// Set up video
SDL_Init(SDL_INIT_VIDEO);
printf("UI attempting %ix%i %ibpp\n", giUI_Width, giUI_Height, 32);
- gScreen = SDL_SetVideoMode(giUI_Width, giUI_Height, 32, 0);
+ gScreen = SDL_SetVideoMode(giUI_Width, giUI_Height, 32, SDL_DOUBLEBUF);
if( !gScreen ) {
fprintf(stderr, "Couldn't set %ix%i video mode: %s\n", giUI_Width, giUI_Height, SDL_GetError());
SDL_Quit();
return 0;
}
-Uint32 UI_GetAcessKeyFromSDL(SDLKey Sym, Uint16 Unicode)
+Uint32 UI_GetAcessKeyFromSDL(SDLKey Sym)
{
Uint8 *keystate = SDL_GetKeyState(NULL);
int shiftState = 0;
if( gUI_Keymap[shiftState][Sym] )
return gUI_Keymap[shiftState][Sym];
- // Enter key on acess returns \n, but SDL returns \r
- if( Sym == SDLK_RETURN )
- Unicode = '\n';
-
- // How nice of you, a unicode value
- if( Unicode )
- {
- ret = Unicode;
- }
- // Ok, we need to do work :(
- else
+ switch(Sym)
{
- switch(Sym)
- {
- case SDLK_UP: ret = KEY_UP; break;
- case SDLK_DOWN: ret = KEY_DOWN; break;
- case SDLK_LEFT: ret = KEY_LEFT; break;
- case SDLK_RIGHT:ret = KEY_RIGHT;break;
- case SDLK_CAPSLOCK: ret = KEY_CAPSLOCK; break;
- case SDLK_F1: ret = KEY_F1; break;
- case SDLK_F2: ret = KEY_F2; break;
- case SDLK_F3: ret = KEY_F3; break;
- case SDLK_F4: ret = KEY_F4; break;
- case SDLK_F5: ret = KEY_F5; break;
- case SDLK_F6: ret = KEY_F6; break;
- case SDLK_F7: ret = KEY_F7; break;
- case SDLK_F8: ret = KEY_F8; break;
- case SDLK_F9: ret = KEY_F9; break;
- case SDLK_F10: ret = KEY_F10; break;
- case SDLK_F11: ret = KEY_F11; break;
- case SDLK_F12: ret = KEY_F12; break;
- case SDLK_RETURN: ret = '\n'; break;
- default:
- printf("Unhandled key code %i\n", Sym);
- break;
- }
+ case SDLK_a ... SDLK_z:
+ ret = Sym - SDLK_a + KEYSYM_a;
+ break;
+ case SDLK_0 ... SDLK_9:
+ ret = Sym - SDLK_0 + KEYSYM_0;
+ break;
+ case SDLK_CAPSLOCK: ret = KEYSYM_CAPS; break;
+ case SDLK_TAB: ret = KEYSYM_TAB; break;
+ case SDLK_UP: ret = KEYSYM_UPARROW; break;
+ case SDLK_DOWN: ret = KEYSYM_DOWNARROW; break;
+ case SDLK_LEFT: ret = KEYSYM_LEFTARROW; break;
+ case SDLK_RIGHT:ret = KEYSYM_RIGHTARROW;break;
+ case SDLK_F1: ret = KEYSYM_F1; break;
+ case SDLK_F2: ret = KEYSYM_F2; break;
+ case SDLK_F3: ret = KEYSYM_F3; break;
+ case SDLK_F4: ret = KEYSYM_F4; break;
+ case SDLK_F5: ret = KEYSYM_F5; break;
+ case SDLK_F6: ret = KEYSYM_F6; break;
+ case SDLK_F7: ret = KEYSYM_F7; break;
+ case SDLK_F8: ret = KEYSYM_F8; break;
+ case SDLK_F9: ret = KEYSYM_F9; break;
+ case SDLK_F10: ret = KEYSYM_F10; break;
+ case SDLK_F11: ret = KEYSYM_F11; break;
+ case SDLK_F12: ret = KEYSYM_F12; break;
+ case SDLK_RETURN: ret = KEYSYM_RETURN; break;
+ case SDLK_LALT: ret = KEYSYM_LEFTALT; break;
+ case SDLK_LCTRL: ret = KEYSYM_LEFTCTRL; break;
+ case SDLK_LSHIFT: ret = KEYSYM_LEFTSHIFT; break;
+ case SDLK_LSUPER: ret = KEYSYM_LEFTGUI; break;
+ case SDLK_RALT: ret = KEYSYM_RIGHTALT; break;
+ case SDLK_RCTRL: ret = KEYSYM_RIGHTCTRL; break;
+ case SDLK_RSHIFT: ret = KEYSYM_RIGHTSHIFT; break;
+ case SDLK_RSUPER: ret = KEYSYM_RIGHTGUI; break;
+ default:
+ printf("Unhandled key code %i\n", Sym);
+ break;
}
gUI_Keymap[shiftState][Sym] = ret;
return ret;
}
+Uint32 UI_GetButtonBits(Uint8 sdlstate)
+{
+ Uint32 rv = 0;
+ rv |= sdlstate & SDL_BUTTON(SDL_BUTTON_LEFT) ? (1 << 0) : 0;
+ rv |= sdlstate & SDL_BUTTON(SDL_BUTTON_RIGHT) ? (1 << 1) : 0;
+ rv |= sdlstate & SDL_BUTTON(SDL_BUTTON_MIDDLE) ? (1 << 2) : 0;
+ rv |= sdlstate & SDL_BUTTON(SDL_BUTTON_X1) ? (1 << 3) : 0;
+ rv |= sdlstate & SDL_BUTTON(SDL_BUTTON_X2) ? (1 << 4) : 0;
+ return rv;
+}
+
void UI_MainLoop(void)
{
SDL_Event event;
return ;
case SDL_KEYDOWN:
- acess_sym = UI_GetAcessKeyFromSDL(event.key.keysym.sym,
- event.key.keysym.unicode);
-
- if( gUI_KeyboardCallback )
- gUI_KeyboardCallback(acess_sym);
+ acess_sym = UI_GetAcessKeyFromSDL(event.key.keysym.sym);
+ // Enter key on acess returns \n, but SDL returns \r
+ if(event.key.keysym.sym == SDLK_RETURN)
+ event.key.keysym.unicode = '\n';
+
+ if( gUI_KeyboardCallback ) {
+ gUI_KeyboardCallback(KEY_ACTION_RAWSYM|acess_sym);
+ gUI_KeyboardCallback(KEY_ACTION_PRESS|event.key.keysym.unicode);
+ }
break;
case SDL_KEYUP:
- acess_sym = UI_GetAcessKeyFromSDL(event.key.keysym.sym,
- event.key.keysym.unicode);
+ acess_sym = UI_GetAcessKeyFromSDL(event.key.keysym.sym);
- if( gUI_KeyboardCallback )
- gUI_KeyboardCallback(0x80000000|acess_sym);
+ if( gUI_KeyboardCallback ) {
+ gUI_KeyboardCallback(KEY_ACTION_RAWSYM|acess_sym);
+ gUI_KeyboardCallback(KEY_ACTION_RELEASE|0);
+ }
+ break;
+
+ case SDL_USEREVENT:
+ SDL_UpdateRect(gScreen, 0, 0, giUI_Width, giUI_Height);
+ SDL_Flip(gScreen);
break;
+ case SDL_MOUSEMOTION: {
+ int abs[] = {event.motion.x, event.motion.y};
+ int delta[] = {event.motion.xrel, event.motion.yrel};
+ Mouse_HandleEvent(UI_GetButtonBits(SDL_GetMouseState(NULL, NULL)), delta, abs);
+ break; }
+ case SDL_MOUSEBUTTONUP:
+ case SDL_MOUSEBUTTONDOWN: {
+ int abs[] = {event.button.x, event.button.y};
+ Mouse_HandleEvent(UI_GetButtonBits(SDL_GetMouseState(NULL, NULL)), NULL, abs);
+ break; }
+
default:
break;
}
void UI_Redraw(void)
{
// TODO: Keep track of changed rectangle
- SDL_UpdateRect(gScreen, 0, 0, giUI_Width, giUI_Height);
+// SDL_UpdateRect(gScreen, 0, 0, giUI_Width, giUI_Height);
+ SDL_Event e;
+
+ e.type = SDL_USEREVENT;
+ e.user.code = 0;
+ e.user.data1 = 0;
+ e.user.data2 = 0;
+
+ SDL_PushEvent( &e );
}