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mirror of https://github.com/TerryCavanagh/VVVVVV.git synced 2024-06-23 13:08:30 +02:00
VVVVVV/desktop_version/src/KeyPoll.cpp
Misa f05827f268 Add support for internal screenshots
"But people already have screenshot tools", you might protest. The
rationale is simple: If you play with any video setting other than 1x
windowed (no stretching and no letterbox), then your screenshot will be
too big if you want the internal resolution of 320x240, and downscaling
will be an inconvenience.

The point is to make screenshots based off of internal resolution so
they are always pixel perfect and ideally never have to be altered once
taken.

I've added the keybind of F6 to do this.

Right now it saves to a temporary test location with the same filename;
future commits will save to properly-timestamped filenames.
2024-01-09 15:48:41 -08:00

546 lines
14 KiB
C++

#define KEY_DEFINITION
#include "KeyPoll.h"
#include <string.h>
#include "Alloc.h"
#include "ButtonGlyphs.h"
#include "Constants.h"
#include "Exit.h"
#include "Game.h"
#include "GlitchrunnerMode.h"
#include "Graphics.h"
#include "GraphicsUtil.h"
#include "Localization.h"
#include "LocalizationStorage.h"
#include "Music.h"
#include "Screen.h"
#include "UTF8.h"
#include "Vlogging.h"
bool SaveScreenshot(void);
int inline KeyPoll::getThreshold(void)
{
switch (sensitivity)
{
case 0:
return 28000;
case 1:
return 16000;
case 2:
return 8000;
case 3:
return 4000;
case 4:
return 2000;
}
return 8000;
}
KeyPoll::KeyPoll(void)
{
xVel = 0;
yVel = 0;
// 0..5
sensitivity = 2;
keybuffer="";
leftbutton=0; rightbutton=0; middlebutton=0;
mousex = 0;
mousey = 0;
resetWindow = 0;
pressedbackspace=false;
linealreadyemptykludge = false;
isActive = true;
}
void KeyPoll::enabletextentry(void)
{
keybuffer="";
SDL_StartTextInput();
}
void KeyPoll::disabletextentry(void)
{
SDL_StopTextInput();
}
bool KeyPoll::textentry(void)
{
return SDL_IsTextInputActive() == SDL_TRUE;
}
void KeyPoll::toggleFullscreen(void)
{
gameScreen.toggleFullScreen();
keymap.clear(); /* we lost the input due to a new window. */
if (GlitchrunnerMode_less_than_or_equal(Glitchrunner2_2))
{
game.press_left = false;
game.press_right = false;
game.press_action = true;
game.press_map = false;
}
}
static int changemousestate(
int timeout,
const bool show,
const bool hide
) {
int prev;
int new_;
if (timeout > 0)
{
return --timeout;
}
/* If we want to both show and hide at the same time, prioritize showing */
if (show)
{
new_ = SDL_ENABLE;
}
else if (hide)
{
new_ = SDL_DISABLE;
}
else
{
return timeout;
}
prev = SDL_ShowCursor(SDL_QUERY);
if (prev == new_)
{
return timeout;
}
SDL_ShowCursor(new_);
switch (new_)
{
case SDL_DISABLE:
timeout = 0;
break;
case SDL_ENABLE:
timeout = 30;
break;
}
return timeout;
}
void KeyPoll::Poll(void)
{
static int raw_mousex = 0;
static int raw_mousey = 0;
static int mousetoggletimeout = 0;
bool showmouse = false;
bool hidemouse = false;
bool altpressed = false;
bool fullscreenkeybind = false;
SDL_GameController *controller = NULL;
SDL_Event evt;
while (SDL_PollEvent(&evt))
{
switch (evt.type)
{
/* Keyboard Input */
case SDL_KEYDOWN:
{
keymap[evt.key.keysym.sym] = true;
if (evt.key.keysym.sym == SDLK_BACKSPACE)
{
pressedbackspace = true;
}
#ifdef __APPLE__ /* OSX prefers the command keys over the alt keys. -flibit */
altpressed = keymap[SDLK_LGUI] || keymap[SDLK_RGUI];
#else
altpressed = keymap[SDLK_LALT] || keymap[SDLK_RALT];
#endif
bool returnpressed = evt.key.keysym.sym == SDLK_RETURN;
bool fpressed = evt.key.keysym.sym == SDLK_f;
bool f11pressed = evt.key.keysym.sym == SDLK_F11;
if ((altpressed && (returnpressed || fpressed)) || f11pressed)
{
fullscreenkeybind = true;
}
if (loc::show_translator_menu && evt.key.keysym.sym == SDLK_F8 && !evt.key.repeat)
{
/* Reload language files */
loc::loadtext(false);
graphics.grphx.init_translations();
music.playef(Sound_COIN);
}
if (evt.key.keysym.sym == SDLK_F6 && !evt.key.repeat)
{
SaveScreenshot();
}
BUTTONGLYPHS_keyboard_set_active(true);
if (textentry())
{
if (evt.key.keysym.sym == SDLK_BACKSPACE && !keybuffer.empty())
{
keybuffer.erase(UTF8_backspace(keybuffer.c_str(), keybuffer.length()));
if (keybuffer.empty())
{
linealreadyemptykludge = true;
}
}
else if ( evt.key.keysym.sym == SDLK_v &&
keymap[SDLK_LCTRL] )
{
char* text = SDL_GetClipboardText();
if (text != NULL)
{
keybuffer += text;
VVV_free(text);
}
}
else if ( evt.key.keysym.sym == SDLK_x &&
keymap[SDLK_LCTRL] )
{
if (SDL_SetClipboardText(keybuffer.c_str()) == 0)
{
keybuffer = "";
}
}
}
break;
}
case SDL_KEYUP:
keymap[evt.key.keysym.sym] = false;
if (evt.key.keysym.sym == SDLK_BACKSPACE)
{
pressedbackspace = false;
}
break;
case SDL_TEXTINPUT:
if (!altpressed)
{
keybuffer += evt.text.text;
}
break;
/* Mouse Input */
case SDL_MOUSEMOTION:
raw_mousex = evt.motion.x;
raw_mousey = evt.motion.y;
break;
case SDL_MOUSEBUTTONDOWN:
switch (evt.button.button)
{
case SDL_BUTTON_LEFT:
raw_mousex = evt.button.x;
raw_mousey = evt.button.y;
leftbutton = 1;
break;
case SDL_BUTTON_RIGHT:
raw_mousex = evt.button.x;
raw_mousey = evt.button.y;
rightbutton = 1;
break;
case SDL_BUTTON_MIDDLE:
raw_mousex = evt.button.x;
raw_mousey = evt.button.y;
middlebutton = 1;
break;
}
break;
case SDL_MOUSEBUTTONUP:
switch (evt.button.button)
{
case SDL_BUTTON_LEFT:
raw_mousex = evt.button.x;
raw_mousey = evt.button.y;
leftbutton=0;
break;
case SDL_BUTTON_RIGHT:
raw_mousex = evt.button.x;
raw_mousey = evt.button.y;
rightbutton=0;
break;
case SDL_BUTTON_MIDDLE:
raw_mousex = evt.button.x;
raw_mousey = evt.button.y;
middlebutton=0;
break;
}
break;
/* Controller Input */
case SDL_CONTROLLERBUTTONDOWN:
buttonmap[(SDL_GameControllerButton) evt.cbutton.button] = true;
BUTTONGLYPHS_keyboard_set_active(false);
controller = controllers[evt.cbutton.which];
BUTTONGLYPHS_update_layout(controller);
break;
case SDL_CONTROLLERBUTTONUP:
buttonmap[(SDL_GameControllerButton) evt.cbutton.button] = false;
break;
case SDL_CONTROLLERAXISMOTION:
{
const int threshold = getThreshold();
switch (evt.caxis.axis)
{
case SDL_CONTROLLER_AXIS_LEFTX:
if ( evt.caxis.value > -threshold &&
evt.caxis.value < threshold )
{
xVel = 0;
}
else
{
xVel = (evt.caxis.value > 0) ? 1 : -1;
}
break;
case SDL_CONTROLLER_AXIS_LEFTY:
if ( evt.caxis.value > -threshold &&
evt.caxis.value < threshold )
{
yVel = 0;
}
else
{
yVel = (evt.caxis.value > 0) ? 1 : -1;
}
break;
}
BUTTONGLYPHS_keyboard_set_active(false);
controller = controllers[evt.caxis.which];
BUTTONGLYPHS_update_layout(controller);
break;
}
case SDL_CONTROLLERDEVICEADDED:
{
controller = SDL_GameControllerOpen(evt.cdevice.which);
vlog_info(
"Opened SDL_GameController ID #%i, %s",
evt.cdevice.which,
SDL_GameControllerName(controller)
);
controllers[SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(controller))] = controller;
BUTTONGLYPHS_keyboard_set_active(false);
BUTTONGLYPHS_update_layout(controller);
break;
}
case SDL_CONTROLLERDEVICEREMOVED:
{
controller = controllers[evt.cdevice.which];
controllers.erase(evt.cdevice.which);
vlog_info("Closing %s", SDL_GameControllerName(controller));
SDL_GameControllerClose(controller);
if (controllers.empty())
{
BUTTONGLYPHS_keyboard_set_active(true);
}
break;
}
/* Window Events */
case SDL_WINDOWEVENT:
switch (evt.window.event)
{
/* Window Resize */
case SDL_WINDOWEVENT_RESIZED:
if (SDL_GetWindowFlags(
SDL_GetWindowFromID(evt.window.windowID)
) & SDL_WINDOW_INPUT_FOCUS)
{
resetWindow = true;
}
break;
/* Window Focus */
case SDL_WINDOWEVENT_FOCUS_GAINED:
if (!game.disablepause)
{
isActive = true;
if ((!game.disableaudiopause || !game.disabletemporaryaudiopause) && music.currentsong != -1)
{
music.resume();
music.resumeef();
}
}
if (SDL_strcmp(SDL_GetCurrentVideoDriver(), "x11") == 0)
{
if (wasFullscreen)
{
gameScreen.isWindowed = false;
SDL_SetWindowFullscreen(
SDL_GetWindowFromID(evt.window.windowID),
SDL_WINDOW_FULLSCREEN_DESKTOP
);
}
}
SDL_DisableScreenSaver();
gameScreen.recacheTextures();
break;
case SDL_WINDOWEVENT_FOCUS_LOST:
if (!game.disablepause)
{
isActive = false;
if (!game.disableaudiopause || !game.disabletemporaryaudiopause)
{
music.pause();
music.pauseef();
}
}
if (SDL_strcmp(SDL_GetCurrentVideoDriver(), "x11") == 0)
{
wasFullscreen = !gameScreen.isWindowed;
gameScreen.isWindowed = true;
SDL_SetWindowFullscreen(
SDL_GetWindowFromID(evt.window.windowID),
0
);
}
SDL_EnableScreenSaver();
break;
/* Mouse Focus */
case SDL_WINDOWEVENT_ENTER:
SDL_DisableScreenSaver();
break;
case SDL_WINDOWEVENT_LEAVE:
SDL_EnableScreenSaver();
break;
}
break;
/* Quit Event */
case SDL_QUIT:
VVV_exit(0);
break;
}
switch (evt.type)
{
case SDL_KEYDOWN:
if (evt.key.repeat == 0)
{
hidemouse = true;
}
break;
case SDL_TEXTINPUT:
case SDL_CONTROLLERBUTTONDOWN:
case SDL_CONTROLLERAXISMOTION:
hidemouse = true;
break;
case SDL_MOUSEMOTION:
case SDL_MOUSEBUTTONDOWN:
showmouse = true;
break;
}
}
mousetoggletimeout = changemousestate(
mousetoggletimeout,
showmouse,
hidemouse
);
if (fullscreenkeybind)
{
toggleFullscreen();
}
if (gameScreen.scalingMode == SCALING_STRETCH)
{
/* In this mode specifically, we have to fix the mouse coordinates */
int actualscreenwidth;
int actualscreenheight;
gameScreen.GetScreenSize(&actualscreenwidth, &actualscreenheight);
mousex = raw_mousex * SCREEN_WIDTH_PIXELS / actualscreenwidth;
mousey = raw_mousey * SCREEN_HEIGHT_PIXELS / actualscreenheight;
}
else
{
mousex = raw_mousex;
mousey = raw_mousey;
}
}
bool KeyPoll::isDown(SDL_Keycode key)
{
return keymap[key];
}
bool KeyPoll::isDown(std::vector<SDL_GameControllerButton> buttons)
{
for (size_t i = 0; i < buttons.size(); i += 1)
{
if (buttonmap[buttons[i]])
{
return true;
}
}
return false;
}
bool KeyPoll::isDown(SDL_GameControllerButton button)
{
return buttonmap[button];
}
bool KeyPoll::controllerButtonDown(void)
{
for (
SDL_GameControllerButton button = SDL_CONTROLLER_BUTTON_A;
button < SDL_CONTROLLER_BUTTON_DPAD_UP;
button = (SDL_GameControllerButton) (button + 1)
) {
if (isDown(button))
{
return true;
}
}
return false;
}
bool KeyPoll::controllerWantsLeft(bool includeVert)
{
return ( buttonmap[SDL_CONTROLLER_BUTTON_DPAD_LEFT] ||
xVel < 0 ||
( includeVert &&
( buttonmap[SDL_CONTROLLER_BUTTON_DPAD_UP] ||
yVel < 0 ) ) );
}
bool KeyPoll::controllerWantsRight(bool includeVert)
{
return ( buttonmap[SDL_CONTROLLER_BUTTON_DPAD_RIGHT] ||
xVel > 0 ||
( includeVert &&
( buttonmap[SDL_CONTROLLER_BUTTON_DPAD_DOWN] ||
yVel > 0 ) ) );
}
bool KeyPoll::controllerWantsUp(void)
{
return buttonmap[SDL_CONTROLLER_BUTTON_DPAD_UP] || yVel < 0;
}
bool KeyPoll::controllerWantsDown(void)
{
return buttonmap[SDL_CONTROLLER_BUTTON_DPAD_DOWN] || yVel > 0;
}