minetest/irr/src/CIrrDeviceSDL.h
grorp 9a1501ae89
CIrrDeviceSDL: Fix numpad key events not having correct KeyInput.Char (#14780)
Allows you to change viewing range using numpad +/- again. This fix also works with the current unreleased version of SDL 3.

The keycodes for numpad keys (both SDL keycodes and Irrlicht keycodes) are not the same as the keycodes for the equivalent non-numpad keys and don't correspond to chars, so I mapped them to chars manually.

Since I think the resolution of https://github.com/minetest/minetest/issues/13770 was "just disable numlock", I made sure to only do this for the numpad number keys if numlock is enabled.
2024-06-27 14:44:44 +02:00

340 lines
8.4 KiB
C++

// Copyright (C) 2002-2012 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
// This device code is based on the original SDL device implementation
// contributed by Shane Parker (sirshane).
#pragma once
#ifdef _IRR_COMPILE_WITH_SDL_DEVICE_
#include "IrrlichtDevice.h"
#include "CIrrDeviceStub.h"
#include "ICursorControl.h"
#ifdef _IRR_EMSCRIPTEN_PLATFORM_
#include <emscripten/html5.h>
#endif
#include <SDL.h>
// DirectFB is removed in SDL3, thou distribution as Alpine currently ships SDL2
// with enabled DirectFB, but requiring another fix at a top of SDL2.
// We don't need DirectFB in Irrlicht/Minetest, so simply disable it here to prevent issues.
#undef SDL_VIDEO_DRIVER_DIRECTFB
#include <SDL_syswm.h>
#include <memory>
namespace irr
{
class CIrrDeviceSDL : public CIrrDeviceStub
{
public:
//! constructor
CIrrDeviceSDL(const SIrrlichtCreationParameters &param);
//! destructor
virtual ~CIrrDeviceSDL();
//! runs the device. Returns false if device wants to be deleted
bool run() override;
//! pause execution temporarily
void yield() override;
//! pause execution for a specified time
void sleep(u32 timeMs, bool pauseTimer) override;
//! sets the caption of the window
void setWindowCaption(const wchar_t *text) override;
//! Sets the window icon.
bool setWindowIcon(const video::IImage *img) override;
//! returns if window is active. if not, nothing need to be drawn
bool isWindowActive() const override;
//! returns if window has focus.
bool isWindowFocused() const override;
//! returns if window is minimized.
bool isWindowMinimized() const override;
//! returns color format of the window.
video::ECOLOR_FORMAT getColorFormat() const override;
//! notifies the device that it should close itself
void closeDevice() override;
//! Sets if the window should be resizable in windowed mode.
void setResizable(bool resize = false) override;
//! Minimizes the window.
void minimizeWindow() override;
//! Maximizes the window.
void maximizeWindow() override;
//! Restores the window size.
void restoreWindow() override;
//! Checks if the window is maximized.
bool isWindowMaximized() const override;
//! Checks if the Irrlicht window is running in fullscreen mode
/** \return True if window is fullscreen. */
bool isFullscreen() const override;
//! Enables or disables fullscreen mode.
/** \return True on success. */
bool setFullscreen(bool fullscreen) override;
//! Checks if the window could possibly be visible.
bool isWindowVisible() const override;
//! Get the position of this window on screen
core::position2di getWindowPosition() override;
//! Activate any joysticks, and generate events for them.
bool activateJoysticks(core::array<SJoystickInfo> &joystickInfo) override;
//! Get the device type
E_DEVICE_TYPE getType() const override
{
return EIDT_SDL;
}
//! Get the display density in dots per inch.
float getDisplayDensity() const override;
void SwapWindow();
//! Implementation of the linux cursor control
class CCursorControl : public gui::ICursorControl
{
public:
CCursorControl(CIrrDeviceSDL *dev) :
Device(dev), IsVisible(true)
{
initCursors();
}
//! Changes the visible state of the mouse cursor.
void setVisible(bool visible) override
{
IsVisible = visible;
if (visible)
SDL_ShowCursor(SDL_ENABLE);
else {
SDL_ShowCursor(SDL_DISABLE);
}
}
//! Returns if the cursor is currently visible.
bool isVisible() const override
{
return IsVisible;
}
//! Sets the new position of the cursor.
void setPosition(const core::position2d<f32> &pos) override
{
setPosition(pos.X, pos.Y);
}
//! Sets the new position of the cursor.
void setPosition(f32 x, f32 y) override
{
setPosition((s32)(x * Device->Width), (s32)(y * Device->Height));
}
//! Sets the new position of the cursor.
void setPosition(const core::position2d<s32> &pos) override
{
setPosition(pos.X, pos.Y);
}
//! Sets the new position of the cursor.
void setPosition(s32 x, s32 y) override
{
SDL_WarpMouseInWindow(Device->Window,
x / Device->ScaleX, y / Device->ScaleY);
if (SDL_GetRelativeMouseMode()) {
// There won't be an event for this warp (details on libsdl-org/SDL/issues/6034)
Device->MouseX = x;
Device->MouseY = y;
}
}
//! Returns the current position of the mouse cursor.
const core::position2d<s32> &getPosition(bool updateCursor) override
{
if (updateCursor)
updateCursorPos();
return CursorPos;
}
//! Returns the current position of the mouse cursor.
core::position2d<f32> getRelativePosition(bool updateCursor) override
{
if (updateCursor)
updateCursorPos();
return core::position2d<f32>(CursorPos.X / (f32)Device->Width,
CursorPos.Y / (f32)Device->Height);
}
void setReferenceRect(core::rect<s32> *rect = 0) override
{
}
virtual void setRelativeMode(bool relative) _IRR_OVERRIDE_
{
// Only change it when necessary, as it flushes mouse motion when enabled
if (relative != SDL_GetRelativeMouseMode()) {
if (relative)
SDL_SetRelativeMouseMode(SDL_TRUE);
else
SDL_SetRelativeMouseMode(SDL_FALSE);
}
}
void setActiveIcon(gui::ECURSOR_ICON iconId) override
{
ActiveIcon = iconId;
if (iconId > Cursors.size() || !Cursors[iconId]) {
iconId = gui::ECI_NORMAL;
if (iconId > Cursors.size() || !Cursors[iconId])
return;
}
SDL_SetCursor(Cursors[iconId].get());
}
gui::ECURSOR_ICON getActiveIcon() const override
{
return ActiveIcon;
}
private:
void updateCursorPos()
{
#ifdef _IRR_EMSCRIPTEN_PLATFORM_
EmscriptenPointerlockChangeEvent pointerlockStatus; // let's hope that test is not expensive ...
if (emscripten_get_pointerlock_status(&pointerlockStatus) == EMSCRIPTEN_RESULT_SUCCESS) {
if (pointerlockStatus.isActive) {
CursorPos.X += Device->MouseXRel;
CursorPos.Y += Device->MouseYRel;
Device->MouseXRel = 0;
Device->MouseYRel = 0;
} else {
CursorPos.X = Device->MouseX;
CursorPos.Y = Device->MouseY;
}
}
#else
CursorPos.X = Device->MouseX;
CursorPos.Y = Device->MouseY;
if (CursorPos.X < 0)
CursorPos.X = 0;
if (CursorPos.X > (s32)Device->Width)
CursorPos.X = Device->Width;
if (CursorPos.Y < 0)
CursorPos.Y = 0;
if (CursorPos.Y > (s32)Device->Height)
CursorPos.Y = Device->Height;
#endif
}
void initCursors();
CIrrDeviceSDL *Device;
core::position2d<s32> CursorPos;
bool IsVisible;
struct CursorDeleter
{
void operator()(SDL_Cursor *ptr)
{
if (ptr)
SDL_FreeCursor(ptr);
}
};
std::vector<std::unique_ptr<SDL_Cursor, CursorDeleter>> Cursors;
gui::ECURSOR_ICON ActiveIcon = gui::ECURSOR_ICON::ECI_NORMAL;
};
private:
#ifdef _IRR_EMSCRIPTEN_PLATFORM_
static EM_BOOL MouseUpDownCallback(int eventType, const EmscriptenMouseEvent *event, void *userData);
static EM_BOOL MouseEnterCallback(int eventType, const EmscriptenMouseEvent *mouseEvent, void *userData);
static EM_BOOL MouseLeaveCallback(int eventType, const EmscriptenMouseEvent *mouseEvent, void *userData);
#endif
// Check if a key is a known special character with no side effects on text boxes.
static bool keyIsKnownSpecial(EKEY_CODE irrlichtKey);
// Return the Char that should be sent to Irrlicht for the given key (either the one passed in or 0).
static int findCharToPassToIrrlicht(uint32_t sdlKey, EKEY_CODE irrlichtKey, bool numlock);
// Check if a text box is in focus. Enable or disable SDL_TEXTINPUT events only if in focus.
void resetReceiveTextInputEvents();
//! create the driver
void createDriver();
bool createWindow();
bool createWindowWithContext();
void createKeyMap();
void logAttributes();
SDL_GLContext Context;
SDL_Window *Window;
#if defined(_IRR_COMPILE_WITH_JOYSTICK_EVENTS_)
core::array<SDL_Joystick *> Joysticks;
#endif
s32 MouseX, MouseY;
s32 MouseXRel, MouseYRel;
u32 MouseButtonStates;
u32 Width, Height;
f32 ScaleX = 1.0f, ScaleY = 1.0f;
void updateSizeAndScale();
bool Resizable;
static u32 getFullscreenFlag(bool fullscreen);
core::rect<s32> lastElemPos;
struct SKeyMap
{
SKeyMap() {}
SKeyMap(s32 x11, s32 win32) :
SDLKey(x11), Win32Key(win32)
{
}
s32 SDLKey;
s32 Win32Key;
bool operator<(const SKeyMap &o) const
{
return SDLKey < o.SDLKey;
}
};
core::array<SKeyMap> KeyMap;
SDL_SysWMinfo Info;
s32 CurrentTouchCount;
bool IsInBackground;
};
} // end namespace irr
#endif // _IRR_COMPILE_WITH_SDL_DEVICE_