mirror of
https://github.com/ByteWelder/Tactility.git
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109 lines
3.0 KiB
C++
109 lines
3.0 KiB
C++
// SPDX-License-Identifier: Apache-2.0
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#include "sdl_input.h"
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#include <lvgl.h>
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#include <SDL2/SDL.h>
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#include <cstdlib>
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namespace {
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constexpr size_t KEY_QUEUE_CAPACITY = 32;
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SdlPointerState pointer_state = { 0, 0, false };
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uint32_t key_queue[KEY_QUEUE_CAPACITY];
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size_t key_queue_head = 0;
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size_t key_queue_count = 0;
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bool text_input_started = false;
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void push_key(uint32_t key) {
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if (key == 0 || key_queue_count >= KEY_QUEUE_CAPACITY) {
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return;
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}
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key_queue[(key_queue_head + key_queue_count) % KEY_QUEUE_CAPACITY] = key;
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key_queue_count++;
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}
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// Mirrors LVGL's own lv_sdl_keyboard.c keycode_to_ctrl_key(): maps navigation/control keys to
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// LV_KEY_* constants. Printable characters arrive separately via SDL_TEXTINPUT.
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uint32_t keycode_to_key(SDL_Keycode sdl_key) {
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switch (sdl_key) {
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case SDLK_RIGHT: return LV_KEY_RIGHT;
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case SDLK_LEFT: return LV_KEY_LEFT;
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case SDLK_UP: return LV_KEY_UP;
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case SDLK_DOWN: return LV_KEY_DOWN;
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case SDLK_ESCAPE: return LV_KEY_ESC;
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case SDLK_BACKSPACE: return LV_KEY_BACKSPACE;
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case SDLK_DELETE: return LV_KEY_DEL;
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case SDLK_RETURN:
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case SDLK_KP_ENTER: return LV_KEY_ENTER;
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case SDLK_TAB: return LV_KEY_NEXT;
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case SDLK_HOME: return LV_KEY_HOME;
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case SDLK_END: return LV_KEY_END;
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default: return 0;
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}
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}
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}
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void sdl_input_pump() {
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if (!text_input_started) {
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SDL_StartTextInput();
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text_input_started = true;
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}
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SDL_Event event;
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while (SDL_PollEvent(&event)) {
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switch (event.type) {
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case SDL_MOUSEMOTION:
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pointer_state.x = event.motion.x;
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pointer_state.y = event.motion.y;
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break;
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case SDL_MOUSEBUTTONDOWN:
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if (event.button.button == SDL_BUTTON_LEFT) {
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pointer_state.x = event.button.x;
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pointer_state.y = event.button.y;
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pointer_state.pressed = true;
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}
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break;
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case SDL_MOUSEBUTTONUP:
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if (event.button.button == SDL_BUTTON_LEFT) {
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pointer_state.pressed = false;
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}
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break;
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case SDL_KEYDOWN:
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push_key(keycode_to_key(event.key.keysym.sym));
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break;
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case SDL_TEXTINPUT:
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// ASCII only (first byte of event.text.text) - sufficient for a simulator keyboard.
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push_key(static_cast<uint8_t>(event.text.text[0]));
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break;
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case SDL_QUIT:
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exit(0);
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default:
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break;
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}
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}
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}
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void sdl_input_get_pointer_state(SdlPointerState* out_state) {
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*out_state = pointer_state;
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}
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bool sdl_input_pop_key(uint32_t* out_key) {
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if (key_queue_count == 0) {
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return false;
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}
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*out_key = key_queue[key_queue_head];
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key_queue_head = (key_queue_head + 1) % KEY_QUEUE_CAPACITY;
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key_queue_count--;
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return true;
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}
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bool sdl_input_has_queued_key() {
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return key_queue_count > 0;
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}
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