Show More
Commit Description:
Only scroll after a slight delay....
Commit Description:
Only scroll after a slight delay.
Wait about 1/3 of a second before beginning to scroll. Otherwise it becomes too
easy to trigger by mistake when mousing over to the toolbar.
References:
File last commit:
Show/Diff file:
Action:
FNA/src/FNAPlatform/SDL2_FNAPlatform.cs
2814 lines | 88.1 KiB | text/x-csharp | CSharpLexer
2814 lines | 88.1 KiB | text/x-csharp | CSharpLexer
r0 | #region License | |||
/* FNA - XNA4 Reimplementation for Desktop Platforms | ||||
r690 | * Copyright 2009-2022 Ethan Lee and the MonoGame Team | |||
r0 | * | |||
* Released under the Microsoft Public License. | ||||
* See LICENSE for details. | ||||
*/ | ||||
#endregion | ||||
#region Using Statements | ||||
using System; | ||||
using System.IO; | ||||
using System.Text; | ||||
using System.Collections.Generic; | ||||
using System.Runtime.InteropServices; | ||||
using SDL2; | ||||
using Microsoft.Xna.Framework.Graphics; | ||||
using Microsoft.Xna.Framework.Audio; | ||||
using Microsoft.Xna.Framework.Input; | ||||
using Microsoft.Xna.Framework.Input.Touch; | ||||
#endregion | ||||
namespace Microsoft.Xna.Framework | ||||
{ | ||||
internal static class SDL2_FNAPlatform | ||||
{ | ||||
#region Static Constants | ||||
private static string OSVersion; | ||||
private static readonly bool UseScancodes = Environment.GetEnvironmentVariable( | ||||
"FNA_KEYBOARD_USE_SCANCODES" | ||||
) == "1"; | ||||
private static bool SupportsGlobalMouse; | ||||
#endregion | ||||
#region Game Objects | ||||
/* This is needed for asynchronous window events */ | ||||
private static List<Game> activeGames = new List<Game>(); | ||||
#endregion | ||||
#region Init/Exit Methods | ||||
public static string ProgramInit(LaunchParameters args) | ||||
{ | ||||
// This is how we can weed out cases where fnalibs is missing | ||||
try | ||||
{ | ||||
OSVersion = SDL.SDL_GetPlatform(); | ||||
} | ||||
r690 | catch(DllNotFoundException) | |||
r0 | { | |||
FNALoggerEXT.LogError( | ||||
"SDL2 was not found! Do you have fnalibs?" | ||||
); | ||||
r690 | throw; | |||
} | ||||
catch(BadImageFormatException e) | ||||
{ | ||||
string error = string.Format( | ||||
"This process is {0}-bit, the DLL is {1}-bit!", | ||||
(IntPtr.Size == 4) ? "32" : "64", | ||||
(IntPtr.Size == 4) ? "64" : "32" | ||||
); | ||||
FNALoggerEXT.LogError(error); | ||||
throw new BadImageFormatException(error, e); | ||||
r0 | } | |||
/* SDL2 might complain if an OS that uses SDL_main has not actually | ||||
* used SDL_main by the time you initialize SDL2. | ||||
* The only platform that is affected is Windows, but we can skip | ||||
* their WinMain. This was only added to prevent iOS from exploding. | ||||
* -flibit | ||||
*/ | ||||
SDL.SDL_SetMainReady(); | ||||
// Also, Windows is an idiot. -flibit | ||||
if ( OSVersion.Equals("Windows") || | ||||
OSVersion.Equals("WinRT") ) | ||||
{ | ||||
// Visual Studio is an idiot. | ||||
if (System.Diagnostics.Debugger.IsAttached) | ||||
{ | ||||
SDL.SDL_SetHint( | ||||
SDL.SDL_HINT_WINDOWS_DISABLE_THREAD_NAMING, | ||||
"1" | ||||
); | ||||
} | ||||
/* Windows has terrible event pumping and doesn't give us | ||||
* WM_PAINT events correctly. So we get to do this! | ||||
* -flibit | ||||
*/ | ||||
r690 | IntPtr prevUserData; | |||
SDL.SDL_GetEventFilter( | ||||
out prevEventFilter, | ||||
out prevUserData | ||||
); | ||||
r0 | SDL.SDL_SetEventFilter( | |||
win32OnPaint, | ||||
r690 | prevUserData | |||
r0 | ); | |||
} | ||||
/* Mount TitleLocation.Path */ | ||||
string titleLocation = GetBaseDirectory(); | ||||
// If available, load the SDL_GameControllerDB | ||||
string mappingsDB = Path.Combine( | ||||
titleLocation, | ||||
"gamecontrollerdb.txt" | ||||
); | ||||
if (File.Exists(mappingsDB)) | ||||
{ | ||||
r690 | SDL.SDL_SetHint( | |||
SDL.SDL_HINT_GAMECONTROLLERCONFIG_FILE, | ||||
r0 | mappingsDB | |||
); | ||||
} | ||||
r690 | /* By default, assume physical layout, since XNA games mostly assume XInput. | |||
* This used to be more flexible until Steam decided to enforce the variable | ||||
* that already had their desired value as the default (big surprise). | ||||
* | ||||
* TL;DR: Suck my ass, Steam | ||||
* | ||||
* -flibit | ||||
*/ | ||||
string useLabels = (Environment.GetEnvironmentVariable( | ||||
"FNA_GAMEPAD_IGNORE_PHYSICAL_LAYOUT" | ||||
) == "1") ? "1" : "0"; | ||||
SDL.SDL_SetHintWithPriority( | ||||
SDL.SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS, | ||||
useLabels, | ||||
SDL.SDL_HintPriority.SDL_HINT_OVERRIDE | ||||
); | ||||
// Are you even surprised this is necessary? | ||||
if (Environment.GetEnvironmentVariable("FNA_NUKE_STEAM_INPUT") == "1") | ||||
{ | ||||
SDL.SDL_SetHintWithPriority( | ||||
"SDL_GAMECONTROLLER_IGNORE_DEVICES", | ||||
"0x28DE/0x11FF", | ||||
SDL.SDL_HintPriority.SDL_HINT_OVERRIDE | ||||
); | ||||
SDL.SDL_SetHintWithPriority( | ||||
"SDL_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT", | ||||
"", | ||||
SDL.SDL_HintPriority.SDL_HINT_OVERRIDE | ||||
); | ||||
// This should be redundant, but who knows... | ||||
SDL.SDL_SetHintWithPriority( | ||||
"SDL_GAMECONTROLLER_ALLOW_STEAM_VIRTUAL_GAMEPAD", | ||||
"0", | ||||
SDL.SDL_HintPriority.SDL_HINT_OVERRIDE | ||||
); | ||||
} | ||||
r0 | // Built-in SDL2 command line arguments | |||
string arg; | ||||
if (args.TryGetValue("glprofile", out arg)) | ||||
{ | ||||
if (arg == "es3") | ||||
{ | ||||
Environment.SetEnvironmentVariable( | ||||
r690 | "FNA3D_OPENGL_FORCE_ES3", | |||
r0 | "1" | |||
); | ||||
} | ||||
else if (arg == "core") | ||||
{ | ||||
Environment.SetEnvironmentVariable( | ||||
r690 | "FNA3D_OPENGL_FORCE_CORE_PROFILE", | |||
r0 | "1" | |||
); | ||||
} | ||||
else if (arg == "compatibility") | ||||
{ | ||||
Environment.SetEnvironmentVariable( | ||||
r690 | "FNA3D_OPENGL_FORCE_COMPATIBILITY_PROFILE", | |||
r0 | "1" | |||
); | ||||
} | ||||
} | ||||
if (args.TryGetValue("angle", out arg) && arg == "1") | ||||
{ | ||||
Environment.SetEnvironmentVariable( | ||||
r690 | "FNA3D_OPENGL_FORCE_ES3", | |||
r0 | "1" | |||
); | ||||
Environment.SetEnvironmentVariable( | ||||
"SDL_OPENGL_ES_DRIVER", | ||||
"1" | ||||
); | ||||
} | ||||
r690 | if (args.TryGetValue("forcemailboxvsync", out arg) && arg == "1") | |||
{ | ||||
Environment.SetEnvironmentVariable( | ||||
"FNA3D_VULKAN_FORCE_MAILBOX_VSYNC", | ||||
"1" | ||||
); | ||||
} | ||||
r0 | ||||
// This _should_ be the first real SDL call we make... | ||||
r690 | if (SDL.SDL_Init( | |||
r0 | SDL.SDL_INIT_VIDEO | | |||
r690 | SDL.SDL_INIT_GAMECONTROLLER | |||
) != 0) | ||||
{ | ||||
throw new Exception("SDL_Init failed: " + SDL.SDL_GetError()); | ||||
} | ||||
string videoDriver = SDL.SDL_GetCurrentVideoDriver(); | ||||
/* A number of platforms don't support global mouse, but | ||||
* this really only matters on desktop where the game | ||||
* screen may not be covering the whole display. | ||||
*/ | ||||
SupportsGlobalMouse = ( OSVersion.Equals("Windows") || | ||||
OSVersion.Equals("Mac OS X") || | ||||
videoDriver.Equals("x11") ); | ||||
/* High-DPI is really annoying and only some platforms | ||||
* actually let you control the drawable surface. | ||||
*/ | ||||
if ( !videoDriver.Equals("wayland") && | ||||
!videoDriver.Equals("cocoa") && | ||||
!videoDriver.Equals("uikit") ) | ||||
{ | ||||
/* Note that this is NOT an override. | ||||
* We can be overruled, just in case. | ||||
*/ | ||||
SDL.SDL_SetHintWithPriority( | ||||
SDL.SDL_HINT_VIDEO_HIGHDPI_DISABLED, | ||||
"1", | ||||
SDL.SDL_HintPriority.SDL_HINT_NORMAL | ||||
); | ||||
} | ||||
/* We need to change the Windows default here, as the | ||||
* display server does not seem to handle focus changes | ||||
* gracefully like Wayland (and even X11) do. If for | ||||
* _any_ reason focus changes we need to minimize, | ||||
* because the alternative is having a window up front | ||||
* that has no focus and therefore gets no events, and | ||||
* the user (rightfully) will have no idea why. | ||||
* -flibit | ||||
*/ | ||||
if ( OSVersion.Equals("Windows") || | ||||
OSVersion.Equals("WinRT") ) | ||||
{ | ||||
SDL.SDL_SetHint( | ||||
SDL.SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS, | ||||
"1" | ||||
); | ||||
} | ||||
r0 | ||||
// Set any hints to match XNA4 behavior... | ||||
string hint = SDL.SDL_GetHint(SDL.SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS); | ||||
if (String.IsNullOrEmpty(hint)) | ||||
{ | ||||
SDL.SDL_SetHint( | ||||
SDL.SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS, | ||||
"1" | ||||
); | ||||
} | ||||
SDL.SDL_SetHint( | ||||
SDL.SDL_HINT_ORIENTATIONS, | ||||
"LandscapeLeft LandscapeRight Portrait" | ||||
); | ||||
// We want to initialize the controllers ASAP! | ||||
SDL.SDL_Event[] evt = new SDL.SDL_Event[1]; | ||||
SDL.SDL_PumpEvents(); | ||||
while (SDL.SDL_PeepEvents( | ||||
evt, | ||||
1, | ||||
SDL.SDL_eventaction.SDL_GETEVENT, | ||||
SDL.SDL_EventType.SDL_CONTROLLERDEVICEADDED, | ||||
SDL.SDL_EventType.SDL_CONTROLLERDEVICEADDED | ||||
) == 1) { | ||||
INTERNAL_AddInstance(evt[0].cdevice.which); | ||||
} | ||||
r690 | /* Minimal, Portable, SDL-based Tesla Splash. | |||
* Copyright (c) 2022 Ethan Lee | ||||
* Released under the zlib license: | ||||
* https://www.zlib.net/zlib_license.html | ||||
* | ||||
* FIXME: SteamTesla is a guess based on SteamTenfoot/SteamDeck! | ||||
* | ||||
* Image: https://flibitijibibo.com/tesla.bmp | ||||
* As you can see, this only works if the image is in | ||||
* the title root, so this isn't being forced on anyone. | ||||
* | ||||
* Elon: I'll delete this code for $10M USD after taxes! | ||||
* Love, flibit | ||||
*/ | ||||
if (SDL.SDL_GetHint("SteamTesla") == "1") | ||||
{ | ||||
IntPtr bmp = SDL.SDL_LoadBMP("tesla.bmp"); | ||||
if (bmp != IntPtr.Zero) | ||||
{ | ||||
int width, height; | ||||
unsafe | ||||
{ | ||||
SDL.SDL_Surface *surface = (SDL.SDL_Surface*) bmp; | ||||
width = surface->w; | ||||
height = surface->h; | ||||
} | ||||
IntPtr window = SDL.SDL_CreateWindow(null, 0, 0, width, height, 0); | ||||
if (window != IntPtr.Zero) | ||||
{ | ||||
ulong target = SDL.SDL_GetTicks64() + 2000; | ||||
do | ||||
{ | ||||
/* Note that we're not polling events here, we would prefer | ||||
* that these events go to the actual game instead! | ||||
* | ||||
* Also note that we're getting/blitting each frame, since | ||||
* certain OS events can invalidate it (usually resizes?). | ||||
*/ | ||||
IntPtr windowSurface = SDL.SDL_GetWindowSurface(window); | ||||
SDL.SDL_BlitSurface(bmp, IntPtr.Zero, windowSurface, IntPtr.Zero); | ||||
SDL.SDL_UpdateWindowSurface(window); | ||||
} while ((long) (SDL.SDL_GetTicks64() - target) <= 0); | ||||
SDL.SDL_DestroyWindow(window); | ||||
} | ||||
SDL.SDL_FreeSurface(bmp); | ||||
} | ||||
} | ||||
r0 | return titleLocation; | |||
} | ||||
public static void ProgramExit(object sender, EventArgs e) | ||||
{ | ||||
AudioEngine.ProgramExiting = true; | ||||
if (SoundEffect.FAudioContext.Context != null) | ||||
{ | ||||
SoundEffect.FAudioContext.Context.Dispose(); | ||||
} | ||||
Media.MediaPlayer.DisposeIfNecessary(); | ||||
// This _should_ be the last SDL call we make... | ||||
SDL.SDL_Quit(); | ||||
} | ||||
#endregion | ||||
#region Window Methods | ||||
public static GameWindow CreateWindow() | ||||
{ | ||||
// Set and initialize the SDL2 window | ||||
SDL.SDL_WindowFlags initFlags = ( | ||||
SDL.SDL_WindowFlags.SDL_WINDOW_HIDDEN | | ||||
SDL.SDL_WindowFlags.SDL_WINDOW_INPUT_FOCUS | | ||||
SDL.SDL_WindowFlags.SDL_WINDOW_MOUSE_FOCUS | ||||
r690 | ) | (SDL.SDL_WindowFlags) FNA3D.FNA3D_PrepareWindowAttributes(); | |||
r0 | ||||
r690 | if ((initFlags & SDL.SDL_WindowFlags.SDL_WINDOW_VULKAN) == SDL.SDL_WindowFlags.SDL_WINDOW_VULKAN) | |||
r0 | { | |||
r690 | string cachePath = SDL.SDL_GetHint( | |||
"FNA3D_VULKAN_PIPELINE_CACHE_FILE_NAME" | ||||
); | ||||
if (cachePath == null) // Empty is a valid value | ||||
r0 | { | |||
r690 | if ( OSVersion.Equals("Windows") || | |||
OSVersion.Equals("Mac OS X") || | ||||
OSVersion.Equals("Linux") || | ||||
OSVersion.Equals("FreeBSD") || | ||||
OSVersion.Equals("OpenBSD") || | ||||
OSVersion.Equals("NetBSD") ) | ||||
{ | ||||
#if DEBUG // Save pipeline cache files to the base directory for debug builds | ||||
cachePath = "FNA3D_Vulkan_PipelineCache.blob"; | ||||
#else | ||||
string exeName = Path.GetFileNameWithoutExtension( | ||||
AppDomain.CurrentDomain.FriendlyName | ||||
).Replace(".vshost", ""); | ||||
cachePath = Path.Combine( | ||||
SDL.SDL_GetPrefPath(null, "FNA3D"), | ||||
exeName + "_Vulkan_PipelineCache.blob" | ||||
); | ||||
#endif | ||||
} | ||||
else | ||||
{ | ||||
/* For all non-desktop targets, disable | ||||
* the pipeline cache. There is usually | ||||
* some specialized path you have to | ||||
* take to use pipeline cache files, so | ||||
* developers will have to do things the | ||||
* hard way over there. | ||||
*/ | ||||
cachePath = string.Empty; | ||||
} | ||||
SDL.SDL_SetHint( | ||||
"FNA3D_VULKAN_PIPELINE_CACHE_FILE_NAME", | ||||
cachePath | ||||
); | ||||
r0 | } | |||
} | ||||
if (Environment.GetEnvironmentVariable("FNA_GRAPHICS_ENABLE_HIGHDPI") == "1") | ||||
{ | ||||
initFlags |= SDL.SDL_WindowFlags.SDL_WINDOW_ALLOW_HIGHDPI; | ||||
} | ||||
string title = MonoGame.Utilities.AssemblyHelper.GetDefaultWindowTitle(); | ||||
IntPtr window = SDL.SDL_CreateWindow( | ||||
title, | ||||
SDL.SDL_WINDOWPOS_CENTERED, | ||||
SDL.SDL_WINDOWPOS_CENTERED, | ||||
GraphicsDeviceManager.DefaultBackBufferWidth, | ||||
GraphicsDeviceManager.DefaultBackBufferHeight, | ||||
initFlags | ||||
); | ||||
if (window == IntPtr.Zero) | ||||
{ | ||||
/* If this happens, the GL attributes were | ||||
* rejected by the platform. This is EXTREMELY | ||||
* rare (unless you're on Android, of course). | ||||
*/ | ||||
throw new NoSuitableGraphicsDeviceException( | ||||
SDL.SDL_GetError() | ||||
); | ||||
} | ||||
INTERNAL_SetIcon(window, title); | ||||
// Disable the screensaver. | ||||
SDL.SDL_DisableScreenSaver(); | ||||
// We hide the mouse cursor by default. | ||||
OnIsMouseVisibleChanged(false); | ||||
/* If high DPI is not found, unset the HIGHDPI var. | ||||
* This is our way to communicate that it failed... | ||||
* -flibit | ||||
*/ | ||||
r690 | initFlags = (SDL.SDL_WindowFlags) SDL.SDL_GetWindowFlags(window); | |||
if ((initFlags & SDL.SDL_WindowFlags.SDL_WINDOW_ALLOW_HIGHDPI) == 0) | ||||
r0 | { | |||
Environment.SetEnvironmentVariable("FNA_GRAPHICS_ENABLE_HIGHDPI", "0"); | ||||
} | ||||
return new FNAWindow( | ||||
window, | ||||
@"\\.\DISPLAY" + ( | ||||
SDL.SDL_GetWindowDisplayIndex(window) + 1 | ||||
).ToString() | ||||
); | ||||
} | ||||
public static void DisposeWindow(GameWindow window) | ||||
{ | ||||
/* Some window managers might try to minimize the window as we're | ||||
* destroying it. This looks pretty stupid and could cause problems, | ||||
* so set this hint right before we destroy everything. | ||||
* -flibit | ||||
*/ | ||||
SDL.SDL_SetHintWithPriority( | ||||
SDL.SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS, | ||||
"0", | ||||
SDL.SDL_HintPriority.SDL_HINT_OVERRIDE | ||||
); | ||||
if (Mouse.WindowHandle == window.Handle) | ||||
{ | ||||
Mouse.WindowHandle = IntPtr.Zero; | ||||
} | ||||
if (TouchPanel.WindowHandle == window.Handle) | ||||
{ | ||||
TouchPanel.WindowHandle = IntPtr.Zero; | ||||
} | ||||
SDL.SDL_DestroyWindow(window.Handle); | ||||
} | ||||
public static void ApplyWindowChanges( | ||||
IntPtr window, | ||||
int clientWidth, | ||||
int clientHeight, | ||||
bool wantsFullscreen, | ||||
string screenDeviceName, | ||||
ref string resultDeviceName | ||||
) { | ||||
bool center = false; | ||||
r690 | ||||
/* The drawable size is now the primary width/height, so | ||||
* the window needs to accommodate the GL viewport. | ||||
* -flibit | ||||
*/ | ||||
ScaleForWindow(window, false, ref clientWidth, ref clientHeight); | ||||
r0 | ||||
// When windowed, set the size before moving | ||||
if (!wantsFullscreen) | ||||
{ | ||||
bool resize = false; | ||||
if ((SDL.SDL_GetWindowFlags(window) & (uint) SDL.SDL_WindowFlags.SDL_WINDOW_FULLSCREEN) != 0) | ||||
{ | ||||
SDL.SDL_SetWindowFullscreen(window, 0); | ||||
resize = true; | ||||
} | ||||
else | ||||
{ | ||||
int w, h; | ||||
SDL.SDL_GetWindowSize( | ||||
window, | ||||
out w, | ||||
out h | ||||
); | ||||
resize = (clientWidth != w || clientHeight != h); | ||||
} | ||||
if (resize) | ||||
{ | ||||
r690 | SDL.SDL_RestoreWindow(window); | |||
r0 | SDL.SDL_SetWindowSize(window, clientWidth, clientHeight); | |||
center = true; | ||||
} | ||||
} | ||||
// Get on the right display! | ||||
int displayIndex = 0; | ||||
for (int i = 0; i < GraphicsAdapter.Adapters.Count; i += 1) | ||||
{ | ||||
if (screenDeviceName == GraphicsAdapter.Adapters[i].DeviceName) | ||||
{ | ||||
displayIndex = i; | ||||
break; | ||||
} | ||||
} | ||||
// Just to be sure, become a window first before changing displays | ||||
if (resultDeviceName != screenDeviceName) | ||||
{ | ||||
SDL.SDL_SetWindowFullscreen(window, 0); | ||||
resultDeviceName = screenDeviceName; | ||||
center = true; | ||||
} | ||||
// Window always gets centered on changes, per XNA behavior | ||||
if (center) | ||||
{ | ||||
int pos = SDL.SDL_WINDOWPOS_CENTERED_DISPLAY(displayIndex); | ||||
SDL.SDL_SetWindowPosition( | ||||
window, | ||||
pos, | ||||
pos | ||||
); | ||||
} | ||||
// Set fullscreen after we've done all the ugly stuff. | ||||
if (wantsFullscreen) | ||||
{ | ||||
if ((SDL.SDL_GetWindowFlags(window) & (uint) SDL.SDL_WindowFlags.SDL_WINDOW_SHOWN) == 0) | ||||
{ | ||||
/* If we're still hidden, we can't actually go fullscreen yet. | ||||
* But, we can at least set the hidden window size to match | ||||
* what the window/drawable sizes will eventually be later. | ||||
* -flibit | ||||
*/ | ||||
SDL.SDL_DisplayMode mode; | ||||
SDL.SDL_GetCurrentDisplayMode( | ||||
displayIndex, | ||||
out mode | ||||
); | ||||
SDL.SDL_SetWindowSize(window, mode.w, mode.h); | ||||
} | ||||
SDL.SDL_SetWindowFullscreen( | ||||
window, | ||||
(uint) SDL.SDL_WindowFlags.SDL_WINDOW_FULLSCREEN_DESKTOP | ||||
); | ||||
} | ||||
r690 | ||||
// Update the mouse window bounds | ||||
if (Mouse.WindowHandle == window) | ||||
{ | ||||
Rectangle b = GetWindowBounds(window); | ||||
Mouse.INTERNAL_WindowWidth = b.Width; | ||||
Mouse.INTERNAL_WindowHeight = b.Height; | ||||
} | ||||
} | ||||
public static void ScaleForWindow(IntPtr window, bool invert, ref int w, ref int h) | ||||
{ | ||||
int ww, wh, dw, dh; | ||||
SDL.SDL_GetWindowSize(window, out ww, out wh); | ||||
FNA3D.FNA3D_GetDrawableSize(window, out dw, out dh); | ||||
if ( ww != 0 && | ||||
wh != 0 && | ||||
dw != 0 && | ||||
dh != 0 && | ||||
(ww != dw || wh != dh) ) | ||||
{ | ||||
if (invert) | ||||
{ | ||||
w = (int) (w * ((float) dw / (float) ww)); | ||||
h = (int) (h * ((float) dh / (float) wh)); | ||||
} | ||||
else | ||||
{ | ||||
w = (int) (w / ((float) dw / (float) ww)); | ||||
h = (int) (h / ((float) dh / (float) wh)); | ||||
} | ||||
} | ||||
r0 | } | |||
public static Rectangle GetWindowBounds(IntPtr window) | ||||
{ | ||||
Rectangle result; | ||||
if ((SDL.SDL_GetWindowFlags(window) & (uint) SDL.SDL_WindowFlags.SDL_WINDOW_FULLSCREEN) != 0) | ||||
{ | ||||
r690 | /* It's easier/safer to just use the display mode here */ | |||
r0 | SDL.SDL_DisplayMode mode; | |||
SDL.SDL_GetCurrentDisplayMode( | ||||
SDL.SDL_GetWindowDisplayIndex( | ||||
window | ||||
), | ||||
out mode | ||||
); | ||||
result.X = 0; | ||||
result.Y = 0; | ||||
result.Width = mode.w; | ||||
result.Height = mode.h; | ||||
} | ||||
else | ||||
{ | ||||
SDL.SDL_GetWindowPosition( | ||||
window, | ||||
out result.X, | ||||
out result.Y | ||||
); | ||||
SDL.SDL_GetWindowSize( | ||||
window, | ||||
out result.Width, | ||||
out result.Height | ||||
); | ||||
} | ||||
return result; | ||||
} | ||||
public static bool GetWindowResizable(IntPtr window) | ||||
{ | ||||
return ((SDL.SDL_GetWindowFlags(window) & (uint) SDL.SDL_WindowFlags.SDL_WINDOW_RESIZABLE) != 0); | ||||
} | ||||
public static void SetWindowResizable(IntPtr window, bool resizable) | ||||
{ | ||||
SDL.SDL_SetWindowResizable( | ||||
window, | ||||
resizable ? | ||||
SDL.SDL_bool.SDL_TRUE : | ||||
SDL.SDL_bool.SDL_FALSE | ||||
); | ||||
} | ||||
public static bool GetWindowBorderless(IntPtr window) | ||||
{ | ||||
return ((SDL.SDL_GetWindowFlags(window) & (uint) SDL.SDL_WindowFlags.SDL_WINDOW_BORDERLESS) != 0); | ||||
} | ||||
public static void SetWindowBorderless(IntPtr window, bool borderless) | ||||
{ | ||||
SDL.SDL_SetWindowBordered( | ||||
window, | ||||
borderless ? | ||||
SDL.SDL_bool.SDL_FALSE : | ||||
SDL.SDL_bool.SDL_TRUE | ||||
); | ||||
} | ||||
public static void SetWindowTitle(IntPtr window, string title) | ||||
{ | ||||
SDL.SDL_SetWindowTitle( | ||||
window, | ||||
title | ||||
); | ||||
} | ||||
r690 | public static bool IsScreenKeyboardShown(IntPtr window) | |||
{ | ||||
return SDL.SDL_IsScreenKeyboardShown(window) == SDL.SDL_bool.SDL_TRUE; | ||||
} | ||||
r0 | private static void INTERNAL_SetIcon(IntPtr window, string title) | |||
{ | ||||
string fileIn = String.Empty; | ||||
/* If the game's using SDL2_image, provide the option to use a PNG | ||||
* instead of a BMP. Nice for anyone who cares about transparency. | ||||
* -flibit | ||||
*/ | ||||
try | ||||
{ | ||||
fileIn = INTERNAL_GetIconName(title + ".png"); | ||||
if (!String.IsNullOrEmpty(fileIn)) | ||||
{ | ||||
r690 | int w, h, len; | |||
IntPtr pixels, icon; | ||||
using (Stream stream = TitleContainer.OpenStream(fileIn)) | ||||
{ | ||||
pixels = FNA3D.ReadImageStream( | ||||
stream, | ||||
out w, | ||||
out h, | ||||
out len | ||||
); | ||||
icon = SDL.SDL_CreateRGBSurfaceFrom( | ||||
pixels, | ||||
w, | ||||
h, | ||||
8 * 4, | ||||
w * 4, | ||||
0x000000FF, | ||||
0x0000FF00, | ||||
0x00FF0000, | ||||
0xFF000000 | ||||
); | ||||
} | ||||
r0 | SDL.SDL_SetWindowIcon(window, icon); | |||
SDL.SDL_FreeSurface(icon); | ||||
r690 | FNA3D.FNA3D_Image_Free(pixels); | |||
r0 | return; | |||
} | ||||
} | ||||
catch(DllNotFoundException) | ||||
{ | ||||
// Not that big a deal guys. | ||||
} | ||||
fileIn = INTERNAL_GetIconName(title + ".bmp"); | ||||
if (!String.IsNullOrEmpty(fileIn)) | ||||
{ | ||||
IntPtr icon = SDL.SDL_LoadBMP(fileIn); | ||||
SDL.SDL_SetWindowIcon(window, icon); | ||||
SDL.SDL_FreeSurface(icon); | ||||
} | ||||
} | ||||
private static string INTERNAL_GetIconName(string title) | ||||
{ | ||||
string fileIn = Path.Combine(TitleLocation.Path, title); | ||||
if (File.Exists(fileIn)) | ||||
{ | ||||
// If the title and filename work, it just works. Fine. | ||||
return fileIn; | ||||
} | ||||
else | ||||
{ | ||||
// But sometimes the title has invalid characters inside. | ||||
fileIn = Path.Combine( | ||||
TitleLocation.Path, | ||||
INTERNAL_StripBadChars(title) | ||||
); | ||||
if (File.Exists(fileIn)) | ||||
{ | ||||
return fileIn; | ||||
} | ||||
} | ||||
return String.Empty; | ||||
} | ||||
private static string INTERNAL_StripBadChars(string path) | ||||
{ | ||||
/* In addition to the filesystem's invalid charset, we need to | ||||
* blacklist the Windows standard set too, no matter what. | ||||
* -flibit | ||||
*/ | ||||
char[] hardCodeBadChars = new char[] | ||||
{ | ||||
'<', | ||||
'>', | ||||
':', | ||||
'"', | ||||
'/', | ||||
'\\', | ||||
'|', | ||||
'?', | ||||
'*' | ||||
}; | ||||
List<char> badChars = new List<char>(); | ||||
badChars.AddRange(Path.GetInvalidFileNameChars()); | ||||
badChars.AddRange(hardCodeBadChars); | ||||
string stripChars = path; | ||||
foreach (char c in badChars) | ||||
{ | ||||
stripChars = stripChars.Replace(c.ToString(), ""); | ||||
} | ||||
return stripChars; | ||||
} | ||||
public static void SetTextInputRectangle(Rectangle rectangle) | ||||
{ | ||||
SDL.SDL_Rect rect = new SDL.SDL_Rect(); | ||||
rect.x = rectangle.X; | ||||
rect.y = rectangle.Y; | ||||
rect.w = rectangle.Width; | ||||
rect.h = rectangle.Height; | ||||
SDL.SDL_SetTextInputRect(ref rect); | ||||
} | ||||
#endregion | ||||
#region Display Methods | ||||
private static DisplayOrientation INTERNAL_ConvertOrientation(SDL.SDL_DisplayOrientation orientation) | ||||
{ | ||||
switch (orientation) | ||||
{ | ||||
case SDL.SDL_DisplayOrientation.SDL_ORIENTATION_LANDSCAPE: | ||||
return DisplayOrientation.LandscapeLeft; | ||||
case SDL.SDL_DisplayOrientation.SDL_ORIENTATION_LANDSCAPE_FLIPPED: | ||||
return DisplayOrientation.LandscapeRight; | ||||
case SDL.SDL_DisplayOrientation.SDL_ORIENTATION_PORTRAIT: | ||||
return DisplayOrientation.Portrait; | ||||
default: | ||||
throw new NotSupportedException("FNA does not support this device orientation."); | ||||
} | ||||
} | ||||
private static void INTERNAL_HandleOrientationChange( | ||||
DisplayOrientation orientation, | ||||
GraphicsDevice graphicsDevice, | ||||
r690 | GraphicsAdapter graphicsAdapter, | |||
r0 | FNAWindow window | |||
) { | ||||
// Flip the backbuffer dimensions if needed | ||||
int width = graphicsDevice.PresentationParameters.BackBufferWidth; | ||||
int height = graphicsDevice.PresentationParameters.BackBufferHeight; | ||||
int min = Math.Min(width, height); | ||||
int max = Math.Max(width, height); | ||||
if (orientation == DisplayOrientation.Portrait) | ||||
{ | ||||
graphicsDevice.PresentationParameters.BackBufferWidth = min; | ||||
graphicsDevice.PresentationParameters.BackBufferHeight = max; | ||||
} | ||||
else | ||||
{ | ||||
graphicsDevice.PresentationParameters.BackBufferWidth = max; | ||||
graphicsDevice.PresentationParameters.BackBufferHeight = min; | ||||
} | ||||
// Update the graphics device and window | ||||
graphicsDevice.PresentationParameters.DisplayOrientation = orientation; | ||||
window.CurrentOrientation = orientation; | ||||
r690 | graphicsDevice.Reset( | |||
graphicsDevice.PresentationParameters, | ||||
graphicsAdapter | ||||
); | ||||
r0 | window.INTERNAL_OnOrientationChanged(); | |||
} | ||||
public static bool SupportsOrientationChanges() | ||||
{ | ||||
return OSVersion.Equals("iOS") || OSVersion.Equals("Android"); | ||||
} | ||||
#endregion | ||||
#region Event Loop | ||||
r690 | public static GraphicsAdapter RegisterGame(Game game) | |||
r0 | { | |||
SDL.SDL_ShowWindow(game.Window.Handle); | ||||
r690 | // Store this for internal event filter work | |||
activeGames.Add(game); | ||||
r0 | ||||
// Which display did we end up on? | ||||
int displayIndex = SDL.SDL_GetWindowDisplayIndex( | ||||
game.Window.Handle | ||||
); | ||||
r690 | return GraphicsAdapter.Adapters[displayIndex]; | |||
} | ||||
r0 | ||||
r690 | public static void UnregisterGame(Game game) | |||
{ | ||||
activeGames.Remove(game); | ||||
} | ||||
r0 | ||||
r690 | public static unsafe void PollEvents( | |||
Game game, | ||||
ref GraphicsAdapter currentAdapter, | ||||
bool[] textInputControlDown, | ||||
ref bool textInputSuppress | ||||
) { | ||||
SDL.SDL_Event evt; | ||||
char* charsBuffer = stackalloc char[32]; // SDL_TEXTINPUTEVENT_TEXT_SIZE | ||||
while (SDL.SDL_PollEvent(out evt) == 1) | ||||
r0 | { | |||
r690 | // Keyboard | |||
if (evt.type == SDL.SDL_EventType.SDL_KEYDOWN) | ||||
r0 | { | |||
r690 | Keys key = ToXNAKey(ref evt.key.keysym); | |||
if (!Keyboard.keys.Contains(key)) | ||||
r0 | { | |||
r690 | Keyboard.keys.Add(key); | |||
int textIndex; | ||||
if (FNAPlatform.TextInputBindings.TryGetValue(key, out textIndex)) | ||||
{ | ||||
textInputControlDown[textIndex] = true; | ||||
TextInputEXT.OnTextInput(FNAPlatform.TextInputCharacters[textIndex]); | ||||
} | ||||
else if ((Keyboard.keys.Contains(Keys.LeftControl) || Keyboard.keys.Contains(Keys.RightControl)) | ||||
&& key == Keys.V) | ||||
{ | ||||
textInputControlDown[6] = true; | ||||
TextInputEXT.OnTextInput(FNAPlatform.TextInputCharacters[6]); | ||||
textInputSuppress = true; | ||||
} | ||||
} | ||||
else if (evt.key.repeat > 0) | ||||
{ | ||||
int textIndex; | ||||
if (FNAPlatform.TextInputBindings.TryGetValue(key, out textIndex)) | ||||
r0 | { | |||
r690 | TextInputEXT.OnTextInput(FNAPlatform.TextInputCharacters[textIndex]); | |||
} | ||||
else if ((Keyboard.keys.Contains(Keys.LeftControl) || Keyboard.keys.Contains(Keys.RightControl)) | ||||
&& key == Keys.V) | ||||
{ | ||||
TextInputEXT.OnTextInput(FNAPlatform.TextInputCharacters[6]); | ||||
} | ||||
} | ||||
} | ||||
else if (evt.type == SDL.SDL_EventType.SDL_KEYUP) | ||||
{ | ||||
Keys key = ToXNAKey(ref evt.key.keysym); | ||||
if (Keyboard.keys.Remove(key)) | ||||
{ | ||||
int value; | ||||
if (FNAPlatform.TextInputBindings.TryGetValue(key, out value)) | ||||
{ | ||||
textInputControlDown[value] = false; | ||||
} | ||||
else if (((!Keyboard.keys.Contains(Keys.LeftControl) && !Keyboard.keys.Contains(Keys.RightControl)) && textInputControlDown[6]) | ||||
|| key == Keys.V) | ||||
{ | ||||
textInputControlDown[6] = false; | ||||
textInputSuppress = false; | ||||
r0 | } | |||
} | ||||
r690 | } | |||
// Mouse Input | ||||
else if (evt.type == SDL.SDL_EventType.SDL_MOUSEBUTTONDOWN) | ||||
{ | ||||
Mouse.INTERNAL_onClicked(evt.button.button - 1); | ||||
} | ||||
else if (evt.type == SDL.SDL_EventType.SDL_MOUSEWHEEL) | ||||
{ | ||||
// 120 units per notch. Because reasons. | ||||
Mouse.INTERNAL_MouseWheel += evt.wheel.y * 120; | ||||
} | ||||
// Touch Input | ||||
else if (evt.type == SDL.SDL_EventType.SDL_FINGERDOWN) | ||||
{ | ||||
// Windows only notices a touch screen once it's touched | ||||
TouchPanel.TouchDeviceExists = true; | ||||
TouchPanel.INTERNAL_onTouchEvent( | ||||
(int) evt.tfinger.fingerId, | ||||
TouchLocationState.Pressed, | ||||
evt.tfinger.x, | ||||
evt.tfinger.y, | ||||
0, | ||||
0 | ||||
); | ||||
} | ||||
else if (evt.type == SDL.SDL_EventType.SDL_FINGERMOTION) | ||||
{ | ||||
TouchPanel.INTERNAL_onTouchEvent( | ||||
(int) evt.tfinger.fingerId, | ||||
TouchLocationState.Moved, | ||||
evt.tfinger.x, | ||||
evt.tfinger.y, | ||||
evt.tfinger.dx, | ||||
evt.tfinger.dy | ||||
); | ||||
} | ||||
else if (evt.type == SDL.SDL_EventType.SDL_FINGERUP) | ||||
{ | ||||
TouchPanel.INTERNAL_onTouchEvent( | ||||
(int) evt.tfinger.fingerId, | ||||
TouchLocationState.Released, | ||||
evt.tfinger.x, | ||||
evt.tfinger.y, | ||||
0, | ||||
0 | ||||
); | ||||
} | ||||
// Various Window Events... | ||||
else if (evt.type == SDL.SDL_EventType.SDL_WINDOWEVENT) | ||||
{ | ||||
// Window Focus | ||||
if (evt.window.windowEvent == SDL.SDL_WindowEventID.SDL_WINDOWEVENT_FOCUS_GAINED) | ||||
r0 | { | |||
r690 | game.IsActive = true; | |||
if (SDL.SDL_GetCurrentVideoDriver() == "x11") | ||||
r0 | { | |||
r690 | // If we alt-tab away, we lose the 'fullscreen desktop' flag on some WMs | |||
SDL.SDL_SetWindowFullscreen( | ||||
game.Window.Handle, | ||||
game.GraphicsDevice.PresentationParameters.IsFullScreen ? | ||||
(uint) SDL.SDL_WindowFlags.SDL_WINDOW_FULLSCREEN_DESKTOP : | ||||
0 | ||||
); | ||||
r0 | } | |||
r690 | ||||
// Disable the screensaver when we're back. | ||||
SDL.SDL_DisableScreenSaver(); | ||||
r0 | } | |||
r690 | else if (evt.window.windowEvent == SDL.SDL_WindowEventID.SDL_WINDOWEVENT_FOCUS_LOST) | |||
r0 | { | |||
r690 | game.IsActive = false; | |||
if (SDL.SDL_GetCurrentVideoDriver() == "x11") | ||||
{ | ||||
SDL.SDL_SetWindowFullscreen(game.Window.Handle, 0); | ||||
} | ||||
// Give the screensaver back, we're not that important now. | ||||
SDL.SDL_EnableScreenSaver(); | ||||
r0 | } | |||
r690 | // Window Resize | |||
else if (evt.window.windowEvent == SDL.SDL_WindowEventID.SDL_WINDOWEVENT_SIZE_CHANGED) | ||||
r0 | { | |||
r690 | // This is called on both API and WM resizes | |||
Mouse.INTERNAL_WindowWidth = evt.window.data1; | ||||
Mouse.INTERNAL_WindowHeight = evt.window.data2; | ||||
r0 | } | |||
r690 | else if (evt.window.windowEvent == SDL.SDL_WindowEventID.SDL_WINDOWEVENT_RESIZED) | |||
r0 | { | |||
r690 | /* This should be called on user resize only, NOT ApplyChanges! | |||
* Sadly some window managers are idiots and fire events anyway. | ||||
* Also ignore any other "resizes" (alt-tab, fullscreen, etc.) | ||||
* -flibit | ||||
*/ | ||||
uint flags = SDL.SDL_GetWindowFlags(game.Window.Handle); | ||||
if ( (flags & (uint) SDL.SDL_WindowFlags.SDL_WINDOW_RESIZABLE) != 0 && | ||||
(flags & (uint) (SDL.SDL_WindowFlags.SDL_WINDOW_INPUT_FOCUS | SDL.SDL_WindowFlags.SDL_WINDOW_MOUSE_FOCUS)) != 0 ) | ||||
{ | ||||
((FNAWindow) game.Window).INTERNAL_ClientSizeChanged(); | ||||
} | ||||
r0 | } | |||
r690 | else if (evt.window.windowEvent == SDL.SDL_WindowEventID.SDL_WINDOWEVENT_EXPOSED) | |||
r0 | { | |||
r690 | // This is typically called when the window is made bigger | |||
game.RedrawWindow(); | ||||
r0 | } | |||
r690 | // Window Move | |||
else if (evt.window.windowEvent == SDL.SDL_WindowEventID.SDL_WINDOWEVENT_MOVED) | ||||
r0 | { | |||
r690 | /* Apparently if you move the window to a new | |||
* display, a GraphicsDevice Reset occurs. | ||||
* -flibit | ||||
*/ | ||||
int newIndex = SDL.SDL_GetWindowDisplayIndex( | ||||
game.Window.Handle | ||||
); | ||||
if (GraphicsAdapter.Adapters[newIndex] != currentAdapter) | ||||
r0 | { | |||
r690 | currentAdapter = GraphicsAdapter.Adapters[newIndex]; | |||
game.GraphicsDevice.Reset( | ||||
game.GraphicsDevice.PresentationParameters, | ||||
currentAdapter | ||||
r0 | ); | |||
} | ||||
} | ||||
r690 | // Mouse Focus | |||
else if (evt.window.windowEvent == SDL.SDL_WindowEventID.SDL_WINDOWEVENT_ENTER) | ||||
r0 | { | |||
r690 | SDL.SDL_DisableScreenSaver(); | |||
r0 | } | |||
r690 | else if (evt.window.windowEvent == SDL.SDL_WindowEventID.SDL_WINDOWEVENT_LEAVE) | |||
r0 | { | |||
r690 | SDL.SDL_EnableScreenSaver(); | |||
r0 | } | |||
} | ||||
r690 | ||||
// Display Events | ||||
else if (evt.type == SDL.SDL_EventType.SDL_DISPLAYEVENT) | ||||
r0 | { | |||
r690 | GraphicsAdapter.AdaptersChanged(); | |||
int displayIndex = SDL.SDL_GetWindowDisplayIndex( | ||||
game.Window.Handle | ||||
); | ||||
currentAdapter = GraphicsAdapter.Adapters[displayIndex]; | ||||
// Orientation Change | ||||
if (evt.display.displayEvent == SDL.SDL_DisplayEventID.SDL_DISPLAYEVENT_ORIENTATION) | ||||
r0 | { | |||
r690 | DisplayOrientation orientation = INTERNAL_ConvertOrientation( | |||
(SDL.SDL_DisplayOrientation) evt.display.data1 | ||||
); | ||||
INTERNAL_HandleOrientationChange( | ||||
orientation, | ||||
game.GraphicsDevice, | ||||
currentAdapter, | ||||
(FNAWindow) game.Window | ||||
); | ||||
} | ||||
else | ||||
{ | ||||
// Just reset, this is probably a hotplug | ||||
game.GraphicsDevice.Reset( | ||||
game.GraphicsDevice.PresentationParameters, | ||||
currentAdapter | ||||
); | ||||
r0 | } | |||
} | ||||
r690 | // Controller device management | |||
else if (evt.type == SDL.SDL_EventType.SDL_CONTROLLERDEVICEADDED) | ||||
{ | ||||
INTERNAL_AddInstance(evt.cdevice.which); | ||||
} | ||||
else if (evt.type == SDL.SDL_EventType.SDL_CONTROLLERDEVICEREMOVED) | ||||
{ | ||||
INTERNAL_RemoveInstance(evt.cdevice.which); | ||||
} | ||||
// Text Input | ||||
else if (evt.type == SDL.SDL_EventType.SDL_TEXTINPUT && !textInputSuppress) | ||||
{ | ||||
// Based on the SDL2# LPUtf8StrMarshaler | ||||
int bytes = MeasureStringLength(evt.text.text); | ||||
if (bytes > 0) | ||||
{ | ||||
/* UTF8 will never encode more characters | ||||
* than bytes in a string, so bytes is a | ||||
* suitable upper estimate of size needed | ||||
*/ | ||||
int chars = Encoding.UTF8.GetChars( | ||||
evt.text.text, | ||||
bytes, | ||||
charsBuffer, | ||||
bytes | ||||
); | ||||
for (int i = 0; i < chars; i += 1) | ||||
{ | ||||
TextInputEXT.OnTextInput(charsBuffer[i]); | ||||
} | ||||
} | ||||
} | ||||
r0 | ||||
r690 | else if (evt.type == SDL.SDL_EventType.SDL_TEXTEDITING) | |||
{ | ||||
int bytes = MeasureStringLength(evt.edit.text); | ||||
if (bytes > 0) | ||||
{ | ||||
int chars = Encoding.UTF8.GetChars( | ||||
evt.edit.text, | ||||
bytes, | ||||
charsBuffer, | ||||
bytes | ||||
); | ||||
string text = new string(charsBuffer, 0, chars); | ||||
TextInputEXT.OnTextEditing(text, evt.edit.start, evt.edit.length); | ||||
} | ||||
else | ||||
{ | ||||
TextInputEXT.OnTextEditing(null, 0, 0); | ||||
} | ||||
} | ||||
// Quit | ||||
else if (evt.type == SDL.SDL_EventType.SDL_QUIT) | ||||
{ | ||||
game.RunApplication = false; | ||||
break; | ||||
} | ||||
} | ||||
} | ||||
r0 | ||||
r690 | private unsafe static int MeasureStringLength(byte* ptr) | |||
{ | ||||
int bytes; | ||||
for (bytes = 0; *ptr != 0; ptr += 1, bytes += 1); | ||||
return bytes; | ||||
} | ||||
public static bool NeedsPlatformMainLoop() | ||||
{ | ||||
return SDL.SDL_GetPlatform().Equals("Emscripten"); | ||||
} | ||||
public static void RunPlatformMainLoop(Game game) | ||||
{ | ||||
if (SDL.SDL_GetPlatform().Equals("Emscripten")) | ||||
{ | ||||
emscriptenGame = game; | ||||
emscripten_set_main_loop( | ||||
RunEmscriptenMainLoop, | ||||
0, | ||||
1 | ||||
); | ||||
} | ||||
else | ||||
{ | ||||
throw new NotSupportedException( | ||||
"Cannot run the main loop of an unknown platform" | ||||
); | ||||
} | ||||
r0 | } | |||
#endregion | ||||
r690 | #region Emscripten Main Loop | |||
private static Game emscriptenGame; | ||||
private delegate void em_callback_func(); | ||||
r0 | ||||
r690 | [DllImport("__Native", CallingConvention = CallingConvention.Cdecl)] | |||
private static extern void emscripten_set_main_loop( | ||||
em_callback_func func, | ||||
int fps, | ||||
int simulate_infinite_loop | ||||
); | ||||
[DllImport("__Native", CallingConvention = CallingConvention.Cdecl)] | ||||
private static extern void emscripten_cancel_main_loop(); | ||||
[ObjCRuntime.MonoPInvokeCallback(typeof(em_callback_func))] | ||||
private static void RunEmscriptenMainLoop() | ||||
{ | ||||
emscriptenGame.RunOneFrame(); | ||||
// FIXME: Is this even needed...? | ||||
if (!emscriptenGame.RunApplication) | ||||
r0 | { | |||
r690 | emscriptenGame.Exit(); | |||
emscripten_cancel_main_loop(); | ||||
r0 | } | |||
} | ||||
#endregion | ||||
#region Graphics Methods | ||||
public static GraphicsAdapter[] GetGraphicsAdapters() | ||||
{ | ||||
SDL.SDL_DisplayMode filler = new SDL.SDL_DisplayMode(); | ||||
GraphicsAdapter[] adapters = new GraphicsAdapter[SDL.SDL_GetNumVideoDisplays()]; | ||||
for (int i = 0; i < adapters.Length; i += 1) | ||||
{ | ||||
List<DisplayMode> modes = new List<DisplayMode>(); | ||||
int numModes = SDL.SDL_GetNumDisplayModes(i); | ||||
for (int j = numModes - 1; j >= 0; j -= 1) | ||||
{ | ||||
SDL.SDL_GetDisplayMode(i, j, out filler); | ||||
// Check for dupes caused by varying refresh rates. | ||||
bool dupe = false; | ||||
foreach (DisplayMode mode in modes) | ||||
{ | ||||
if (filler.w == mode.Width && filler.h == mode.Height) | ||||
{ | ||||
dupe = true; | ||||
} | ||||
} | ||||
if (!dupe) | ||||
{ | ||||
modes.Add( | ||||
new DisplayMode( | ||||
filler.w, | ||||
filler.h, | ||||
SurfaceFormat.Color // FIXME: Assumption! | ||||
) | ||||
); | ||||
} | ||||
} | ||||
adapters[i] = new GraphicsAdapter( | ||||
new DisplayModeCollection(modes), | ||||
@"\\.\DISPLAY" + (i + 1).ToString(), | ||||
SDL.SDL_GetDisplayName(i) | ||||
); | ||||
} | ||||
return adapters; | ||||
} | ||||
public static DisplayMode GetCurrentDisplayMode(int adapterIndex) | ||||
{ | ||||
SDL.SDL_DisplayMode filler = new SDL.SDL_DisplayMode(); | ||||
SDL.SDL_GetCurrentDisplayMode(adapterIndex, out filler); | ||||
r690 | // FIXME: iOS needs to factor in the DPI! | |||
r0 | ||||
return new DisplayMode( | ||||
filler.w, | ||||
filler.h, | ||||
SurfaceFormat.Color // FIXME: Assumption! | ||||
); | ||||
} | ||||
#endregion | ||||
#region Mouse Methods | ||||
public static void GetMouseState( | ||||
IntPtr window, | ||||
out int x, | ||||
out int y, | ||||
out ButtonState left, | ||||
out ButtonState middle, | ||||
out ButtonState right, | ||||
out ButtonState x1, | ||||
out ButtonState x2 | ||||
) { | ||||
uint flags; | ||||
if (GetRelativeMouseMode()) | ||||
{ | ||||
flags = SDL.SDL_GetRelativeMouseState(out x, out y); | ||||
} | ||||
else if (SupportsGlobalMouse) | ||||
{ | ||||
flags = SDL.SDL_GetGlobalMouseState(out x, out y); | ||||
int wx = 0, wy = 0; | ||||
SDL.SDL_GetWindowPosition(window, out wx, out wy); | ||||
x -= wx; | ||||
y -= wy; | ||||
} | ||||
else | ||||
{ | ||||
/* This is inaccurate, but what can you do... */ | ||||
flags = SDL.SDL_GetMouseState(out x, out y); | ||||
} | ||||
left = (ButtonState) (flags & SDL.SDL_BUTTON_LMASK); | ||||
middle = (ButtonState) ((flags & SDL.SDL_BUTTON_MMASK) >> 1); | ||||
right = (ButtonState) ((flags & SDL.SDL_BUTTON_RMASK) >> 2); | ||||
x1 = (ButtonState) ((flags & SDL.SDL_BUTTON_X1MASK) >> 3); | ||||
x2 = (ButtonState) ((flags & SDL.SDL_BUTTON_X2MASK) >> 4); | ||||
} | ||||
public static void OnIsMouseVisibleChanged(bool visible) | ||||
{ | ||||
SDL.SDL_ShowCursor(visible ? 1 : 0); | ||||
} | ||||
public static bool GetRelativeMouseMode() | ||||
{ | ||||
return SDL.SDL_GetRelativeMouseMode() == SDL.SDL_bool.SDL_TRUE; | ||||
} | ||||
public static void SetRelativeMouseMode(bool enable) | ||||
{ | ||||
SDL.SDL_SetRelativeMouseMode( | ||||
enable ? | ||||
SDL.SDL_bool.SDL_TRUE : | ||||
SDL.SDL_bool.SDL_FALSE | ||||
); | ||||
} | ||||
#endregion | ||||
#region Storage Methods | ||||
private static string GetBaseDirectory() | ||||
{ | ||||
if (Environment.GetEnvironmentVariable("FNA_SDL2_FORCE_BASE_PATH") != "1") | ||||
{ | ||||
// If your platform uses a CLR, you want to be in this list! | ||||
if ( OSVersion.Equals("Windows") || | ||||
OSVersion.Equals("Mac OS X") || | ||||
OSVersion.Equals("Linux") || | ||||
OSVersion.Equals("FreeBSD") || | ||||
OSVersion.Equals("OpenBSD") || | ||||
OSVersion.Equals("NetBSD") ) | ||||
{ | ||||
return AppDomain.CurrentDomain.BaseDirectory; | ||||
} | ||||
} | ||||
string result = SDL.SDL_GetBasePath(); | ||||
if (string.IsNullOrEmpty(result)) | ||||
{ | ||||
result = AppDomain.CurrentDomain.BaseDirectory; | ||||
} | ||||
if (string.IsNullOrEmpty(result)) | ||||
{ | ||||
/* In the chance that there is no base directory, | ||||
* return the working directory and hope for the best. | ||||
* | ||||
* If we've reached this, the game has either been | ||||
* started from its directory, or a wrapper has set up | ||||
* the working directory to the game dir for us. | ||||
* | ||||
* Note about Android: | ||||
* | ||||
* There is no way from the C# side of things to cleanly | ||||
* obtain where the game is located without looking at an | ||||
* instance of System.Diagnostics.StackTrace or without | ||||
* some interop between the Java and C# side of things. | ||||
* We're assuming that either the environment itself is | ||||
* setting one of the possible base paths to point to the | ||||
* game dir, or that the Java side has called into the C# | ||||
* side to set Environment.CurrentDirectory. | ||||
* | ||||
* In the best case, nothing would be set and the game | ||||
* wouldn't use the title location in the first place, as | ||||
* the assets would be read directly from the .apk / .obb | ||||
* -ade | ||||
*/ | ||||
result = Environment.CurrentDirectory; | ||||
} | ||||
return result; | ||||
} | ||||
public static string GetStorageRoot() | ||||
{ | ||||
// Generate the path of the game's savefolder | ||||
string exeName = Path.GetFileNameWithoutExtension( | ||||
AppDomain.CurrentDomain.FriendlyName | ||||
).Replace(".vshost", ""); | ||||
// Get the OS save folder, append the EXE name | ||||
if (OSVersion.Equals("Windows")) | ||||
{ | ||||
return Path.Combine( | ||||
Environment.GetFolderPath(Environment.SpecialFolder.MyDocuments), | ||||
"SavedGames", | ||||
exeName | ||||
); | ||||
} | ||||
if (OSVersion.Equals("Mac OS X")) | ||||
{ | ||||
string osConfigDir = Environment.GetEnvironmentVariable("HOME"); | ||||
if (String.IsNullOrEmpty(osConfigDir)) | ||||
{ | ||||
return "."; // Oh well. | ||||
} | ||||
return Path.Combine( | ||||
osConfigDir, | ||||
"Library/Application Support", | ||||
exeName | ||||
); | ||||
} | ||||
if ( OSVersion.Equals("Linux") || | ||||
OSVersion.Equals("FreeBSD") || | ||||
OSVersion.Equals("OpenBSD") || | ||||
OSVersion.Equals("NetBSD") ) | ||||
{ | ||||
// Assuming a non-macOS Unix platform will follow the XDG. Which it should. | ||||
string osConfigDir = Environment.GetEnvironmentVariable("XDG_DATA_HOME"); | ||||
if (String.IsNullOrEmpty(osConfigDir)) | ||||
{ | ||||
osConfigDir = Environment.GetEnvironmentVariable("HOME"); | ||||
if (String.IsNullOrEmpty(osConfigDir)) | ||||
{ | ||||
return "."; // Oh well. | ||||
} | ||||
osConfigDir += "/.local/share"; | ||||
} | ||||
return Path.Combine(osConfigDir, exeName); | ||||
} | ||||
/* There is a minor inaccuracy here: SDL_GetPrefPath | ||||
* creates the directories right away, whereas XNA will | ||||
* only create the directory upon creating a container. | ||||
* So if you create a StorageDevice and hit a property, | ||||
* the game folder is made early! | ||||
* -flibit | ||||
*/ | ||||
return SDL.SDL_GetPrefPath(null, exeName); | ||||
} | ||||
public static DriveInfo GetDriveInfo(string storageRoot) | ||||
{ | ||||
if (OSVersion.Equals("WinRT")) | ||||
{ | ||||
// WinRT DriveInfo is a bunch of crap -flibit | ||||
return null; | ||||
} | ||||
DriveInfo result; | ||||
try | ||||
{ | ||||
result = new DriveInfo(MonoPathRootWorkaround(storageRoot)); | ||||
} | ||||
catch(Exception e) | ||||
{ | ||||
FNALoggerEXT.LogError("Failed to get DriveInfo: " + e.ToString()); | ||||
result = null; | ||||
} | ||||
return result; | ||||
} | ||||
private static string MonoPathRootWorkaround(string storageRoot) | ||||
{ | ||||
if (Environment.OSVersion.Platform == PlatformID.Win32NT) | ||||
{ | ||||
// This is what we should be doing everywhere... | ||||
return Path.GetPathRoot(storageRoot); | ||||
} | ||||
// This is stolen from Mono's Path.cs | ||||
if (storageRoot == null) | ||||
{ | ||||
return null; | ||||
} | ||||
if (storageRoot.Trim().Length == 0) | ||||
{ | ||||
throw new ArgumentException("The specified path is not of a legal form."); | ||||
} | ||||
r690 | if (!Path.IsPathRooted(storageRoot) && !storageRoot.Contains(":")) | |||
r0 | { | |||
return string.Empty; | ||||
} | ||||
/* FIXME: Mono bug! | ||||
* | ||||
* For Unix, the Mono Path.GetPathRoot is pretty lazy: | ||||
* https://github.com/mono/mono/blob/master/mcs/class/corlib/System.IO/Path.cs#L443 | ||||
* It should actually be checking the drives and | ||||
* comparing them to the provided path. | ||||
* If a Mono maintainer is reading this, please steal | ||||
* this code so we don't have to hack around Mono! | ||||
* | ||||
* -flibit | ||||
*/ | ||||
int drive = -1, length = 0; | ||||
string[] drives = Environment.GetLogicalDrives(); | ||||
for (int i = 0; i < drives.Length; i += 1) | ||||
{ | ||||
if (string.IsNullOrEmpty(drives[i])) | ||||
{ | ||||
// ... What? | ||||
continue; | ||||
} | ||||
string name = drives[i]; | ||||
if (name[name.Length - 1] != Path.DirectorySeparatorChar) | ||||
{ | ||||
name += Path.DirectorySeparatorChar; | ||||
} | ||||
if ( storageRoot.StartsWith(name) && | ||||
name.Length > length ) | ||||
{ | ||||
drive = i; | ||||
length = name.Length; | ||||
} | ||||
} | ||||
if (drive >= 0) | ||||
{ | ||||
return drives[drive]; | ||||
} | ||||
// Uhhhhh | ||||
return Path.GetPathRoot(storageRoot); | ||||
} | ||||
r690 | public static IntPtr ReadToPointer(string path, out IntPtr size) | |||
{ | ||||
return SDL.SDL_LoadFile(path, out size); | ||||
} | ||||
public static void FreeFilePointer(IntPtr file) | ||||
{ | ||||
SDL.SDL_free(file); | ||||
} | ||||
r0 | #endregion | |||
#region Logging/Messaging Methods | ||||
public static void ShowRuntimeError(string title, string message) | ||||
{ | ||||
SDL.SDL_ShowSimpleMessageBox( | ||||
SDL.SDL_MessageBoxFlags.SDL_MESSAGEBOX_ERROR, | ||||
title ?? "", | ||||
message ?? "", | ||||
IntPtr.Zero | ||||
); | ||||
} | ||||
#endregion | ||||
#region Microphone Implementation | ||||
/* Microphone is almost never used, so we give this subsystem | ||||
* special treatment and init only when we start calling these | ||||
* functions. | ||||
* -flibit | ||||
*/ | ||||
private static bool micInit = false; | ||||
public static Microphone[] GetMicrophones() | ||||
{ | ||||
// Init subsystem if needed | ||||
if (!micInit) | ||||
{ | ||||
SDL.SDL_InitSubSystem(SDL.SDL_INIT_AUDIO); | ||||
micInit = true; | ||||
} | ||||
// How many devices do we have...? | ||||
int numDev = SDL.SDL_GetNumAudioDevices(1); | ||||
if (numDev < 1) | ||||
{ | ||||
// Blech | ||||
return new Microphone[0]; | ||||
} | ||||
Microphone[] result = new Microphone[numDev + 1]; | ||||
// Default input format | ||||
SDL.SDL_AudioSpec have; | ||||
SDL.SDL_AudioSpec want = new SDL.SDL_AudioSpec(); | ||||
want.freq = Microphone.SAMPLERATE; | ||||
want.format = SDL.AUDIO_S16; | ||||
want.channels = 1; | ||||
want.samples = 4096; /* FIXME: Anything specific? */ | ||||
// First mic is always OS default | ||||
result[0] = new Microphone( | ||||
SDL.SDL_OpenAudioDevice( | ||||
null, | ||||
1, | ||||
ref want, | ||||
out have, | ||||
0 | ||||
), | ||||
"Default Device" | ||||
); | ||||
for (int i = 0; i < numDev; i += 1) | ||||
{ | ||||
string name = SDL.SDL_GetAudioDeviceName(i, 1); | ||||
result[i + 1] = new Microphone( | ||||
SDL.SDL_OpenAudioDevice( | ||||
name, | ||||
1, | ||||
ref want, | ||||
out have, | ||||
0 | ||||
), | ||||
name | ||||
); | ||||
} | ||||
return result; | ||||
} | ||||
public static unsafe int GetMicrophoneSamples( | ||||
uint handle, | ||||
byte[] buffer, | ||||
int offset, | ||||
int count | ||||
) { | ||||
fixed (byte* ptr = &buffer[offset]) | ||||
{ | ||||
return (int) SDL.SDL_DequeueAudio( | ||||
handle, | ||||
(IntPtr) ptr, | ||||
(uint) count | ||||
); | ||||
} | ||||
} | ||||
public static int GetMicrophoneQueuedBytes(uint handle) | ||||
{ | ||||
return (int) SDL.SDL_GetQueuedAudioSize(handle); | ||||
} | ||||
public static void StartMicrophone(uint handle) | ||||
{ | ||||
SDL.SDL_PauseAudioDevice(handle, 0); | ||||
} | ||||
public static void StopMicrophone(uint handle) | ||||
{ | ||||
SDL.SDL_PauseAudioDevice(handle, 1); | ||||
} | ||||
#endregion | ||||
#region GamePad Backend | ||||
// Controller device information | ||||
private static IntPtr[] INTERNAL_devices = new IntPtr[GamePad.GAMEPAD_COUNT]; | ||||
private static Dictionary<int, int> INTERNAL_instanceList = new Dictionary<int, int>(); | ||||
private static string[] INTERNAL_guids = GenStringArray(); | ||||
// Cached GamePadStates/Capabilities | ||||
private static GamePadState[] INTERNAL_states = new GamePadState[GamePad.GAMEPAD_COUNT]; | ||||
private static GamePadCapabilities[] INTERNAL_capabilities = new GamePadCapabilities[GamePad.GAMEPAD_COUNT]; | ||||
private static readonly GamePadType[] INTERNAL_gamepadType = new GamePadType[] | ||||
{ | ||||
GamePadType.Unknown, | ||||
GamePadType.GamePad, | ||||
GamePadType.Wheel, | ||||
GamePadType.ArcadeStick, | ||||
GamePadType.FlightStick, | ||||
GamePadType.DancePad, | ||||
GamePadType.Guitar, | ||||
GamePadType.DrumKit, | ||||
GamePadType.BigButtonPad | ||||
}; | ||||
public static GamePadCapabilities GetGamePadCapabilities(int index) | ||||
{ | ||||
if (INTERNAL_devices[index] == IntPtr.Zero) | ||||
{ | ||||
return new GamePadCapabilities(); | ||||
} | ||||
return INTERNAL_capabilities[index]; | ||||
} | ||||
public static GamePadState GetGamePadState(int index, GamePadDeadZone deadZoneMode) | ||||
{ | ||||
IntPtr device = INTERNAL_devices[index]; | ||||
if (device == IntPtr.Zero) | ||||
{ | ||||
return new GamePadState(); | ||||
} | ||||
// Sticks | ||||
Vector2 stickLeft = new Vector2( | ||||
(float) SDL.SDL_GameControllerGetAxis( | ||||
device, | ||||
SDL.SDL_GameControllerAxis.SDL_CONTROLLER_AXIS_LEFTX | ||||
) / 32767.0f, | ||||
(float) SDL.SDL_GameControllerGetAxis( | ||||
device, | ||||
SDL.SDL_GameControllerAxis.SDL_CONTROLLER_AXIS_LEFTY | ||||
) / -32767.0f | ||||
); | ||||
Vector2 stickRight = new Vector2( | ||||
(float) SDL.SDL_GameControllerGetAxis( | ||||
device, | ||||
SDL.SDL_GameControllerAxis.SDL_CONTROLLER_AXIS_RIGHTX | ||||
) / 32767.0f, | ||||
(float) SDL.SDL_GameControllerGetAxis( | ||||
device, | ||||
SDL.SDL_GameControllerAxis.SDL_CONTROLLER_AXIS_RIGHTY | ||||
) / -32767.0f | ||||
); | ||||
// Triggers | ||||
float triggerLeft = (float) SDL.SDL_GameControllerGetAxis( | ||||
device, | ||||
SDL.SDL_GameControllerAxis.SDL_CONTROLLER_AXIS_TRIGGERLEFT | ||||
) / 32767.0f; | ||||
float triggerRight = (float) SDL.SDL_GameControllerGetAxis( | ||||
device, | ||||
SDL.SDL_GameControllerAxis.SDL_CONTROLLER_AXIS_TRIGGERRIGHT | ||||
) / 32767.0f; | ||||
// Buttons | ||||
r690 | Buttons gc_buttonState = (Buttons) 0; | |||
r0 | if (SDL.SDL_GameControllerGetButton(device, SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_A) != 0) | |||
{ | ||||
gc_buttonState |= Buttons.A; | ||||
} | ||||
if (SDL.SDL_GameControllerGetButton(device, SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_B) != 0) | ||||
{ | ||||
gc_buttonState |= Buttons.B; | ||||
} | ||||
if (SDL.SDL_GameControllerGetButton(device, SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_X) != 0) | ||||
{ | ||||
gc_buttonState |= Buttons.X; | ||||
} | ||||
if (SDL.SDL_GameControllerGetButton(device, SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_Y) != 0) | ||||
{ | ||||
gc_buttonState |= Buttons.Y; | ||||
} | ||||
if (SDL.SDL_GameControllerGetButton(device, SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_BACK) != 0) | ||||
{ | ||||
gc_buttonState |= Buttons.Back; | ||||
} | ||||
if (SDL.SDL_GameControllerGetButton(device, SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_GUIDE) != 0) | ||||
{ | ||||
gc_buttonState |= Buttons.BigButton; | ||||
} | ||||
if (SDL.SDL_GameControllerGetButton(device, SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_START) != 0) | ||||
{ | ||||
gc_buttonState |= Buttons.Start; | ||||
} | ||||
if (SDL.SDL_GameControllerGetButton(device, SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_LEFTSTICK) != 0) | ||||
{ | ||||
gc_buttonState |= Buttons.LeftStick; | ||||
} | ||||
if (SDL.SDL_GameControllerGetButton(device, SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_RIGHTSTICK) != 0) | ||||
{ | ||||
gc_buttonState |= Buttons.RightStick; | ||||
} | ||||
if (SDL.SDL_GameControllerGetButton(device, SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_LEFTSHOULDER) != 0) | ||||
{ | ||||
gc_buttonState |= Buttons.LeftShoulder; | ||||
} | ||||
if (SDL.SDL_GameControllerGetButton(device, SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_RIGHTSHOULDER) != 0) | ||||
{ | ||||
gc_buttonState |= Buttons.RightShoulder; | ||||
} | ||||
// DPad | ||||
ButtonState dpadUp = ButtonState.Released; | ||||
ButtonState dpadDown = ButtonState.Released; | ||||
ButtonState dpadLeft = ButtonState.Released; | ||||
ButtonState dpadRight = ButtonState.Released; | ||||
if (SDL.SDL_GameControllerGetButton(device, SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_DPAD_UP) != 0) | ||||
{ | ||||
gc_buttonState |= Buttons.DPadUp; | ||||
dpadUp = ButtonState.Pressed; | ||||
} | ||||
if (SDL.SDL_GameControllerGetButton(device, SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_DPAD_DOWN) != 0) | ||||
{ | ||||
gc_buttonState |= Buttons.DPadDown; | ||||
dpadDown = ButtonState.Pressed; | ||||
} | ||||
if (SDL.SDL_GameControllerGetButton(device, SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_DPAD_LEFT) != 0) | ||||
{ | ||||
gc_buttonState |= Buttons.DPadLeft; | ||||
dpadLeft = ButtonState.Pressed; | ||||
} | ||||
if (SDL.SDL_GameControllerGetButton(device, SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_DPAD_RIGHT) != 0) | ||||
{ | ||||
gc_buttonState |= Buttons.DPadRight; | ||||
dpadRight = ButtonState.Pressed; | ||||
} | ||||
r690 | // Extensions | |||
if (SDL.SDL_GameControllerGetButton(device, SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_MISC1) != 0) | ||||
{ | ||||
gc_buttonState |= Buttons.Misc1EXT; | ||||
} | ||||
if (SDL.SDL_GameControllerGetButton(device, SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_PADDLE1) != 0) | ||||
{ | ||||
gc_buttonState |= Buttons.Paddle1EXT; | ||||
} | ||||
if (SDL.SDL_GameControllerGetButton(device, SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_PADDLE2) != 0) | ||||
{ | ||||
gc_buttonState |= Buttons.Paddle2EXT; | ||||
} | ||||
if (SDL.SDL_GameControllerGetButton(device, SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_PADDLE3) != 0) | ||||
{ | ||||
gc_buttonState |= Buttons.Paddle3EXT; | ||||
} | ||||
if (SDL.SDL_GameControllerGetButton(device, SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_PADDLE4) != 0) | ||||
{ | ||||
gc_buttonState |= Buttons.Paddle4EXT; | ||||
} | ||||
if (SDL.SDL_GameControllerGetButton(device, SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_TOUCHPAD) != 0) | ||||
{ | ||||
gc_buttonState |= Buttons.TouchPadEXT; | ||||
} | ||||
r0 | // Build the GamePadState, increment PacketNumber if state changed. | |||
GamePadState gc_builtState = new GamePadState( | ||||
new GamePadThumbSticks(stickLeft, stickRight, deadZoneMode), | ||||
new GamePadTriggers(triggerLeft, triggerRight, deadZoneMode), | ||||
new GamePadButtons(gc_buttonState), | ||||
new GamePadDPad(dpadUp, dpadDown, dpadLeft, dpadRight) | ||||
); | ||||
gc_builtState.IsConnected = true; | ||||
gc_builtState.PacketNumber = INTERNAL_states[index].PacketNumber; | ||||
if (gc_builtState != INTERNAL_states[index]) | ||||
{ | ||||
gc_builtState.PacketNumber += 1; | ||||
INTERNAL_states[index] = gc_builtState; | ||||
} | ||||
return gc_builtState; | ||||
} | ||||
public static bool SetGamePadVibration(int index, float leftMotor, float rightMotor) | ||||
{ | ||||
IntPtr device = INTERNAL_devices[index]; | ||||
if (device == IntPtr.Zero) | ||||
{ | ||||
return false; | ||||
} | ||||
return SDL.SDL_GameControllerRumble( | ||||
device, | ||||
(ushort) (MathHelper.Clamp(leftMotor, 0.0f, 1.0f) * 0xFFFF), | ||||
(ushort) (MathHelper.Clamp(rightMotor, 0.0f, 1.0f) * 0xFFFF), | ||||
0 | ||||
) == 0; | ||||
} | ||||
r690 | public static bool SetGamePadTriggerVibration(int index, float leftTrigger, float rightTrigger) | |||
{ | ||||
IntPtr device = INTERNAL_devices[index]; | ||||
if (device == IntPtr.Zero) | ||||
{ | ||||
return false; | ||||
} | ||||
return SDL.SDL_GameControllerRumbleTriggers( | ||||
device, | ||||
(ushort) (MathHelper.Clamp(leftTrigger, 0.0f, 1.0f) * 0xFFFF), | ||||
(ushort) (MathHelper.Clamp(rightTrigger, 0.0f, 1.0f) * 0xFFFF), | ||||
0 | ||||
) == 0; | ||||
} | ||||
r0 | public static string GetGamePadGUID(int index) | |||
{ | ||||
return INTERNAL_guids[index]; | ||||
} | ||||
public static void SetGamePadLightBar(int index, Color color) | ||||
{ | ||||
r690 | IntPtr device = INTERNAL_devices[index]; | |||
if (device == IntPtr.Zero) | ||||
r0 | { | |||
return; | ||||
} | ||||
r690 | SDL.SDL_GameControllerSetLED( | |||
device, | ||||
color.R, | ||||
color.G, | ||||
color.B | ||||
); | ||||
} | ||||
public static bool GetGamePadGyro(int index, out Vector3 gyro) | ||||
{ | ||||
IntPtr device = INTERNAL_devices[index]; | ||||
if (device == IntPtr.Zero) | ||||
{ | ||||
gyro = Vector3.Zero; | ||||
return false; | ||||
} | ||||
if (SDL.SDL_GameControllerIsSensorEnabled( | ||||
device, | ||||
SDL.SDL_SensorType.SDL_SENSOR_GYRO | ||||
) == SDL.SDL_bool.SDL_FALSE) { | ||||
SDL.SDL_GameControllerSetSensorEnabled( | ||||
device, | ||||
SDL.SDL_SensorType.SDL_SENSOR_GYRO, | ||||
SDL.SDL_bool.SDL_TRUE | ||||
); | ||||
} | ||||
unsafe | ||||
r0 | { | |||
r690 | float* data = stackalloc float[3]; | |||
if (SDL.SDL_GameControllerGetSensorData( | ||||
device, | ||||
SDL.SDL_SensorType.SDL_SENSOR_GYRO, | ||||
(IntPtr) data, | ||||
3 | ||||
) < 0) { | ||||
gyro = Vector3.Zero; | ||||
return false; | ||||
} | ||||
gyro.X = data[0]; | ||||
gyro.Y = data[1]; | ||||
gyro.Z = data[2]; | ||||
return true; | ||||
} | ||||
} | ||||
public static bool GetGamePadAccelerometer(int index, out Vector3 accel) | ||||
{ | ||||
IntPtr device = INTERNAL_devices[index]; | ||||
if (device == IntPtr.Zero) | ||||
{ | ||||
accel = Vector3.Zero; | ||||
return false; | ||||
r0 | } | |||
r690 | ||||
if (SDL.SDL_GameControllerIsSensorEnabled( | ||||
device, | ||||
SDL.SDL_SensorType.SDL_SENSOR_ACCEL | ||||
) == SDL.SDL_bool.SDL_FALSE) { | ||||
SDL.SDL_GameControllerSetSensorEnabled( | ||||
device, | ||||
SDL.SDL_SensorType.SDL_SENSOR_ACCEL, | ||||
SDL.SDL_bool.SDL_TRUE | ||||
); | ||||
} | ||||
unsafe | ||||
r0 | { | |||
r690 | float* data = stackalloc float[3]; | |||
if (SDL.SDL_GameControllerGetSensorData( | ||||
device, | ||||
SDL.SDL_SensorType.SDL_SENSOR_ACCEL, | ||||
(IntPtr) data, | ||||
3 | ||||
) < 0) { | ||||
accel = Vector3.Zero; | ||||
return false; | ||||
} | ||||
accel.X = data[0]; | ||||
accel.Y = data[1]; | ||||
accel.Z = data[2]; | ||||
return true; | ||||
r0 | } | |||
} | ||||
private static void INTERNAL_AddInstance(int dev) | ||||
{ | ||||
int which = -1; | ||||
for (int i = 0; i < INTERNAL_devices.Length; i += 1) | ||||
{ | ||||
if (INTERNAL_devices[i] == IntPtr.Zero) | ||||
{ | ||||
which = i; | ||||
break; | ||||
} | ||||
} | ||||
if (which == -1) | ||||
{ | ||||
return; // Ignoring more than 4 controllers. | ||||
} | ||||
// Clear the error buffer. We're about to do a LOT of dangerous stuff. | ||||
SDL.SDL_ClearError(); | ||||
// Open the device! | ||||
INTERNAL_devices[which] = SDL.SDL_GameControllerOpen(dev); | ||||
// We use this when dealing with GUID initialization. | ||||
IntPtr thisJoystick = SDL.SDL_GameControllerGetJoystick(INTERNAL_devices[which]); | ||||
// Pair up the instance ID to the player index. | ||||
// FIXME: Remove check after 2.0.4? -flibit | ||||
int thisInstance = SDL.SDL_JoystickInstanceID(thisJoystick); | ||||
if (INTERNAL_instanceList.ContainsKey(thisInstance)) | ||||
{ | ||||
// Duplicate? Usually this is OSX being dumb, but...? | ||||
INTERNAL_devices[which] = IntPtr.Zero; | ||||
return; | ||||
} | ||||
INTERNAL_instanceList.Add(thisInstance, which); | ||||
// Start with a fresh state. | ||||
INTERNAL_states[which] = new GamePadState(); | ||||
INTERNAL_states[which].IsConnected = true; | ||||
// Initialize the haptics for the joystick, if applicable. | ||||
bool hasRumble = SDL.SDL_GameControllerRumble( | ||||
INTERNAL_devices[which], | ||||
0, | ||||
0, | ||||
0 | ||||
) == 0; | ||||
r690 | bool hasTriggerRumble = SDL.SDL_GameControllerRumbleTriggers( | |||
INTERNAL_devices[which], | ||||
0, | ||||
0, | ||||
0 | ||||
) == 0; | ||||
r0 | ||||
// An SDL_GameController _should_ always be complete... | ||||
GamePadCapabilities caps = new GamePadCapabilities(); | ||||
caps.IsConnected = true; | ||||
caps.GamePadType = INTERNAL_gamepadType[(int) SDL.SDL_JoystickGetType(thisJoystick)]; | ||||
caps.HasAButton = SDL.SDL_GameControllerGetBindForButton( | ||||
INTERNAL_devices[which], | ||||
SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_A | ||||
).bindType != SDL.SDL_GameControllerBindType.SDL_CONTROLLER_BINDTYPE_NONE; | ||||
caps.HasBButton = SDL.SDL_GameControllerGetBindForButton( | ||||
INTERNAL_devices[which], | ||||
SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_B | ||||
).bindType != SDL.SDL_GameControllerBindType.SDL_CONTROLLER_BINDTYPE_NONE; | ||||
caps.HasXButton = SDL.SDL_GameControllerGetBindForButton( | ||||
INTERNAL_devices[which], | ||||
SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_X | ||||
).bindType != SDL.SDL_GameControllerBindType.SDL_CONTROLLER_BINDTYPE_NONE; | ||||
caps.HasYButton = SDL.SDL_GameControllerGetBindForButton( | ||||
INTERNAL_devices[which], | ||||
SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_Y | ||||
).bindType != SDL.SDL_GameControllerBindType.SDL_CONTROLLER_BINDTYPE_NONE; | ||||
caps.HasBackButton = SDL.SDL_GameControllerGetBindForButton( | ||||
INTERNAL_devices[which], | ||||
SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_BACK | ||||
).bindType != SDL.SDL_GameControllerBindType.SDL_CONTROLLER_BINDTYPE_NONE; | ||||
caps.HasBigButton = SDL.SDL_GameControllerGetBindForButton( | ||||
INTERNAL_devices[which], | ||||
SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_GUIDE | ||||
).bindType != SDL.SDL_GameControllerBindType.SDL_CONTROLLER_BINDTYPE_NONE; | ||||
caps.HasStartButton = SDL.SDL_GameControllerGetBindForButton( | ||||
INTERNAL_devices[which], | ||||
SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_START | ||||
).bindType != SDL.SDL_GameControllerBindType.SDL_CONTROLLER_BINDTYPE_NONE; | ||||
caps.HasLeftStickButton = SDL.SDL_GameControllerGetBindForButton( | ||||
INTERNAL_devices[which], | ||||
SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_LEFTSTICK | ||||
).bindType != SDL.SDL_GameControllerBindType.SDL_CONTROLLER_BINDTYPE_NONE; | ||||
caps.HasRightStickButton = SDL.SDL_GameControllerGetBindForButton( | ||||
INTERNAL_devices[which], | ||||
SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_RIGHTSTICK | ||||
).bindType != SDL.SDL_GameControllerBindType.SDL_CONTROLLER_BINDTYPE_NONE; | ||||
caps.HasLeftShoulderButton = SDL.SDL_GameControllerGetBindForButton( | ||||
INTERNAL_devices[which], | ||||
SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_LEFTSHOULDER | ||||
).bindType != SDL.SDL_GameControllerBindType.SDL_CONTROLLER_BINDTYPE_NONE; | ||||
caps.HasRightShoulderButton = SDL.SDL_GameControllerGetBindForButton( | ||||
INTERNAL_devices[which], | ||||
SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_RIGHTSHOULDER | ||||
).bindType != SDL.SDL_GameControllerBindType.SDL_CONTROLLER_BINDTYPE_NONE; | ||||
caps.HasDPadUpButton = SDL.SDL_GameControllerGetBindForButton( | ||||
INTERNAL_devices[which], | ||||
SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_DPAD_UP | ||||
).bindType != SDL.SDL_GameControllerBindType.SDL_CONTROLLER_BINDTYPE_NONE; | ||||
caps.HasDPadDownButton = SDL.SDL_GameControllerGetBindForButton( | ||||
INTERNAL_devices[which], | ||||
SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_DPAD_DOWN | ||||
).bindType != SDL.SDL_GameControllerBindType.SDL_CONTROLLER_BINDTYPE_NONE; | ||||
caps.HasDPadLeftButton = SDL.SDL_GameControllerGetBindForButton( | ||||
INTERNAL_devices[which], | ||||
SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_DPAD_LEFT | ||||
).bindType != SDL.SDL_GameControllerBindType.SDL_CONTROLLER_BINDTYPE_NONE; | ||||
caps.HasDPadRightButton = SDL.SDL_GameControllerGetBindForButton( | ||||
INTERNAL_devices[which], | ||||
SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_DPAD_RIGHT | ||||
).bindType != SDL.SDL_GameControllerBindType.SDL_CONTROLLER_BINDTYPE_NONE; | ||||
caps.HasLeftXThumbStick = SDL.SDL_GameControllerGetBindForAxis( | ||||
INTERNAL_devices[which], | ||||
SDL.SDL_GameControllerAxis.SDL_CONTROLLER_AXIS_LEFTX | ||||
).bindType != SDL.SDL_GameControllerBindType.SDL_CONTROLLER_BINDTYPE_NONE; | ||||
caps.HasLeftYThumbStick = SDL.SDL_GameControllerGetBindForAxis( | ||||
INTERNAL_devices[which], | ||||
SDL.SDL_GameControllerAxis.SDL_CONTROLLER_AXIS_LEFTY | ||||
).bindType != SDL.SDL_GameControllerBindType.SDL_CONTROLLER_BINDTYPE_NONE; | ||||
caps.HasRightXThumbStick = SDL.SDL_GameControllerGetBindForAxis( | ||||
INTERNAL_devices[which], | ||||
SDL.SDL_GameControllerAxis.SDL_CONTROLLER_AXIS_RIGHTX | ||||
).bindType != SDL.SDL_GameControllerBindType.SDL_CONTROLLER_BINDTYPE_NONE; | ||||
caps.HasRightYThumbStick = SDL.SDL_GameControllerGetBindForAxis( | ||||
INTERNAL_devices[which], | ||||
SDL.SDL_GameControllerAxis.SDL_CONTROLLER_AXIS_RIGHTY | ||||
).bindType != SDL.SDL_GameControllerBindType.SDL_CONTROLLER_BINDTYPE_NONE; | ||||
caps.HasLeftTrigger = SDL.SDL_GameControllerGetBindForAxis( | ||||
INTERNAL_devices[which], | ||||
SDL.SDL_GameControllerAxis.SDL_CONTROLLER_AXIS_TRIGGERLEFT | ||||
).bindType != SDL.SDL_GameControllerBindType.SDL_CONTROLLER_BINDTYPE_NONE; | ||||
caps.HasRightTrigger = SDL.SDL_GameControllerGetBindForAxis( | ||||
INTERNAL_devices[which], | ||||
SDL.SDL_GameControllerAxis.SDL_CONTROLLER_AXIS_TRIGGERRIGHT | ||||
).bindType != SDL.SDL_GameControllerBindType.SDL_CONTROLLER_BINDTYPE_NONE; | ||||
caps.HasLeftVibrationMotor = hasRumble; | ||||
caps.HasRightVibrationMotor = hasRumble; | ||||
caps.HasVoiceSupport = false; | ||||
r690 | caps.HasLightBarEXT = SDL.SDL_GameControllerHasLED( | |||
INTERNAL_devices[which] | ||||
) == SDL.SDL_bool.SDL_TRUE; | ||||
caps.HasTriggerVibrationMotorsEXT = hasTriggerRumble; | ||||
caps.HasMisc1EXT = SDL.SDL_GameControllerGetBindForButton( | ||||
INTERNAL_devices[which], | ||||
SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_MISC1 | ||||
).bindType != SDL.SDL_GameControllerBindType.SDL_CONTROLLER_BINDTYPE_NONE; | ||||
caps.HasPaddle1EXT = SDL.SDL_GameControllerGetBindForButton( | ||||
INTERNAL_devices[which], | ||||
SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_PADDLE1 | ||||
).bindType != SDL.SDL_GameControllerBindType.SDL_CONTROLLER_BINDTYPE_NONE; | ||||
caps.HasPaddle2EXT = SDL.SDL_GameControllerGetBindForButton( | ||||
INTERNAL_devices[which], | ||||
SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_PADDLE2 | ||||
).bindType != SDL.SDL_GameControllerBindType.SDL_CONTROLLER_BINDTYPE_NONE; | ||||
caps.HasPaddle3EXT = SDL.SDL_GameControllerGetBindForButton( | ||||
INTERNAL_devices[which], | ||||
SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_PADDLE3 | ||||
).bindType != SDL.SDL_GameControllerBindType.SDL_CONTROLLER_BINDTYPE_NONE; | ||||
caps.HasPaddle4EXT = SDL.SDL_GameControllerGetBindForButton( | ||||
INTERNAL_devices[which], | ||||
SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_PADDLE4 | ||||
).bindType != SDL.SDL_GameControllerBindType.SDL_CONTROLLER_BINDTYPE_NONE; | ||||
caps.HasTouchPadEXT = SDL.SDL_GameControllerGetBindForButton( | ||||
INTERNAL_devices[which], | ||||
SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_TOUCHPAD | ||||
).bindType != SDL.SDL_GameControllerBindType.SDL_CONTROLLER_BINDTYPE_NONE; | ||||
caps.HasGyroEXT = SDL.SDL_GameControllerHasSensor( | ||||
INTERNAL_devices[which], | ||||
SDL.SDL_SensorType.SDL_SENSOR_GYRO | ||||
) == SDL.SDL_bool.SDL_TRUE; | ||||
caps.HasAccelerometerEXT = SDL.SDL_GameControllerHasSensor( | ||||
INTERNAL_devices[which], | ||||
SDL.SDL_SensorType.SDL_SENSOR_ACCEL | ||||
) == SDL.SDL_bool.SDL_TRUE; | ||||
r0 | INTERNAL_capabilities[which] = caps; | |||
/* Store the GUID string for this device | ||||
* FIXME: Replace GetGUIDEXT string with 3 short values -flibit | ||||
*/ | ||||
ushort vendor = SDL.SDL_JoystickGetVendor(thisJoystick); | ||||
ushort product = SDL.SDL_JoystickGetProduct(thisJoystick); | ||||
if (vendor == 0x00 && product == 0x00) | ||||
{ | ||||
INTERNAL_guids[which] = "xinput"; | ||||
} | ||||
else | ||||
{ | ||||
INTERNAL_guids[which] = string.Format( | ||||
"{0:x2}{1:x2}{2:x2}{3:x2}", | ||||
vendor & 0xFF, | ||||
vendor >> 8, | ||||
product & 0xFF, | ||||
product >> 8 | ||||
); | ||||
} | ||||
r690 | // Print controller information to stdout. | |||
string deviceInfo; | ||||
string mapping = SDL.SDL_GameControllerMapping(INTERNAL_devices[which]); | ||||
if (string.IsNullOrEmpty(mapping)) | ||||
r0 | { | |||
r690 | deviceInfo = "Mapping not found"; | |||
r0 | } | |||
r690 | else | |||
{ | ||||
deviceInfo = "Mapping: " + mapping; | ||||
} | ||||
r0 | FNALoggerEXT.LogInfo( | |||
"Controller " + which.ToString() + ": " + | ||||
r690 | SDL.SDL_GameControllerName(INTERNAL_devices[which]) + ", " + | |||
"GUID: " + INTERNAL_guids[which] + ", " + | ||||
deviceInfo | ||||
r0 | ); | |||
} | ||||
private static void INTERNAL_RemoveInstance(int dev) | ||||
{ | ||||
int output; | ||||
if (!INTERNAL_instanceList.TryGetValue(dev, out output)) | ||||
{ | ||||
// Odds are, this is controller 5+ getting removed. | ||||
return; | ||||
} | ||||
INTERNAL_instanceList.Remove(dev); | ||||
SDL.SDL_GameControllerClose(INTERNAL_devices[output]); | ||||
INTERNAL_devices[output] = IntPtr.Zero; | ||||
INTERNAL_states[output] = new GamePadState(); | ||||
INTERNAL_guids[output] = String.Empty; | ||||
// A lot of errors can happen here, but honestly, they can be ignored... | ||||
SDL.SDL_ClearError(); | ||||
FNALoggerEXT.LogInfo("Removed device, player: " + output.ToString()); | ||||
} | ||||
private static string[] GenStringArray() | ||||
{ | ||||
string[] result = new string[GamePad.GAMEPAD_COUNT]; | ||||
for (int i = 0; i < result.Length; i += 1) | ||||
{ | ||||
result[i] = String.Empty; | ||||
} | ||||
return result; | ||||
} | ||||
#endregion | ||||
#region Touch Methods | ||||
public static TouchPanelCapabilities GetTouchCapabilities() | ||||
{ | ||||
/* Take these reported capabilities with a grain of salt. | ||||
* On Windows, touch devices won't be detected until they | ||||
* are interacted with. Also, MaximumTouchCount is completely | ||||
* bogus. For any touch device, XNA always reports 4. | ||||
* | ||||
* -caleb | ||||
*/ | ||||
bool touchDeviceExists = SDL.SDL_GetNumTouchDevices() > 0; | ||||
return new TouchPanelCapabilities( | ||||
touchDeviceExists, | ||||
touchDeviceExists ? 4 : 0 | ||||
); | ||||
} | ||||
public static unsafe void UpdateTouchPanelState() | ||||
{ | ||||
// Poll the touch device for all active fingers | ||||
long touchDevice = SDL.SDL_GetTouchDevice(0); | ||||
for (int i = 0; i < TouchPanel.MAX_TOUCHES; i += 1) | ||||
{ | ||||
SDL.SDL_Finger* finger = (SDL.SDL_Finger*) SDL.SDL_GetTouchFinger(touchDevice, i); | ||||
if (finger == null) | ||||
{ | ||||
// No finger found at this index | ||||
TouchPanel.SetFinger(i, TouchPanel.NO_FINGER, Vector2.Zero); | ||||
continue; | ||||
} | ||||
// Send the finger data to the TouchPanel | ||||
TouchPanel.SetFinger( | ||||
i, | ||||
(int) finger->id, | ||||
new Vector2( | ||||
(float) Math.Round(finger->x * TouchPanel.DisplayWidth), | ||||
(float) Math.Round(finger->y * TouchPanel.DisplayHeight) | ||||
) | ||||
); | ||||
} | ||||
} | ||||
public static int GetNumTouchFingers() | ||||
{ | ||||
return SDL.SDL_GetNumTouchFingers( | ||||
SDL.SDL_GetTouchDevice(0) | ||||
); | ||||
} | ||||
#endregion | ||||
r690 | #region TextInput Methods | |||
public static bool IsTextInputActive() | ||||
{ | ||||
return SDL.SDL_IsTextInputActive() != 0; | ||||
} | ||||
#endregion | ||||
r0 | #region SDL2<->XNA Key Conversion Methods | |||
/* From: http://blogs.msdn.com/b/shawnhar/archive/2007/07/02/twin-paths-to-garbage-collector-nirvana.aspx | ||||
* "If you use an enum type as a dictionary key, internal dictionary operations will cause boxing. | ||||
* You can avoid this by using integer keys, and casting your enum values to ints before adding | ||||
* them to the dictionary." | ||||
*/ | ||||
private static Dictionary<int, Keys> INTERNAL_keyMap = new Dictionary<int, Keys>() | ||||
{ | ||||
{ (int) SDL.SDL_Keycode.SDLK_a, Keys.A }, | ||||
{ (int) SDL.SDL_Keycode.SDLK_b, Keys.B }, | ||||
{ (int) SDL.SDL_Keycode.SDLK_c, Keys.C }, | ||||
{ (int) SDL.SDL_Keycode.SDLK_d, Keys.D }, | ||||
{ (int) SDL.SDL_Keycode.SDLK_e, Keys.E }, | ||||
{ (int) SDL.SDL_Keycode.SDLK_f, Keys.F }, | ||||
{ (int) SDL.SDL_Keycode.SDLK_g, Keys.G }, | ||||
{ (int) SDL.SDL_Keycode.SDLK_h, Keys.H }, | ||||
{ (int) SDL.SDL_Keycode.SDLK_i, Keys.I }, | ||||
{ (int) SDL.SDL_Keycode.SDLK_j, Keys.J }, | ||||
{ (int) SDL.SDL_Keycode.SDLK_k, Keys.K }, | ||||
{ (int) SDL.SDL_Keycode.SDLK_l, Keys.L }, | ||||
{ (int) SDL.SDL_Keycode.SDLK_m, Keys.M }, | ||||
{ (int) SDL.SDL_Keycode.SDLK_n, Keys.N }, | ||||
{ (int) SDL.SDL_Keycode.SDLK_o, Keys.O }, | ||||
{ (int) SDL.SDL_Keycode.SDLK_p, Keys.P }, | ||||
{ (int) SDL.SDL_Keycode.SDLK_q, Keys.Q }, | ||||
{ (int) SDL.SDL_Keycode.SDLK_r, Keys.R }, | ||||
{ (int) SDL.SDL_Keycode.SDLK_s, Keys.S }, | ||||
{ (int) SDL.SDL_Keycode.SDLK_t, Keys.T }, | ||||
{ (int) SDL.SDL_Keycode.SDLK_u, Keys.U }, | ||||
{ (int) SDL.SDL_Keycode.SDLK_v, Keys.V }, | ||||
{ (int) SDL.SDL_Keycode.SDLK_w, Keys.W }, | ||||
{ (int) SDL.SDL_Keycode.SDLK_x, Keys.X }, | ||||
{ (int) SDL.SDL_Keycode.SDLK_y, Keys.Y }, | ||||
{ (int) SDL.SDL_Keycode.SDLK_z, Keys.Z }, | ||||
{ (int) SDL.SDL_Keycode.SDLK_0, Keys.D0 }, | ||||
{ (int) SDL.SDL_Keycode.SDLK_1, Keys.D1 }, | ||||
{ (int) SDL.SDL_Keycode.SDLK_2, Keys.D2 }, | ||||
{ (int) SDL.SDL_Keycode.SDLK_3, Keys.D3 }, | ||||
{ (int) SDL.SDL_Keycode.SDLK_4, Keys.D4 }, | ||||
{ (int) SDL.SDL_Keycode.SDLK_5, Keys.D5 }, | ||||
{ (int) SDL.SDL_Keycode.SDLK_6, Keys.D6 }, | ||||
{ (int) SDL.SDL_Keycode.SDLK_7, Keys.D7 }, | ||||
{ (int) SDL.SDL_Keycode.SDLK_8, Keys.D8 }, | ||||
{ (int) SDL.SDL_Keycode.SDLK_9, Keys.D9 }, | ||||
{ (int) SDL.SDL_Keycode.SDLK_KP_0, Keys.NumPad0 }, | ||||
{ (int) SDL.SDL_Keycode.SDLK_KP_1, Keys.NumPad1 }, | ||||
{ (int) SDL.SDL_Keycode.SDLK_KP_2, Keys.NumPad2 }, | ||||
{ (int) SDL.SDL_Keycode.SDLK_KP_3, Keys.NumPad3 }, | ||||
{ (int) SDL.SDL_Keycode.SDLK_KP_4, Keys.NumPad4 }, | ||||
{ (int) SDL.SDL_Keycode.SDLK_KP_5, Keys.NumPad5 }, | ||||
{ (int) SDL.SDL_Keycode.SDLK_KP_6, Keys.NumPad6 }, | ||||
{ (int) SDL.SDL_Keycode.SDLK_KP_7, Keys.NumPad7 }, | ||||
{ (int) SDL.SDL_Keycode.SDLK_KP_8, Keys.NumPad8 }, | ||||
{ (int) SDL.SDL_Keycode.SDLK_KP_9, Keys.NumPad9 }, | ||||
{ (int) SDL.SDL_Keycode.SDLK_KP_CLEAR, Keys.OemClear }, | ||||
{ (int) SDL.SDL_Keycode.SDLK_KP_DECIMAL, Keys.Decimal }, | ||||
{ (int) SDL.SDL_Keycode.SDLK_KP_DIVIDE, Keys.Divide }, | ||||
{ (int) SDL.SDL_Keycode.SDLK_KP_ENTER, Keys.Enter }, | ||||
{ (int) SDL.SDL_Keycode.SDLK_KP_MINUS, Keys.Subtract }, | ||||
{ (int) SDL.SDL_Keycode.SDLK_KP_MULTIPLY, Keys.Multiply }, | ||||
{ (int) SDL.SDL_Keycode.SDLK_KP_PERIOD, Keys.OemPeriod }, | ||||
{ (int) SDL.SDL_Keycode.SDLK_KP_PLUS, Keys.Add }, | ||||
{ (int) SDL.SDL_Keycode.SDLK_F1, Keys.F1 }, | ||||
{ (int) SDL.SDL_Keycode.SDLK_F2, Keys.F2 }, | ||||
{ (int) SDL.SDL_Keycode.SDLK_F3, Keys.F3 }, | ||||
{ (int) SDL.SDL_Keycode.SDLK_F4, Keys.F4 }, | ||||
{ (int) SDL.SDL_Keycode.SDLK_F5, Keys.F5 }, | ||||
{ (int) SDL.SDL_Keycode.SDLK_F6, Keys.F6 }, | ||||
{ (int) SDL.SDL_Keycode.SDLK_F7, Keys.F7 }, | ||||
{ (int) SDL.SDL_Keycode.SDLK_F8, Keys.F8 }, | ||||
{ (int) SDL.SDL_Keycode.SDLK_F9, Keys.F9 }, | ||||
{ (int) SDL.SDL_Keycode.SDLK_F10, Keys.F10 }, | ||||
{ (int) SDL.SDL_Keycode.SDLK_F11, Keys.F11 }, | ||||
{ (int) SDL.SDL_Keycode.SDLK_F12, Keys.F12 }, | ||||
{ (int) SDL.SDL_Keycode.SDLK_F13, Keys.F13 }, | ||||
{ (int) SDL.SDL_Keycode.SDLK_F14, Keys.F14 }, | ||||
{ (int) SDL.SDL_Keycode.SDLK_F15, Keys.F15 }, | ||||
{ (int) SDL.SDL_Keycode.SDLK_F16, Keys.F16 }, | ||||
{ (int) SDL.SDL_Keycode.SDLK_F17, Keys.F17 }, | ||||
{ (int) SDL.SDL_Keycode.SDLK_F18, Keys.F18 }, | ||||
{ (int) SDL.SDL_Keycode.SDLK_F19, Keys.F19 }, | ||||
{ (int) SDL.SDL_Keycode.SDLK_F20, Keys.F20 }, | ||||
{ (int) SDL.SDL_Keycode.SDLK_F21, Keys.F21 }, | ||||
{ (int) SDL.SDL_Keycode.SDLK_F22, Keys.F22 }, | ||||
{ (int) SDL.SDL_Keycode.SDLK_F23, Keys.F23 }, | ||||
{ (int) SDL.SDL_Keycode.SDLK_F24, Keys.F24 }, | ||||
{ (int) SDL.SDL_Keycode.SDLK_SPACE, Keys.Space }, | ||||
{ (int) SDL.SDL_Keycode.SDLK_UP, Keys.Up }, | ||||
{ (int) SDL.SDL_Keycode.SDLK_DOWN, Keys.Down }, | ||||
{ (int) SDL.SDL_Keycode.SDLK_LEFT, Keys.Left }, | ||||
{ (int) SDL.SDL_Keycode.SDLK_RIGHT, Keys.Right }, | ||||
{ (int) SDL.SDL_Keycode.SDLK_LALT, Keys.LeftAlt }, | ||||
{ (int) SDL.SDL_Keycode.SDLK_RALT, Keys.RightAlt }, | ||||
{ (int) SDL.SDL_Keycode.SDLK_LCTRL, Keys.LeftControl }, | ||||
{ (int) SDL.SDL_Keycode.SDLK_RCTRL, Keys.RightControl }, | ||||
{ (int) SDL.SDL_Keycode.SDLK_LGUI, Keys.LeftWindows }, | ||||
{ (int) SDL.SDL_Keycode.SDLK_RGUI, Keys.RightWindows }, | ||||
{ (int) SDL.SDL_Keycode.SDLK_LSHIFT, Keys.LeftShift }, | ||||
{ (int) SDL.SDL_Keycode.SDLK_RSHIFT, Keys.RightShift }, | ||||
{ (int) SDL.SDL_Keycode.SDLK_APPLICATION, Keys.Apps }, | ||||
r690 | { (int) SDL.SDL_Keycode.SDLK_MENU, Keys.Apps }, | |||
r0 | { (int) SDL.SDL_Keycode.SDLK_SLASH, Keys.OemQuestion }, | |||
r690 | { (int) SDL.SDL_Keycode.SDLK_BACKSLASH, Keys.OemPipe }, | |||
r0 | { (int) SDL.SDL_Keycode.SDLK_LEFTBRACKET, Keys.OemOpenBrackets }, | |||
{ (int) SDL.SDL_Keycode.SDLK_RIGHTBRACKET, Keys.OemCloseBrackets }, | ||||
{ (int) SDL.SDL_Keycode.SDLK_CAPSLOCK, Keys.CapsLock }, | ||||
{ (int) SDL.SDL_Keycode.SDLK_COMMA, Keys.OemComma }, | ||||
{ (int) SDL.SDL_Keycode.SDLK_DELETE, Keys.Delete }, | ||||
{ (int) SDL.SDL_Keycode.SDLK_END, Keys.End }, | ||||
{ (int) SDL.SDL_Keycode.SDLK_BACKSPACE, Keys.Back }, | ||||
{ (int) SDL.SDL_Keycode.SDLK_RETURN, Keys.Enter }, | ||||
{ (int) SDL.SDL_Keycode.SDLK_ESCAPE, Keys.Escape }, | ||||
{ (int) SDL.SDL_Keycode.SDLK_HOME, Keys.Home }, | ||||
{ (int) SDL.SDL_Keycode.SDLK_INSERT, Keys.Insert }, | ||||
{ (int) SDL.SDL_Keycode.SDLK_MINUS, Keys.OemMinus }, | ||||
{ (int) SDL.SDL_Keycode.SDLK_NUMLOCKCLEAR, Keys.NumLock }, | ||||
{ (int) SDL.SDL_Keycode.SDLK_PAGEUP, Keys.PageUp }, | ||||
{ (int) SDL.SDL_Keycode.SDLK_PAGEDOWN, Keys.PageDown }, | ||||
{ (int) SDL.SDL_Keycode.SDLK_PAUSE, Keys.Pause }, | ||||
{ (int) SDL.SDL_Keycode.SDLK_PERIOD, Keys.OemPeriod }, | ||||
{ (int) SDL.SDL_Keycode.SDLK_EQUALS, Keys.OemPlus }, | ||||
{ (int) SDL.SDL_Keycode.SDLK_PRINTSCREEN, Keys.PrintScreen }, | ||||
{ (int) SDL.SDL_Keycode.SDLK_QUOTE, Keys.OemQuotes }, | ||||
{ (int) SDL.SDL_Keycode.SDLK_SCROLLLOCK, Keys.Scroll }, | ||||
{ (int) SDL.SDL_Keycode.SDLK_SEMICOLON, Keys.OemSemicolon }, | ||||
{ (int) SDL.SDL_Keycode.SDLK_SLEEP, Keys.Sleep }, | ||||
{ (int) SDL.SDL_Keycode.SDLK_TAB, Keys.Tab }, | ||||
{ (int) SDL.SDL_Keycode.SDLK_BACKQUOTE, Keys.OemTilde }, | ||||
{ (int) SDL.SDL_Keycode.SDLK_VOLUMEUP, Keys.VolumeUp }, | ||||
{ (int) SDL.SDL_Keycode.SDLK_VOLUMEDOWN, Keys.VolumeDown }, | ||||
{ '²' /* FIXME: AZERTY SDL2? -flibit */, Keys.OemTilde }, | ||||
{ 'é' /* FIXME: BEPO SDL2? -flibit */, Keys.None }, | ||||
{ '|' /* FIXME: Norwegian SDL2? -flibit */, Keys.OemPipe }, | ||||
{ '+' /* FIXME: Norwegian SDL2? -flibit */, Keys.OemPlus }, | ||||
{ 'ø' /* FIXME: Norwegian SDL2? -flibit */, Keys.OemSemicolon }, | ||||
{ 'æ' /* FIXME: Norwegian SDL2? -flibit */, Keys.OemQuotes }, | ||||
{ (int) SDL.SDL_Keycode.SDLK_UNKNOWN, Keys.None } | ||||
}; | ||||
private static Dictionary<int, Keys> INTERNAL_scanMap = new Dictionary<int, Keys>() | ||||
{ | ||||
{ (int) SDL.SDL_Scancode.SDL_SCANCODE_A, Keys.A }, | ||||
{ (int) SDL.SDL_Scancode.SDL_SCANCODE_B, Keys.B }, | ||||
{ (int) SDL.SDL_Scancode.SDL_SCANCODE_C, Keys.C }, | ||||
{ (int) SDL.SDL_Scancode.SDL_SCANCODE_D, Keys.D }, | ||||
{ (int) SDL.SDL_Scancode.SDL_SCANCODE_E, Keys.E }, | ||||
{ (int) SDL.SDL_Scancode.SDL_SCANCODE_F, Keys.F }, | ||||
{ (int) SDL.SDL_Scancode.SDL_SCANCODE_G, Keys.G }, | ||||
{ (int) SDL.SDL_Scancode.SDL_SCANCODE_H, Keys.H }, | ||||
{ (int) SDL.SDL_Scancode.SDL_SCANCODE_I, Keys.I }, | ||||
{ (int) SDL.SDL_Scancode.SDL_SCANCODE_J, Keys.J }, | ||||
{ (int) SDL.SDL_Scancode.SDL_SCANCODE_K, Keys.K }, | ||||
{ (int) SDL.SDL_Scancode.SDL_SCANCODE_L, Keys.L }, | ||||
{ (int) SDL.SDL_Scancode.SDL_SCANCODE_M, Keys.M }, | ||||
{ (int) SDL.SDL_Scancode.SDL_SCANCODE_N, Keys.N }, | ||||
{ (int) SDL.SDL_Scancode.SDL_SCANCODE_O, Keys.O }, | ||||
{ (int) SDL.SDL_Scancode.SDL_SCANCODE_P, Keys.P }, | ||||
{ (int) SDL.SDL_Scancode.SDL_SCANCODE_Q, Keys.Q }, | ||||
{ (int) SDL.SDL_Scancode.SDL_SCANCODE_R, Keys.R }, | ||||
{ (int) SDL.SDL_Scancode.SDL_SCANCODE_S, Keys.S }, | ||||
{ (int) SDL.SDL_Scancode.SDL_SCANCODE_T, Keys.T }, | ||||
{ (int) SDL.SDL_Scancode.SDL_SCANCODE_U, Keys.U }, | ||||
{ (int) SDL.SDL_Scancode.SDL_SCANCODE_V, Keys.V }, | ||||
{ (int) SDL.SDL_Scancode.SDL_SCANCODE_W, Keys.W }, | ||||
{ (int) SDL.SDL_Scancode.SDL_SCANCODE_X, Keys.X }, | ||||
{ (int) SDL.SDL_Scancode.SDL_SCANCODE_Y, Keys.Y }, | ||||
{ (int) SDL.SDL_Scancode.SDL_SCANCODE_Z, Keys.Z }, | ||||
{ (int) SDL.SDL_Scancode.SDL_SCANCODE_0, Keys.D0 }, | ||||
{ (int) SDL.SDL_Scancode.SDL_SCANCODE_1, Keys.D1 }, | ||||
{ (int) SDL.SDL_Scancode.SDL_SCANCODE_2, Keys.D2 }, | ||||
{ (int) SDL.SDL_Scancode.SDL_SCANCODE_3, Keys.D3 }, | ||||
{ (int) SDL.SDL_Scancode.SDL_SCANCODE_4, Keys.D4 }, | ||||
{ (int) SDL.SDL_Scancode.SDL_SCANCODE_5, Keys.D5 }, | ||||
{ (int) SDL.SDL_Scancode.SDL_SCANCODE_6, Keys.D6 }, | ||||
{ (int) SDL.SDL_Scancode.SDL_SCANCODE_7, Keys.D7 }, | ||||
{ (int) SDL.SDL_Scancode.SDL_SCANCODE_8, Keys.D8 }, | ||||
{ (int) SDL.SDL_Scancode.SDL_SCANCODE_9, Keys.D9 }, | ||||
{ (int) SDL.SDL_Scancode.SDL_SCANCODE_KP_0, Keys.NumPad0 }, | ||||
{ (int) SDL.SDL_Scancode.SDL_SCANCODE_KP_1, Keys.NumPad1 }, | ||||
{ (int) SDL.SDL_Scancode.SDL_SCANCODE_KP_2, Keys.NumPad2 }, | ||||
{ (int) SDL.SDL_Scancode.SDL_SCANCODE_KP_3, Keys.NumPad3 }, | ||||
{ (int) SDL.SDL_Scancode.SDL_SCANCODE_KP_4, Keys.NumPad4 }, | ||||
{ (int) SDL.SDL_Scancode.SDL_SCANCODE_KP_5, Keys.NumPad5 }, | ||||
{ (int) SDL.SDL_Scancode.SDL_SCANCODE_KP_6, Keys.NumPad6 }, | ||||
{ (int) SDL.SDL_Scancode.SDL_SCANCODE_KP_7, Keys.NumPad7 }, | ||||
{ (int) SDL.SDL_Scancode.SDL_SCANCODE_KP_8, Keys.NumPad8 }, | ||||
{ (int) SDL.SDL_Scancode.SDL_SCANCODE_KP_9, Keys.NumPad9 }, | ||||
{ (int) SDL.SDL_Scancode.SDL_SCANCODE_KP_CLEAR, Keys.OemClear }, | ||||
{ (int) SDL.SDL_Scancode.SDL_SCANCODE_KP_DECIMAL, Keys.Decimal }, | ||||
{ (int) SDL.SDL_Scancode.SDL_SCANCODE_KP_DIVIDE, Keys.Divide }, | ||||
{ (int) SDL.SDL_Scancode.SDL_SCANCODE_KP_ENTER, Keys.Enter }, | ||||
{ (int) SDL.SDL_Scancode.SDL_SCANCODE_KP_MINUS, Keys.Subtract }, | ||||
{ (int) SDL.SDL_Scancode.SDL_SCANCODE_KP_MULTIPLY, Keys.Multiply }, | ||||
{ (int) SDL.SDL_Scancode.SDL_SCANCODE_KP_PERIOD, Keys.OemPeriod }, | ||||
{ (int) SDL.SDL_Scancode.SDL_SCANCODE_KP_PLUS, Keys.Add }, | ||||
{ (int) SDL.SDL_Scancode.SDL_SCANCODE_F1, Keys.F1 }, | ||||
{ (int) SDL.SDL_Scancode.SDL_SCANCODE_F2, Keys.F2 }, | ||||
{ (int) SDL.SDL_Scancode.SDL_SCANCODE_F3, Keys.F3 }, | ||||
{ (int) SDL.SDL_Scancode.SDL_SCANCODE_F4, Keys.F4 }, | ||||
{ (int) SDL.SDL_Scancode.SDL_SCANCODE_F5, Keys.F5 }, | ||||
{ (int) SDL.SDL_Scancode.SDL_SCANCODE_F6, Keys.F6 }, | ||||
{ (int) SDL.SDL_Scancode.SDL_SCANCODE_F7, Keys.F7 }, | ||||
{ (int) SDL.SDL_Scancode.SDL_SCANCODE_F8, Keys.F8 }, | ||||
{ (int) SDL.SDL_Scancode.SDL_SCANCODE_F9, Keys.F9 }, | ||||
{ (int) SDL.SDL_Scancode.SDL_SCANCODE_F10, Keys.F10 }, | ||||
{ (int) SDL.SDL_Scancode.SDL_SCANCODE_F11, Keys.F11 }, | ||||
{ (int) SDL.SDL_Scancode.SDL_SCANCODE_F12, Keys.F12 }, | ||||
{ (int) SDL.SDL_Scancode.SDL_SCANCODE_F13, Keys.F13 }, | ||||
{ (int) SDL.SDL_Scancode.SDL_SCANCODE_F14, Keys.F14 }, | ||||
{ (int) SDL.SDL_Scancode.SDL_SCANCODE_F15, Keys.F15 }, | ||||
{ (int) SDL.SDL_Scancode.SDL_SCANCODE_F16, Keys.F16 }, | ||||
{ (int) SDL.SDL_Scancode.SDL_SCANCODE_F17, Keys.F17 }, | ||||
{ (int) SDL.SDL_Scancode.SDL_SCANCODE_F18, Keys.F18 }, | ||||
{ (int) SDL.SDL_Scancode.SDL_SCANCODE_F19, Keys.F19 }, | ||||
{ (int) SDL.SDL_Scancode.SDL_SCANCODE_F20, Keys.F20 }, | ||||
{ (int) SDL.SDL_Scancode.SDL_SCANCODE_F21, Keys.F21 }, | ||||
{ (int) SDL.SDL_Scancode.SDL_SCANCODE_F22, Keys.F22 }, | ||||
{ (int) SDL.SDL_Scancode.SDL_SCANCODE_F23, Keys.F23 }, | ||||
{ (int) SDL.SDL_Scancode.SDL_SCANCODE_F24, Keys.F24 }, | ||||
{ (int) SDL.SDL_Scancode.SDL_SCANCODE_SPACE, Keys.Space }, | ||||
{ (int) SDL.SDL_Scancode.SDL_SCANCODE_UP, Keys.Up }, | ||||
{ (int) SDL.SDL_Scancode.SDL_SCANCODE_DOWN, Keys.Down }, | ||||
{ (int) SDL.SDL_Scancode.SDL_SCANCODE_LEFT, Keys.Left }, | ||||
{ (int) SDL.SDL_Scancode.SDL_SCANCODE_RIGHT, Keys.Right }, | ||||
{ (int) SDL.SDL_Scancode.SDL_SCANCODE_LALT, Keys.LeftAlt }, | ||||
{ (int) SDL.SDL_Scancode.SDL_SCANCODE_RALT, Keys.RightAlt }, | ||||
{ (int) SDL.SDL_Scancode.SDL_SCANCODE_LCTRL, Keys.LeftControl }, | ||||
{ (int) SDL.SDL_Scancode.SDL_SCANCODE_RCTRL, Keys.RightControl }, | ||||
{ (int) SDL.SDL_Scancode.SDL_SCANCODE_LGUI, Keys.LeftWindows }, | ||||
{ (int) SDL.SDL_Scancode.SDL_SCANCODE_RGUI, Keys.RightWindows }, | ||||
{ (int) SDL.SDL_Scancode.SDL_SCANCODE_LSHIFT, Keys.LeftShift }, | ||||
{ (int) SDL.SDL_Scancode.SDL_SCANCODE_RSHIFT, Keys.RightShift }, | ||||
{ (int) SDL.SDL_Scancode.SDL_SCANCODE_APPLICATION, Keys.Apps }, | ||||
r690 | { (int) SDL.SDL_Scancode.SDL_SCANCODE_MENU, Keys.Apps }, | |||
r0 | { (int) SDL.SDL_Scancode.SDL_SCANCODE_SLASH, Keys.OemQuestion }, | |||
r690 | { (int) SDL.SDL_Scancode.SDL_SCANCODE_BACKSLASH, Keys.OemPipe }, | |||
r0 | { (int) SDL.SDL_Scancode.SDL_SCANCODE_LEFTBRACKET, Keys.OemOpenBrackets }, | |||
{ (int) SDL.SDL_Scancode.SDL_SCANCODE_RIGHTBRACKET, Keys.OemCloseBrackets }, | ||||
{ (int) SDL.SDL_Scancode.SDL_SCANCODE_CAPSLOCK, Keys.CapsLock }, | ||||
{ (int) SDL.SDL_Scancode.SDL_SCANCODE_COMMA, Keys.OemComma }, | ||||
{ (int) SDL.SDL_Scancode.SDL_SCANCODE_DELETE, Keys.Delete }, | ||||
{ (int) SDL.SDL_Scancode.SDL_SCANCODE_END, Keys.End }, | ||||
{ (int) SDL.SDL_Scancode.SDL_SCANCODE_BACKSPACE, Keys.Back }, | ||||
{ (int) SDL.SDL_Scancode.SDL_SCANCODE_RETURN, Keys.Enter }, | ||||
{ (int) SDL.SDL_Scancode.SDL_SCANCODE_ESCAPE, Keys.Escape }, | ||||
{ (int) SDL.SDL_Scancode.SDL_SCANCODE_HOME, Keys.Home }, | ||||
{ (int) SDL.SDL_Scancode.SDL_SCANCODE_INSERT, Keys.Insert }, | ||||
{ (int) SDL.SDL_Scancode.SDL_SCANCODE_MINUS, Keys.OemMinus }, | ||||
{ (int) SDL.SDL_Scancode.SDL_SCANCODE_NUMLOCKCLEAR, Keys.NumLock }, | ||||
{ (int) SDL.SDL_Scancode.SDL_SCANCODE_PAGEUP, Keys.PageUp }, | ||||
{ (int) SDL.SDL_Scancode.SDL_SCANCODE_PAGEDOWN, Keys.PageDown }, | ||||
{ (int) SDL.SDL_Scancode.SDL_SCANCODE_PAUSE, Keys.Pause }, | ||||
{ (int) SDL.SDL_Scancode.SDL_SCANCODE_PERIOD, Keys.OemPeriod }, | ||||
{ (int) SDL.SDL_Scancode.SDL_SCANCODE_EQUALS, Keys.OemPlus }, | ||||
{ (int) SDL.SDL_Scancode.SDL_SCANCODE_PRINTSCREEN, Keys.PrintScreen }, | ||||
{ (int) SDL.SDL_Scancode.SDL_SCANCODE_APOSTROPHE, Keys.OemQuotes }, | ||||
{ (int) SDL.SDL_Scancode.SDL_SCANCODE_SCROLLLOCK, Keys.Scroll }, | ||||
{ (int) SDL.SDL_Scancode.SDL_SCANCODE_SEMICOLON, Keys.OemSemicolon }, | ||||
{ (int) SDL.SDL_Scancode.SDL_SCANCODE_SLEEP, Keys.Sleep }, | ||||
{ (int) SDL.SDL_Scancode.SDL_SCANCODE_TAB, Keys.Tab }, | ||||
{ (int) SDL.SDL_Scancode.SDL_SCANCODE_GRAVE, Keys.OemTilde }, | ||||
{ (int) SDL.SDL_Scancode.SDL_SCANCODE_VOLUMEUP, Keys.VolumeUp }, | ||||
{ (int) SDL.SDL_Scancode.SDL_SCANCODE_VOLUMEDOWN, Keys.VolumeDown }, | ||||
{ (int) SDL.SDL_Scancode.SDL_SCANCODE_UNKNOWN, Keys.None }, | ||||
/* FIXME: The following scancodes need verification! */ | ||||
{ (int) SDL.SDL_Scancode.SDL_SCANCODE_NONUSHASH, Keys.None }, | ||||
{ (int) SDL.SDL_Scancode.SDL_SCANCODE_NONUSBACKSLASH, Keys.None } | ||||
}; | ||||
private static Dictionary<int, SDL.SDL_Scancode> INTERNAL_xnaMap = new Dictionary<int, SDL.SDL_Scancode>() | ||||
{ | ||||
{ (int) Keys.A, SDL.SDL_Scancode.SDL_SCANCODE_A }, | ||||
{ (int) Keys.B, SDL.SDL_Scancode.SDL_SCANCODE_B }, | ||||
{ (int) Keys.C, SDL.SDL_Scancode.SDL_SCANCODE_C }, | ||||
{ (int) Keys.D, SDL.SDL_Scancode.SDL_SCANCODE_D }, | ||||
{ (int) Keys.E, SDL.SDL_Scancode.SDL_SCANCODE_E }, | ||||
{ (int) Keys.F, SDL.SDL_Scancode.SDL_SCANCODE_F }, | ||||
{ (int) Keys.G, SDL.SDL_Scancode.SDL_SCANCODE_G }, | ||||
{ (int) Keys.H, SDL.SDL_Scancode.SDL_SCANCODE_H }, | ||||
{ (int) Keys.I, SDL.SDL_Scancode.SDL_SCANCODE_I }, | ||||
{ (int) Keys.J, SDL.SDL_Scancode.SDL_SCANCODE_J }, | ||||
{ (int) Keys.K, SDL.SDL_Scancode.SDL_SCANCODE_K }, | ||||
{ (int) Keys.L, SDL.SDL_Scancode.SDL_SCANCODE_L }, | ||||
{ (int) Keys.M, SDL.SDL_Scancode.SDL_SCANCODE_M }, | ||||
{ (int) Keys.N, SDL.SDL_Scancode.SDL_SCANCODE_N }, | ||||
{ (int) Keys.O, SDL.SDL_Scancode.SDL_SCANCODE_O }, | ||||
{ (int) Keys.P, SDL.SDL_Scancode.SDL_SCANCODE_P }, | ||||
{ (int) Keys.Q, SDL.SDL_Scancode.SDL_SCANCODE_Q }, | ||||
{ (int) Keys.R, SDL.SDL_Scancode.SDL_SCANCODE_R }, | ||||
{ (int) Keys.S, SDL.SDL_Scancode.SDL_SCANCODE_S }, | ||||
{ (int) Keys.T, SDL.SDL_Scancode.SDL_SCANCODE_T }, | ||||
{ (int) Keys.U, SDL.SDL_Scancode.SDL_SCANCODE_U }, | ||||
{ (int) Keys.V, SDL.SDL_Scancode.SDL_SCANCODE_V }, | ||||
{ (int) Keys.W, SDL.SDL_Scancode.SDL_SCANCODE_W }, | ||||
{ (int) Keys.X, SDL.SDL_Scancode.SDL_SCANCODE_X }, | ||||
{ (int) Keys.Y, SDL.SDL_Scancode.SDL_SCANCODE_Y }, | ||||
{ (int) Keys.Z, SDL.SDL_Scancode.SDL_SCANCODE_Z }, | ||||
{ (int) Keys.D0, SDL.SDL_Scancode.SDL_SCANCODE_0 }, | ||||
{ (int) Keys.D1, SDL.SDL_Scancode.SDL_SCANCODE_1 }, | ||||
{ (int) Keys.D2, SDL.SDL_Scancode.SDL_SCANCODE_2 }, | ||||
{ (int) Keys.D3, SDL.SDL_Scancode.SDL_SCANCODE_3 }, | ||||
{ (int) Keys.D4, SDL.SDL_Scancode.SDL_SCANCODE_4 }, | ||||
{ (int) Keys.D5, SDL.SDL_Scancode.SDL_SCANCODE_5 }, | ||||
{ (int) Keys.D6, SDL.SDL_Scancode.SDL_SCANCODE_6 }, | ||||
{ (int) Keys.D7, SDL.SDL_Scancode.SDL_SCANCODE_7 }, | ||||
{ (int) Keys.D8, SDL.SDL_Scancode.SDL_SCANCODE_8 }, | ||||
{ (int) Keys.D9, SDL.SDL_Scancode.SDL_SCANCODE_9 }, | ||||
{ (int) Keys.NumPad0, SDL.SDL_Scancode.SDL_SCANCODE_KP_0 }, | ||||
{ (int) Keys.NumPad1, SDL.SDL_Scancode.SDL_SCANCODE_KP_1 }, | ||||
{ (int) Keys.NumPad2, SDL.SDL_Scancode.SDL_SCANCODE_KP_2 }, | ||||
{ (int) Keys.NumPad3, SDL.SDL_Scancode.SDL_SCANCODE_KP_3 }, | ||||
{ (int) Keys.NumPad4, SDL.SDL_Scancode.SDL_SCANCODE_KP_4 }, | ||||
{ (int) Keys.NumPad5, SDL.SDL_Scancode.SDL_SCANCODE_KP_5 }, | ||||
{ (int) Keys.NumPad6, SDL.SDL_Scancode.SDL_SCANCODE_KP_6 }, | ||||
{ (int) Keys.NumPad7, SDL.SDL_Scancode.SDL_SCANCODE_KP_7 }, | ||||
{ (int) Keys.NumPad8, SDL.SDL_Scancode.SDL_SCANCODE_KP_8 }, | ||||
{ (int) Keys.NumPad9, SDL.SDL_Scancode.SDL_SCANCODE_KP_9 }, | ||||
{ (int) Keys.OemClear, SDL.SDL_Scancode.SDL_SCANCODE_KP_CLEAR }, | ||||
{ (int) Keys.Decimal, SDL.SDL_Scancode.SDL_SCANCODE_KP_DECIMAL }, | ||||
{ (int) Keys.Divide, SDL.SDL_Scancode.SDL_SCANCODE_KP_DIVIDE }, | ||||
{ (int) Keys.Multiply, SDL.SDL_Scancode.SDL_SCANCODE_KP_MULTIPLY }, | ||||
{ (int) Keys.Subtract, SDL.SDL_Scancode.SDL_SCANCODE_KP_MINUS }, | ||||
{ (int) Keys.Add, SDL.SDL_Scancode.SDL_SCANCODE_KP_PLUS }, | ||||
{ (int) Keys.F1, SDL.SDL_Scancode.SDL_SCANCODE_F1 }, | ||||
{ (int) Keys.F2, SDL.SDL_Scancode.SDL_SCANCODE_F2 }, | ||||
{ (int) Keys.F3, SDL.SDL_Scancode.SDL_SCANCODE_F3 }, | ||||
{ (int) Keys.F4, SDL.SDL_Scancode.SDL_SCANCODE_F4 }, | ||||
{ (int) Keys.F5, SDL.SDL_Scancode.SDL_SCANCODE_F5 }, | ||||
{ (int) Keys.F6, SDL.SDL_Scancode.SDL_SCANCODE_F6 }, | ||||
{ (int) Keys.F7, SDL.SDL_Scancode.SDL_SCANCODE_F7 }, | ||||
{ (int) Keys.F8, SDL.SDL_Scancode.SDL_SCANCODE_F8 }, | ||||
{ (int) Keys.F9, SDL.SDL_Scancode.SDL_SCANCODE_F9 }, | ||||
{ (int) Keys.F10, SDL.SDL_Scancode.SDL_SCANCODE_F10 }, | ||||
{ (int) Keys.F11, SDL.SDL_Scancode.SDL_SCANCODE_F11 }, | ||||
{ (int) Keys.F12, SDL.SDL_Scancode.SDL_SCANCODE_F12 }, | ||||
{ (int) Keys.F13, SDL.SDL_Scancode.SDL_SCANCODE_F13 }, | ||||
{ (int) Keys.F14, SDL.SDL_Scancode.SDL_SCANCODE_F14 }, | ||||
{ (int) Keys.F15, SDL.SDL_Scancode.SDL_SCANCODE_F15 }, | ||||
{ (int) Keys.F16, SDL.SDL_Scancode.SDL_SCANCODE_F16 }, | ||||
{ (int) Keys.F17, SDL.SDL_Scancode.SDL_SCANCODE_F17 }, | ||||
{ (int) Keys.F18, SDL.SDL_Scancode.SDL_SCANCODE_F18 }, | ||||
{ (int) Keys.F19, SDL.SDL_Scancode.SDL_SCANCODE_F19 }, | ||||
{ (int) Keys.F20, SDL.SDL_Scancode.SDL_SCANCODE_F20 }, | ||||
{ (int) Keys.F21, SDL.SDL_Scancode.SDL_SCANCODE_F21 }, | ||||
{ (int) Keys.F22, SDL.SDL_Scancode.SDL_SCANCODE_F22 }, | ||||
{ (int) Keys.F23, SDL.SDL_Scancode.SDL_SCANCODE_F23 }, | ||||
{ (int) Keys.F24, SDL.SDL_Scancode.SDL_SCANCODE_F24 }, | ||||
{ (int) Keys.Space, SDL.SDL_Scancode.SDL_SCANCODE_SPACE }, | ||||
{ (int) Keys.Up, SDL.SDL_Scancode.SDL_SCANCODE_UP }, | ||||
{ (int) Keys.Down, SDL.SDL_Scancode.SDL_SCANCODE_DOWN }, | ||||
{ (int) Keys.Left, SDL.SDL_Scancode.SDL_SCANCODE_LEFT }, | ||||
{ (int) Keys.Right, SDL.SDL_Scancode.SDL_SCANCODE_RIGHT }, | ||||
{ (int) Keys.LeftAlt, SDL.SDL_Scancode.SDL_SCANCODE_LALT }, | ||||
{ (int) Keys.RightAlt, SDL.SDL_Scancode.SDL_SCANCODE_RALT }, | ||||
{ (int) Keys.LeftControl, SDL.SDL_Scancode.SDL_SCANCODE_LCTRL }, | ||||
{ (int) Keys.RightControl, SDL.SDL_Scancode.SDL_SCANCODE_RCTRL }, | ||||
{ (int) Keys.LeftWindows, SDL.SDL_Scancode.SDL_SCANCODE_LGUI }, | ||||
{ (int) Keys.RightWindows, SDL.SDL_Scancode.SDL_SCANCODE_RGUI }, | ||||
{ (int) Keys.LeftShift, SDL.SDL_Scancode.SDL_SCANCODE_LSHIFT }, | ||||
{ (int) Keys.RightShift, SDL.SDL_Scancode.SDL_SCANCODE_RSHIFT }, | ||||
{ (int) Keys.Apps, SDL.SDL_Scancode.SDL_SCANCODE_APPLICATION }, | ||||
{ (int) Keys.OemQuestion, SDL.SDL_Scancode.SDL_SCANCODE_SLASH }, | ||||
r690 | { (int) Keys.OemPipe, SDL.SDL_Scancode.SDL_SCANCODE_BACKSLASH }, | |||
r0 | { (int) Keys.OemOpenBrackets, SDL.SDL_Scancode.SDL_SCANCODE_LEFTBRACKET }, | |||
{ (int) Keys.OemCloseBrackets, SDL.SDL_Scancode.SDL_SCANCODE_RIGHTBRACKET }, | ||||
{ (int) Keys.CapsLock, SDL.SDL_Scancode.SDL_SCANCODE_CAPSLOCK }, | ||||
{ (int) Keys.OemComma, SDL.SDL_Scancode.SDL_SCANCODE_COMMA }, | ||||
{ (int) Keys.Delete, SDL.SDL_Scancode.SDL_SCANCODE_DELETE }, | ||||
{ (int) Keys.End, SDL.SDL_Scancode.SDL_SCANCODE_END }, | ||||
{ (int) Keys.Back, SDL.SDL_Scancode.SDL_SCANCODE_BACKSPACE }, | ||||
{ (int) Keys.Enter, SDL.SDL_Scancode.SDL_SCANCODE_RETURN }, | ||||
{ (int) Keys.Escape, SDL.SDL_Scancode.SDL_SCANCODE_ESCAPE }, | ||||
{ (int) Keys.Home, SDL.SDL_Scancode.SDL_SCANCODE_HOME }, | ||||
{ (int) Keys.Insert, SDL.SDL_Scancode.SDL_SCANCODE_INSERT }, | ||||
{ (int) Keys.OemMinus, SDL.SDL_Scancode.SDL_SCANCODE_MINUS }, | ||||
{ (int) Keys.NumLock, SDL.SDL_Scancode.SDL_SCANCODE_NUMLOCKCLEAR }, | ||||
{ (int) Keys.PageUp, SDL.SDL_Scancode.SDL_SCANCODE_PAGEUP }, | ||||
{ (int) Keys.PageDown, SDL.SDL_Scancode.SDL_SCANCODE_PAGEDOWN }, | ||||
{ (int) Keys.Pause, SDL.SDL_Scancode.SDL_SCANCODE_PAUSE }, | ||||
{ (int) Keys.OemPeriod, SDL.SDL_Scancode.SDL_SCANCODE_PERIOD }, | ||||
{ (int) Keys.OemPlus, SDL.SDL_Scancode.SDL_SCANCODE_EQUALS }, | ||||
{ (int) Keys.PrintScreen, SDL.SDL_Scancode.SDL_SCANCODE_PRINTSCREEN }, | ||||
{ (int) Keys.OemQuotes, SDL.SDL_Scancode.SDL_SCANCODE_APOSTROPHE }, | ||||
{ (int) Keys.Scroll, SDL.SDL_Scancode.SDL_SCANCODE_SCROLLLOCK }, | ||||
{ (int) Keys.OemSemicolon, SDL.SDL_Scancode.SDL_SCANCODE_SEMICOLON }, | ||||
{ (int) Keys.Sleep, SDL.SDL_Scancode.SDL_SCANCODE_SLEEP }, | ||||
{ (int) Keys.Tab, SDL.SDL_Scancode.SDL_SCANCODE_TAB }, | ||||
{ (int) Keys.OemTilde, SDL.SDL_Scancode.SDL_SCANCODE_GRAVE }, | ||||
{ (int) Keys.VolumeUp, SDL.SDL_Scancode.SDL_SCANCODE_VOLUMEUP }, | ||||
{ (int) Keys.VolumeDown, SDL.SDL_Scancode.SDL_SCANCODE_VOLUMEDOWN }, | ||||
{ (int) Keys.None, SDL.SDL_Scancode.SDL_SCANCODE_UNKNOWN } | ||||
}; | ||||
private static Keys ToXNAKey(ref SDL.SDL_Keysym key) | ||||
{ | ||||
Keys retVal; | ||||
if (UseScancodes) | ||||
{ | ||||
if (INTERNAL_scanMap.TryGetValue((int) key.scancode, out retVal)) | ||||
{ | ||||
return retVal; | ||||
} | ||||
} | ||||
else | ||||
{ | ||||
if (INTERNAL_keyMap.TryGetValue((int) key.sym, out retVal)) | ||||
{ | ||||
return retVal; | ||||
} | ||||
} | ||||
FNALoggerEXT.LogWarn( | ||||
"KEY/SCANCODE MISSING FROM SDL2->XNA DICTIONARY: " + | ||||
key.sym.ToString() + " " + | ||||
key.scancode.ToString() | ||||
); | ||||
return Keys.None; | ||||
} | ||||
public static Keys GetKeyFromScancode(Keys scancode) | ||||
{ | ||||
if (UseScancodes) | ||||
{ | ||||
return scancode; | ||||
} | ||||
SDL.SDL_Scancode retVal; | ||||
if (INTERNAL_xnaMap.TryGetValue((int) scancode, out retVal)) | ||||
{ | ||||
Keys result; | ||||
SDL.SDL_Keycode sym = SDL.SDL_GetKeyFromScancode(retVal); | ||||
if (INTERNAL_keyMap.TryGetValue((int) sym, out result)) | ||||
{ | ||||
return result; | ||||
} | ||||
FNALoggerEXT.LogWarn( | ||||
"KEYCODE MISSING FROM SDL2->XNA DICTIONARY: " + | ||||
sym.ToString() | ||||
); | ||||
} | ||||
else | ||||
{ | ||||
FNALoggerEXT.LogWarn( | ||||
"SCANCODE MISSING FROM XNA->SDL2 DICTIONARY: " + | ||||
scancode.ToString() | ||||
); | ||||
} | ||||
return Keys.None; | ||||
} | ||||
#endregion | ||||
#region Private Static Win32 WM_PAINT Interop | ||||
private static SDL.SDL_EventFilter win32OnPaint = Win32OnPaint; | ||||
r690 | private static SDL.SDL_EventFilter prevEventFilter; | |||
private static unsafe int Win32OnPaint(IntPtr userdata, IntPtr evtPtr) | ||||
r0 | { | |||
SDL.SDL_Event* evt = (SDL.SDL_Event*) evtPtr; | ||||
if ( evt->type == SDL.SDL_EventType.SDL_WINDOWEVENT && | ||||
evt->window.windowEvent == SDL.SDL_WindowEventID.SDL_WINDOWEVENT_EXPOSED ) | ||||
{ | ||||
foreach (Game game in activeGames) | ||||
{ | ||||
if ( game.Window != null && | ||||
evt->window.windowID == SDL.SDL_GetWindowID(game.Window.Handle) ) | ||||
{ | ||||
game.RedrawWindow(); | ||||
return 0; | ||||
} | ||||
} | ||||
} | ||||
r690 | if (prevEventFilter != null) | |||
{ | ||||
return prevEventFilter(userdata, evtPtr); | ||||
} | ||||
r0 | return 1; | |||
} | ||||
#endregion | ||||
} | ||||
} | ||||