}
#elif SDL2
SDL_SetRelativeMouseMode(value ? SDL_TRUE : SDL_FALSE);
#endif // _WIN32
}
BUTTON WhatIsPressed(int playerindex)
{
// First go through predefined enums:
for (int i = GAMEPAD_RANGE_START + 1; i < BUTTON_ENUM_SIZE; ++i)
{
if (Press((BUTTON)i, playerindex))
return (BUTTON)i;
}
// Go through remaining digits, letters and undefined:
for (int i = DIGIT_RANGE_START; i < GAMEPAD_RANGE_START; ++i)
{
if (Press((BUTTON)i, playerindex))
return (BUTTON)i;
}
return BUTTON_NONE;
}
bool IsDoubleClicked()
{
return double_click;
}
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)
{
wi::input::xinput::SetControllerFeedback(data, controller.deviceIndex);
}
else if (controller.deviceType == Controller::RAWINPUT)
{
wi::input::rawinput::SetControllerFeedback(data, controller.deviceIndex);
}
else if (controller.deviceType == Controller::SDLINPUT)
{
wi::input::sdlinput::SetControllerFeedback(data, controller.deviceIndex);
}
#ifdef PLATFORM_PS5
else if (controller.deviceType == Controller::PS5)
{
wi::input::ps5::SetControllerFeedback(data, controller.deviceIndex);
}
#endif // PLATFORM_PS5
}
}
void SetPen(const Pen& _pen)
{
pen = _pen;
pen_override = true;
}
const wi::vector<Touch>& GetTouches()
{
return touches;
}
void SetCursor(CURSOR cursor)
{
cursor_next = cursor;
}
void SetCursorFromFile(CURSOR cursor, const char* filename)
{
#ifdef PLATFORM_WINDOWS_DESKTOP
wchar_t wfilename[1024] = {};
wi::helper::StringConvert(filename, wfilename);
cursor_table[cursor] = LoadCursorFromFile(wfilename);
#endif // PLATFORM_WINDOWS_DESKTOP
// refresh in case we set the current one:
cursor_next = cursor_current;
cursor_current = CURSOR_COUNT;
}
void ResetCursor(CURSOR cursor)
{
cursor_table[cursor] = cursor_table_original[cursor];
// refresh in case we set the current one:
cursor_next = cursor_current;
cursor_current = CURSOR_COUNT;
}
void NotifyCursorChanged()
{
cursor_current = CURSOR_COUNT;
}
BUTTON StringToButton(const char* str)
{
if (str == nullptr)
return BUTTON_NONE;
if (strcmp(str, "") == 0)
return GAMEPAD_BUTTON_PLAYSTATION_SQUARE;
if (strcmp(str, "") == 0)
return GAMEPAD_BUTTON_PLAYSTATION_CROSS;
if (strcmp(str, "") == 0)
return GAMEPAD_BUTTON_PLAYSTATION_CIRCLE;
if (strcmp(str, "") == 0)
return GAMEPAD_BUTTON_PLAYSTATION_TRIANGLE;
if (strcmp(str, "L1") == 0)
return GAMEPAD_BUTTON_PLAYSTATION_L1;
if (strcmp(str, "L2") == 0)
return GAMEPAD_BUTTON_PLAYSTATION_L2;
if (strcmp(str, "L3") == 0)
return GAMEPAD_BUTTON_PLAYSTATION_L3;
if (strcmp(str, "R1") == 0)
return GAMEPAD_BUTTON_PLAYSTATION_R1;
if (strcmp(str, "R2") == 0)
return GAMEPAD_BUTTON_PLAYSTATION_R2;
if (strcmp(str, "R3") == 0)
return GAMEPAD_BUTTON_PLAYSTATION_R3;
if (strcmp(str, "Share") == 0)
return GAMEPAD_BUTTON_PLAYSTATION_SHARE;
if (strcmp(str, "Option") == 0)
return GAMEPAD_BUTTON_PLAYSTATION_OPTION;
if (strcmp(str, "Touchpad") == 0)
return GAMEPAD_BUTTON_PLAYSTATION_OPTION;
if (strcmp(str, "(X)") == 0)
return GAMEPAD_BUTTON_XBOX_X;
if (strcmp(str, "(A)") == 0)
return GAMEPAD_BUTTON_XBOX_A;
if (strcmp(str, "(B)") == 0)
return GAMEPAD_BUTTON_XBOX_B;
if (strcmp(str, "(Y)") == 0)
return GAMEPAD_BUTTON_XBOX_Y;
if (strcmp(str, "L1") == 0)
return GAMEPAD_BUTTON_XBOX_L1;
if (strcmp(str, "LT") == 0)
return GAMEPAD_BUTTON_XBOX_LT;
if (strcmp(str, "L3") == 0)
return GAMEPAD_BUTTON_XBOX_L3;
if (strcmp(str, "R1") == 0)
return GAMEPAD_BUTTON_XBOX_R1;
if (strcmp(str, "RT") == 0)
return GAMEPAD_BUTTON_XBOX_RT;
if (strcmp(str, "R3") == 0)
return GAMEPAD_BUTTON_XBOX_R3;
if (strcmp(str, "Back") == 0)
return GAMEPAD_BUTTON_XBOX_BACK;
if (strcmp(str, "Start") == 0)
return GAMEPAD_BUTTON_XBOX_START;
if (strcmp(str, "Dpad ↑") == 0)
return GAMEPAD_BUTTON_UP;
if (strcmp(str, "Dpad ←") == 0)
return GAMEPAD_BUTTON_LEFT;
if (strcmp(str, "Dpad ↓") == 0)
return GAMEPAD_BUTTON_DOWN;
if (strcmp(str, "Dpad →") == 0)
return GAMEPAD_BUTTON_RIGHT;
if (strcmp(str, "Gamepad 1") == 0)
return GAMEPAD_BUTTON_1;
if (strcmp(str, "Gamepad 2") == 0)
return GAMEPAD_BUTTON_2;
if (strcmp(str, "Gamepad 3") == 0)
return GAMEPAD_BUTTON_3;
if (strcmp(str, "Gamepad 4") == 0)
return GAMEPAD_BUTTON_4;
if (strcmp(str, "Gamepad 5") == 0)
return GAMEPAD_BUTTON_5;
if (strcmp(str, "Gamepad 6") == 0)
return GAMEPAD_BUTTON_6;
if (strcmp(str, "Gamepad 7") == 0)
return GAMEPAD_BUTTON_7;
if (strcmp(str, "Gamepad 8") == 0)
return GAMEPAD_BUTTON_8;
if (strcmp(str, "Gamepad 9") == 0)
return GAMEPAD_BUTTON_9;
if (strcmp(str, "Gamepad 10") == 0)
return GAMEPAD_BUTTON_10;
if (strcmp(str, "Gamepad 11") == 0)
return GAMEPAD_BUTTON_11;
if (strcmp(str, "Gamepad 12") == 0)
return GAMEPAD_BUTTON_12;
if (strcmp(str, "Gamepad 13") == 0)
return GAMEPAD_BUTTON_13;
if (strcmp(str, "Gamepad 14") == 0)
return GAMEPAD_BUTTON_14;
if (strcmp(str, "Left Stick ↑") == 0)
return GAMEPAD_ANALOG_THUMBSTICK_L_AS_BUTTON_UP;
if (strcmp(str, "Left Stick ←") == 0)
return GAMEPAD_ANALOG_THUMBSTICK_L_AS_BUTTON_LEFT;
if (strcmp(str, "Left Stick ↓") == 0)
return GAMEPAD_ANALOG_THUMBSTICK_L_AS_BUTTON_DOWN;
if (strcmp(str, "Left Stick →") == 0)
return GAMEPAD_ANALOG_THUMBSTICK_L_AS_BUTTON_RIGHT;
if (strcmp(str, "Right Stick ↑") == 0)
return GAMEPAD_ANALOG_THUMBSTICK_R_AS_BUTTON_UP;
if (strcmp(str, "Right Stick ←") == 0)
return GAMEPAD_ANALOG_THUMBSTICK_R_AS_BUTTON_LEFT;
if (strcmp(str, "Right Stick ↓") == 0)
return GAMEPAD_ANALOG_THUMBSTICK_R_AS_BUTTON_DOWN;
if (strcmp(str, "Right Stick →") == 0)
return GAMEPAD_ANALOG_THUMBSTICK_R_AS_BUTTON_RIGHT;
if (strcmp(str, "Left Trigger") == 0)
return GAMEPAD_ANALOG_TRIGGER_L_AS_BUTTON;
if (strcmp(str, "Right Trigger") == 0)
return GAMEPAD_ANALOG_TRIGGER_R_AS_BUTTON;
if (strcmp(str, "Left Mouse Button") == 0)
return MOUSE_BUTTON_LEFT;
if (strcmp(str, "Right Mouse Button") == 0)
return MOUSE_BUTTON_RIGHT;
if (strcmp(str, "Middle Mouse Button") == 0)
return MOUSE_BUTTON_MIDDLE;
if (strcmp(str, "Mouse Wheel ↑") == 0)
return MOUSE_SCROLL_AS_BUTTON_UP;
if (strcmp(str, "Mouse Wheel ↓") == 0)
return MOUSE_SCROLL_AS_BUTTON_DOWN;
if (strcmp(str, "") == 0)
return KEYBOARD_BUTTON_UP;
if (strcmp(str, "") == 0)
return KEYBOARD_BUTTON_LEFT;
if (strcmp(str, "") == 0)
return KEYBOARD_BUTTON_DOWN;
if (strcmp(str, "") == 0)
return KEYBOARD_BUTTON_RIGHT;
if (strcmp(str, "Space") == 0)
return KEYBOARD_BUTTON_SPACE;
if (strcmp(str, "Enter") == 0)
return KEYBOARD_BUTTON_ENTER;
if (strcmp(str, "Escape") == 0)
return KEYBOARD_BUTTON_ENTER;
if (strcmp(str, "Home") == 0)
return KEYBOARD_BUTTON_HOME;
if (strcmp(str, "Delete") == 0)
return KEYBOARD_BUTTON_DELETE;
if (strcmp(str, "Backspace") == 0)
return KEYBOARD_BUTTON_BACKSPACE;
if (strcmp(str, "Page Down") == 0)
return KEYBOARD_BUTTON_PAGEDOWN;
if (strcmp(str, "Page Up") == 0)
return KEYBOARD_BUTTON_PAGEUP;
if (strcmp(str, "*") == 0)
return KEYBOARD_BUTTON_MULTIPLY;
if (strcmp(str, "+") == 0)
return KEYBOARD_BUTTON_ADD;
if (strcmp(str, "Separator") == 0)
return KEYBOARD_BUTTON_SEPARATOR;
if (strcmp(str, "-") == 0)
return KEYBOARD_BUTTON_SUBTRACT;
if (strcmp(str, "Decimal") == 0)
return KEYBOARD_BUTTON_DECIMAL;
if (strcmp(str, "/") == 0)
return KEYBOARD_BUTTON_DIVIDE;
if (strcmp(str, "Tab") == 0)
return KEYBOARD_BUTTON_TAB;
if (strcmp(str, "Tilde") == 0)
return KEYBOARD_BUTTON_TILDE;
if (strcmp(str, "Insert") == 0)
return KEYBOARD_BUTTON_INSERT;
if (strcmp(str, "Alt") == 0)
return KEYBOARD_BUTTON_ALT;
if (strcmp(str, "Alt Gr") == 0)
return KEYBOARD_BUTTON_ALTGR;
if (strcmp(str, "Left Shift") == 0)
return KEYBOARD_BUTTON_LSHIFT;
if (strcmp(str, "Right Shift") == 0)
return KEYBOARD_BUTTON_RSHIFT;
if (strcmp(str, "Left Control") == 0)
return KEYBOARD_BUTTON_LCONTROL;
if (strcmp(str, "Right Control") == 0)
return KEYBOARD_BUTTON_RCONTROL;
if (strcmp(str, "F1") == 0)
return KEYBOARD_BUTTON_F1;
if (strcmp(str, "F2") == 0)
return KEYBOARD_BUTTON_F2;
if (strcmp(str, "F3") == 0)
return KEYBOARD_BUTTON_F3;
if (strcmp(str, "F4") == 0)
return KEYBOARD_BUTTON_F4;
if (strcmp(str, "F5") == 0)
return KEYBOARD_BUTTON_F5;
if (strcmp(str, "F6") == 0)
return KEYBOARD_BUTTON_F6;
if (strcmp(str, "F7") == 0)
return KEYBOARD_BUTTON_F7;
if (strcmp(str, "F8") == 0)
return KEYBOARD_BUTTON_F8;
if (strcmp(str, "F9") == 0)
return KEYBOARD_BUTTON_F9;
if (strcmp(str, "F10") == 0)
return KEYBOARD_BUTTON_F10;
if (strcmp(str, "F11") == 0)
return KEYBOARD_BUTTON_F11;
if (strcmp(str, "F12") == 0)
return KEYBOARD_BUTTON_F12;
if (strcmp(str, "Numpad 0") == 0)
return KEYBOARD_BUTTON_NUMPAD0;
if (strcmp(str, "Numpad 1") == 0)
return KEYBOARD_BUTTON_NUMPAD1;
if (strcmp(str, "Numpad 2") == 0)
return KEYBOARD_BUTTON_NUMPAD2;
if (strcmp(str, "Numpad 3") == 0)
return KEYBOARD_BUTTON_NUMPAD3;
if (strcmp(str, "Numpad 4") == 0)
return KEYBOARD_BUTTON_NUMPAD4;
if (strcmp(str, "Numpad 5") == 0)
return KEYBOARD_BUTTON_NUMPAD5;
if (strcmp(str, "Numpad 6") == 0)
return KEYBOARD_BUTTON_NUMPAD6;
if (strcmp(str, "Numpad 7") == 0)
return KEYBOARD_BUTTON_NUMPAD7;
if (strcmp(str, "Numpad 8") == 0)
return KEYBOARD_BUTTON_NUMPAD8;
if (strcmp(str, "Numpad 9") == 0)
return KEYBOARD_BUTTON_NUMPAD9;
if (str[0] >= DIGIT_RANGE_START && str[0] < GAMEPAD_RANGE_START)
{
return (BUTTON)str[0];
}
return BUTTON_NONE;
}
ShortReturnString ButtonToString(BUTTON button, CONTROLLER_PREFERENCE preference)
{
#ifdef PLATFORM_PS5
preference = CONTROLLER_PREFERENCE_PLAYSTATION;
#endif // PLATFORM_PS5
#ifdef PLATFORM_XBOX
preference = CONTROLLER_PREFERENCE_XBOX;
#endif // PLATFORM_XBOX
if (preference == CONTROLLER_PREFERENCE_PLAYSTATION)
{
switch (button)
{
case wi::input::GAMEPAD_BUTTON_PLAYSTATION_SQUARE: return "";
case wi::input::GAMEPAD_BUTTON_PLAYSTATION_CROSS: return "";
case wi::input::GAMEPAD_BUTTON_PLAYSTATION_CIRCLE: return "";
case wi::input::GAMEPAD_BUTTON_PLAYSTATION_TRIANGLE: return "";
case wi::input::GAMEPAD_BUTTON_PLAYSTATION_L1: return "L1";
case wi::input::GAMEPAD_BUTTON_PLAYSTATION_L2: return "L2";
case wi::input::GAMEPAD_BUTTON_PLAYSTATION_R1: return "R1";
case wi::input::GAMEPAD_BUTTON_PLAYSTATION_R2: return "R2";
case wi::input::GAMEPAD_BUTTON_PLAYSTATION_L3: return "L3";
case wi::input::GAMEPAD_BUTTON_PLAYSTATION_R3: return "R3";
case wi::input::GAMEPAD_BUTTON_PLAYSTATION_SHARE: return "Share";
case wi::input::GAMEPAD_BUTTON_PLAYSTATION_OPTION: return "Option";
case wi::input::GAMEPAD_BUTTON_PLAYSTATION_TOUCHPAD: return "Touchpad";
default:
break;
}
}
if (preference == CONTROLLER_PREFERENCE_XBOX)
{
switch (button)
{
case wi::input::GAMEPAD_BUTTON_XBOX_X: return "(X)";
case wi::input::GAMEPAD_BUTTON_XBOX_A: return "(A)";
case wi::input::GAMEPAD_BUTTON_XBOX_B: return "(B)";
case wi::input::GAMEPAD_BUTTON_XBOX_Y: return "(Y)";
case wi::input::GAMEPAD_BUTTON_XBOX_L1: return "L1";
case wi::input::GAMEPAD_BUTTON_XBOX_LT: return "LT";
case wi::input::GAMEPAD_BUTTON_XBOX_R1: return "R1";
case wi::input::GAMEPAD_BUTTON_XBOX_RT: return "RT";
case wi::input::GAMEPAD_BUTTON_XBOX_L3: return "L3";
case wi::input::GAMEPAD_BUTTON_XBOX_R3: return "R3";
case wi::input::GAMEPAD_BUTTON_XBOX_BACK: return "Back";
case wi::input::GAMEPAD_BUTTON_XBOX_START: return "Start";
default:
break;
}
}
switch (button)
{
case wi::input::GAMEPAD_BUTTON_UP: return "Dpad ↑";
case wi::input::GAMEPAD_BUTTON_LEFT: return "Dpad ←";
case wi::input::GAMEPAD_BUTTON_DOWN: return "Dpad ↓";
case wi::input::GAMEPAD_BUTTON_RIGHT: return "Dpad →";
case wi::input::GAMEPAD_BUTTON_1: return "Gamepad 1";
case wi::input::GAMEPAD_BUTTON_2: return "Gamepad 2";
case wi::input::GAMEPAD_BUTTON_3: return "Gamepad 3";
case wi::input::GAMEPAD_BUTTON_4: return "Gamepad 4";
case wi::input::GAMEPAD_BUTTON_5: return "Gamepad 5";
case wi::input::GAMEPAD_BUTTON_6: return "Gamepad 6";
case wi::input::GAMEPAD_BUTTON_7: return "Gamepad 7";
case wi::input::GAMEPAD_BUTTON_8: return "Gamepad 8";
case wi::input::GAMEPAD_BUTTON_9: return "Gamepad 9";
case wi::input::GAMEPAD_BUTTON_10: return "Gamepad 10";
case wi::input::GAMEPAD_BUTTON_11: return "Gamepad 11";
case wi::input::GAMEPAD_BUTTON_12: return "Gamepad 12";
case wi::input::GAMEPAD_BUTTON_13: return "Gamepad 13";
case wi::input::GAMEPAD_BUTTON_14: return "Gamepad 14";
case wi::input::GAMEPAD_ANALOG_THUMBSTICK_L_AS_BUTTON_UP: return "Left Stick ↑";
case wi::input::GAMEPAD_ANALOG_THUMBSTICK_L_AS_BUTTON_LEFT: return "Left Stick ←";
case wi::input::GAMEPAD_ANALOG_THUMBSTICK_L_AS_BUTTON_DOWN: return "Left Stick ↓";
case wi::input::GAMEPAD_ANALOG_THUMBSTICK_L_AS_BUTTON_RIGHT: return "Left Stick →";
case wi::input::GAMEPAD_ANALOG_THUMBSTICK_R_AS_BUTTON_UP: return "Right Stick ↑";
case wi::input::GAMEPAD_ANALOG_THUMBSTICK_R_AS_BUTTON_LEFT: return "Right Stick ←";
case wi::input::GAMEPAD_ANALOG_THUMBSTICK_R_AS_BUTTON_DOWN: return "Right Stick ↓";
case wi::input::GAMEPAD_ANALOG_THUMBSTICK_R_AS_BUTTON_RIGHT: return "Right Stick →";
case wi::input::GAMEPAD_ANALOG_TRIGGER_L_AS_BUTTON: return "Left Trigger";
case wi::input::GAMEPAD_ANALOG_TRIGGER_R_AS_BUTTON: return "Right Trigger";
case wi::input::MOUSE_BUTTON_LEFT: return "Left Mouse Button";
case wi::input::MOUSE_BUTTON_RIGHT: return "Right Mouse Button";
case wi::input::MOUSE_BUTTON_MIDDLE: return "Middle Mouse Button";
case wi::input::MOUSE_SCROLL_AS_BUTTON_UP: return "Mouse Wheel ↑";
case wi::input::MOUSE_SCROLL_AS_BUTTON_DOWN: return "Mouse Wheel ↓";
case wi::input::KEYBOARD_BUTTON_UP: return "";
case wi::input::KEYBOARD_BUTTON_DOWN: return "";
case wi::input::KEYBOARD_BUTTON_LEFT: return "";
case wi::input::KEYBOARD_BUTTON_RIGHT: return "";
case wi::input::KEYBOARD_BUTTON_SPACE: return "Space";
case wi::input::KEYBOARD_BUTTON_RSHIFT: return "Right Shift";
case wi::input::KEYBOARD_BUTTON_LSHIFT: return "Left Shift";
case wi::input::KEYBOARD_BUTTON_F1: return "F1";
case wi::input::KEYBOARD_BUTTON_F2: return "F2";
case wi::input::KEYBOARD_BUTTON_F3: return "F3";
case wi::input::KEYBOARD_BUTTON_F4: return "F4";
case wi::input::KEYBOARD_BUTTON_F5: return "F5";
case wi::input::KEYBOARD_BUTTON_F6: return "F6";
case wi::input::KEYBOARD_BUTTON_F7: return "F7";
case wi::input::KEYBOARD_BUTTON_F8: return "F8";
case wi::input::KEYBOARD_BUTTON_F9: return "F9";
case wi::input::KEYBOARD_BUTTON_F10: return "F10";
case wi::input::KEYBOARD_BUTTON_F11: return "F11";
case wi::input::KEYBOARD_BUTTON_F12: return "F12";
case wi::input::KEYBOARD_BUTTON_ENTER: return "Enter";
case wi::input::KEYBOARD_BUTTON_ESCAPE: return "Escape";
case wi::input::KEYBOARD_BUTTON_HOME: return "Home";
case wi::input::KEYBOARD_BUTTON_RCONTROL: return "Right Control";
case wi::input::KEYBOARD_BUTTON_LCONTROL: return "Left Control";
case wi::input::KEYBOARD_BUTTON_DELETE: return "Delete";
case wi::input::KEYBOARD_BUTTON_BACKSPACE: return "Backspace";
case wi::input::KEYBOARD_BUTTON_PAGEDOWN: return "Page Down";
case wi::input::KEYBOARD_BUTTON_PAGEUP: return "Page Up";
case wi::input::KEYBOARD_BUTTON_NUMPAD0: return "Numpad 0";
case wi::input::KEYBOARD_BUTTON_NUMPAD1: return "Numpad 1";
case wi::input::KEYBOARD_BUTTON_NUMPAD2: return "Numpad 2";
case wi::input::KEYBOARD_BUTTON_NUMPAD3: return "Numpad 3";
case wi::input::KEYBOARD_BUTTON_NUMPAD4: return "Numpad 4";
case wi::input::KEYBOARD_BUTTON_NUMPAD5: return "Numpad 5";
case wi::input::KEYBOARD_BUTTON_NUMPAD6: return "Numpad 6";
case wi::input::KEYBOARD_BUTTON_NUMPAD7: return "Numpad 7";
case wi::input::KEYBOARD_BUTTON_NUMPAD8: return "Numpad 8";
case wi::input::KEYBOARD_BUTTON_NUMPAD9: return "Numpad 9";
case wi::input::KEYBOARD_BUTTON_MULTIPLY: return "*";
case wi::input::KEYBOARD_BUTTON_ADD: return "+";
case wi::input::KEYBOARD_BUTTON_SEPARATOR: return "Separator";
case wi::input::KEYBOARD_BUTTON_SUBTRACT: return "-";
case wi::input::KEYBOARD_BUTTON_DECIMAL: return "Decimal";
case wi::input::KEYBOARD_BUTTON_DIVIDE: return "/";
case wi::input::KEYBOARD_BUTTON_TAB: return "Tab";
case wi::input::KEYBOARD_BUTTON_TILDE: return "Tilde";
case wi::input::KEYBOARD_BUTTON_INSERT: return "Insert";
case wi::input::KEYBOARD_BUTTON_ALT: return "Alt";
case wi::input::KEYBOARD_BUTTON_ALTGR: return "Alt Gr";
default:
break;
}
if (button >= DIGIT_RANGE_START && button < GAMEPAD_RANGE_START)
{
ShortReturnString str;
str.text[0] = (char)button;
return str;
}
return "";
}
}