mirror of https://github.com/OpenMW/openmw.git
Rip out OIS, fill the holes with SDL goodness. WIP.
parent
e31cd1c805
commit
884d3ea4d8
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#include "sdlinputwrapper.hpp"
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#include <SDL2/SDL.h>
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namespace MWInput
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{
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MWSDLInputWrapper::MWSDLInputWrapper(Ogre::RenderWindow *window) :
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mWindow(window), mStarted(false), mSDLWindow(NULL)
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{
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_start();
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}
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MWSDLInputWrapper::~MWSDLInputWrapper()
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{
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SDL_DestroyWindow(mSDLWindow);
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mSDLWindow = NULL;
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SDL_Quit();
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}
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void MWSDLInputWrapper::capture()
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{
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_start();
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SDL_Event evt;
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while(SDL_PollEvent(&evt))
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{
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switch(evt.type)
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{
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case SDL_MOUSEMOTION:
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mMouseListener->mouseMoved(ICS::MWSDLMouseMotionEvent(evt.motion));
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break;
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case SDL_MOUSEWHEEL:
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mMouseListener->mouseMoved(ICS::MWSDLMouseMotionEvent(evt.wheel));
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break;
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case SDL_MOUSEBUTTONDOWN:
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mMouseListener->mousePressed(evt.button, evt.button.button);
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break;
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case SDL_MOUSEBUTTONUP:
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mMouseListener->mouseReleased(evt.button, evt.button.button);
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break;
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case SDL_KEYDOWN:
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mKeyboardListener->keyPressed(evt.key);
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break;
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case SDL_KEYUP:
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mKeyboardListener->keyReleased(evt.key);
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break;
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}
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}
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}
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bool MWSDLInputWrapper::isModifierHeld(int mod)
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{
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return SDL_GetModState() & mod;
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}
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void MWSDLInputWrapper::_start()
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{
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Uint32 flags = SDL_INIT_VIDEO;
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if(SDL_WasInit(flags) == 0)
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{
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//get the HWND from ogre's renderwindow
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size_t windowHnd;
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mWindow->getCustomAttribute("WINDOW", &windowHnd);
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//just use that one for input
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SDL_Init(flags);
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mSDLWindow = SDL_CreateWindowFrom((void*)windowHnd);
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}
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}
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}
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#ifndef _MWINPUT_SDLINPUTWRAPPER_H
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#define _MWINPUT_SDLINPUTWRAPPER_H
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#include "SDL2/SDL_events.h"
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#include <extern/oics/OISCompat.h>
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#include <OGRE/OgreRenderWindow.h>
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namespace MWInput
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{
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class MWSDLInputWrapper
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{
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public:
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MWSDLInputWrapper(Ogre::RenderWindow* window);
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~MWSDLInputWrapper();
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void setMouseEventCallback(ICS::MWSDLMouseListener* listen) { mMouseListener = listen; }
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void setKeyboardEventCallback(ICS::MWSDLKeyListener* listen) { mKeyboardListener = listen; }
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void capture();
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bool isModifierHeld(int mod);
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private:
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ICS::MWSDLMouseListener* mMouseListener;
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ICS::MWSDLKeyListener* mKeyboardListener;
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Ogre::RenderWindow* mWindow;
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SDL_Window* mSDLWindow;
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bool mStarted;
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void _start();
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};
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}
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#endif
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# Locate SDL2 library
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# This module defines
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# SDL2_LIBRARY, the name of the library to link against
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# SDL2_FOUND, if false, do not try to link to SDL2
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# SDL2_INCLUDE_DIR, where to find SDL.h
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#
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# This module responds to the the flag:
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# SDL2_BUILDING_LIBRARY
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# If this is defined, then no SDL2_main will be linked in because
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# only applications need main().
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# Otherwise, it is assumed you are building an application and this
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# module will attempt to locate and set the the proper link flags
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# as part of the returned SDL2_LIBRARY variable.
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#
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# Don't forget to include SDL2main.h and SDL2main.m your project for the
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# OS X framework based version. (Other versions link to -lSDL2main which
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# this module will try to find on your behalf.) Also for OS X, this
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# module will automatically add the -framework Cocoa on your behalf.
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#
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#
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# Additional Note: If you see an empty SDL2_LIBRARY_TEMP in your configuration
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# and no SDL2_LIBRARY, it means CMake did not find your SDL2 library
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# (SDL2.dll, libsdl2.so, SDL2.framework, etc).
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# Set SDL2_LIBRARY_TEMP to point to your SDL2 library, and configure again.
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# Similarly, if you see an empty SDL2MAIN_LIBRARY, you should set this value
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# as appropriate. These values are used to generate the final SDL2_LIBRARY
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# variable, but when these values are unset, SDL2_LIBRARY does not get created.
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#
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#
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# $SDL2DIR is an environment variable that would
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# correspond to the ./configure --prefix=$SDL2DIR
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# used in building SDL2.
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# l.e.galup 9-20-02
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#
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# Modified by Eric Wing.
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# Added code to assist with automated building by using environmental variables
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# and providing a more controlled/consistent search behavior.
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# Added new modifications to recognize OS X frameworks and
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# additional Unix paths (FreeBSD, etc).
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# Also corrected the header search path to follow "proper" SDL2 guidelines.
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# Added a search for SDL2main which is needed by some platforms.
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# Added a search for threads which is needed by some platforms.
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# Added needed compile switches for MinGW.
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#
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# On OSX, this will prefer the Framework version (if found) over others.
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# People will have to manually change the cache values of
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# SDL2_LIBRARY to override this selection or set the CMake environment
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# CMAKE_INCLUDE_PATH to modify the search paths.
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#
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# Note that the header path has changed from SDL2/SDL.h to just SDL.h
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# This needed to change because "proper" SDL2 convention
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# is #include "SDL.h", not <SDL2/SDL.h>. This is done for portability
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# reasons because not all systems place things in SDL2/ (see FreeBSD).
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#
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# Ported by Johnny Patterson. This is a literal port for SDL2 of the FindSDL.cmake
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# module with the minor edit of changing "SDL" to "SDL2" where necessary. This
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# was not created for redistribution, and exists temporarily pending official
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# SDL2 CMake modules.
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#=============================================================================
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# Copyright 2003-2009 Kitware, Inc.
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#
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# Distributed under the OSI-approved BSD License (the "License");
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# see accompanying file Copyright.txt for details.
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#
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# This software is distributed WITHOUT ANY WARRANTY; without even the
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# implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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# See the License for more information.
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#=============================================================================
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# (To distribute this file outside of CMake, substitute the full
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# License text for the above reference.)
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FIND_PATH(SDL2_INCLUDE_DIR SDL.h
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HINTS
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$ENV{SDL2DIR}
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PATH_SUFFIXES include/SDL2 include
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PATHS
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~/Library/Frameworks
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/Library/Frameworks
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/usr/local/include/SDL2
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/usr/include/SDL2
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/sw # Fink
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/opt/local # DarwinPorts
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/opt/csw # Blastwave
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/opt
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)
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#MESSAGE("SDL2_INCLUDE_DIR is ${SDL2_INCLUDE_DIR}")
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FIND_LIBRARY(SDL2_LIBRARY_TEMP
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NAMES SDL2
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HINTS
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$ENV{SDL2DIR}
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PATH_SUFFIXES lib64 lib
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PATHS
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/sw
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/opt/local
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/opt/csw
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/opt
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)
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#MESSAGE("SDL2_LIBRARY_TEMP is ${SDL2_LIBRARY_TEMP}")
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IF(NOT SDL2_BUILDING_LIBRARY)
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IF(NOT ${SDL2_INCLUDE_DIR} MATCHES ".framework")
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# Non-OS X framework versions expect you to also dynamically link to
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# SDL2main. This is mainly for Windows and OS X. Other (Unix) platforms
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# seem to provide SDL2main for compatibility even though they don't
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# necessarily need it.
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FIND_LIBRARY(SDL2MAIN_LIBRARY
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NAMES SDL2main
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HINTS
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$ENV{SDL2DIR}
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PATH_SUFFIXES lib64 lib
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PATHS
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/sw
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/opt/local
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/opt/csw
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/opt
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)
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ENDIF(NOT ${SDL2_INCLUDE_DIR} MATCHES ".framework")
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ENDIF(NOT SDL2_BUILDING_LIBRARY)
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# SDL2 may require threads on your system.
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# The Apple build may not need an explicit flag because one of the
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# frameworks may already provide it.
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# But for non-OSX systems, I will use the CMake Threads package.
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IF(NOT APPLE)
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FIND_PACKAGE(Threads)
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ENDIF(NOT APPLE)
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# MinGW needs an additional library, mwindows
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# It's total link flags should look like -lmingw32 -lSDL2main -lSDL2 -lmwindows
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# (Actually on second look, I think it only needs one of the m* libraries.)
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IF(MINGW)
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SET(MINGW32_LIBRARY mingw32 CACHE STRING "mwindows for MinGW")
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ENDIF(MINGW)
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SET(SDL2_FOUND "NO")
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IF(SDL2_LIBRARY_TEMP)
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# For SDL2main
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IF(NOT SDL2_BUILDING_LIBRARY)
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IF(SDL2MAIN_LIBRARY)
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SET(SDL2_LIBRARY_TEMP ${SDL2MAIN_LIBRARY} ${SDL2_LIBRARY_TEMP})
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ENDIF(SDL2MAIN_LIBRARY)
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ENDIF(NOT SDL2_BUILDING_LIBRARY)
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# For OS X, SDL2 uses Cocoa as a backend so it must link to Cocoa.
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# CMake doesn't display the -framework Cocoa string in the UI even
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# though it actually is there if I modify a pre-used variable.
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# I think it has something to do with the CACHE STRING.
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# So I use a temporary variable until the end so I can set the
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# "real" variable in one-shot.
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IF(APPLE)
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SET(SDL2_LIBRARY_TEMP ${SDL2_LIBRARY_TEMP} "-framework Cocoa")
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ENDIF(APPLE)
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# For threads, as mentioned Apple doesn't need this.
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# In fact, there seems to be a problem if I used the Threads package
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# and try using this line, so I'm just skipping it entirely for OS X.
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IF(NOT APPLE)
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SET(SDL2_LIBRARY_TEMP ${SDL2_LIBRARY_TEMP} ${CMAKE_THREAD_LIBS_INIT})
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ENDIF(NOT APPLE)
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# For MinGW library
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IF(MINGW)
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SET(SDL2_LIBRARY_TEMP ${MINGW32_LIBRARY} ${SDL2_LIBRARY_TEMP})
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ENDIF(MINGW)
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# Set the final string here so the GUI reflects the final state.
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SET(SDL2_LIBRARY ${SDL2_LIBRARY_TEMP} CACHE STRING "Where the SDL2 Library can be found")
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# Set the temp variable to INTERNAL so it is not seen in the CMake GUI
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SET(SDL2_LIBRARY_TEMP "${SDL2_LIBRARY_TEMP}" CACHE INTERNAL "")
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SET(SDL2_FOUND "YES")
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ENDIF(SDL2_LIBRARY_TEMP)
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INCLUDE(FindPackageHandleStandardArgs)
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FIND_PACKAGE_HANDLE_STANDARD_ARGS(SDL2
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REQUIRED_VARS SDL2_LIBRARY SDL2_INCLUDE_DIR)
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#ifndef _OIS_SDL_COMPAT_H
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#define _OIS_SDL_COMPAT_H
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#include <SDL2/SDL_events.h>
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#include <SDL2/SDL_types.h>
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//TODO: Remove this. Right now we want to remain as close to OIS as possible
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//So we can easily test the SDL backend
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////////////
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// Events //
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////////////
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namespace ICS {
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/** Extended mouse event struct where we treat the wheel like an axis, like everyone expects */
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struct MWSDLMouseMotionEvent : SDL_MouseMotionEvent {
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Sint16 zrel;
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MWSDLMouseMotionEvent()
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{
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x = 0;
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y = 0;
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xrel = 0;
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yrel = 0;
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state = 0;
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zrel = 0;
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}
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MWSDLMouseMotionEvent( const SDL_MouseMotionEvent& evt) :
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MWSDLMouseMotionEvent()
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{
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x = evt.x;
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y = evt.y;
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xrel = evt.xrel;
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yrel = evt.yrel;
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state = evt.state;
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}
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MWSDLMouseMotionEvent (const SDL_MouseWheelEvent& evt) :
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MWSDLMouseMotionEvent()
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{
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zrel = evt.y;
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}
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};
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///////////////
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// Listeners //
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///////////////
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class MWSDLMouseListener
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{
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public:
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virtual ~MWSDLMouseListener() {}
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virtual bool mouseMoved( const MWSDLMouseMotionEvent &arg ) = 0;
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virtual bool mousePressed( const SDL_MouseButtonEvent &arg, Uint8 id ) = 0;
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virtual bool mouseReleased( const SDL_MouseButtonEvent &arg, Uint8 id ) = 0;
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};
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class MWSDLKeyListener
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{
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public:
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virtual ~MWSDLKeyListener() {}
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virtual bool keyPressed(const SDL_KeyboardEvent &arg) = 0;
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virtual bool keyReleased(const SDL_KeyboardEvent &arg) = 0;
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};
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class MWSDLJoyStickListener
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{
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public:
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virtual ~MWSDLJoyStickListener() {}
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/** @remarks Joystick button down event */
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virtual bool buttonPressed( const SDL_JoyButtonEvent &evt, int button ) = 0;
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/** @remarks Joystick button up event */
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virtual bool buttonReleased( const SDL_JoyButtonEvent &evt, int button ) = 0;
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/** @remarks Joystick axis moved event */
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virtual bool axisMoved( const SDL_JoyAxisEvent &arg, int axis ) = 0;
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//-- Not so common control events, so are not required --//
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//! Joystick Event, and povID
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virtual bool povMoved( const SDL_JoyHatEvent &arg, int index) {return true;}
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};
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}
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#endif
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