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VVVVVV/desktop_version/src/KeyPoll.cpp
Ethan Lee 5060b4dfe3 Only do focus fullscreen toggling on X11.
I haven't been able to reproduce this old thing on any setup I have. The patch
from 2013 was originally for X11, and Wayland's fullscreen doesn't allow for
this sort of thing, so let's start scoping this down for eventual removal when
X11 is finally out of our minds forever.
2021-04-05 11:07:32 -04:00

389 lines
7.5 KiB
C++

#define KEY_DEFINITION
#include "KeyPoll.h"
#include <stdio.h>
#include <string.h>
#include <utf8/unchecked.h>
#include "Exit.h"
#include "Game.h"
#include "Graphics.h"
#include "Music.h"
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;
mx=0; my=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)
{
if (graphics.screenbuffer != NULL)
{
graphics.screenbuffer->toggleFullScreen();
}
keymap.clear(); /* we lost the input due to a new window. */
if (game.glitchrunnermode)
{
game.press_left = false;
game.press_right = false;
game.press_action = true;
game.press_map = false;
}
}
void KeyPoll::Poll(void)
{
bool altpressed = false;
bool fullscreenkeybind = 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)
{
fullscreenkeybind = 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] )
{
char* text = SDL_GetClipboardText();
if (text != NULL)
{
keybuffer += text;
SDL_free(text);
}
}
}
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:
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;
music.resume();
music.resumeef();
}
if (SDL_strcmp(SDL_GetCurrentVideoDriver(), "x11") == 0)
{
if (wasFullscreen)
{
graphics.screenbuffer->isWindowed = false;
SDL_SetWindowFullscreen(
SDL_GetWindowFromID(evt.window.windowID),
SDL_WINDOW_FULLSCREEN_DESKTOP
);
}
}
SDL_DisableScreenSaver();
break;
case SDL_WINDOWEVENT_FOCUS_LOST:
if (!game.disablepause)
{
isActive = false;
music.pause();
music.pauseef();
}
if (SDL_strcmp(SDL_GetCurrentVideoDriver(), "x11") == 0)
{
wasFullscreen = !graphics.screenbuffer->isWindowed;
graphics.screenbuffer->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;
}
}
if (fullscreenkeybind)
{
toggleFullscreen();
}
}
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 ) ) );
}