211 lines
6.1 KiB
C++
211 lines
6.1 KiB
C++
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#include <stdlib.h>
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#include <SDL/SDL.h>
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#include <plib/pu.h>
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#include "fg_os.hxx"
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//
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// fg_os callback registration APIs
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//
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static fgIdleHandler IdleHandler = 0;
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static fgDrawHandler DrawHandler = 0;
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static fgKeyHandler KeyHandler = 0;
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static fgMouseClickHandler MouseClickHandler = 0;
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static fgMouseMotionHandler MouseMotionHandler = 0;
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static int CurrentModifiers = 0;
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static int CurrentMouseX = 0;
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static int CurrentMouseY = 0;
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static bool NeedRedraw = false;
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void fgRegisterIdleHandler(fgIdleHandler func)
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{
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IdleHandler = func;
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}
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void fgRegisterDrawHandler(fgDrawHandler func)
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{
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DrawHandler = func;
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NeedRedraw = true;
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}
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void fgRegisterWindowResizeHandler(fgWindowResizeHandler func)
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{
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// Noop. SDL does not support window resize.
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}
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void fgRegisterKeyHandler(fgKeyHandler func)
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{
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KeyHandler = func;
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}
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void fgRegisterMouseClickHandler(fgMouseClickHandler func)
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{
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MouseClickHandler = func;
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}
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void fgRegisterMouseMotionHandler(fgMouseMotionHandler func)
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{
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MouseMotionHandler = func;
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}
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//
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// fg_os implementation
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//
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void fgOSOpenWindow(int w, int h, int bpp, bool alpha, bool fullscreen)
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{
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int cbits = (bpp <= 16) ? 5 : 8;
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int zbits = (bpp <= 16) ? 16 : 32;
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SDL_Init(SDL_INIT_VIDEO|SDL_INIT_NOPARACHUTE); // FIXME: handle errors
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SDL_GL_SetAttribute(SDL_GL_RED_SIZE, cbits);
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SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, cbits);
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SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, cbits);
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if(alpha)
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SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8);
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SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, zbits);
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SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
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int vidmask = SDL_OPENGL;
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if(fullscreen) vidmask |= SDL_FULLSCREEN;
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SDL_SetVideoMode(w, h, 16, vidmask); // FIXME: handle errors
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SDL_WM_SetCaption("FlightGear", "FlightGear");
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// This enables keycode translation (e.g. capital letters when
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// shift is pressed, as well as i18n input methods). Eventually,
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// we may want to port the input maps to specify <mod-shift>
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// explicitly, and will turn this off.
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SDL_EnableUNICODE(1);
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// FIXME: we may not get what we asked for (especially in full
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// screen modes), so these need to be propagated back to the
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// property tree for the rest of the code to inspect...
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//
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// SDL_Surface* screen = SDL_GetVideoSurface();
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// int realw = screen->w;
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// int realh = screen->h;
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}
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static void handleKey(int key, int keyup)
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{
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int modmask = 0;
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switch(key) {
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case SDLK_RSHIFT: modmask = KEYMOD_SHIFT; break;
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case SDLK_LSHIFT: modmask = KEYMOD_SHIFT; break;
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case SDLK_RCTRL: modmask = KEYMOD_CTRL; break;
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case SDLK_LCTRL: modmask = KEYMOD_CTRL; break;
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case SDLK_RALT: modmask = KEYMOD_ALT; break;
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case SDLK_LALT: modmask = KEYMOD_ALT; break;
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case SDLK_LEFT: key = PU_KEY_LEFT; break;
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case SDLK_UP: key = PU_KEY_UP; break;
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case SDLK_RIGHT: key = PU_KEY_RIGHT; break;
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case SDLK_DOWN: key = PU_KEY_DOWN; break;
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case SDLK_PAGEUP: key = PU_KEY_PAGE_UP; break;
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case SDLK_PAGEDOWN: key = PU_KEY_PAGE_DOWN; break;
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case SDLK_HOME: key = PU_KEY_HOME; break;
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case SDLK_END: key = PU_KEY_END; break;
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case SDLK_INSERT: key = PU_KEY_INSERT; break;
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case SDLK_F1: key = PU_KEY_F1; break;
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case SDLK_F2: key = PU_KEY_F2; break;
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case SDLK_F3: key = PU_KEY_F3; break;
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case SDLK_F4: key = PU_KEY_F4; break;
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case SDLK_F5: key = PU_KEY_F5; break;
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case SDLK_F6: key = PU_KEY_F6; break;
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case SDLK_F7: key = PU_KEY_F7; break;
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case SDLK_F8: key = PU_KEY_F8; break;
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case SDLK_F9: key = PU_KEY_F9; break;
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case SDLK_F10: key = PU_KEY_F10; break;
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case SDLK_F11: key = PU_KEY_F11; break;
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case SDLK_F12: key = PU_KEY_F12; break;
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}
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if(keyup) CurrentModifiers &= ~modmask;
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else CurrentModifiers |= modmask;
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if(modmask == 0 && KeyHandler)
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(*KeyHandler)(key, CurrentModifiers, CurrentMouseX, CurrentMouseY);
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}
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// FIXME: need to export this and get the rest of FlightGear to use
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// it, the SDL hook is required to do things like reset the video
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// mode and key repeat. Integrate with existing fgExit() in util.cxx.
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void fgOSExit(int code)
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{
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SDL_Quit();
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exit(code);
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}
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void fgOSMainLoop()
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{
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while(1) {
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SDL_Event e;
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while(SDL_PollEvent(&e)) {
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switch(e.type) {
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case SDL_QUIT:
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fgOSExit(0);
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break;
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case SDL_KEYDOWN:
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case SDL_KEYUP:
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handleKey(e.key.keysym.unicode, e.key.state == SDL_RELEASED);
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break;
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case SDL_MOUSEBUTTONDOWN:
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case SDL_MOUSEBUTTONUP:
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// Note offset: SDL uses buttons 1,2,3 not 0,1,2
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CurrentMouseX = e.button.x;
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CurrentMouseY = e.button.y;
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if(MouseClickHandler)
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(*MouseClickHandler)(e.button.button - 1,
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e.button.state == SDL_RELEASED,
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e.button.x, e.button.y);
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break;
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case SDL_MOUSEMOTION:
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CurrentMouseX = e.motion.x;
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CurrentMouseY = e.motion.y;
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if(MouseMotionHandler)
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(*MouseMotionHandler)(e.motion.x, e.motion.y);
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break;
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}
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}
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if(IdleHandler) (*IdleHandler)();
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if(NeedRedraw && DrawHandler) {
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(*DrawHandler)();
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SDL_GL_SwapBuffers();
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NeedRedraw = false;
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}
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}
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}
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int fgGetKeyModifiers()
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{
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return CurrentModifiers;
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}
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void fgWarpMouse(int x, int y)
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{
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SDL_WarpMouse(x, y);
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}
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void fgRequestRedraw()
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{
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NeedRedraw = true;
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}
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void fgOSInit(int* argc, char** argv)
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{
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// Nothing to do here. SDL has no command line options.
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}
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void fgOSFullScreen()
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{
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// Noop. SDL must set fullscreen at window open time and cannot
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// change modes.
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}
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// Figure out what to do with these
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void fgSetMouseCursor(int cursor) {}
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int fgGetMouseCursor() { return MOUSE_CURSOR_POINTER; }
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