tge/engine/platformX86UNIX/x86UNIXInputManager.h
2025-02-17 23:17:30 -06:00

176 lines
4.8 KiB
C++
Executable File

//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#ifndef _X86UNIXINPUTMANAGER_H_
#define _X86UNIXINPUTMANAGER_H_
#include "core/tVector.h"
#include "platform/platformInput.h"
#include "platformX86UNIX/platformX86UNIX.h"
#include <SDL/SDL_events.h>
#define NUM_KEYS ( KEY_OEM_102 + 1 )
#define KEY_FIRST KEY_ESCAPE
struct AsciiData
{
struct KeyData
{
U16 ascii;
bool isDeadChar;
};
KeyData upper;
KeyData lower;
KeyData goofy;
};
typedef struct _SDL_Joystick;
struct JoystickAxisInfo
{
S32 type;
S32 minValue;
S32 maxValue;
};
//------------------------------------------------------------------------------
class JoystickInputDevice : public InputDevice
{
public:
JoystickInputDevice(U8 deviceID);
~JoystickInputDevice();
bool activate();
bool deactivate();
bool isActive() { return( mActive ); }
U8 getDeviceType() { return( JoystickDeviceType ); }
U8 getDeviceID() { return( mDeviceID ); }
const char* getName();
const char* getJoystickAxesString();
void loadJoystickInfo();
void loadAxisInfo();
JoystickAxisInfo& getAxisInfo(int axisNum) { return mAxisList[axisNum]; }
bool process();
void reset();
private:
bool mActive;
U8 mDeviceID;
SDL_Joystick* mStick;
Vector<JoystickAxisInfo> mAxisList;
Vector<bool> mButtonState;
Vector<U8> mHatState;
S32 mNumAxes;
S32 mNumButtons;
S32 mNumHats;
S32 mNumBalls;
};
//------------------------------------------------------------------------------
class UInputManager : public InputManager
{
friend bool JoystickInputDevice::process(); // for joystick event funcs
friend void JoystickInputDevice::reset();
public:
UInputManager();
void init();
bool enable();
void disable();
void activate();
void deactivate();
void setWindowLocked(bool locked);
bool isActive() { return( mActive ); }
void onDeleteNotify( SimObject* object );
bool onAdd();
void onRemove();
void process();
bool enableKeyboard();
void disableKeyboard();
bool isKeyboardEnabled() { return( mKeyboardEnabled ); }
bool activateKeyboard();
void deactivateKeyboard();
bool isKeyboardActive() { return( mKeyboardActive ); }
bool enableMouse();
void disableMouse();
bool isMouseEnabled() { return( mMouseEnabled ); }
bool activateMouse();
void deactivateMouse();
bool isMouseActive() { return( mMouseActive ); }
bool enableJoystick();
void disableJoystick();
bool isJoystickEnabled() { return( mJoystickEnabled ); }
bool activateJoystick();
void deactivateJoystick();
bool isJoystickActive() { return( mJoystickActive ); }
void setLocking(bool enabled);
bool getLocking() { return mLocking; }
const char* getJoystickAxesString( U32 deviceID );
bool joystickDetected() { return mJoystickList.size() > 0; }
private:
typedef SimGroup Parent;
// the following vector is just for quick access during event processing.
// it does not manage the cleanup of the JoystickInputDevice objects
Vector<JoystickInputDevice*> mJoystickList;
bool mKeyboardEnabled;
bool mMouseEnabled;
bool mJoystickEnabled;
bool mKeyboardActive;
bool mMouseActive;
bool mJoystickActive;
bool mActive;
// Device state variables
S32 mModifierKeys;
bool mKeyboardState[256];
bool mMouseButtonState[3];
// last mousex and y are maintained when window is unlocked
S32 mLastMouseX;
S32 mLastMouseY;
void initJoystick();
void resetKeyboardState();
void resetMouseState();
void resetInputState();
void lockInput();
void unlockInput();
bool mLocking;
void joyHatEvent(U8 deviceID, U8 hatNum,
U8 prevHatState, U8 currHatState);
void joyButtonEvent(U8 deviceID, U8 buttonNum, bool pressed);
void joyButtonEvent(const SDL_Event& event);
void joyAxisEvent(const SDL_Event& event);
void joyAxisEvent(U8 deviceID, U8 axisNum, S16 axisValue);
void mouseButtonEvent(const SDL_Event& event);
void mouseMotionEvent(const SDL_Event& event);
void keyEvent(const SDL_Event& event);
bool processKeyEvent(InputEvent &event);
};
#endif // _H_X86UNIXINPUTMANAGER_