scummvm/backends/events/sdl/sdl3-events.cpp
2025-02-18 22:13:56 +01:00

1052 lines
36 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program 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 General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#include "common/scummsys.h"
#if defined(SDL_BACKEND)
#include "backends/events/sdl/sdl-events.h"
#include "backends/platform/sdl/sdl.h"
#include "backends/graphics/graphics.h"
#include "common/config-manager.h"
#include "common/textconsole.h"
#include "common/fs.h"
#include "engines/engine.h"
#include "gui/gui-manager.h"
#if defined(USE_IMGUI)
#include "backends/imgui/backends/imgui_impl_sdl3.h"
#endif
#define GAMECONTROLLERDB_FILE "gamecontrollerdb.txt"
static uint32 convUTF8ToUTF32(const char *src) {
if (!src || src[0] == 0)
return 0;
Common::U32String u32(src);
return u32[0];
}
void SdlEventSource::loadGameControllerMappingFile() {
bool loaded = false;
if (ConfMan.hasKey("controller_map_db")) {
Common::FSNode file = Common::FSNode(ConfMan.getPath("controller_map_db"));
if (file.exists()) {
if (!SDL_AddGamepadMappingsFromFile(file.getPath().toString(Common::Path::kNativeSeparator).c_str()))
error("File %s not valid: %s", file.getPath().toString(Common::Path::kNativeSeparator).c_str(), SDL_GetError());
else {
loaded = true;
debug("Game controller DB file loaded: %s", file.getPath().toString(Common::Path::kNativeSeparator).c_str());
}
} else
warning("Game controller DB file not found: %s", file.getPath().toString(Common::Path::kNativeSeparator).c_str());
}
if (!loaded && ConfMan.hasKey("extrapath")) {
Common::FSNode dir = Common::FSNode(ConfMan.getPath("extrapath"));
Common::FSNode file = dir.getChild(GAMECONTROLLERDB_FILE);
if (file.exists()) {
if (!SDL_AddGamepadMappingsFromFile(file.getPath().toString(Common::Path::kNativeSeparator).c_str()))
error("File %s not valid: %s", file.getPath().toString(Common::Path::kNativeSeparator).c_str(), SDL_GetError());
else
debug("Game controller DB file loaded: %s", file.getPath().toString(Common::Path::kNativeSeparator).c_str());
}
}
}
SdlEventSource::SdlEventSource()
: EventSource(), _scrollLock(false), _joystick(nullptr), _lastScreenID(0), _graphicsManager(nullptr), _queuedFakeMouseMove(false),
_lastHatPosition(SDL_HAT_CENTERED), _mouseX(0), _mouseY(0), _engineRunning(false)
, _queuedFakeKeyUp(false), _fakeKeyUp(), _controller(nullptr) {
int joystick_num = ConfMan.getInt("joystick_num");
if (joystick_num >= 0) {
// Initialize SDL joystick subsystem
if (!SDL_InitSubSystem(SDL_INIT_JOYSTICK)) {
warning("Could not initialize SDL joystick: %s", SDL_GetError());
return;
}
if (!SDL_InitSubSystem(SDL_INIT_GAMEPAD)) {
warning("Could not initialize SDL game controller: %s", SDL_GetError());
return;
}
loadGameControllerMappingFile();
openJoystick(joystick_num);
}
// ensure that touch doesn't create double-events
SDL_SetHint(SDL_HINT_TOUCH_MOUSE_EVENTS, "0");
}
int SdlEventSource::mapKey(SDL_Keycode sdlKey, SDL_Keymod mod, Uint16 unicode) {
Common::KeyCode key = SDLToOSystemKeycode(sdlKey);
// Keep unicode in case it's regular ASCII text, Hebrew or in case we didn't get a valid keycode
//
// We need to use unicode in those cases, simply because SDL1.x passes us non-layout-adjusted keycodes.
// So unicode is the only way to get layout-adjusted keys.
if (unicode < 0x20) {
// don't use unicode, in case it's control characters
unicode = 0;
} else {
// Use unicode, in case keycode is invalid.
// Umlauts and others will set KEYCODE_INVALID on SDL2, so in such a case always keep unicode.
if (key != Common::KEYCODE_INVALID) {
// keycode is valid, check further also depending on modifiers
if (mod & (SDL_KMOD_CTRL | SDL_KMOD_ALT)) {
// Ctrl and/or Alt is active
//
// We need to restrict unicode to only up to 0x7E, because on macOS the option/alt key will switch to
// an alternate keyboard, which will cause us to receive Unicode characters for some keys, which are outside
// of the ASCII range (e.g. alt-x will get us U+2248). We need to return 'x' for alt-x, so using unicode
// in that case would break alt-shortcuts.
if (unicode > 0x7E)
unicode = 0; // do not allow any characters above 0x7E
} else {
// We allow Hebrew characters
if (unicode >= 0x05D0 && unicode <= 0x05EA)
return unicode;
// Cyrillic
if (unicode >= 0x0400 && unicode <= 0x045F)
return unicode;
// We must not restrict as much as when Ctrl/Alt-modifiers are active, otherwise
// we wouldn't let umlauts through for SDL1. For SDL1 umlauts may set for example KEYCODE_QUOTE, KEYCODE_MINUS, etc.
if (unicode > 0xFF)
unicode = 0; // do not allow any characters above 0xFF
}
}
}
if (key >= Common::KEYCODE_F1 && key <= Common::KEYCODE_F9) {
return key - Common::KEYCODE_F1 + Common::ASCII_F1;
} else if (key >= Common::KEYCODE_KP0 && key <= Common::KEYCODE_KP9) {
if ((mod & SDL_KMOD_NUM) == 0)
return 0; // In case Num-Lock is NOT enabled, return 0 for ascii, so that directional keys on numpad work
return key - Common::KEYCODE_KP0 + '0';
} else if (key >= Common::KEYCODE_UP && key <= Common::KEYCODE_PAGEDOWN) {
return key;
} else if (unicode) {
// Return unicode in case it's still set and wasn't filtered.
return unicode;
} else if (key >= 'a' && key <= 'z' && (mod & SDL_KMOD_SHIFT)) {
return key & ~0x20;
} else if (key >= Common::KEYCODE_NUMLOCK && key < Common::KEYCODE_LAST) {
return 0;
} else {
return key;
}
}
void SdlEventSource::SDLModToOSystemKeyFlags(SDL_Keymod mod, Common::Event &event) {
event.kbd.flags = 0;
if (mod & SDL_KMOD_GUI)
event.kbd.flags |= Common::KBD_META;
if (mod & SDL_KMOD_SHIFT)
event.kbd.flags |= Common::KBD_SHIFT;
if (mod & SDL_KMOD_ALT)
event.kbd.flags |= Common::KBD_ALT;
if (mod & SDL_KMOD_CTRL)
event.kbd.flags |= Common::KBD_CTRL;
// Sticky flags
if (mod & SDL_KMOD_NUM)
event.kbd.flags |= Common::KBD_NUM;
if (mod & SDL_KMOD_CAPS)
event.kbd.flags |= Common::KBD_CAPS;
}
Common::KeyCode SdlEventSource::SDLToOSystemKeycode(const SDL_Keycode key) {
switch (key) {
case SDLK_BACKSPACE: return Common::KEYCODE_BACKSPACE;
case SDLK_TAB: return Common::KEYCODE_TAB;
case SDLK_CLEAR: return Common::KEYCODE_CLEAR;
case SDLK_RETURN: return Common::KEYCODE_RETURN;
case SDLK_PAUSE: return Common::KEYCODE_PAUSE;
case SDLK_ESCAPE: return Common::KEYCODE_ESCAPE;
case SDLK_SPACE: return Common::KEYCODE_SPACE;
case SDLK_EXCLAIM: return Common::KEYCODE_EXCLAIM;
case SDLK_DBLAPOSTROPHE: return Common::KEYCODE_QUOTEDBL;
case SDLK_HASH: return Common::KEYCODE_HASH;
case SDLK_DOLLAR: return Common::KEYCODE_DOLLAR;
case SDLK_AMPERSAND: return Common::KEYCODE_AMPERSAND;
case SDLK_APOSTROPHE: return Common::KEYCODE_QUOTE;
case SDLK_LEFTPAREN: return Common::KEYCODE_LEFTPAREN;
case SDLK_RIGHTPAREN: return Common::KEYCODE_RIGHTPAREN;
case SDLK_ASTERISK: return Common::KEYCODE_ASTERISK;
case SDLK_PLUS: return Common::KEYCODE_PLUS;
case SDLK_COMMA: return Common::KEYCODE_COMMA;
case SDLK_MINUS: return Common::KEYCODE_MINUS;
case SDLK_PERIOD: return Common::KEYCODE_PERIOD;
case SDLK_SLASH: return Common::KEYCODE_SLASH;
case SDLK_0: return Common::KEYCODE_0;
case SDLK_1: return Common::KEYCODE_1;
case SDLK_2: return Common::KEYCODE_2;
case SDLK_3: return Common::KEYCODE_3;
case SDLK_4: return Common::KEYCODE_4;
case SDLK_5: return Common::KEYCODE_5;
case SDLK_6: return Common::KEYCODE_6;
case SDLK_7: return Common::KEYCODE_7;
case SDLK_8: return Common::KEYCODE_8;
case SDLK_9: return Common::KEYCODE_9;
case SDLK_COLON: return Common::KEYCODE_COLON;
case SDLK_SEMICOLON: return Common::KEYCODE_SEMICOLON;
case SDLK_LESS: return Common::KEYCODE_LESS;
case SDLK_EQUALS: return Common::KEYCODE_EQUALS;
case SDLK_GREATER: return Common::KEYCODE_GREATER;
case SDLK_QUESTION: return Common::KEYCODE_QUESTION;
case SDLK_AT: return Common::KEYCODE_AT;
case SDLK_LEFTBRACKET: return Common::KEYCODE_LEFTBRACKET;
case SDLK_BACKSLASH: return Common::KEYCODE_BACKSLASH;
case SDLK_RIGHTBRACKET: return Common::KEYCODE_RIGHTBRACKET;
case SDLK_CARET: return Common::KEYCODE_CARET;
case SDLK_UNDERSCORE: return Common::KEYCODE_UNDERSCORE;
case SDLK_GRAVE: return Common::KEYCODE_BACKQUOTE;
case SDLK_A: return Common::KEYCODE_a;
case SDLK_B: return Common::KEYCODE_b;
case SDLK_C: return Common::KEYCODE_c;
case SDLK_D: return Common::KEYCODE_d;
case SDLK_E: return Common::KEYCODE_e;
case SDLK_F: return Common::KEYCODE_f;
case SDLK_G: return Common::KEYCODE_g;
case SDLK_H: return Common::KEYCODE_h;
case SDLK_I: return Common::KEYCODE_i;
case SDLK_J: return Common::KEYCODE_j;
case SDLK_K: return Common::KEYCODE_k;
case SDLK_L: return Common::KEYCODE_l;
case SDLK_M: return Common::KEYCODE_m;
case SDLK_N: return Common::KEYCODE_n;
case SDLK_O: return Common::KEYCODE_o;
case SDLK_P: return Common::KEYCODE_p;
case SDLK_Q: return Common::KEYCODE_q;
case SDLK_R: return Common::KEYCODE_r;
case SDLK_S: return Common::KEYCODE_s;
case SDLK_T: return Common::KEYCODE_t;
case SDLK_U: return Common::KEYCODE_u;
case SDLK_V: return Common::KEYCODE_v;
case SDLK_W: return Common::KEYCODE_w;
case SDLK_X: return Common::KEYCODE_x;
case SDLK_Y: return Common::KEYCODE_y;
case SDLK_Z: return Common::KEYCODE_z;
case SDLK_DELETE: return Common::KEYCODE_DELETE;
case SDLK_KP_PERIOD: return Common::KEYCODE_KP_PERIOD;
case SDLK_KP_DIVIDE: return Common::KEYCODE_KP_DIVIDE;
case SDLK_KP_MULTIPLY: return Common::KEYCODE_KP_MULTIPLY;
case SDLK_KP_MINUS: return Common::KEYCODE_KP_MINUS;
case SDLK_KP_PLUS: return Common::KEYCODE_KP_PLUS;
case SDLK_KP_ENTER: return Common::KEYCODE_KP_ENTER;
case SDLK_KP_EQUALS: return Common::KEYCODE_KP_EQUALS;
case SDLK_UP: return Common::KEYCODE_UP;
case SDLK_DOWN: return Common::KEYCODE_DOWN;
case SDLK_RIGHT: return Common::KEYCODE_RIGHT;
case SDLK_LEFT: return Common::KEYCODE_LEFT;
case SDLK_INSERT: return Common::KEYCODE_INSERT;
case SDLK_HOME: return Common::KEYCODE_HOME;
case SDLK_END: return Common::KEYCODE_END;
case SDLK_PAGEUP: return Common::KEYCODE_PAGEUP;
case SDLK_PAGEDOWN: return Common::KEYCODE_PAGEDOWN;
case SDLK_F1: return Common::KEYCODE_F1;
case SDLK_F2: return Common::KEYCODE_F2;
case SDLK_F3: return Common::KEYCODE_F3;
case SDLK_F4: return Common::KEYCODE_F4;
case SDLK_F5: return Common::KEYCODE_F5;
case SDLK_F6: return Common::KEYCODE_F6;
case SDLK_F7: return Common::KEYCODE_F7;
case SDLK_F8: return Common::KEYCODE_F8;
case SDLK_F9: return Common::KEYCODE_F9;
case SDLK_F10: return Common::KEYCODE_F10;
case SDLK_F11: return Common::KEYCODE_F11;
case SDLK_F12: return Common::KEYCODE_F12;
case SDLK_F13: return Common::KEYCODE_F13;
case SDLK_F14: return Common::KEYCODE_F14;
case SDLK_F15: return Common::KEYCODE_F15;
case SDLK_CAPSLOCK: return Common::KEYCODE_CAPSLOCK;
case SDLK_RSHIFT: return Common::KEYCODE_RSHIFT;
case SDLK_LSHIFT: return Common::KEYCODE_LSHIFT;
case SDLK_RCTRL: return Common::KEYCODE_RCTRL;
case SDLK_LCTRL: return Common::KEYCODE_LCTRL;
case SDLK_RALT: return Common::KEYCODE_RALT;
case SDLK_LALT: return Common::KEYCODE_LALT;
case SDLK_MODE: return Common::KEYCODE_MODE;
case SDLK_HELP: return Common::KEYCODE_HELP;
case SDLK_SYSREQ: return Common::KEYCODE_SYSREQ;
case SDLK_MENU: return Common::KEYCODE_MENU;
case SDLK_POWER: return Common::KEYCODE_POWER;
case SDLK_UNDO: return Common::KEYCODE_UNDO;
case SDLK_SCROLLLOCK: return Common::KEYCODE_SCROLLOCK;
case SDLK_NUMLOCKCLEAR: return Common::KEYCODE_NUMLOCK;
case SDLK_LGUI: return Common::KEYCODE_LSUPER;
case SDLK_RGUI: return Common::KEYCODE_RSUPER;
case SDLK_PRINTSCREEN: return Common::KEYCODE_PRINT;
case SDLK_APPLICATION: return Common::KEYCODE_COMPOSE;
case SDLK_KP_0: return Common::KEYCODE_KP0;
case SDLK_KP_1: return Common::KEYCODE_KP1;
case SDLK_KP_2: return Common::KEYCODE_KP2;
case SDLK_KP_3: return Common::KEYCODE_KP3;
case SDLK_KP_4: return Common::KEYCODE_KP4;
case SDLK_KP_5: return Common::KEYCODE_KP5;
case SDLK_KP_6: return Common::KEYCODE_KP6;
case SDLK_KP_7: return Common::KEYCODE_KP7;
case SDLK_KP_8: return Common::KEYCODE_KP8;
case SDLK_KP_9: return Common::KEYCODE_KP9;
case SDLK_PERCENT: return Common::KEYCODE_PERCENT;
case SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_GRAVE): return Common::KEYCODE_TILDE;
case SDLK_F16: return Common::KEYCODE_F16;
case SDLK_F17: return Common::KEYCODE_F17;
case SDLK_F18: return Common::KEYCODE_F18;
case SDLK_SLEEP: return Common::KEYCODE_SLEEP;
case SDLK_VOLUMEUP: return Common::KEYCODE_VOLUMEUP;
case SDLK_VOLUMEDOWN: return Common::KEYCODE_VOLUMEDOWN;
case SDLK_MEDIA_EJECT: return Common::KEYCODE_EJECT;
case SDLK_MEDIA_NEXT_TRACK: return Common::KEYCODE_AUDIONEXT;
case SDLK_MEDIA_PREVIOUS_TRACK: return Common::KEYCODE_AUDIOPREV;
case SDLK_MEDIA_STOP: return Common::KEYCODE_AUDIOSTOP;
case SDLK_MEDIA_PLAY: return Common::KEYCODE_AUDIOPLAYPAUSE;
case SDLK_MUTE: return Common::KEYCODE_AUDIOMUTE;
case SDLK_CUT: return Common::KEYCODE_CUT;
case SDLK_COPY: return Common::KEYCODE_COPY;
case SDLK_PASTE: return Common::KEYCODE_PASTE;
case SDLK_SELECT: return Common::KEYCODE_SELECT;
case SDLK_CANCEL: return Common::KEYCODE_CANCEL;
case SDLK_AC_SEARCH: return Common::KEYCODE_AC_SEARCH;
case SDLK_AC_HOME: return Common::KEYCODE_AC_HOME;
case SDLK_AC_BACK: return Common::KEYCODE_AC_BACK;
case SDLK_AC_FORWARD: return Common::KEYCODE_AC_FORWARD;
case SDLK_AC_STOP: return Common::KEYCODE_AC_STOP;
case SDLK_AC_REFRESH: return Common::KEYCODE_AC_REFRESH;
case SDLK_AC_BOOKMARKS: return Common::KEYCODE_AC_BOOKMARKS;
case SDLK_MEDIA_REWIND: return Common::KEYCODE_AUDIOREWIND;
case SDLK_MEDIA_FAST_FORWARD: return Common::KEYCODE_AUDIOFASTFORWARD;
default: return Common::KEYCODE_INVALID;
}
}
void SdlEventSource::preprocessFingerDown(SDL_Event *event) {
// front (1) or back (2) panel
SDL_TouchID port = event->tfinger.touchID;
// id (for multitouch)
SDL_FingerID id = event->tfinger.fingerID;
int x = _mouseX;
int y = _mouseY;
if (!isTouchPortTouchpadMode(port)) {
convertTouchXYToGameXY(event->tfinger.x, event->tfinger.y, &x, &y);
}
// make sure each finger is not reported down multiple times
for (int i = 0; i < MAX_NUM_FINGERS; i++) {
if (_touchPanels[port]._finger[i].id == id) {
_touchPanels[port]._finger[i].id = -1;
}
}
// we need the timestamps to decide later if the user performed a short tap (click)
// or a long tap (drag)
// we also need the last coordinates for each finger to keep track of dragging
for (int i = 0; i < MAX_NUM_FINGERS; i++) {
if (_touchPanels[port]._finger[i].id == -1) {
_touchPanels[port]._finger[i].id = id;
_touchPanels[port]._finger[i].timeLastDown = event->tfinger.timestamp;
_touchPanels[port]._finger[i].lastDownX = event->tfinger.x;
_touchPanels[port]._finger[i].lastDownY = event->tfinger.y;
_touchPanels[port]._finger[i].lastX = x;
_touchPanels[port]._finger[i].lastY = y;
break;
}
}
}
void SdlEventSource::finishSimulatedMouseClicks() {
for (auto &panel : _touchPanels) {
for (int i = 0; i < 2; i++) {
if (panel._value._simulatedClickStartTime[i] != 0) {
Uint32 currentTime = SDL_GetTicks();
if (currentTime - panel._value._simulatedClickStartTime[i] >= SIMULATED_CLICK_DURATION) {
int simulatedButton;
if (i == 0) {
simulatedButton = SDL_BUTTON_LEFT;
} else {
simulatedButton = SDL_BUTTON_RIGHT;
}
SDL_Event ev;
ev.type = SDL_EVENT_MOUSE_BUTTON_UP;
ev.button.button = simulatedButton;
ev.button.x = _mouseX;
ev.button.y = _mouseY;
SDL_PushEvent(&ev);
panel._value._simulatedClickStartTime[i] = 0;
}
}
}
}
}
bool SdlEventSource::preprocessFingerUp(SDL_Event *event, Common::Event *ev) {
// front (1) or back (2) panel
SDL_TouchID port = event->tfinger.touchID;
// id (for multitouch)
SDL_FingerID id = event->tfinger.fingerID;
// find out how many fingers were down before this event
int numFingersDown = 0;
for (int i = 0; i < MAX_NUM_FINGERS; i++) {
if (_touchPanels[port]._finger[i].id >= 0) {
numFingersDown++;
}
}
int x = _mouseX;
int y = _mouseY;
for (int i = 0; i < MAX_NUM_FINGERS; i++) {
if (_touchPanels[port]._finger[i].id == id) {
_touchPanels[port]._finger[i].id = -1;
if (!_touchPanels[port]._multiFingerDragging) {
if ((event->tfinger.timestamp - _touchPanels[port]._finger[i].timeLastDown) <= MAX_TAP_TIME && !_touchPanels[port]._tapMade) {
// short (<MAX_TAP_TIME ms) tap is interpreted as right/left mouse click depending on # fingers already down
// but only if the finger hasn't moved since it was pressed down by more than MAX_TAP_MOTION_DISTANCE pixels
Common::Point touchscreenSize = getTouchscreenSize();
float xrel = ((event->tfinger.x * (float) touchscreenSize.x) - (_touchPanels[port]._finger[i].lastDownX * (float) touchscreenSize.x));
float yrel = ((event->tfinger.y * (float) touchscreenSize.y) - (_touchPanels[port]._finger[i].lastDownY * (float) touchscreenSize.y));
float maxRSquared = (float) (MAX_TAP_MOTION_DISTANCE * MAX_TAP_MOTION_DISTANCE);
if ((xrel * xrel + yrel * yrel) < maxRSquared) {
if (numFingersDown == 3) {
_touchPanels[port]._tapMade = true;
ev->type = Common::EVENT_VIRTUAL_KEYBOARD;
return true;
} else if (numFingersDown == 2 || numFingersDown == 1) {
Uint8 simulatedButton = 0;
if (numFingersDown == 2) {
simulatedButton = SDL_BUTTON_RIGHT;
// need to raise the button later
_touchPanels[port]._simulatedClickStartTime[1] = event->tfinger.timestamp;
_touchPanels[port]._tapMade = true;
} else if (numFingersDown == 1) {
simulatedButton = SDL_BUTTON_LEFT;
// need to raise the button later
_touchPanels[port]._simulatedClickStartTime[0] = event->tfinger.timestamp;
if (!isTouchPortTouchpadMode(port)) {
convertTouchXYToGameXY(event->tfinger.x, event->tfinger.y, &x, &y);
}
}
event->type = SDL_EVENT_MOUSE_BUTTON_DOWN;
event->button.button = simulatedButton;
event->button.x = x;
event->button.y = y;
}
}
}
} else if (numFingersDown == 1) {
// when dragging, and the last finger is lifted, the drag is over
if (!isTouchPortTouchpadMode(port)) {
convertTouchXYToGameXY(event->tfinger.x, event->tfinger.y, &x, &y);
}
Uint8 simulatedButton = 0;
if (_touchPanels[port]._multiFingerDragging == DRAG_THREE_FINGER)
simulatedButton = SDL_BUTTON_RIGHT;
else {
simulatedButton = SDL_BUTTON_LEFT;
}
event->type = SDL_EVENT_MOUSE_BUTTON_UP;
event->button.button = simulatedButton;
event->button.x = x;
event->button.y = y;
_touchPanels[port]._multiFingerDragging = DRAG_NONE;
}
}
}
if (numFingersDown == 1) {
_touchPanels[port]._tapMade = false;
}
return false;
}
void SdlEventSource::preprocessFingerMotion(SDL_Event *event) {
// front (1) or back (2) panel
SDL_TouchID port = event->tfinger.touchID;
// id (for multitouch)
SDL_FingerID id = event->tfinger.fingerID;
// find out how many fingers were down before this event
int numFingersDown = 0;
for (int i = 0; i < MAX_NUM_FINGERS; i++) {
if (_touchPanels[port]._finger[i].id >= 0) {
numFingersDown++;
}
}
if (numFingersDown >= 1) {
int x = _mouseX;
int y = _mouseY;
int xMax = _graphicsManager->getWindowWidth() - 1;
int yMax = _graphicsManager->getWindowHeight() - 1;
if (!isTouchPortTouchpadMode(port)) {
convertTouchXYToGameXY(event->tfinger.x, event->tfinger.y, &x, &y);
} else {
// for relative mode, use the pointer speed setting
const int kbdMouseSpeed = CLIP<int>(ConfMan.getInt("kbdmouse_speed"), 0, 7);
float speedFactor = (kbdMouseSpeed + 1) * 0.25;
// convert touch events to relative mouse pointer events
// track sub-pixel relative finger motion using the FINGER_SUBPIXEL_MULTIPLIER
_touchPanels[port]._hiresDX += (event->tfinger.dx * 1.25 * speedFactor * xMax * FINGER_SUBPIXEL_MULTIPLIER);
_touchPanels[port]._hiresDY += (event->tfinger.dy * 1.25 * speedFactor * yMax * FINGER_SUBPIXEL_MULTIPLIER);
int xRel = _touchPanels[port]._hiresDX / FINGER_SUBPIXEL_MULTIPLIER;
int yRel = _touchPanels[port]._hiresDY / FINGER_SUBPIXEL_MULTIPLIER;
x = _mouseX + xRel;
y = _mouseY + yRel;
_touchPanels[port]._hiresDX %= FINGER_SUBPIXEL_MULTIPLIER;
_touchPanels[port]._hiresDY %= FINGER_SUBPIXEL_MULTIPLIER;
}
x = CLIP(x, 0, xMax);
y = CLIP(y, 0, yMax);
// update the current finger's coordinates so we can track it later
for (int i = 0; i < MAX_NUM_FINGERS; i++) {
if (_touchPanels[port]._finger[i].id == id) {
_touchPanels[port]._finger[i].lastX = x;
_touchPanels[port]._finger[i].lastY = y;
}
}
// If we are starting a multi-finger drag, start holding down the mouse button
if (numFingersDown >= 2) {
if (!_touchPanels[port]._multiFingerDragging) {
// only start a multi-finger drag if at least two fingers have been down long enough
int numFingersDownLong = 0;
for (int i = 0; i < MAX_NUM_FINGERS; i++) {
if (_touchPanels[port]._finger[i].id >= 0) {
if (event->tfinger.timestamp - _touchPanels[port]._finger[i].timeLastDown > MAX_TAP_TIME) {
numFingersDownLong++;
}
}
}
if (numFingersDownLong >= 2) {
// starting drag, so push mouse down at current location (back)
// or location of "oldest" finger (front)
int mouseDownX = _mouseX;
int mouseDownY = _mouseY;
if (!isTouchPortTouchpadMode(port)) {
for (int i = 0; i < MAX_NUM_FINGERS; i++) {
if (_touchPanels[port]._finger[i].id == id) {
Uint32 earliestTime = _touchPanels[port]._finger[i].timeLastDown;
for (int j = 0; j < MAX_NUM_FINGERS; j++) {
if (_touchPanels[port]._finger[j].id >= 0 && (i != j) ) {
if (_touchPanels[port]._finger[j].timeLastDown < earliestTime) {
mouseDownX = _touchPanels[port]._finger[j].lastX;
mouseDownY = _touchPanels[port]._finger[j].lastY;
earliestTime = _touchPanels[port]._finger[j].timeLastDown;
}
}
}
break;
}
}
}
Uint8 simulatedButton = 0;
if (numFingersDownLong == 2) {
simulatedButton = SDL_BUTTON_LEFT;
_touchPanels[port]._multiFingerDragging = DRAG_TWO_FINGER;
} else {
simulatedButton = SDL_BUTTON_RIGHT;
_touchPanels[port]._multiFingerDragging = DRAG_THREE_FINGER;
}
SDL_Event ev;
ev.type = SDL_EVENT_MOUSE_BUTTON_DOWN;
ev.button.button = simulatedButton;
ev.button.x = mouseDownX;
ev.button.y = mouseDownY;
SDL_PushEvent(&ev);
}
}
}
//check if this is the "oldest" finger down (or the only finger down), otherwise it will not affect mouse motion
bool updatePointer = true;
if (numFingersDown > 1) {
for (int i = 0; i < MAX_NUM_FINGERS; i++) {
if (_touchPanels[port]._finger[i].id == id) {
for (int j = 0; j < MAX_NUM_FINGERS; j++) {
if (_touchPanels[port]._finger[j].id >= 0 && (i != j) ) {
if (_touchPanels[port]._finger[j].timeLastDown < _touchPanels[port]._finger[i].timeLastDown) {
updatePointer = false;
}
}
}
}
}
}
if (updatePointer) {
event->type = SDL_EVENT_MOUSE_MOTION;
event->motion.x = x;
event->motion.y = y;
}
}
}
bool SdlEventSource::pollEvent(Common::Event &event) {
finishSimulatedMouseClicks();
// In case we still need to send a key up event for a key down from a
// TEXTINPUT event we do this immediately.
if (_queuedFakeKeyUp) {
event = _fakeKeyUp;
_queuedFakeKeyUp = false;
return true;
}
// If the screen changed, send an Common::EVENT_SCREEN_CHANGED
int screenID = g_system->getScreenChangeID();
if (screenID != _lastScreenID) {
_lastScreenID = screenID;
event.type = Common::EVENT_SCREEN_CHANGED;
return true;
}
if (_queuedFakeMouseMove) {
event = _fakeMouseMove;
_queuedFakeMouseMove = false;
return true;
}
SDL_Event ev;
while (SDL_PollEvent(&ev)) {
preprocessEvents(&ev);
// Supported touch gestures:
// left mouse click: single finger short tap
// right mouse click: second finger short tap while first finger is still down
// pointer motion: single finger drag
if (ev.type == SDL_EVENT_FINGER_DOWN || ev.type == SDL_EVENT_FINGER_UP || ev.type == SDL_EVENT_FINGER_MOTION) {
// front (0) or back (1) panel
SDL_TouchID port = ev.tfinger.touchID;
// touchpad_mouse_mode off: use only front panel for direct touch control of pointer
// touchpad_mouse_mode on: also enable rear touch with indirect touch control
// where the finger can be somewhere else than the pointer and still move it
if (isTouchPortActive(port)) {
switch (ev.type) {
case SDL_EVENT_FINGER_DOWN:
preprocessFingerDown(&ev);
break;
case SDL_EVENT_FINGER_UP:
if (preprocessFingerUp(&ev, &event))
return true;
break;
case SDL_EVENT_FINGER_MOTION:
preprocessFingerMotion(&ev);
break;
}
}
}
#if defined(USE_IMGUI)
ImGui_ImplSDL3_ProcessEvent(&ev);
ImGuiIO &io = ImGui::GetIO();
if (io.WantTextInput || io.WantCaptureMouse)
continue;
#endif
if (dispatchSDLEvent(ev, event))
return true;
}
return false;
}
bool SdlEventSource::dispatchSDLEvent(SDL_Event &ev, Common::Event &event) {
switch (ev.type) {
case SDL_EVENT_KEY_DOWN:
return handleKeyDown(ev, event);
case SDL_EVENT_KEY_UP:
return handleKeyUp(ev, event);
case SDL_EVENT_MOUSE_MOTION:
return handleMouseMotion(ev, event);
case SDL_EVENT_MOUSE_BUTTON_DOWN:
return handleMouseButtonDown(ev, event);
case SDL_EVENT_MOUSE_BUTTON_UP:
return handleMouseButtonUp(ev, event);
case SDL_EVENT_MOUSE_WHEEL: {
Sint32 yDir = ev.wheel.y;
// We want the mouse coordinates supplied with a mouse wheel event.
// However, SDL2 does not supply these, thus we use whatever we got
// last time.
if (!processMouseEvent(event, _mouseX, _mouseY)) {
return false;
}
if (yDir < 0) {
event.type = Common::EVENT_WHEELDOWN;
return true;
} else if (yDir > 0) {
event.type = Common::EVENT_WHEELUP;
return true;
} else {
return false;
}
}
case SDL_EVENT_TEXT_INPUT: {
// When we get a TEXTINPUT event it means we got some user input for
// which no KEYDOWN exists. SDL 1.2 introduces a "fake" key down+up
// in such cases. We will do the same to mimic it's behavior.
event.type = Common::EVENT_KEYDOWN;
event.kbd = Common::KeyState(Common::KEYCODE_INVALID, convUTF8ToUTF32(ev.text.text), 0);
SDLModToOSystemKeyFlags(SDL_GetModState(), event);
// Set the scroll lock sticky flag
if (_scrollLock)
event.kbd.flags |= Common::KBD_SCRL;
// Fake a key up when we have a proper ascii value.
_queuedFakeKeyUp = (event.kbd.ascii != 0);
_fakeKeyUp = event;
_fakeKeyUp.type = Common::EVENT_KEYUP;
return _queuedFakeKeyUp;
}
case SDL_EVENT_WINDOW_EXPOSED:
if (_graphicsManager) {
_graphicsManager->notifyVideoExpose();
}
return false;
case SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED:
return handleResizeEvent(event, ev.window.data1, ev.window.data2);
case SDL_EVENT_WINDOW_FOCUS_GAINED: {
// When we gain focus, we to update whether the display can turn off
// dependingif a game isn't running or not
event.type = Common::EVENT_FOCUS_GAINED;
if (_engineRunning) {
SDL_DisableScreenSaver();
} else {
SDL_EnableScreenSaver();
}
return true;
}
case SDL_EVENT_WINDOW_FOCUS_LOST: {
// Always allow the display to turn off if ScummVM is out of focus
event.type = Common::EVENT_FOCUS_LOST;
SDL_EnableScreenSaver();
return true;
}
case SDL_EVENT_JOYSTICK_ADDED:
return handleJoystickAdded(ev.jdevice, event);
case SDL_EVENT_JOYSTICK_REMOVED:
return handleJoystickRemoved(ev.jdevice, event);
case SDL_EVENT_DROP_FILE:
event.type = Common::EVENT_DROP_FILE;
event.path = Common::Path(ev.drop.data, Common::Path::kNativeSeparator);
return true;
case SDL_EVENT_CLIPBOARD_UPDATE:
event.type = Common::EVENT_CLIPBOARD_UPDATE;
return true;
case SDL_EVENT_QUIT:
event.type = Common::EVENT_QUIT;
return true;
default:
break;
}
if (_joystick) {
switch (ev.type) {
case SDL_EVENT_JOYSTICK_BUTTON_DOWN:
return handleJoyButtonDown(ev, event);
case SDL_EVENT_JOYSTICK_BUTTON_UP:
return handleJoyButtonUp(ev, event);
case SDL_EVENT_JOYSTICK_AXIS_MOTION:
return handleJoyAxisMotion(ev, event);
case SDL_EVENT_JOYSTICK_HAT_MOTION:
return handleJoyHatMotion(ev, event);
default:
break;
}
}
if (_controller) {
switch (ev.type) {
case SDL_EVENT_GAMEPAD_BUTTON_DOWN:
return handleControllerButton(ev, event, false);
case SDL_EVENT_GAMEPAD_BUTTON_UP:
return handleControllerButton(ev, event, true);
case SDL_EVENT_GAMEPAD_AXIS_MOTION:
return handleControllerAxisMotion(ev, event);
default:
break;
}
}
return false;
}
bool SdlEventSource::handleKeyDown(SDL_Event &ev, Common::Event &event) {
SDLModToOSystemKeyFlags(SDL_GetModState(), event);
SDL_Keycode sdlKeycode = ev.key.key;
Common::KeyCode key = SDLToOSystemKeycode(sdlKeycode);
// Handle scroll lock as a key modifier
if (key == Common::KEYCODE_SCROLLOCK)
_scrollLock = !_scrollLock;
if (_scrollLock)
event.kbd.flags |= Common::KBD_SCRL;
if (remapKey(ev, event))
return true;
event.type = Common::EVENT_KEYDOWN;
event.kbd.keycode = key;
SDL_Keymod mod = ev.key.mod;
#if defined(__amigaos4__)
// On AmigaOS, SDL always reports numlock as off. However, we get KEYCODE_KP# only when
// it is on, and get different keycodes (for example KEYCODE_PAGEDOWN) when it is off.
if (event.kbd.keycode >= Common::KEYCODE_KP0 && event.kbd.keycode <= Common::KEYCODE_KP9) {
event.kbd.flags |= Common::KBD_NUM;
mod = SDL_Keymod(mod | KMOD_NUM);
}
#endif
event.kbd.ascii = mapKey(sdlKeycode, mod, obtainUnicode(ev.key));
event.kbdRepeat = ev.key.repeat;
return true;
}
bool SdlEventSource::handleKeyUp(SDL_Event &ev, Common::Event &event) {
if (remapKey(ev, event))
return true;
SDLModToOSystemKeyFlags(SDL_GetModState(), event);
SDL_Keycode sdlKeycode = ev.key.key;
// Set the scroll lock sticky flag
if (_scrollLock)
event.kbd.flags |= Common::KBD_SCRL;
event.type = Common::EVENT_KEYUP;
event.kbd.keycode = SDLToOSystemKeycode(sdlKeycode);
SDL_Keymod mod = ev.key.mod;
#if defined(__amigaos4__)
// On AmigaOS, SDL always reports numlock as off. However, we get KEYCODE_KP# only when
// it is on, and get different keycodes (for example KEYCODE_PAGEDOWN) when it is off.
if (event.kbd.keycode >= Common::KEYCODE_KP0 && event.kbd.keycode <= Common::KEYCODE_KP9) {
event.kbd.flags |= Common::KBD_NUM;
mod = SDL_Keymod(mod | KMOD_NUM);
}
#endif
event.kbd.ascii = mapKey(sdlKeycode, mod, 0);
return true;
}
void SdlEventSource::openJoystick(int joystickIndex) {
int numJoysticks = 0;
SDL_GetJoysticks(&numJoysticks);
if (numJoysticks > joystickIndex) {
if (SDL_IsGamepad(joystickIndex)) {
_controller = SDL_OpenGamepad(joystickIndex);
debug("Using game controller: %s", SDL_GetGamepadName(_controller));
} else {
_joystick = SDL_OpenJoystick(joystickIndex);
debug("Using joystick: %s", SDL_GetJoystickName(_joystick));
}
} else {
debug(5, "Invalid joystick: %d", joystickIndex);
}
}
void SdlEventSource::closeJoystick() {
if (_controller) {
SDL_CloseGamepad(_controller);
_controller = nullptr;
}
if (_joystick) {
SDL_CloseJoystick(_joystick);
_joystick = nullptr;
}
}
bool SdlEventSource::handleJoystickAdded(const SDL_JoyDeviceEvent &device, Common::Event &event) {
debug(5, "SdlEventSource: Received joystick added event for index '%d'", device.which);
int joystick_num = ConfMan.getInt("joystick_num");
if (joystick_num != device.which) {
return false;
}
debug(5, "SdlEventSource: Newly added joystick with index '%d' matches 'joysticky_num', trying to use it", device.which);
closeJoystick();
openJoystick(joystick_num);
event.type = Common::EVENT_INPUT_CHANGED;
return true;
}
bool SdlEventSource::handleJoystickRemoved(const SDL_JoyDeviceEvent &device, Common::Event &event) {
debug(5, "SdlEventSource: Received joystick removed event for instance id '%d'", device.which);
SDL_Joystick *joystick;
if (_controller) {
joystick = SDL_GetGamepadJoystick(_controller);
} else {
joystick = _joystick;
}
if (!joystick) {
return false;
}
if (SDL_GetJoystickID(joystick) != device.which) {
return false;
}
debug(5, "SdlEventSource: Newly removed joystick with instance id '%d' matches currently used joystick, closing current joystick", device.which);
closeJoystick();
event.type = Common::EVENT_INPUT_CHANGED;
return true;
}
int SdlEventSource::mapSDLControllerButtonToOSystem(Uint8 sdlButton) {
Common::JoystickButton osystemButtons[] = {
Common::JOYSTICK_BUTTON_A,
Common::JOYSTICK_BUTTON_B,
Common::JOYSTICK_BUTTON_X,
Common::JOYSTICK_BUTTON_Y,
Common::JOYSTICK_BUTTON_BACK,
Common::JOYSTICK_BUTTON_GUIDE,
Common::JOYSTICK_BUTTON_START,
Common::JOYSTICK_BUTTON_LEFT_STICK,
Common::JOYSTICK_BUTTON_RIGHT_STICK,
Common::JOYSTICK_BUTTON_LEFT_SHOULDER,
Common::JOYSTICK_BUTTON_RIGHT_SHOULDER,
Common::JOYSTICK_BUTTON_DPAD_UP,
Common::JOYSTICK_BUTTON_DPAD_DOWN,
Common::JOYSTICK_BUTTON_DPAD_LEFT,
Common::JOYSTICK_BUTTON_DPAD_RIGHT
};
if (sdlButton >= ARRAYSIZE(osystemButtons)) {
return -1;
}
return osystemButtons[sdlButton];
}
bool SdlEventSource::handleControllerButton(const SDL_Event &ev, Common::Event &event, bool buttonUp) {
#if SDL_VERSION_ATLEAST(3, 0, 0)
int button = mapSDLControllerButtonToOSystem(ev.gbutton.button);
#else
int button = mapSDLControllerButtonToOSystem(ev.cbutton.button);
#endif
if (button < 0)
return false;
event.type = buttonUp ? Common::EVENT_JOYBUTTON_UP : Common::EVENT_JOYBUTTON_DOWN;
event.joystick.button = button;
return true;
}
bool SdlEventSource::handleControllerAxisMotion(const SDL_Event &ev, Common::Event &event) {
event.joystick.axis = ev.gaxis.axis;
event.joystick.position = ev.gaxis.value;
event.type = Common::EVENT_JOYAXIS_MOTION;
return true;
}
bool SdlEventSource::isJoystickConnected() const {
return _joystick || _controller;
}
uint32 SdlEventSource::obtainUnicode(const SDL_KeyboardEvent &key) {
SDL_Event events[2];
// Update the event queue here to give SDL a chance to insert TEXTINPUT
// events for KEYDOWN events. Otherwise we have a high chance that on
// Windows the TEXTINPUT event is not in the event queue at this point.
// In this case we will get two events with ascii values due to mapKey
// and dispatchSDLEvent. This results in nasty double input of characters
// in the GUI.
//
// FIXME: This is all a bit fragile because in mapKey we derive the ascii
// value from the key code if no unicode value is given. This is legacy
// behavior and should be removed anyway. If that is removed, we might not
// even need to do this peeking here but instead can rely on the
// SDL_TEXTINPUT case in dispatchSDLEvent to introduce keydown/keyup with
// proper ASCII values (but with KEYCODE_INVALID as keycode).
SDL_PumpEvents();
// In SDL2, the unicode field has been removed from the keysym struct.
// Instead a SDL_TEXTINPUT event is generated on key combinations that
// generates unicode.
// Here we peek into the event queue for the event to see if it exists.
int n = SDL_PeepEvents(events, 2, SDL_PEEKEVENT, SDL_EVENT_KEY_DOWN, SDL_EVENT_TEXT_INPUT);
// Make sure that the TEXTINPUT event belongs to this KEYDOWN
// event and not another pending one.
if ((n > 0 && events[0].type == SDL_EVENT_TEXT_INPUT)
|| (n > 1 && events[0].type != SDL_EVENT_KEY_DOWN && events[1].type == SDL_EVENT_TEXT_INPUT)) {
// Remove the text input event we associate with the key press. This
// makes sure we never get any SDL_TEXTINPUT events which do "belong"
// to SDL_KEYDOWN events.
n = SDL_PeepEvents(events, 1, SDL_GETEVENT, SDL_EVENT_TEXT_INPUT, SDL_EVENT_TEXT_INPUT);
// This is basically a paranoia safety check because we know there
// must be a text input event in the queue.
if (n > 0) {
return convUTF8ToUTF32(events[0].text.text);
} else {
return 0;
}
} else {
return 0;
}
}
#endif // SDL_BACKEND