1 | /* |
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2 | * Abuse - dark 2D side-scrolling platform game |
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3 | * Copyright (c) 2001 Anthony Kruize <trandor@labyrinth.net.au> |
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4 | * Copyright (c) 2005-2011 Sam Hocevar <sam@hocevar.net> |
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5 | * |
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6 | * This program is free software; you can redistribute it and/or modify |
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7 | * it under the terms of the GNU General Public License as published by |
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8 | * the Free Software Foundation; either version 2 of the License, or |
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9 | * (at your option) any later version. |
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10 | * |
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11 | * This program is distributed in the hope that it will be useful, |
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12 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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13 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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14 | * GNU General Public License for more details. |
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15 | * |
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16 | * You should have received a copy of the GNU General Public License |
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17 | * along with this program; if not, write to the Free Software Foundation, |
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18 | * Inc., 51 Franklin Street, Fifth Floor, Boston MA 02110-1301, USA. |
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19 | */ |
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20 | |
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21 | #if defined HAVE_CONFIG_H |
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22 | # include "config.h" |
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23 | #endif |
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24 | |
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25 | #include <SDL.h> |
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26 | |
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27 | #include "common.h" |
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28 | |
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29 | #include "image.h" |
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30 | #include "palette.h" |
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31 | #include "video.h" |
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32 | #include "event.h" |
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33 | #include "timing.h" |
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34 | #include "sprite.h" |
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35 | #include "game.h" |
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36 | #include "setup.h" |
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37 | |
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38 | extern int get_key_binding(char const *dir, int i); |
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39 | extern int mouse_xscale, mouse_yscale; |
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40 | short mouse_buttons[5] = { 0, 0, 0, 0, 0 }; |
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41 | SDL_GameController *controller; |
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42 | |
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43 | extern SDL_Window *window; |
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44 | extern flags_struct flags; |
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45 | |
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46 | // Pre-declarations |
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47 | void controller_to_mouse( Event &ev, SDL_Event *sdl_event ); |
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48 | |
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49 | void EventHandler::SysInit() |
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50 | { |
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51 | // enable game controller |
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52 | // still needs to be detected to be used though |
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53 | controller_enabled = true; |
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54 | |
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55 | // Ignore activate events (still needed in SDL2?) |
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56 | //SDL_EventState(SDL_ACTIVEEVENT, SDL_IGNORE); |
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57 | } |
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58 | |
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59 | void EventHandler::SysWarpMouse(ivec2 pos) |
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60 | { |
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61 | SDL_WarpMouseInWindow(window, pos.x, pos.y); |
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62 | } |
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63 | |
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64 | // |
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65 | // IsPending() |
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66 | // Are there any events in the queue? |
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67 | // |
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68 | int EventHandler::IsPending() |
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69 | { |
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70 | if (!m_pending && SDL_PollEvent(NULL)) |
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71 | m_pending = 1; |
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72 | |
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73 | return m_pending; |
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74 | } |
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75 | |
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76 | // |
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77 | // Get and handle waiting events |
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78 | // |
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79 | void EventHandler::SysEvent(Event &ev) |
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80 | { |
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81 | // No more events |
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82 | m_pending = 0; |
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83 | |
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84 | // NOTE : that the mouse status should be known |
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85 | // even if another event has occurred. |
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86 | ev.mouse_move.x = m_pos.x; |
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87 | ev.mouse_move.y = m_pos.y; |
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88 | //ev.mouse_button = m_button; |
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89 | |
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90 | // Gather next event |
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91 | SDL_Event sdlev; |
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92 | if (!SDL_PollEvent(&sdlev)) |
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93 | return; // This should not happen |
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94 | |
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95 | if((controller != NULL) && (the_game->state == RUN_STATE) && controller_enabled) |
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96 | { |
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97 | // controller axis events translated to mouse events |
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98 | controller_to_mouse(ev, &sdlev); |
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99 | printf("ev.mouse button = %d, mouse_buttons[0]=%d\n", ev.mouse_button, mouse_buttons[0]); |
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100 | } |
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101 | else |
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102 | { |
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103 | ev.mouse_button = m_button; |
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104 | |
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105 | // Sort the mouse out |
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106 | int x, y; |
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107 | uint8_t buttons = SDL_GetMouseState(&x, &y); |
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108 | x = Min((x << 16) / mouse_xscale, main_screen->Size().x - 1); |
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109 | y = Min((y << 16) / mouse_yscale, main_screen->Size().y - 1); |
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110 | ev.mouse_move.x = x; |
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111 | ev.mouse_move.y = y; |
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112 | ev.type = EV_MOUSE_MOVE; |
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113 | |
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114 | // Left button |
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115 | if((buttons & SDL_BUTTON(1)) && !mouse_buttons[1]) |
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116 | { |
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117 | ev.type = EV_MOUSE_BUTTON; |
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118 | mouse_buttons[1] = !mouse_buttons[1]; |
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119 | ev.mouse_button |= LEFT_BUTTON; |
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120 | } |
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121 | else if(!(buttons & SDL_BUTTON(1)) && mouse_buttons[1]) |
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122 | { |
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123 | ev.type = EV_MOUSE_BUTTON; |
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124 | mouse_buttons[1] = !mouse_buttons[1]; |
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125 | ev.mouse_button &= (0xff - LEFT_BUTTON); |
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126 | } |
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127 | |
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128 | // Middle button |
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129 | if((buttons & SDL_BUTTON(2)) && !mouse_buttons[2]) |
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130 | { |
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131 | ev.type = EV_MOUSE_BUTTON; |
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132 | mouse_buttons[2] = !mouse_buttons[2]; |
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133 | ev.mouse_button |= LEFT_BUTTON; |
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134 | ev.mouse_button |= RIGHT_BUTTON; |
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135 | } |
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136 | else if(!(buttons & SDL_BUTTON(2)) && mouse_buttons[2]) |
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137 | { |
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138 | ev.type = EV_MOUSE_BUTTON; |
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139 | mouse_buttons[2] = !mouse_buttons[2]; |
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140 | ev.mouse_button &= (0xff - LEFT_BUTTON); |
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141 | ev.mouse_button &= (0xff - RIGHT_BUTTON); |
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142 | } |
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143 | |
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144 | // Right button |
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145 | if((buttons & SDL_BUTTON(3)) && !mouse_buttons[3]) |
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146 | { |
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147 | ev.type = EV_MOUSE_BUTTON; |
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148 | mouse_buttons[3] = !mouse_buttons[3]; |
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149 | ev.mouse_button |= RIGHT_BUTTON; |
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150 | } |
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151 | else if(!(buttons & SDL_BUTTON(3)) && mouse_buttons[3]) |
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152 | { |
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153 | ev.type = EV_MOUSE_BUTTON; |
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154 | mouse_buttons[3] = !mouse_buttons[3]; |
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155 | ev.mouse_button &= (0xff - RIGHT_BUTTON); |
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156 | } |
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157 | } |
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158 | |
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159 | m_pos = ivec2(ev.mouse_move.x, ev.mouse_move.y); |
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160 | m_button = ev.mouse_button; |
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161 | |
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162 | // Sort out other kinds of events |
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163 | switch(sdlev.type) |
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164 | { |
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165 | case SDL_QUIT: |
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166 | exit(0); |
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167 | break; |
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168 | case SDL_MOUSEBUTTONUP: |
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169 | switch(sdlev.button.button) |
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170 | { |
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171 | case 4: // Mouse wheel goes up... |
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172 | ev.key = get_key_binding("b4", 0); |
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173 | ev.type = EV_KEYRELEASE; |
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174 | break; |
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175 | case 5: // Mouse wheel goes down... |
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176 | ev.key = get_key_binding("b3", 0); |
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177 | ev.type = EV_KEYRELEASE; |
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178 | break; |
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179 | } |
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180 | break; |
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181 | case SDL_MOUSEBUTTONDOWN: |
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182 | switch(sdlev.button.button) |
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183 | { |
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184 | case 4: // Mouse wheel goes up... |
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185 | ev.key = get_key_binding("b4", 0); |
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186 | ev.type = EV_KEY; |
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187 | break; |
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188 | case 5: // Mouse wheel goes down... |
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189 | ev.key = get_key_binding("b3", 0); |
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190 | ev.type = EV_KEY; |
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191 | break; |
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192 | } |
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193 | break; |
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194 | case SDL_CONTROLLERBUTTONDOWN: |
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195 | case SDL_CONTROLLERBUTTONUP: |
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196 | { |
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197 | if((sdlev.cbutton.button == SDL_CONTROLLER_BUTTON_RIGHTSHOULDER) || |
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198 | (sdlev.cbutton.button == SDL_CONTROLLER_BUTTON_LEFTSHOULDER)) |
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199 | { |
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200 | // already handled these in controller_to_mouse() |
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201 | break; |
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202 | } |
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203 | printf("Got controller button press\n"); |
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204 | |
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205 | if( sdlev.type == SDL_CONTROLLERBUTTONDOWN ) |
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206 | { |
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207 | ev.type = EV_KEY; |
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208 | } |
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209 | else |
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210 | { |
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211 | ev.type = EV_KEYRELEASE; |
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212 | } |
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213 | |
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214 | // Default to EV_SPURIOUS |
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215 | ev.key = EV_SPURIOUS; |
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216 | |
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217 | switch (sdlev.cbutton.button) |
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218 | { |
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219 | case SDL_CONTROLLER_BUTTON_A: |
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220 | // change weapons |
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221 | ev.key = JK_INSERT; |
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222 | break; |
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223 | case SDL_CONTROLLER_BUTTON_X: |
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224 | // jump |
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225 | ev.key = JK_UP; |
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226 | break; |
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227 | case SDL_CONTROLLER_BUTTON_Y: |
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228 | // activate switch |
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229 | ev.key = JK_DOWN; |
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230 | break; |
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231 | case SDL_CONTROLLER_BUTTON_START: |
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232 | break; |
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233 | case SDL_CONTROLLER_BUTTON_DPAD_LEFT: |
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234 | // move left |
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235 | ev.key = JK_LEFT; |
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236 | break; |
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237 | case SDL_CONTROLLER_BUTTON_DPAD_RIGHT: |
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238 | // move right |
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239 | ev.key = JK_RIGHT; |
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240 | break; |
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241 | case SDL_CONTROLLER_BUTTON_DPAD_UP: |
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242 | // jump |
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243 | ev.key = JK_UP; |
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244 | break; |
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245 | case SDL_CONTROLLER_BUTTON_DPAD_DOWN: |
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246 | // activate switch |
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247 | ev.key = JK_DOWN; |
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248 | break; |
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249 | default: |
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250 | break; |
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251 | } |
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252 | break; |
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253 | } |
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254 | case SDL_KEYDOWN: |
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255 | case SDL_KEYUP: |
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256 | // Default to EV_SPURIOUS |
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257 | ev.key = EV_SPURIOUS; |
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258 | if(sdlev.type == SDL_KEYDOWN) |
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259 | { |
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260 | ev.type = EV_KEY; |
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261 | } |
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262 | else |
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263 | { |
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264 | ev.type = EV_KEYRELEASE; |
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265 | } |
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266 | switch(sdlev.key.keysym.sym) |
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267 | { |
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268 | case SDLK_DOWN: ev.key = JK_DOWN; break; |
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269 | case SDLK_UP: ev.key = JK_UP; break; |
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270 | case SDLK_LEFT: ev.key = JK_LEFT; break; |
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271 | case SDLK_RIGHT: ev.key = JK_RIGHT; break; |
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272 | case SDLK_LCTRL: ev.key = JK_CTRL_L; break; |
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273 | case SDLK_RCTRL: ev.key = JK_CTRL_R; break; |
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274 | case SDLK_LALT: ev.key = JK_ALT_L; break; |
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275 | case SDLK_RALT: ev.key = JK_ALT_R; break; |
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276 | case SDLK_LSHIFT: ev.key = JK_SHIFT_L; break; |
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277 | case SDLK_RSHIFT: ev.key = JK_SHIFT_R; break; |
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278 | case SDLK_NUMLOCKCLEAR: ev.key = JK_NUM_LOCK; break; |
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279 | case SDLK_HOME: ev.key = JK_HOME; break; |
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280 | case SDLK_END: ev.key = JK_END; break; |
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281 | case SDLK_BACKSPACE: ev.key = JK_BACKSPACE; break; |
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282 | case SDLK_TAB: ev.key = JK_TAB; break; |
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283 | case SDLK_RETURN: ev.key = JK_ENTER; break; |
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284 | case SDLK_SPACE: ev.key = JK_SPACE; break; |
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285 | case SDLK_CAPSLOCK: ev.key = JK_CAPS; break; |
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286 | case SDLK_ESCAPE: ev.key = JK_ESC; break; |
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287 | case SDLK_F1: ev.key = JK_F1; break; |
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288 | case SDLK_F2: ev.key = JK_F2; break; |
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289 | case SDLK_F3: ev.key = JK_F3; break; |
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290 | case SDLK_F4: ev.key = JK_F4; break; |
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291 | case SDLK_F5: ev.key = JK_F5; break; |
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292 | case SDLK_F6: ev.key = JK_F6; break; |
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293 | case SDLK_F7: ev.key = JK_F7; break; |
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294 | case SDLK_F8: ev.key = JK_F8; break; |
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295 | case SDLK_F9: ev.key = JK_F9; break; |
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296 | case SDLK_F10: ev.key = JK_F10; break; |
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297 | case SDLK_INSERT: ev.key = JK_INSERT; break; |
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298 | case SDLK_KP_0: ev.key = JK_INSERT; break; |
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299 | case SDLK_PAGEUP: ev.key = JK_PAGEUP; break; |
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300 | case SDLK_PAGEDOWN: ev.key = JK_PAGEDOWN; break; |
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301 | case SDLK_KP_8: ev.key = JK_UP; break; |
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302 | case SDLK_KP_2: ev.key = JK_DOWN; break; |
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303 | case SDLK_KP_4: ev.key = JK_LEFT; break; |
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304 | case SDLK_KP_6: ev.key = JK_RIGHT; break; |
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305 | case SDLK_F11: |
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306 | // Only handle key down |
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307 | if(ev.type == EV_KEY) |
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308 | { |
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309 | // Toggle fullscreen |
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310 | if(flags.fullscreen) |
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311 | { |
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312 | flags.fullscreen = 0; |
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313 | SDL_SetWindowFullscreen(window, 0); |
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314 | SDL_SetWindowSize(window, flags.xres, flags.yres); |
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315 | } |
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316 | else |
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317 | { |
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318 | flags.fullscreen = 1; |
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319 | SDL_SetWindowFullscreen(window, SDL_WINDOW_FULLSCREEN_DESKTOP); |
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320 | } |
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321 | } |
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322 | ev.key = EV_SPURIOUS; |
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323 | break; |
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324 | case SDLK_F12: |
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325 | // Only handle key down |
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326 | if(ev.type == EV_KEY) |
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327 | { |
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328 | // Toggle grab mouse |
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329 | if( SDL_GetWindowGrab(window) == SDL_TRUE ) |
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330 | { |
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331 | the_game->show_help( "Grab Mouse: OFF\n" ); |
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332 | SDL_SetWindowGrab(window, SDL_FALSE); |
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333 | } |
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334 | else |
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335 | { |
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336 | the_game->show_help( "Grab Mouse: ON\n" ); |
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337 | SDL_SetWindowGrab(window, SDL_TRUE); |
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338 | } |
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339 | } |
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340 | ev.key = EV_SPURIOUS; |
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341 | break; |
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342 | case SDLK_PRINTSCREEN: // print-screen key |
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343 | // Only handle key down |
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344 | if(ev.type == EV_KEY) |
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345 | { |
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346 | // Grab a screenshot |
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347 | // need to figure this out for SDL2 |
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348 | //SDL_SaveBMP(SDL_GetVideoSurface(), "screenshot.bmp"); |
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349 | //the_game->show_help("Screenshot saved to: screenshot.bmp.\n"); |
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350 | } |
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351 | ev.key = EV_SPURIOUS; |
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352 | break; |
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353 | default: |
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354 | ev.key = (int)sdlev.key.keysym.sym; |
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355 | // Need to handle the case of shift being pressed |
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356 | // There has to be a better way |
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357 | if((sdlev.key.keysym.mod & KMOD_SHIFT) != 0) |
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358 | { |
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359 | if(sdlev.key.keysym.sym >= SDLK_a && |
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360 | sdlev.key.keysym.sym <= SDLK_z) |
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361 | { |
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362 | ev.key -= 32; |
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363 | } |
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364 | else if(sdlev.key.keysym.sym >= SDLK_1 && |
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365 | sdlev.key.keysym.sym <= SDLK_5) |
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366 | { |
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367 | ev.key -= 16; |
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368 | } |
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369 | else |
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370 | { |
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371 | switch(sdlev.key.keysym.sym) |
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372 | { |
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373 | case SDLK_6: |
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374 | ev.key = SDLK_CARET; break; |
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375 | case SDLK_7: |
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376 | case SDLK_9: |
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377 | case SDLK_0: |
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378 | ev.key -= 17; break; |
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379 | case SDLK_8: |
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380 | ev.key = SDLK_ASTERISK; break; |
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381 | case SDLK_MINUS: |
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382 | ev.key = SDLK_UNDERSCORE; break; |
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383 | case SDLK_EQUALS: |
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384 | ev.key = SDLK_PLUS; break; |
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385 | case SDLK_COMMA: |
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386 | ev.key = SDLK_LESS; break; |
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387 | case SDLK_PERIOD: |
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388 | ev.key = SDLK_GREATER; break; |
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389 | case SDLK_SLASH: |
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390 | ev.key = SDLK_QUESTION; break; |
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391 | case SDLK_SEMICOLON: |
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392 | ev.key = SDLK_COLON; break; |
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393 | case SDLK_QUOTE: |
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394 | ev.key = SDLK_QUOTEDBL; break; |
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395 | default: |
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396 | break; |
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397 | } |
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398 | } |
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399 | } |
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400 | break; |
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401 | } |
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402 | } |
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403 | } |
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404 | |
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405 | void controller_to_mouse( Event &ev, SDL_Event *sdl_event ) |
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406 | { |
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407 | Sint16 lr_axis, ud_axis; |
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408 | int x, y; |
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409 | |
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410 | lr_axis = SDL_GameControllerGetAxis(controller, (SDL_GameControllerAxis)2); |
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411 | ud_axis = SDL_GameControllerGetAxis(controller, (SDL_GameControllerAxis)3); |
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412 | |
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413 | lr_axis /= 1024; |
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414 | ud_axis /= -1024; // flip this axis |
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415 | |
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416 | // convert to mouse position |
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417 | float theta = 0.0; |
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418 | float cos_theta; |
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419 | float mag = sqrtf((lr_axis * lr_axis) + (ud_axis * ud_axis)); |
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420 | float udotv = 1.0 * lr_axis; |
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421 | |
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422 | // give a little dead zone |
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423 | if(mag > 0.001) |
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424 | { |
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425 | int radius; |
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426 | |
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427 | // calculate the aim angle in terms of a unit circle |
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428 | cos_theta = udotv / mag; |
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429 | theta = acosf(cos_theta); |
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430 | |
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431 | if(ud_axis < 0) theta *= -1.0f; |
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432 | |
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433 | // calculate the origin |
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434 | if(the_game->first_view) |
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435 | { |
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436 | x = the_game->first_view->m_focus->x - the_game->first_view->xoff(); |
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437 | y = the_game->first_view->m_focus->y - the_game->first_view->yoff(); |
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438 | |
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439 | y -= 20; |
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440 | radius = 75; |
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441 | } |
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442 | else |
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443 | { |
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444 | x = main_screen->Size().x / 2; |
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445 | y = main_screen->Size().y / 2; |
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446 | radius = 200; |
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447 | } |
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448 | |
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449 | x += (int)roundf(cosf(theta) * radius); |
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450 | y += (int)roundf(sinf(theta) * -1.0 * radius); |
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451 | |
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452 | if( x > main_screen->Size().x - 1 ) |
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453 | { |
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454 | x = main_screen->Size().x - 1; |
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455 | } |
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456 | if( y > main_screen->Size().y - 1 ) |
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457 | { |
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458 | y = main_screen->Size().y - 1; |
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459 | } |
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460 | |
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461 | ev.mouse_move.x = x; |
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462 | ev.mouse_move.y = y; |
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463 | ev.type = EV_MOUSE_MOVE; |
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464 | |
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465 | //printf("right analog stick (%d,%d) theta = %2f\n", lr_axis, ud_axis, theta); |
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466 | } |
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467 | |
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468 | // keep the state between calls |
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469 | static int mouse_button_state = 0; |
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470 | |
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471 | // restore previous state |
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472 | ev.mouse_button = mouse_button_state; |
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473 | |
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474 | if((sdl_event->type == SDL_CONTROLLERBUTTONDOWN) || |
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475 | (sdl_event->type == SDL_CONTROLLERBUTTONUP)) |
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476 | { |
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477 | switch (sdl_event->cbutton.button) |
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478 | { |
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479 | case SDL_CONTROLLER_BUTTON_RIGHTSHOULDER: |
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480 | // Left button |
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481 | ev.type = EV_MOUSE_BUTTON; |
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482 | if(sdl_event->type == SDL_CONTROLLERBUTTONDOWN) |
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483 | { |
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484 | ev.mouse_button |= LEFT_BUTTON; |
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485 | } |
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486 | else |
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487 | { |
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488 | ev.mouse_button &= ( 0xff - LEFT_BUTTON ); |
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489 | } |
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490 | break; |
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491 | case SDL_CONTROLLER_BUTTON_LEFTSHOULDER: |
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492 | // Right button |
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493 | ev.type = EV_MOUSE_BUTTON; |
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494 | if(sdl_event->type == SDL_CONTROLLERBUTTONDOWN) |
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495 | { |
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496 | ev.mouse_button |= RIGHT_BUTTON; |
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497 | } |
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498 | else |
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499 | { |
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500 | ev.mouse_button &= ( 0xff - RIGHT_BUTTON ); |
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501 | } |
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502 | break; |
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503 | default: |
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504 | break; |
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505 | } |
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506 | } |
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507 | |
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508 | // save the current state |
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509 | mouse_button_state = ev.mouse_button; |
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510 | } |
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