10 #include <api_drv_keyboard.h>
13 extern void AcessNative_Exit(void);
16 int UI_Initialise(int MaxWidth, int MaxHeight);
17 void UI_BlitBitmap(int DstX, int DstY, int SrcW, int SrcH, Uint32 *Bitmap);
18 void UI_BlitFramebuffer(int DstX, int DstY, int SrcX, int SrcY, int W, int H);
19 void UI_FillBitmap(int X, int Y, int W, int H, Uint32 Value);
24 SDL_Thread *gInputThread;
28 tUI_KeybardCallback gUI_KeyboardCallback;
29 Uint32 gUI_Keymap[2][SDLK_LAST]; // Upper/Lower case
32 int UI_Initialise(int MaxWidth, int MaxHeight)
34 // Changed when the video mode is set
35 giUI_Width = MaxWidth;
36 giUI_Height = MaxHeight;
39 SDL_Init(SDL_INIT_VIDEO);
40 printf("UI attempting %ix%i %ibpp\n", giUI_Width, giUI_Height, 32);
41 gScreen = SDL_SetVideoMode(giUI_Width, giUI_Height, 32, SDL_DOUBLEBUF);
43 fprintf(stderr, "Couldn't set %ix%i video mode: %s\n", giUI_Width, giUI_Height, SDL_GetError());
47 SDL_WM_SetCaption("Acess2", "Acess2");
49 giUI_Width = gScreen->w;
50 giUI_Height = gScreen->h;
51 giUI_Pitch = gScreen->pitch;
53 printf("UI window %ix%i %i bytes per line\n", giUI_Width, giUI_Height, giUI_Pitch);
60 Uint32 UI_GetAcessKeyFromSDL(SDLKey Sym)
62 Uint8 *keystate = SDL_GetKeyState(NULL);
66 if( keystate[SDLK_RSHIFT] || keystate[SDLK_LSHIFT] )
70 if( gUI_Keymap[shiftState][Sym] )
71 return gUI_Keymap[shiftState][Sym];
75 case SDLK_a ... SDLK_z:
76 ret = Sym - SDLK_a + KEYSYM_a;
78 case SDLK_0 ... SDLK_9:
79 ret = Sym - SDLK_0 + KEYSYM_0;
81 case SDLK_CAPSLOCK: ret = KEYSYM_CAPS; break;
82 case SDLK_TAB: ret = KEYSYM_TAB; break;
83 case SDLK_UP: ret = KEYSYM_UPARROW; break;
84 case SDLK_DOWN: ret = KEYSYM_DOWNARROW; break;
85 case SDLK_LEFT: ret = KEYSYM_LEFTARROW; break;
86 case SDLK_RIGHT:ret = KEYSYM_RIGHTARROW;break;
87 case SDLK_F1: ret = KEYSYM_F1; break;
88 case SDLK_F2: ret = KEYSYM_F2; break;
89 case SDLK_F3: ret = KEYSYM_F3; break;
90 case SDLK_F4: ret = KEYSYM_F4; break;
91 case SDLK_F5: ret = KEYSYM_F5; break;
92 case SDLK_F6: ret = KEYSYM_F6; break;
93 case SDLK_F7: ret = KEYSYM_F7; break;
94 case SDLK_F8: ret = KEYSYM_F8; break;
95 case SDLK_F9: ret = KEYSYM_F9; break;
96 case SDLK_F10: ret = KEYSYM_F10; break;
97 case SDLK_F11: ret = KEYSYM_F11; break;
98 case SDLK_F12: ret = KEYSYM_F12; break;
99 case SDLK_RETURN: ret = KEYSYM_RETURN; break;
100 case SDLK_LALT: ret = KEYSYM_LEFTALT; break;
101 case SDLK_LCTRL: ret = KEYSYM_LEFTCTRL; break;
102 case SDLK_LSHIFT: ret = KEYSYM_LEFTSHIFT; break;
103 case SDLK_LSUPER: ret = KEYSYM_LEFTGUI; break;
104 case SDLK_RALT: ret = KEYSYM_RIGHTALT; break;
105 case SDLK_RCTRL: ret = KEYSYM_RIGHTCTRL; break;
106 case SDLK_RSHIFT: ret = KEYSYM_RIGHTSHIFT; break;
107 case SDLK_RSUPER: ret = KEYSYM_RIGHTGUI; break;
109 printf("Unhandled key code %i\n", Sym);
113 gUI_Keymap[shiftState][Sym] = ret;
117 Uint32 UI_GetButtonBits(Uint8 sdlstate)
120 rv |= sdlstate & SDL_BUTTON(SDL_BUTTON_LEFT) ? (1 << 0) : 0;
121 rv |= sdlstate & SDL_BUTTON(SDL_BUTTON_RIGHT) ? (1 << 1) : 0;
122 rv |= sdlstate & SDL_BUTTON(SDL_BUTTON_MIDDLE) ? (1 << 2) : 0;
123 rv |= sdlstate & SDL_BUTTON(SDL_BUTTON_X1) ? (1 << 3) : 0;
124 rv |= sdlstate & SDL_BUTTON(SDL_BUTTON_X2) ? (1 << 4) : 0;
128 void UI_MainLoop(void)
135 while(SDL_PollEvent(&event))
144 acess_sym = UI_GetAcessKeyFromSDL(event.key.keysym.sym);
145 // Enter key on acess returns \n, but SDL returns \r
146 if(event.key.keysym.sym == SDLK_RETURN)
147 event.key.keysym.unicode = '\n';
149 if( gUI_KeyboardCallback ) {
150 gUI_KeyboardCallback(KEY_ACTION_RAWSYM|acess_sym);
151 gUI_KeyboardCallback(KEY_ACTION_PRESS|event.key.keysym.unicode);
156 acess_sym = UI_GetAcessKeyFromSDL(event.key.keysym.sym);
158 if( gUI_KeyboardCallback ) {
159 gUI_KeyboardCallback(KEY_ACTION_RAWSYM|acess_sym);
160 gUI_KeyboardCallback(KEY_ACTION_RELEASE|0);
165 SDL_UpdateRect(gScreen, 0, 0, giUI_Width, giUI_Height);
169 case SDL_MOUSEMOTION: {
170 int abs[] = {event.motion.x, event.motion.y};
171 int delta[] = {event.motion.xrel, event.motion.yrel};
172 Mouse_HandleEvent(UI_GetButtonBits(SDL_GetMouseState(NULL, NULL)), delta, abs);
174 case SDL_MOUSEBUTTONUP:
175 case SDL_MOUSEBUTTONDOWN: {
176 int abs[] = {event.button.x, event.button.y};
177 Mouse_HandleEvent(UI_GetButtonBits(SDL_GetMouseState(NULL, NULL)), NULL, abs);
187 void UI_BlitBitmap(int DstX, int DstY, int SrcW, int SrcH, Uint32 *Bitmap)
192 // printf("UI_BlitBitmap: Blit to (%i,%i) from %p (%ix%i 32bpp bitmap)\n",
193 // DstX, DstY, Bitmap, SrcW, SrcH);
195 tmp = SDL_CreateRGBSurfaceFrom(Bitmap, SrcW, SrcH, 32, SrcW*4,
196 0xFF0000, 0x00FF00, 0x0000FF, 0xFF000000);
197 SDL_SetAlpha(tmp, 0, SDL_ALPHA_OPAQUE);
199 dstRect.x = DstX; dstRect.y = DstY;
200 dstRect.w = -1; dstRect.h = -1;
202 SDL_BlitSurface(tmp, NULL, gScreen, &dstRect);
203 //SDL_BlitSurface(tmp, NULL, gScreen, NULL);
205 SDL_FreeSurface(tmp);
206 // SDL_Flip(gScreen);
209 void UI_BlitFramebuffer(int DstX, int DstY, int SrcX, int SrcY, int W, int H)
214 srcRect.x = SrcX; srcRect.y = SrcY;
215 srcRect.w = W; srcRect.h = H;
216 dstRect.x = DstX; dstRect.y = DstY;
218 SDL_BlitSurface(gScreen, &srcRect, gScreen, &dstRect);
221 void UI_FillBitmap(int X, int Y, int W, int H, Uint32 Value)
225 dstRect.x = X; dstRect.y = Y;
226 dstRect.w = W; dstRect.h = H;
228 // printf("UI_FillBitmap: gScreen = %p\n", gScreen);
229 SDL_FillRect(gScreen, &dstRect, Value);
234 // TODO: Keep track of changed rectangle
235 // SDL_UpdateRect(gScreen, 0, 0, giUI_Width, giUI_Height);
238 e.type = SDL_USEREVENT;