diff options
| author | 3gg <3gg@shellblade.net> | 2025-12-27 12:03:39 -0800 |
|---|---|---|
| committer | 3gg <3gg@shellblade.net> | 2025-12-27 12:03:39 -0800 |
| commit | 5a079a2d114f96d4847d1ee305d5b7c16eeec50e (patch) | |
| tree | 8926ab44f168acf787d8e19608857b3af0f82758 /contrib/SDL-3.2.8/src/video/windows/SDL_windowsgameinput.c | |
Initial commit
Diffstat (limited to 'contrib/SDL-3.2.8/src/video/windows/SDL_windowsgameinput.c')
| -rw-r--r-- | contrib/SDL-3.2.8/src/video/windows/SDL_windowsgameinput.c | 612 |
1 files changed, 612 insertions, 0 deletions
diff --git a/contrib/SDL-3.2.8/src/video/windows/SDL_windowsgameinput.c b/contrib/SDL-3.2.8/src/video/windows/SDL_windowsgameinput.c new file mode 100644 index 0000000..183733a --- /dev/null +++ b/contrib/SDL-3.2.8/src/video/windows/SDL_windowsgameinput.c | |||
| @@ -0,0 +1,612 @@ | |||
| 1 | /* | ||
| 2 | Simple DirectMedia Layer | ||
| 3 | Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org> | ||
| 4 | |||
| 5 | This software is provided 'as-is', without any express or implied | ||
| 6 | warranty. In no event will the authors be held liable for any damages | ||
| 7 | arising from the use of this software. | ||
| 8 | |||
| 9 | Permission is granted to anyone to use this software for any purpose, | ||
| 10 | including commercial applications, and to alter it and redistribute it | ||
| 11 | freely, subject to the following restrictions: | ||
| 12 | |||
| 13 | 1. The origin of this software must not be misrepresented; you must not | ||
| 14 | claim that you wrote the original software. If you use this software | ||
| 15 | in a product, an acknowledgment in the product documentation would be | ||
| 16 | appreciated but is not required. | ||
| 17 | 2. Altered source versions must be plainly marked as such, and must not be | ||
| 18 | misrepresented as being the original software. | ||
| 19 | 3. This notice may not be removed or altered from any source distribution. | ||
| 20 | */ | ||
| 21 | #include "SDL_internal.h" | ||
| 22 | |||
| 23 | #include "SDL_windowsvideo.h" | ||
| 24 | |||
| 25 | // GameInput currently has a bug with keys stuck on focus change, and crashes on initialization on some systems, so we'll disable it until these issues are fixed. | ||
| 26 | #undef HAVE_GAMEINPUT_H | ||
| 27 | |||
| 28 | #ifdef HAVE_GAMEINPUT_H | ||
| 29 | |||
| 30 | #include "../../core/windows/SDL_gameinput.h" | ||
| 31 | #include "../../events/SDL_mouse_c.h" | ||
| 32 | #include "../../events/SDL_keyboard_c.h" | ||
| 33 | #include "../../events/scancodes_windows.h" | ||
| 34 | |||
| 35 | |||
| 36 | #define MAX_GAMEINPUT_BUTTONS 7 // GameInputMouseWheelTiltRight is the highest button | ||
| 37 | |||
| 38 | static const Uint8 GAMEINPUT_button_map[MAX_GAMEINPUT_BUTTONS] = { | ||
| 39 | SDL_BUTTON_LEFT, | ||
| 40 | SDL_BUTTON_RIGHT, | ||
| 41 | SDL_BUTTON_MIDDLE, | ||
| 42 | SDL_BUTTON_X1, | ||
| 43 | SDL_BUTTON_X2, | ||
| 44 | 6, | ||
| 45 | 7 | ||
| 46 | }; | ||
| 47 | |||
| 48 | typedef struct GAMEINPUT_Device | ||
| 49 | { | ||
| 50 | IGameInputDevice *pDevice; | ||
| 51 | const GameInputDeviceInfo *info; | ||
| 52 | char *name; | ||
| 53 | Uint32 instance_id; // generated by SDL | ||
| 54 | bool registered; | ||
| 55 | bool delete_requested; | ||
| 56 | IGameInputReading *last_mouse_reading; | ||
| 57 | IGameInputReading *last_keyboard_reading; | ||
| 58 | } GAMEINPUT_Device; | ||
| 59 | |||
| 60 | struct WIN_GameInputData | ||
| 61 | { | ||
| 62 | IGameInput *pGameInput; | ||
| 63 | GameInputCallbackToken gameinput_callback_token; | ||
| 64 | int num_devices; | ||
| 65 | GAMEINPUT_Device **devices; | ||
| 66 | GameInputKind enabled_input; | ||
| 67 | SDL_Mutex *lock; | ||
| 68 | uint64_t timestamp_offset; | ||
| 69 | }; | ||
| 70 | |||
| 71 | static bool GAMEINPUT_InternalAddOrFind(WIN_GameInputData *data, IGameInputDevice *pDevice) | ||
| 72 | { | ||
| 73 | GAMEINPUT_Device **devicelist = NULL; | ||
| 74 | GAMEINPUT_Device *device = NULL; | ||
| 75 | const GameInputDeviceInfo *info; | ||
| 76 | bool result = false; | ||
| 77 | |||
| 78 | info = IGameInputDevice_GetDeviceInfo(pDevice); | ||
| 79 | |||
| 80 | SDL_LockMutex(data->lock); | ||
| 81 | { | ||
| 82 | for (int i = 0; i < data->num_devices; ++i) { | ||
| 83 | device = data->devices[i]; | ||
| 84 | if (device && device->pDevice == pDevice) { | ||
| 85 | // we're already added | ||
| 86 | device->delete_requested = false; | ||
| 87 | result = true; | ||
| 88 | goto done; | ||
| 89 | } | ||
| 90 | } | ||
| 91 | |||
| 92 | device = (GAMEINPUT_Device *)SDL_calloc(1, sizeof(*device)); | ||
| 93 | if (!device) { | ||
| 94 | goto done; | ||
| 95 | } | ||
| 96 | |||
| 97 | devicelist = (GAMEINPUT_Device **)SDL_realloc(data->devices, (data->num_devices + 1) * sizeof(*devicelist)); | ||
| 98 | if (!devicelist) { | ||
| 99 | SDL_free(device); | ||
| 100 | goto done; | ||
| 101 | } | ||
| 102 | |||
| 103 | if (info->deviceStrings) { | ||
| 104 | // In theory we could get the manufacturer and product strings here, but they're NULL for all the devices I've tested | ||
| 105 | } | ||
| 106 | |||
| 107 | if (info->displayName) { | ||
| 108 | // This could give us a product string, but it's NULL for all the devices I've tested | ||
| 109 | } | ||
| 110 | |||
| 111 | IGameInputDevice_AddRef(pDevice); | ||
| 112 | device->pDevice = pDevice; | ||
| 113 | device->instance_id = SDL_GetNextObjectID(); | ||
| 114 | device->info = info; | ||
| 115 | |||
| 116 | data->devices = devicelist; | ||
| 117 | data->devices[data->num_devices++] = device; | ||
| 118 | |||
| 119 | result = true; | ||
| 120 | } | ||
| 121 | done: | ||
| 122 | SDL_UnlockMutex(data->lock); | ||
| 123 | |||
| 124 | return result; | ||
| 125 | } | ||
| 126 | |||
| 127 | static bool GAMEINPUT_InternalRemoveByIndex(WIN_GameInputData *data, int idx) | ||
| 128 | { | ||
| 129 | GAMEINPUT_Device **devicelist = NULL; | ||
| 130 | GAMEINPUT_Device *device; | ||
| 131 | bool result = false; | ||
| 132 | |||
| 133 | SDL_LockMutex(data->lock); | ||
| 134 | { | ||
| 135 | if (idx < 0 || idx >= data->num_devices) { | ||
| 136 | result = SDL_SetError("GAMEINPUT_InternalRemoveByIndex argument idx %d is out of range", idx); | ||
| 137 | goto done; | ||
| 138 | } | ||
| 139 | |||
| 140 | device = data->devices[idx]; | ||
| 141 | if (device) { | ||
| 142 | if (device->registered) { | ||
| 143 | if (device->info->supportedInput & GameInputKindMouse) { | ||
| 144 | SDL_RemoveMouse(device->instance_id, true); | ||
| 145 | } | ||
| 146 | if (device->info->supportedInput & GameInputKindKeyboard) { | ||
| 147 | SDL_RemoveKeyboard(device->instance_id, true); | ||
| 148 | } | ||
| 149 | if (device->last_mouse_reading) { | ||
| 150 | IGameInputReading_Release(device->last_mouse_reading); | ||
| 151 | device->last_mouse_reading = NULL; | ||
| 152 | } | ||
| 153 | if (device->last_keyboard_reading) { | ||
| 154 | IGameInputReading_Release(device->last_keyboard_reading); | ||
| 155 | device->last_keyboard_reading = NULL; | ||
| 156 | } | ||
| 157 | } | ||
| 158 | IGameInputDevice_Release(device->pDevice); | ||
| 159 | SDL_free(device->name); | ||
| 160 | SDL_free(device); | ||
| 161 | } | ||
| 162 | data->devices[idx] = NULL; | ||
| 163 | |||
| 164 | if (data->num_devices == 1) { | ||
| 165 | // last element in the list, free the entire list then | ||
| 166 | SDL_free(data->devices); | ||
| 167 | data->devices = NULL; | ||
| 168 | } else { | ||
| 169 | if (idx != data->num_devices - 1) { | ||
| 170 | size_t bytes = sizeof(*devicelist) * (data->num_devices - idx - 1); | ||
| 171 | SDL_memmove(&data->devices[idx], &data->devices[idx + 1], bytes); | ||
| 172 | } | ||
| 173 | } | ||
| 174 | |||
| 175 | // decrement the count and return | ||
| 176 | --data->num_devices; | ||
| 177 | result = true; | ||
| 178 | } | ||
| 179 | done: | ||
| 180 | SDL_UnlockMutex(data->lock); | ||
| 181 | |||
| 182 | return result; | ||
| 183 | } | ||
| 184 | |||
| 185 | static void CALLBACK GAMEINPUT_InternalDeviceCallback( | ||
| 186 | _In_ GameInputCallbackToken callbackToken, | ||
| 187 | _In_ void* context, | ||
| 188 | _In_ IGameInputDevice *pDevice, | ||
| 189 | _In_ uint64_t timestamp, | ||
| 190 | _In_ GameInputDeviceStatus currentStatus, | ||
| 191 | _In_ GameInputDeviceStatus previousStatus) | ||
| 192 | { | ||
| 193 | WIN_GameInputData *data = (WIN_GameInputData *)context; | ||
| 194 | int idx = 0; | ||
| 195 | GAMEINPUT_Device *device = NULL; | ||
| 196 | |||
| 197 | if (!pDevice) { | ||
| 198 | // This should never happen, but ignore it if it does | ||
| 199 | return; | ||
| 200 | } | ||
| 201 | |||
| 202 | if (currentStatus & GameInputDeviceConnected) { | ||
| 203 | GAMEINPUT_InternalAddOrFind(data, pDevice); | ||
| 204 | } else { | ||
| 205 | for (idx = 0; idx < data->num_devices; ++idx) { | ||
| 206 | device = data->devices[idx]; | ||
| 207 | if (device && device->pDevice == pDevice) { | ||
| 208 | // will be deleted on the next Detect call | ||
| 209 | device->delete_requested = true; | ||
| 210 | break; | ||
| 211 | } | ||
| 212 | } | ||
| 213 | } | ||
| 214 | } | ||
| 215 | |||
| 216 | bool WIN_InitGameInput(SDL_VideoDevice *_this) | ||
| 217 | { | ||
| 218 | WIN_GameInputData *data; | ||
| 219 | HRESULT hr; | ||
| 220 | bool result = false; | ||
| 221 | |||
| 222 | if (_this->internal->gameinput_context) { | ||
| 223 | return true; | ||
| 224 | } | ||
| 225 | |||
| 226 | data = (WIN_GameInputData *)SDL_calloc(1, sizeof(*data)); | ||
| 227 | if (!data) { | ||
| 228 | goto done; | ||
| 229 | } | ||
| 230 | _this->internal->gameinput_context = data; | ||
| 231 | |||
| 232 | data->lock = SDL_CreateMutex(); | ||
| 233 | if (!data->lock) { | ||
| 234 | goto done; | ||
| 235 | } | ||
| 236 | |||
| 237 | if (!SDL_InitGameInput(&data->pGameInput)) { | ||
| 238 | goto done; | ||
| 239 | } | ||
| 240 | |||
| 241 | hr = IGameInput_RegisterDeviceCallback(data->pGameInput, | ||
| 242 | NULL, | ||
| 243 | (GameInputKindMouse | GameInputKindKeyboard), | ||
| 244 | GameInputDeviceConnected, | ||
| 245 | GameInputBlockingEnumeration, | ||
| 246 | data, | ||
| 247 | GAMEINPUT_InternalDeviceCallback, | ||
| 248 | &data->gameinput_callback_token); | ||
| 249 | if (FAILED(hr)) { | ||
| 250 | SDL_SetError("IGameInput::RegisterDeviceCallback failure with HRESULT of %08X", hr); | ||
| 251 | goto done; | ||
| 252 | } | ||
| 253 | |||
| 254 | // Calculate the relative offset between SDL timestamps and GameInput timestamps | ||
| 255 | Uint64 now = SDL_GetTicksNS(); | ||
| 256 | uint64_t timestampUS = IGameInput_GetCurrentTimestamp(data->pGameInput); | ||
| 257 | data->timestamp_offset = (SDL_NS_TO_US(now) - timestampUS); | ||
| 258 | |||
| 259 | result = true; | ||
| 260 | |||
| 261 | done: | ||
| 262 | if (!result) { | ||
| 263 | WIN_QuitGameInput(_this); | ||
| 264 | } | ||
| 265 | return result; | ||
| 266 | } | ||
| 267 | |||
| 268 | static void GAMEINPUT_InitialMouseReading(WIN_GameInputData *data, SDL_Window *window, GAMEINPUT_Device *device, IGameInputReading *reading) | ||
| 269 | { | ||
| 270 | GameInputMouseState state; | ||
| 271 | if (SUCCEEDED(IGameInputReading_GetMouseState(reading, &state))) { | ||
| 272 | Uint64 timestamp = SDL_US_TO_NS(IGameInputReading_GetTimestamp(reading) + data->timestamp_offset); | ||
| 273 | SDL_MouseID mouseID = device->instance_id; | ||
| 274 | |||
| 275 | for (int i = 0; i < MAX_GAMEINPUT_BUTTONS; ++i) { | ||
| 276 | const GameInputMouseButtons mask = (1 << i); | ||
| 277 | bool down = ((state.buttons & mask) != 0); | ||
| 278 | SDL_SendMouseButton(timestamp, window, mouseID, GAMEINPUT_button_map[i], down); | ||
| 279 | } | ||
| 280 | } | ||
| 281 | } | ||
| 282 | |||
| 283 | static void GAMEINPUT_HandleMouseDelta(WIN_GameInputData *data, SDL_Window *window, GAMEINPUT_Device *device, IGameInputReading *last_reading, IGameInputReading *reading) | ||
| 284 | { | ||
| 285 | GameInputMouseState last; | ||
| 286 | GameInputMouseState state; | ||
| 287 | if (SUCCEEDED(IGameInputReading_GetMouseState(last_reading, &last)) && | ||
| 288 | SUCCEEDED(IGameInputReading_GetMouseState(reading, &state))) { | ||
| 289 | Uint64 timestamp = SDL_US_TO_NS(IGameInputReading_GetTimestamp(reading) + data->timestamp_offset); | ||
| 290 | SDL_MouseID mouseID = device->instance_id; | ||
| 291 | |||
| 292 | GameInputMouseState delta; | ||
| 293 | delta.buttons = (state.buttons ^ last.buttons); | ||
| 294 | delta.positionX = (state.positionX - last.positionX); | ||
| 295 | delta.positionY = (state.positionY - last.positionY); | ||
| 296 | delta.wheelX = (state.wheelX - last.wheelX); | ||
| 297 | delta.wheelY = (state.wheelY - last.wheelY); | ||
| 298 | |||
| 299 | if (delta.positionX || delta.positionY) { | ||
| 300 | SDL_SendMouseMotion(timestamp, window, mouseID, true, (float)delta.positionX, (float)delta.positionY); | ||
| 301 | } | ||
| 302 | if (delta.buttons) { | ||
| 303 | for (int i = 0; i < MAX_GAMEINPUT_BUTTONS; ++i) { | ||
| 304 | const GameInputMouseButtons mask = (1 << i); | ||
| 305 | if (delta.buttons & mask) { | ||
| 306 | bool down = ((state.buttons & mask) != 0); | ||
| 307 | SDL_SendMouseButton(timestamp, window, mouseID, GAMEINPUT_button_map[i], down); | ||
| 308 | } | ||
| 309 | } | ||
| 310 | } | ||
| 311 | if (delta.wheelX || delta.wheelY) { | ||
| 312 | float fAmountX = (float)delta.wheelX / WHEEL_DELTA; | ||
| 313 | float fAmountY = (float)delta.wheelY / WHEEL_DELTA; | ||
| 314 | SDL_SendMouseWheel(timestamp, SDL_GetMouseFocus(), device->instance_id, fAmountX, fAmountY, SDL_MOUSEWHEEL_NORMAL); | ||
| 315 | } | ||
| 316 | } | ||
| 317 | } | ||
| 318 | |||
| 319 | static SDL_Scancode GetScancodeFromKeyState(const GameInputKeyState *state) | ||
| 320 | { | ||
| 321 | Uint8 index = (Uint8)(state->scanCode & 0xFF); | ||
| 322 | if ((state->scanCode & 0xFF00) == 0xE000) { | ||
| 323 | index |= 0x80; | ||
| 324 | } | ||
| 325 | return windows_scancode_table[index]; | ||
| 326 | } | ||
| 327 | |||
| 328 | static bool KeysHaveScancode(const GameInputKeyState *keys, uint32_t count, SDL_Scancode scancode) | ||
| 329 | { | ||
| 330 | for (uint32_t i = 0; i < count; ++i) { | ||
| 331 | if (GetScancodeFromKeyState(&keys[i]) == scancode) { | ||
| 332 | return true; | ||
| 333 | } | ||
| 334 | } | ||
| 335 | return false; | ||
| 336 | } | ||
| 337 | |||
| 338 | static void GAMEINPUT_InitialKeyboardReading(WIN_GameInputData *data, SDL_Window *window, GAMEINPUT_Device *device, IGameInputReading *reading) | ||
| 339 | { | ||
| 340 | Uint64 timestamp = SDL_US_TO_NS(IGameInputReading_GetTimestamp(reading) + data->timestamp_offset); | ||
| 341 | SDL_KeyboardID keyboardID = device->instance_id; | ||
| 342 | |||
| 343 | uint32_t max_keys = device->info->keyboardInfo->maxSimultaneousKeys; | ||
| 344 | GameInputKeyState *keys = SDL_stack_alloc(GameInputKeyState, max_keys); | ||
| 345 | if (!keys) { | ||
| 346 | return; | ||
| 347 | } | ||
| 348 | |||
| 349 | uint32_t num_keys = IGameInputReading_GetKeyState(reading, max_keys, keys); | ||
| 350 | if (!num_keys) { | ||
| 351 | // FIXME: We probably need to track key state by keyboardID | ||
| 352 | SDL_ResetKeyboard(); | ||
| 353 | return; | ||
| 354 | } | ||
| 355 | |||
| 356 | // Go through and send key up events for any key that's not held down | ||
| 357 | int num_scancodes; | ||
| 358 | const bool *keyboard_state = SDL_GetKeyboardState(&num_scancodes); | ||
| 359 | for (int i = 0; i < num_scancodes; ++i) { | ||
| 360 | if (keyboard_state[i] && !KeysHaveScancode(keys, num_keys, (SDL_Scancode)i)) { | ||
| 361 | SDL_SendKeyboardKey(timestamp, keyboardID, keys[i].scanCode, (SDL_Scancode)i, false); | ||
| 362 | } | ||
| 363 | } | ||
| 364 | |||
| 365 | // Go through and send key down events for any key that's held down | ||
| 366 | for (uint32_t i = 0; i < num_keys; ++i) { | ||
| 367 | SDL_SendKeyboardKey(timestamp, keyboardID, keys[i].scanCode, GetScancodeFromKeyState(&keys[i]), true); | ||
| 368 | } | ||
| 369 | } | ||
| 370 | |||
| 371 | #ifdef DEBUG_KEYS | ||
| 372 | static void DumpKeys(const char *prefix, GameInputKeyState *keys, uint32_t count) | ||
| 373 | { | ||
| 374 | SDL_Log("%s", prefix); | ||
| 375 | for (uint32_t i = 0; i < count; ++i) { | ||
| 376 | char str[5]; | ||
| 377 | *SDL_UCS4ToUTF8(keys[i].codePoint, str) = '\0'; | ||
| 378 | SDL_Log(" Key 0x%.2x (%s)", keys[i].scanCode, str); | ||
| 379 | } | ||
| 380 | } | ||
| 381 | #endif // DEBUG_KEYS | ||
| 382 | |||
| 383 | static void GAMEINPUT_HandleKeyboardDelta(WIN_GameInputData *data, SDL_Window *window, GAMEINPUT_Device *device, IGameInputReading *last_reading, IGameInputReading *reading) | ||
| 384 | { | ||
| 385 | Uint64 timestamp = SDL_US_TO_NS(IGameInputReading_GetTimestamp(reading) + data->timestamp_offset); | ||
| 386 | SDL_KeyboardID keyboardID = device->instance_id; | ||
| 387 | |||
| 388 | uint32_t max_keys = device->info->keyboardInfo->maxSimultaneousKeys; | ||
| 389 | GameInputKeyState *last = SDL_stack_alloc(GameInputKeyState, max_keys); | ||
| 390 | GameInputKeyState *keys = SDL_stack_alloc(GameInputKeyState, max_keys); | ||
| 391 | if (!last || !keys) { | ||
| 392 | return; | ||
| 393 | } | ||
| 394 | |||
| 395 | uint32_t index_last = 0; | ||
| 396 | uint32_t index_keys = 0; | ||
| 397 | uint32_t num_last = IGameInputReading_GetKeyState(last_reading, max_keys, last); | ||
| 398 | uint32_t num_keys = IGameInputReading_GetKeyState(reading, max_keys, keys); | ||
| 399 | #ifdef DEBUG_KEYS | ||
| 400 | SDL_Log("Timestamp: %llu", timestamp); | ||
| 401 | DumpKeys("Last keys:", last, num_last); | ||
| 402 | DumpKeys("New keys:", keys, num_keys); | ||
| 403 | #endif | ||
| 404 | while (index_last < num_last || index_keys < num_keys) { | ||
| 405 | if (index_last < num_last && index_keys < num_keys) { | ||
| 406 | if (last[index_last].scanCode == keys[index_keys].scanCode) { | ||
| 407 | // No change | ||
| 408 | ++index_last; | ||
| 409 | ++index_keys; | ||
| 410 | } else { | ||
| 411 | // This key was released | ||
| 412 | SDL_SendKeyboardKey(timestamp, keyboardID, last[index_last].scanCode, GetScancodeFromKeyState(&last[index_last]), false); | ||
| 413 | ++index_last; | ||
| 414 | } | ||
| 415 | } else if (index_last < num_last) { | ||
| 416 | // This key was released | ||
| 417 | SDL_SendKeyboardKey(timestamp, keyboardID, last[index_last].scanCode, GetScancodeFromKeyState(&last[index_last]), false); | ||
| 418 | ++index_last; | ||
| 419 | } else { | ||
| 420 | // This key was pressed | ||
| 421 | SDL_SendKeyboardKey(timestamp, keyboardID, keys[index_keys].scanCode, GetScancodeFromKeyState(&keys[index_keys]), true); | ||
| 422 | ++index_keys; | ||
| 423 | } | ||
| 424 | } | ||
| 425 | } | ||
| 426 | |||
| 427 | void WIN_UpdateGameInput(SDL_VideoDevice *_this) | ||
| 428 | { | ||
| 429 | WIN_GameInputData *data = _this->internal->gameinput_context; | ||
| 430 | |||
| 431 | SDL_LockMutex(data->lock); | ||
| 432 | { | ||
| 433 | // Key events and relative mouse motion both go to the window with keyboard focus | ||
| 434 | SDL_Window *window = SDL_GetKeyboardFocus(); | ||
| 435 | |||
| 436 | for (int i = 0; i < data->num_devices; ++i) { | ||
| 437 | GAMEINPUT_Device *device = data->devices[i]; | ||
| 438 | IGameInputReading *reading; | ||
| 439 | |||
| 440 | if (!device->registered) { | ||
| 441 | if (device->info->supportedInput & GameInputKindMouse) { | ||
| 442 | SDL_AddMouse(device->instance_id, device->name, true); | ||
| 443 | } | ||
| 444 | if (device->info->supportedInput & GameInputKindKeyboard) { | ||
| 445 | SDL_AddKeyboard(device->instance_id, device->name, true); | ||
| 446 | } | ||
| 447 | device->registered = true; | ||
| 448 | } | ||
| 449 | |||
| 450 | if (device->delete_requested) { | ||
| 451 | GAMEINPUT_InternalRemoveByIndex(data, i--); | ||
| 452 | continue; | ||
| 453 | } | ||
| 454 | |||
| 455 | if (!(device->info->supportedInput & data->enabled_input)) { | ||
| 456 | continue; | ||
| 457 | } | ||
| 458 | |||
| 459 | if (!window) { | ||
| 460 | continue; | ||
| 461 | } | ||
| 462 | |||
| 463 | if (data->enabled_input & GameInputKindMouse) { | ||
| 464 | if (device->last_mouse_reading) { | ||
| 465 | HRESULT hr; | ||
| 466 | while (SUCCEEDED(hr = IGameInput_GetNextReading(data->pGameInput, device->last_mouse_reading, GameInputKindMouse, device->pDevice, &reading))) { | ||
| 467 | GAMEINPUT_HandleMouseDelta(data, window, device, device->last_mouse_reading, reading); | ||
| 468 | IGameInputReading_Release(device->last_mouse_reading); | ||
| 469 | device->last_mouse_reading = reading; | ||
| 470 | } | ||
| 471 | if (hr != GAMEINPUT_E_READING_NOT_FOUND) { | ||
| 472 | if (SUCCEEDED(IGameInput_GetCurrentReading(data->pGameInput, GameInputKindMouse, device->pDevice, &reading))) { | ||
| 473 | GAMEINPUT_HandleMouseDelta(data, window, device, device->last_mouse_reading, reading); | ||
| 474 | IGameInputReading_Release(device->last_mouse_reading); | ||
| 475 | device->last_mouse_reading = reading; | ||
| 476 | } | ||
| 477 | } | ||
| 478 | } else { | ||
| 479 | if (SUCCEEDED(IGameInput_GetCurrentReading(data->pGameInput, GameInputKindMouse, device->pDevice, &reading))) { | ||
| 480 | GAMEINPUT_InitialMouseReading(data, window, device, reading); | ||
| 481 | device->last_mouse_reading = reading; | ||
| 482 | } | ||
| 483 | } | ||
| 484 | } | ||
| 485 | |||
| 486 | if (data->enabled_input & GameInputKindKeyboard) { | ||
| 487 | if (window->text_input_active) { | ||
| 488 | // Reset raw input while text input is active | ||
| 489 | if (device->last_keyboard_reading) { | ||
| 490 | IGameInputReading_Release(device->last_keyboard_reading); | ||
| 491 | device->last_keyboard_reading = NULL; | ||
| 492 | } | ||
| 493 | } else { | ||
| 494 | if (device->last_keyboard_reading) { | ||
| 495 | HRESULT hr; | ||
| 496 | while (SUCCEEDED(hr = IGameInput_GetNextReading(data->pGameInput, device->last_keyboard_reading, GameInputKindKeyboard, device->pDevice, &reading))) { | ||
| 497 | GAMEINPUT_HandleKeyboardDelta(data, window, device, device->last_keyboard_reading, reading); | ||
| 498 | IGameInputReading_Release(device->last_keyboard_reading); | ||
| 499 | device->last_keyboard_reading = reading; | ||
| 500 | } | ||
| 501 | if (hr != GAMEINPUT_E_READING_NOT_FOUND) { | ||
| 502 | if (SUCCEEDED(IGameInput_GetCurrentReading(data->pGameInput, GameInputKindKeyboard, device->pDevice, &reading))) { | ||
| 503 | GAMEINPUT_HandleKeyboardDelta(data, window, device, device->last_keyboard_reading, reading); | ||
| 504 | IGameInputReading_Release(device->last_keyboard_reading); | ||
| 505 | device->last_keyboard_reading = reading; | ||
| 506 | } | ||
| 507 | } | ||
| 508 | } else { | ||
| 509 | if (SUCCEEDED(IGameInput_GetCurrentReading(data->pGameInput, GameInputKindKeyboard, device->pDevice, &reading))) { | ||
| 510 | GAMEINPUT_InitialKeyboardReading(data, window, device, reading); | ||
| 511 | device->last_keyboard_reading = reading; | ||
| 512 | } | ||
| 513 | } | ||
| 514 | } | ||
| 515 | } | ||
| 516 | } | ||
| 517 | } | ||
| 518 | SDL_UnlockMutex(data->lock); | ||
| 519 | } | ||
| 520 | |||
| 521 | bool WIN_UpdateGameInputEnabled(SDL_VideoDevice *_this) | ||
| 522 | { | ||
| 523 | WIN_GameInputData *data = _this->internal->gameinput_context; | ||
| 524 | bool raw_mouse_enabled = _this->internal->raw_mouse_enabled; | ||
| 525 | bool raw_keyboard_enabled = _this->internal->raw_keyboard_enabled; | ||
| 526 | |||
| 527 | SDL_LockMutex(data->lock); | ||
| 528 | { | ||
| 529 | data->enabled_input = (raw_mouse_enabled ? GameInputKindMouse : GameInputKindUnknown) | | ||
| 530 | (raw_keyboard_enabled ? GameInputKindKeyboard : GameInputKindUnknown); | ||
| 531 | |||
| 532 | // Reset input if not enabled | ||
| 533 | for (int i = 0; i < data->num_devices; ++i) { | ||
| 534 | GAMEINPUT_Device *device = data->devices[i]; | ||
| 535 | |||
| 536 | if (device->last_mouse_reading && !raw_mouse_enabled) { | ||
| 537 | IGameInputReading_Release(device->last_mouse_reading); | ||
| 538 | device->last_mouse_reading = NULL; | ||
| 539 | } | ||
| 540 | |||
| 541 | if (device->last_keyboard_reading && !raw_keyboard_enabled) { | ||
| 542 | IGameInputReading_Release(device->last_keyboard_reading); | ||
| 543 | device->last_keyboard_reading = NULL; | ||
| 544 | } | ||
| 545 | } | ||
| 546 | } | ||
| 547 | SDL_UnlockMutex(data->lock); | ||
| 548 | |||
| 549 | return true; | ||
| 550 | } | ||
| 551 | |||
| 552 | void WIN_QuitGameInput(SDL_VideoDevice *_this) | ||
| 553 | { | ||
| 554 | WIN_GameInputData *data = _this->internal->gameinput_context; | ||
| 555 | |||
| 556 | if (!data) { | ||
| 557 | return; | ||
| 558 | } | ||
| 559 | |||
| 560 | if (data->pGameInput) { | ||
| 561 | // free the callback | ||
| 562 | if (data->gameinput_callback_token != GAMEINPUT_INVALID_CALLBACK_TOKEN_VALUE) { | ||
| 563 | IGameInput_UnregisterCallback(data->pGameInput, data->gameinput_callback_token, /*timeoutInUs:*/ 10000); | ||
| 564 | data->gameinput_callback_token = GAMEINPUT_INVALID_CALLBACK_TOKEN_VALUE; | ||
| 565 | } | ||
| 566 | |||
| 567 | // free the list | ||
| 568 | while (data->num_devices > 0) { | ||
| 569 | GAMEINPUT_InternalRemoveByIndex(data, 0); | ||
| 570 | } | ||
| 571 | |||
| 572 | IGameInput_Release(data->pGameInput); | ||
| 573 | data->pGameInput = NULL; | ||
| 574 | } | ||
| 575 | |||
| 576 | if (data->pGameInput) { | ||
| 577 | SDL_QuitGameInput(); | ||
| 578 | data->pGameInput = NULL; | ||
| 579 | } | ||
| 580 | |||
| 581 | if (data->lock) { | ||
| 582 | SDL_DestroyMutex(data->lock); | ||
| 583 | data->lock = NULL; | ||
| 584 | } | ||
| 585 | |||
| 586 | SDL_free(data); | ||
| 587 | _this->internal->gameinput_context = NULL; | ||
| 588 | } | ||
| 589 | |||
| 590 | #else // !HAVE_GAMEINPUT_H | ||
| 591 | |||
| 592 | bool WIN_InitGameInput(SDL_VideoDevice* _this) | ||
| 593 | { | ||
| 594 | return SDL_Unsupported(); | ||
| 595 | } | ||
| 596 | |||
| 597 | bool WIN_UpdateGameInputEnabled(SDL_VideoDevice *_this) | ||
| 598 | { | ||
| 599 | return SDL_Unsupported(); | ||
| 600 | } | ||
| 601 | |||
| 602 | void WIN_UpdateGameInput(SDL_VideoDevice* _this) | ||
| 603 | { | ||
| 604 | return; | ||
| 605 | } | ||
| 606 | |||
| 607 | void WIN_QuitGameInput(SDL_VideoDevice* _this) | ||
| 608 | { | ||
| 609 | return; | ||
| 610 | } | ||
| 611 | |||
| 612 | #endif // HAVE_GAMEINPUT_H | ||
