view src/video/bwindow/SDL_sysevents.cc @ 172:37e3ca9254c7

Date: Sat, 8 Sep 2001 04:42:23 +0200 From: Max Horn <max@quendi.de> Subject: SDL/OSX: Joystick; Better key handling I just finished implementing improved keyhandling for OS X (in fact the code should be easily ported to the "normal" MacOS part of SDL, I just had no chance yet). Works like this: First init the mapping table statically like before. Them, it queries the OS for the "official" key table, then iterates over all 127 scancode and gets the associates ascii code. It ignores everythng below 32 (has to, as it would lead to many problems if we did not... e.g. both ESC and NUM LOCk produce an ascii code 27 on my keyboard), and all stuff above 127 is mapped to SDLK_WORLD_* simply in the order it is encountered. In addition, caps lock is now working, too. The code work flawless for me, but since I only have one keyboard, I may have not encountered some serious problem... but I am pretty confident that it is better than the old code in most cases. The joystick driver works fine for me, too. I think it can be added to CVS already. It would simply be helpful if more people would test it. Hm, I wonder if Maelstrom or GLTron has Joystick support? That would be a wonderful test application :) I also took the liberty of modifying some text files like BUGS, README.CVS, README.MacOSX (which now contains the OS X docs I long promised)
author Sam Lantinga <slouken@libsdl.org>
date Tue, 11 Sep 2001 19:00:18 +0000
parents cf2af46e9e2a
children e8157fcb3114
line wrap: on
line source

/*
    SDL - Simple DirectMedia Layer
    Copyright (C) 1997, 1998, 1999, 2000, 2001  Sam Lantinga

    This library is free software; you can redistribute it and/or
    modify it under the terms of the GNU Library General Public
    License as published by the Free Software Foundation; either
    version 2 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
    Library General Public License for more details.

    You should have received a copy of the GNU Library General Public
    License along with this library; if not, write to the Free
    Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA

    Sam Lantinga
    slouken@devolution.com
*/

#ifdef SAVE_RCSID
static char rcsid =
 "@(#) $Id$";
#endif

#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"

extern "C" {

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

/* A note on why the polling loops are necessary.
   The BeOS Preview 2 implementation of BView->MouseMoved() only notifies
   the view when the mouse enters or leaves the view.  The documentation 
   says that you should loop and use GetMouse() to detect mouse motion.
   The BeOS Preview 2 implementation of BView->KeyDown() and BView->KeyUp()
   are only called for keys that generate ASCII characters.  Since we want
   to act like a low level raw keyboard, we need to poll the state of the
   keys instead of catching the keys in callbacks.
   These are documented portions of the BeBook for Preview Release 2
*/
 
/* Table to convert scancodes to SDL virtual keys */
static SDLKey keymap[128];

/* Function to convert from a key scancode to a UNICODE character */
static key_map *be_keymap;
static int32 *option_caps_map[2], *option_map[2], *caps_map[2], *normal_map[2];
static char *unicode_map;
static Uint16 TranslateScancode(int scancode)
{
	SDLMod modstate;
	int shifted;
	int32 index;		/* Index into system unicode map */
	Uint16 unicode;

	/* Set the default character -- no character */
	unicode = 0;

	/* See whether or not the shift state is set */
	modstate = SDL_GetModState();
	if ( modstate & KMOD_SHIFT ) {
		shifted = 1;
	} else {
		shifted = 0;
	}

	if ( modstate & KMOD_NUM ) {
	/* If numlock is on, numeric keypad keys have shift state inverted */
		switch (keymap[scancode]) {
		    case SDLK_KP0:
		    case SDLK_KP1:
		    case SDLK_KP2:
		    case SDLK_KP3:
		    case SDLK_KP4:
		    case SDLK_KP5:
		    case SDLK_KP6:
		    case SDLK_KP7:
		    case SDLK_KP8:
		    case SDLK_KP9:
		    case SDLK_KP_PERIOD:
		    case SDLK_KP_DIVIDE:
		    case SDLK_KP_MULTIPLY:
		    case SDLK_KP_MINUS:
		    case SDLK_KP_PLUS:
		    case SDLK_KP_ENTER:
		    case SDLK_KP_EQUALS:
			shifted = !shifted;
			break;
		    default:
			break;
		}
	}

	/* Get the index based on modifier state */
	if ( modstate & KMOD_CTRL )
		index = be_keymap->control_map[scancode];
	else
	if ( (modstate & KMOD_META) && (modstate & KMOD_CAPS) )
		index = option_caps_map[shifted][scancode];
	else
	if ( modstate & KMOD_META )
		index = option_map[shifted][scancode];
	else
	if ( modstate & KMOD_CAPS )
		index = caps_map[shifted][scancode];
	else
		index = normal_map[shifted][scancode];

	/* If there is a mapping, convert character from UTF-8 to UNICODE */
	if ( unicode_map[index] ) {
		int32 state, srclen, dstlen;
		unsigned char destbuf[2];

		state = 0;
		srclen = unicode_map[index++];
		dstlen = sizeof(destbuf);
		convert_from_utf8(B_UNICODE_CONVERSION,
			&unicode_map[index], &srclen, (char *)destbuf, &dstlen,
									&state);
		unicode = destbuf[0];
		unicode <<= 8;
		unicode |= destbuf[1];

		/* Keyboard input maps newline to carriage return */
		if ( unicode == '\n' ) {
			unicode = '\r';
		}

		/* For some reason function keys map to control characters */
# define CTRL(X)	((X)-'@')
		switch (unicode) {
		    case CTRL('A'):
		    case CTRL('B'):
		    case CTRL('C'):
		    case CTRL('D'):
		    case CTRL('E'):
		    case CTRL('K'):
		    case CTRL('L'):
		    case CTRL('P'):
			if ( ! (modstate & KMOD_CTRL) )
				unicode = 0;
			break;
		    default:
			break;
		}
	}
	return(unicode);
}

/* Function to translate a keyboard transition and queue the key event */
static void QueueKey(int scancode, int pressed)
{
	SDL_keysym keysym;

	/* Set the keysym information */
	keysym.scancode = scancode;
	keysym.sym = keymap[scancode];
	keysym.mod = KMOD_NONE;
	if ( SDL_TranslateUNICODE ) {
		keysym.unicode = TranslateScancode(scancode);
	} else {
		keysym.unicode = 0;
	}

	/* NUMLOCK and CAPSLOCK are implemented as double-presses in reality */
	if ( (keysym.sym == SDLK_NUMLOCK) || (keysym.sym == SDLK_CAPSLOCK) ) {
		pressed = 1;
	}

	/* Queue the key event */
	if ( pressed ) {
		SDL_PrivateKeyboard(SDL_PRESSED, &keysym);
	} else {
		SDL_PrivateKeyboard(SDL_RELEASED, &keysym);
	}
}

/* This is special because we know it will be run in a loop in a separate
   thread.  Normally this function should loop as long as there are input
   states changing, i.e. new events arriving.
*/
void BE_PumpEvents(_THIS)
{
	BView *view;
	BRect bounds;
	BPoint point;
	uint32 buttons;
	const uint32 button_masks[3] = {
		B_PRIMARY_MOUSE_BUTTON,
		B_TERTIARY_MOUSE_BUTTON, 
		B_SECONDARY_MOUSE_BUTTON,
	};
	unsigned int    i, j;

	/* Check out the mouse buttons and position (slight race condition) */
	if ( SDL_Win->Lock() ) {
		/* Don't do anything if we have no view */
		view = SDL_Win->View();
		if ( ! view ) {
			SDL_Win->Unlock();
			return;
		}
		bounds = view->Bounds();
		/* Get new input state, if still active */
		if ( SDL_Win->IsActive() ) {
			key_flip = !key_flip;
			get_key_info(&keyinfo[key_flip]);
			view->GetMouse(&point, &buttons, true);
		} else {
			key_flip = key_flip;
			point = last_point;
			buttons = last_buttons;
		}
		SDL_Win->Unlock();
	} else {
		return;
	}

	/* If our view is active, we'll find key changes here */
	if ( memcmp(keyinfo[0].key_states, keyinfo[1].key_states, 16) != 0 ) {
		for ( i=0; i<16; ++i ) {
			Uint8 new_state, transition;

			new_state = keyinfo[key_flip].key_states[i];
			transition = keyinfo[!key_flip].key_states[i] ^
					keyinfo[ key_flip].key_states[i];
			for ( j=0; j<8; ++j ) {
				if ( transition&0x80 )
					QueueKey(i*8+j, new_state&0x80);
				transition <<= 1;
				new_state <<= 1;
			}
		}
	}

	/* We check keyboard, but not mouse if mouse isn't in window */
	if ( ! bounds.Contains(point) ) {
		/* Mouse moved outside our view? */
		if ( SDL_GetAppState() & SDL_APPMOUSEFOCUS ) {
			SDL_PrivateAppActive(0, SDL_APPMOUSEFOCUS);
			be_app->SetCursor(B_HAND_CURSOR);
		}
		return;
	}
	/* Has the mouse moved back into our view? */
	if ( ! (SDL_GetAppState() & SDL_APPMOUSEFOCUS) ) {
		/* Reset the B_HAND_CURSOR to our own */
		SDL_PrivateAppActive(1, SDL_APPMOUSEFOCUS);
		SDL_SetCursor(NULL);
	}

	/* Check for mouse motion */
	if ( point != last_point ) {
		int x, y;

		SDL_Win->GetXYOffset(x, y);
		x = (int)point.x - x;
		y = (int)point.y - y;
		SDL_PrivateMouseMotion(0, 0, x, y);
	}
	last_point = point;

	/* Add any mouse button events */
	for ( i=0; i<SDL_TABLESIZE(button_masks); ++i ) {
		if ( (buttons ^ last_buttons) & button_masks[i] ) {
			if ( buttons & button_masks[i] ) {
				SDL_PrivateMouseButton(SDL_PRESSED, 1+i, 0, 0);
			} else {
				SDL_PrivateMouseButton(SDL_RELEASED, 1+i, 0, 0);
			}
		}
	}
	last_buttons = buttons;
}

void BE_InitOSKeymap(_THIS)
{
	unsigned int i;

	/* Initialize all the key states as "up" */
	key_flip = 0;
	memset(keyinfo[key_flip].key_states, 0, 16);

	/* Initialize the BeOS key translation table */
	/* Source: <be/interface/InterfaceDefs.h> and BeOS keyboard info */
	for ( 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;

	/* Get the system keymap and UNICODE table.
	   Note that this leaks memory since the maps are never freed.
	 */
	get_key_map(&be_keymap, &unicode_map);

	/* Set the modifier keys from the system keymap */
	keymap[be_keymap->caps_key] = SDLK_CAPSLOCK;
	keymap[be_keymap->scroll_key] = SDLK_SCROLLOCK;
	keymap[be_keymap->num_key] = SDLK_NUMLOCK;
	keymap[be_keymap->left_shift_key] = SDLK_LSHIFT;
	keymap[be_keymap->right_shift_key] = SDLK_RSHIFT;
	keymap[be_keymap->left_command_key] = SDLK_LALT;
	keymap[be_keymap->right_command_key] = SDLK_RALT;
	keymap[be_keymap->left_control_key] = SDLK_LCTRL;
	keymap[be_keymap->right_control_key] = SDLK_RCTRL;
	keymap[be_keymap->left_option_key] = SDLK_LMETA;
	keymap[be_keymap->right_option_key] = SDLK_RMETA;
	keymap[be_keymap->menu_key] = SDLK_MENU;

	/* Set the modifier map pointers */
	option_caps_map[0] = be_keymap->option_caps_map;
	option_caps_map[1] = be_keymap->option_caps_shift_map;
	option_map[0] = be_keymap->option_map;
	option_map[1] = be_keymap->option_shift_map;
	caps_map[0] = be_keymap->caps_map;
	caps_map[1] = be_keymap->caps_shift_map;
	normal_map[0] = be_keymap->normal_map;
	normal_map[1] = be_keymap->shift_map;
}

}; /* Extern C */