Mercurial > sdl-ios-xcode
view src/video/bwindow/SDL_sysevents.cc @ 844:cd0c77df70a4
*** empty log message ***
author | Sam Lantinga <slouken@libsdl.org> |
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date | Wed, 18 Feb 2004 03:57:13 +0000 |
parents | b8d311d90021 |
children | 3bd4d7a1ee04 |
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/* SDL - Simple DirectMedia Layer Copyright (C) 1997-2004 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@libsdl.org */ #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 the keyboard state */ key_flip = 0; get_key_info(&keyinfo[key_flip]); memcpy(keyinfo[!key_flip].key_states, keyinfo[key_flip].key_states, SDL_TABLESIZE(keyinfo[key_flip].key_states)); /* 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 */