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flightgear/src/Main/fg_os_sdl.cxx

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