VVVVVV/desktop_version/src/KeyPoll.cpp

375 lines
7.3 KiB
C++

#define KEY_DEFINITION
#include "KeyPoll.h"
#include <stdio.h>
#include <string.h>
#include <utf8/unchecked.h>
#include "Game.h"
#include "Graphics.h"
#include "Music.h"
int inline KeyPoll::getThreshold()
{
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()
{
xVel = 0;
yVel = 0;
// 0..5
sensitivity = 2;
quitProgram = 0;
keybuffer="";
leftbutton=0; rightbutton=0; middlebutton=0;
mx=0; my=0;
resetWindow = 0;
toggleFullscreen = false;
pressedbackspace=false;
useFullscreenSpaces = false;
if (SDL_strcmp(SDL_GetPlatform(), "Mac OS X") == 0)
{
useFullscreenSpaces = true;
const char *hint = SDL_GetHint(SDL_HINT_VIDEO_MAC_FULLSCREEN_SPACES);
if (hint != NULL)
{
useFullscreenSpaces = (SDL_strcmp(hint, "1") == 0);
}
}
linealreadyemptykludge = false;
pauseStart = 0;
isActive = true;
}
void KeyPoll::enabletextentry()
{
keybuffer="";
SDL_StartTextInput();
}
void KeyPoll::disabletextentry()
{
SDL_StopTextInput();
}
bool KeyPoll::textentry()
{
return SDL_IsTextInputActive() == SDL_TRUE;
}
void KeyPoll::Poll()
{
bool altpressed = false;
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)
{
toggleFullscreen = true;
}
if (textentry())
{
if (evt.key.keysym.sym == SDLK_BACKSPACE && !keybuffer.empty())
{
std::string::iterator iter = keybuffer.end();
utf8::unchecked::prior(iter);
keybuffer = keybuffer.substr(0, iter - keybuffer.begin());
if (keybuffer.empty())
{
linealreadyemptykludge = true;
}
}
else if ( evt.key.keysym.sym == SDLK_v &&
keymap[SDLK_LCTRL] )
{
keybuffer += SDL_GetClipboardText();
}
}
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:
mx = evt.motion.x;
my = evt.motion.y;
break;
case SDL_MOUSEBUTTONDOWN:
switch (evt.button.button)
{
case SDL_BUTTON_LEFT:
mx = evt.button.x;
my = evt.button.y;
leftbutton = 1;
break;
case SDL_BUTTON_RIGHT:
mx = evt.button.x;
my = evt.button.y;
rightbutton = 1;
break;
case SDL_BUTTON_MIDDLE:
mx = evt.button.x;
my = evt.button.y;
middlebutton = 1;
break;
}
break;
case SDL_MOUSEBUTTONUP:
switch (evt.button.button)
{
case SDL_BUTTON_LEFT:
mx = evt.button.x;
my = evt.button.y;
leftbutton=0;
break;
case SDL_BUTTON_RIGHT:
mx = evt.button.x;
my = evt.button.y;
rightbutton=0;
break;
case SDL_BUTTON_MIDDLE:
mx = evt.button.x;
my = evt.button.y;
middlebutton=0;
break;
}
break;
/* Controller Input */
case SDL_CONTROLLERBUTTONDOWN:
buttonmap[(SDL_GameControllerButton) evt.cbutton.button] = true;
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;
}
break;
}
case SDL_CONTROLLERDEVICEADDED:
{
SDL_GameController *toOpen = SDL_GameControllerOpen(evt.cdevice.which);
printf(
"Opened SDL_GameController ID #%i, %s\n",
evt.cdevice.which,
SDL_GameControllerName(toOpen)
);
controllers[SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(toOpen))] = toOpen;
break;
}
case SDL_CONTROLLERDEVICEREMOVED:
{
SDL_GameController *toClose = controllers[evt.cdevice.which];
controllers.erase(evt.cdevice.which);
printf("Closing %s\n", SDL_GameControllerName(toClose));
SDL_GameControllerClose(toClose);
break;
}
/* Window Events */
case SDL_WINDOWEVENT:
switch (evt.window.event)
{
/* Window Resize */
case SDL_WINDOWEVENT_RESIZED:
resetWindow = true;
break;
/* Window Focus */
case SDL_WINDOWEVENT_FOCUS_GAINED:
if (!game.disablepause)
{
isActive = true;
}
if (!useFullscreenSpaces)
{
if (wasFullscreen)
{
graphics.screenbuffer->isWindowed = false;
SDL_SetWindowFullscreen(
SDL_GetWindowFromID(evt.window.windowID),
SDL_WINDOW_FULLSCREEN_DESKTOP
);
}
}
SDL_DisableScreenSaver();
if (!game.disablepause && Mix_PlayingMusic())
{
// Correct songStart for how long we were paused
music.songStart += SDL_GetPerformanceCounter() - pauseStart;
}
break;
case SDL_WINDOWEVENT_FOCUS_LOST:
if (!game.disablepause)
{
isActive = false;
}
if (!useFullscreenSpaces)
{
wasFullscreen = !graphics.screenbuffer->isWindowed;
graphics.screenbuffer->isWindowed = true;
SDL_SetWindowFullscreen(
SDL_GetWindowFromID(evt.window.windowID),
0
);
}
SDL_EnableScreenSaver();
if (!game.disablepause)
{
pauseStart = SDL_GetPerformanceCounter();
}
break;
/* Mouse Focus */
case SDL_WINDOWEVENT_ENTER:
SDL_DisableScreenSaver();
break;
case SDL_WINDOWEVENT_LEAVE:
SDL_EnableScreenSaver();
break;
}
break;
/* Quit Event */
case SDL_QUIT:
quitProgram = true;
break;
}
}
}
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()
{
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 ) ) );
}