view src/video/bwindow/SDL_sysevents.cc @ 4170:092c0bc69155 SDL-1.2

Fixed bug #618 Description From Tim Angus 2008-08-30 12:23:56 (-) [reply] As we all know SDL 1.2 doesn't handle dead keys well since one key press potentially equals two (or more) characters. For example, on many layouts, keying <backquote>,<space> results in <no character>,<backquote><space>. Since the unicode member of the SDL_keysym struct only has room for one character, only one can be returned. On Linux, the first character is returned. On Windows however, unless the exact number of characters generated by the keypress is 1, nothing is returned. The following patch addresses this inconsistency. Updated patch which includes a further fix to the handling of the numpad when numlock is on. This further fix is courtesy Amanieu d'Antras.
author Sam Lantinga <slouken@libsdl.org>
date Mon, 13 Apr 2009 08:42:09 +0000
parents a1b03ba2fcd0
children 0620847bf1a8
line wrap: on
line source

/*
    SDL - Simple DirectMedia Layer
    Copyright (C) 1997-2009 Sam Lantinga

    This library is free software; you can redistribute it and/or
    modify it under the terms of the GNU Lesser General Public
    License as published by the Free Software Foundation; either
    version 2.1 of the License, or (at your option) any later version.

    This library is distributed in the hope that it will be useful,
    but WITHOUT ANY WARRANTY; without even the implied warranty of
    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
    Lesser General Public License for more details.

    You should have received a copy of the GNU Lesser General Public
    License along with this library; if not, write to the Free Software
    Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA

    Sam Lantinga
    slouken@libsdl.org
*/
#include "SDL_config.h"

#include <support/UTF8.h>
#include <stdio.h>
#include <string.h>
#include "SDL_error.h"
#include "SDL_events.h"
#include "SDL_BWin.h"
#include "SDL_lowvideo.h"

static SDLKey keymap[128];
int mouse_relative = 0;
extern "C" {

#include "../../events/SDL_sysevents.h"
#include "../../events/SDL_events_c.h"
#include "SDL_sysevents_c.h"

void BE_PumpEvents(_THIS)
{
}

void BE_InitOSKeymap(_THIS)
{
		for ( uint i=0; i<SDL_TABLESIZE(keymap); ++i )
			keymap[i] = SDLK_UNKNOWN;

		keymap[0x01]		= SDLK_ESCAPE;
		keymap[B_F1_KEY]	= SDLK_F1;
		keymap[B_F2_KEY]	= SDLK_F2;
		keymap[B_F3_KEY]	= SDLK_F3;
		keymap[B_F4_KEY]	= SDLK_F4;
		keymap[B_F5_KEY]	= SDLK_F5;
		keymap[B_F6_KEY]	= SDLK_F6;
		keymap[B_F7_KEY]	= SDLK_F7;
		keymap[B_F8_KEY]	= SDLK_F8;
		keymap[B_F9_KEY]	= SDLK_F9;
		keymap[B_F10_KEY]	= SDLK_F10;
		keymap[B_F11_KEY]	= SDLK_F11;
		keymap[B_F12_KEY]	= SDLK_F12;
		keymap[B_PRINT_KEY]	= SDLK_PRINT;
		keymap[B_SCROLL_KEY]	= SDLK_SCROLLOCK;
		keymap[B_PAUSE_KEY]	= SDLK_PAUSE;
		keymap[0x11]		= SDLK_BACKQUOTE;
		keymap[0x12]		= SDLK_1;
		keymap[0x13]		= SDLK_2;
		keymap[0x14]		= SDLK_3;
		keymap[0x15]		= SDLK_4;
		keymap[0x16]		= SDLK_5;
		keymap[0x17]		= SDLK_6;
		keymap[0x18]		= SDLK_7;
		keymap[0x19]		= SDLK_8;
		keymap[0x1a]		= SDLK_9;
		keymap[0x1b]		= SDLK_0;
		keymap[0x1c]		= SDLK_MINUS;
		keymap[0x1d]		= SDLK_EQUALS;
		keymap[0x1e]		= SDLK_BACKSPACE;
		keymap[0x1f]		= SDLK_INSERT;
		keymap[0x20]		= SDLK_HOME;
		keymap[0x21]		= SDLK_PAGEUP;
		keymap[0x22]		= SDLK_NUMLOCK;
		keymap[0x23]		= SDLK_KP_DIVIDE;
		keymap[0x24]		= SDLK_KP_MULTIPLY;
		keymap[0x25]		= SDLK_KP_MINUS;
		keymap[0x26]		= SDLK_TAB;
		keymap[0x27]		= SDLK_q;
		keymap[0x28]		= SDLK_w;
		keymap[0x29]		= SDLK_e;
		keymap[0x2a]		= SDLK_r;
		keymap[0x2b]		= SDLK_t;
		keymap[0x2c]		= SDLK_y;
		keymap[0x2d]		= SDLK_u;
		keymap[0x2e]		= SDLK_i;
		keymap[0x2f]		= SDLK_o;
		keymap[0x30]		= SDLK_p;
		keymap[0x31]		= SDLK_LEFTBRACKET;
		keymap[0x32]		= SDLK_RIGHTBRACKET;
		keymap[0x33]		= SDLK_BACKSLASH;
		keymap[0x34]		= SDLK_DELETE;
		keymap[0x35]		= SDLK_END;
		keymap[0x36]		= SDLK_PAGEDOWN;
		keymap[0x37]		= SDLK_KP7;
		keymap[0x38]		= SDLK_KP8;
		keymap[0x39]		= SDLK_KP9;
		keymap[0x3a]		= SDLK_KP_PLUS;
		keymap[0x3b]		= SDLK_CAPSLOCK;
		keymap[0x3c]		= SDLK_a;
		keymap[0x3d]		= SDLK_s;
		keymap[0x3e]		= SDLK_d;
		keymap[0x3f]		= SDLK_f;
		keymap[0x40]		= SDLK_g;
		keymap[0x41]		= SDLK_h;
		keymap[0x42]		= SDLK_j;
		keymap[0x43]		= SDLK_k;
		keymap[0x44]		= SDLK_l;
		keymap[0x45]		= SDLK_SEMICOLON;
		keymap[0x46]		= SDLK_QUOTE;
		keymap[0x47]		= SDLK_RETURN;
		keymap[0x48]		= SDLK_KP4;
		keymap[0x49]		= SDLK_KP5;
		keymap[0x4a]		= SDLK_KP6;
		keymap[0x4b]		= SDLK_LSHIFT;
		keymap[0x4c]		= SDLK_z;
		keymap[0x4d]		= SDLK_x;
		keymap[0x4e]		= SDLK_c;
		keymap[0x4f]		= SDLK_v;
		keymap[0x50]		= SDLK_b;
		keymap[0x51]		= SDLK_n;
		keymap[0x52]		= SDLK_m;
		keymap[0x53]		= SDLK_COMMA;
		keymap[0x54]		= SDLK_PERIOD;
		keymap[0x55]		= SDLK_SLASH;
		keymap[0x56]		= SDLK_RSHIFT;
		keymap[0x57]		= SDLK_UP;
		keymap[0x58]		= SDLK_KP1;
		keymap[0x59]		= SDLK_KP2;
		keymap[0x5a]		= SDLK_KP3;
		keymap[0x5b]		= SDLK_KP_ENTER;
		keymap[0x5c]		= SDLK_LCTRL;
		keymap[0x5d]		= SDLK_LALT;
		keymap[0x5e]		= SDLK_SPACE;
		keymap[0x5f]		= SDLK_RALT;
		keymap[0x60]		= SDLK_RCTRL;
		keymap[0x61]		= SDLK_LEFT;
		keymap[0x62]		= SDLK_DOWN;
		keymap[0x63]		= SDLK_RIGHT;
		keymap[0x64]		= SDLK_KP0;
		keymap[0x65]		= SDLK_KP_PERIOD;
		keymap[0x66]		= SDLK_LMETA;
		keymap[0x67]		= SDLK_RMETA;
		keymap[0x68]		= SDLK_MENU;
		keymap[0x69]		= SDLK_EURO;
		keymap[0x6a]		= SDLK_KP_EQUALS;
		keymap[0x6b]		= SDLK_POWER;
}

}; /* Extern C */

void SDL_BWin::DispatchMessage(BMessage *msg, BHandler *target)
{
	switch (msg->what) {
		case B_MOUSE_MOVED:
		{
			SDL_VideoDevice *view = current_video;
			BPoint where;
			int32 transit;
			if (msg->FindPoint("where", &where) == B_OK && msg->FindInt32("be:transit", &transit) == B_OK) {
				int x, y;

				GetXYOffset(x, y);
				x = (int)where.x - x;
				y = (int)where.y - y;

				//BeSman: I need another method for cursor catching !!!
				if (view->input_grab != SDL_GRAB_OFF)
				{
					bool clipped = false;
					if ( x < 0 ) {
						x = 0;
						clipped = true;
					} else if ( x >= SDL_VideoSurface->w ) {
						x = (SDL_VideoSurface->w-1);
						clipped = true;
					}
					if ( y < 0 ) {
						y = 0;
						clipped = true;
					} else if ( y >= SDL_VideoSurface->h ) {
						y = (SDL_VideoSurface->h-1);
						clipped = true;
					}
					if ( clipped ) {
						BPoint edge;
						GetXYOffset(edge.x, edge.y);
						edge.x += x;
						edge.y += y;
						ConvertToScreen(&edge);
						set_mouse_position((int)edge.x, (int)edge.y);
					}
					transit = B_INSIDE_VIEW;
				}
				if (transit == B_EXITED_VIEW) {
					if ( SDL_GetAppState() & SDL_APPMOUSEFOCUS ) {
						SDL_PrivateAppActive(0, SDL_APPMOUSEFOCUS);
						be_app->SetCursor(B_HAND_CURSOR);
					}
				} else {
					if ( !(SDL_GetAppState() & SDL_APPMOUSEFOCUS) ) {
						SDL_PrivateAppActive(1, SDL_APPMOUSEFOCUS);
						SDL_SetCursor(NULL);
					}

					if ( mouse_relative ) {
						int half_w = (SDL_VideoSurface->w/2);
						int half_h = (SDL_VideoSurface->h/2);
						x -= half_w;
						y -= half_h;
						if ( x || y ) {
							BPoint center;
							GetXYOffset(center.x, center.y);
							center.x += half_w;
							center.y += half_h;
							ConvertToScreen(&center);
							set_mouse_position((int)center.x, (int)center.y);
							SDL_PrivateMouseMotion(0, 1, x, y);
						}
					} else {
						SDL_PrivateMouseMotion(0, 0, x, y);
					}
				}
			}
			break;
		}

		case B_MOUSE_DOWN:
		{
			/*	it looks like mouse down is send only for first clicked
				button, each next is not send while last one is holded */
			int32 buttons;
			int sdl_buttons = 0;
			if (msg->FindInt32("buttons", &buttons) == B_OK) {
				/* Add any mouse button events */
				if (buttons & B_PRIMARY_MOUSE_BUTTON) {
					sdl_buttons |= SDL_BUTTON_LEFT;
				}
				if (buttons & B_SECONDARY_MOUSE_BUTTON) {
					sdl_buttons |= SDL_BUTTON_RIGHT;
				}
				if (buttons & B_TERTIARY_MOUSE_BUTTON) {
					sdl_buttons |= SDL_BUTTON_MIDDLE;
				}
				SDL_PrivateMouseButton(SDL_PRESSED, sdl_buttons, 0, 0);

				last_buttons = buttons;
			}
			break;
		}

		case B_MOUSE_UP:
		{
			/*	mouse up doesn't give which button was released,
				only state of buttons (after release, so it's always = 0),
				which is not what we need ;]
				So we need to store button in mouse down, and restore
				in mouse up :(
				mouse up is (similarly to mouse down) send only for
				first button down (ie. it's no send if we click another button
				without releasing previous one first) - but that's probably
				because of how drivers are written?, not BeOS itself. */
			int32 buttons;
			int sdl_buttons = 0;
			if (msg->FindInt32("buttons", &buttons) == B_OK) {
				/* Add any mouse button events */
				if ((buttons ^ B_PRIMARY_MOUSE_BUTTON) & last_buttons) {
					sdl_buttons |= SDL_BUTTON_LEFT;
				}
				if ((buttons ^ B_SECONDARY_MOUSE_BUTTON) & last_buttons) {
					sdl_buttons |= SDL_BUTTON_RIGHT;
				}
				if ((buttons ^ B_TERTIARY_MOUSE_BUTTON) & last_buttons) {
					sdl_buttons |= SDL_BUTTON_MIDDLE;
				}
				SDL_PrivateMouseButton(SDL_RELEASED, sdl_buttons, 0, 0);

				last_buttons = buttons;
			}
			break;
		}

		case B_MOUSE_WHEEL_CHANGED:
		{
			float x, y;
			x = y = 0;
			if (msg->FindFloat("be:wheel_delta_x", &x) == B_OK && msg->FindFloat("be:wheel_delta_y", &y) == B_OK) {
				if (x < 0 || y < 0) {
					SDL_PrivateMouseButton(SDL_PRESSED, SDL_BUTTON_WHEELDOWN, 0, 0);
					SDL_PrivateMouseButton(SDL_RELEASED, SDL_BUTTON_WHEELDOWN, 0, 0);
				} else if (x > 0 || y > 0) {
					SDL_PrivateMouseButton(SDL_PRESSED, SDL_BUTTON_WHEELUP, 0, 0);
					SDL_PrivateMouseButton(SDL_RELEASED, SDL_BUTTON_WHEELUP, 0, 0);
				}
			}
			break;
		}

		case B_KEY_DOWN:
		case B_UNMAPPED_KEY_DOWN: /* modifier keys are unmapped */
		{
			int32 key;
			int32 modifiers;
			int32 key_repeat;
			/* Workaround for SDL message queue being filled too fast because of BeOS own key-repeat mechanism */
			if (msg->FindInt32("be:key_repeat", &key_repeat) == B_OK && key_repeat > 0)
				break;

			if (msg->FindInt32("key", &key) == B_OK && msg->FindInt32("modifiers", &modifiers) == B_OK) {
				SDL_keysym keysym;
				keysym.scancode = key;
				if (key < 128) {
					keysym.sym = keymap[key];
				} else {
					keysym.sym = SDLK_UNKNOWN;
				}
				/*	FIX THIS?
					it seems SDL_PrivateKeyboard() changes mod value
					anyway, and doesn't care about what we setup here */
				keysym.mod = KMOD_NONE;
				keysym.unicode = 0;
				if (SDL_TranslateUNICODE) {
					const char *bytes;
					if (msg->FindString("bytes", &bytes) == B_OK) {
						/*	FIX THIS?
							this cares only about first "letter",
							so if someone maps some key to print
							"BeOS rulez!" only "B" will be used. */
						keysym.unicode = Translate2Unicode(bytes);
					}
				}
				SDL_PrivateKeyboard(SDL_PRESSED, &keysym);
			}
			break;
		}

		case B_KEY_UP:
		case B_UNMAPPED_KEY_UP: /* modifier keys are unmapped */
		{
			int32 key;
			int32 modifiers;
			if (msg->FindInt32("key", &key) == B_OK && msg->FindInt32("modifiers", &modifiers) == B_OK) {
				SDL_keysym keysym;
				keysym.scancode = key;
				if (key < 128) {
					keysym.sym = keymap[key];
				} else {
					keysym.sym = SDLK_UNKNOWN;
				}
				keysym.mod = KMOD_NONE; /* FIX THIS? */
				keysym.unicode = 0;
				if (SDL_TranslateUNICODE) {
					const char *bytes;
					if (msg->FindString("bytes", &bytes) == B_OK) {
						keysym.unicode = Translate2Unicode(bytes);
					}
				}
				SDL_PrivateKeyboard(SDL_RELEASED, &keysym);
			}
			break;
		}

		default:
			/* move it after switch{} so it's always handled
				that way we keep BeOS feautures like:
				- CTRL+Q to close window (and other shortcuts)
				- PrintScreen to make screenshot into /boot/home
				- etc.. */
			//BDirectWindow::DispatchMessage(msg, target);
			break;
	}
	BDirectWindow::DispatchMessage(msg, target);
}