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openmw/components/sdlutil/sdlmappings.cpp

242 lines
9.8 KiB
C++

#include "sdlmappings.hpp"
#include <map>
#include <MyGUI_MouseButton.h>
#include <SDL_gamecontroller.h>
#include <SDL_mouse.h>
namespace SDLUtil
{
std::string sdlControllerButtonToString(int button)
{
switch (button)
{
case SDL_CONTROLLER_BUTTON_A:
return "A Button";
case SDL_CONTROLLER_BUTTON_B:
return "B Button";
case SDL_CONTROLLER_BUTTON_BACK:
return "Back Button";
case SDL_CONTROLLER_BUTTON_DPAD_DOWN:
return "DPad Down";
case SDL_CONTROLLER_BUTTON_DPAD_LEFT:
return "DPad Left";
case SDL_CONTROLLER_BUTTON_DPAD_RIGHT:
return "DPad Right";
case SDL_CONTROLLER_BUTTON_DPAD_UP:
return "DPad Up";
case SDL_CONTROLLER_BUTTON_GUIDE:
return "Guide Button";
case SDL_CONTROLLER_BUTTON_LEFTSHOULDER:
return "Left Shoulder";
case SDL_CONTROLLER_BUTTON_LEFTSTICK:
return "Left Stick Button";
case SDL_CONTROLLER_BUTTON_RIGHTSHOULDER:
return "Right Shoulder";
case SDL_CONTROLLER_BUTTON_RIGHTSTICK:
return "Right Stick Button";
case SDL_CONTROLLER_BUTTON_START:
return "Start Button";
case SDL_CONTROLLER_BUTTON_X:
return "X Button";
case SDL_CONTROLLER_BUTTON_Y:
return "Y Button";
default:
return "Button " + std::to_string(button);
}
}
std::string sdlControllerAxisToString(int axis)
{
switch (axis)
{
case SDL_CONTROLLER_AXIS_LEFTX:
return "Left Stick X";
case SDL_CONTROLLER_AXIS_LEFTY:
return "Left Stick Y";
case SDL_CONTROLLER_AXIS_RIGHTX:
return "Right Stick X";
case SDL_CONTROLLER_AXIS_RIGHTY:
return "Right Stick Y";
case SDL_CONTROLLER_AXIS_TRIGGERLEFT:
return "Left Trigger";
case SDL_CONTROLLER_AXIS_TRIGGERRIGHT:
return "Right Trigger";
default:
return "Axis " + std::to_string(axis);
}
}
MyGUI::MouseButton sdlMouseButtonToMyGui(Uint8 button)
{
// The right button is the second button, according to MyGUI
if (button == SDL_BUTTON_RIGHT)
button = SDL_BUTTON_MIDDLE;
else if (button == SDL_BUTTON_MIDDLE)
button = SDL_BUTTON_RIGHT;
// MyGUI's buttons are 0 indexed
return MyGUI::MouseButton::Enum(button - 1);
}
Uint8 myGuiMouseButtonToSdl(MyGUI::MouseButton button)
{
Uint8 value = static_cast<Uint8>(button.getValue() + 1);
if (value == SDL_BUTTON_RIGHT)
value = SDL_BUTTON_MIDDLE;
else if (value == SDL_BUTTON_MIDDLE)
value = SDL_BUTTON_RIGHT;
return value;
}
namespace
{
std::map<SDL_Keycode, MyGUI::KeyCode> initKeyMap()
{
std::map<SDL_Keycode, MyGUI::KeyCode> keyMap;
keyMap[SDLK_UNKNOWN] = MyGUI::KeyCode::None;
keyMap[SDLK_ESCAPE] = MyGUI::KeyCode::Escape;
keyMap[SDLK_1] = MyGUI::KeyCode::One;
keyMap[SDLK_2] = MyGUI::KeyCode::Two;
keyMap[SDLK_3] = MyGUI::KeyCode::Three;
keyMap[SDLK_4] = MyGUI::KeyCode::Four;
keyMap[SDLK_5] = MyGUI::KeyCode::Five;
keyMap[SDLK_6] = MyGUI::KeyCode::Six;
keyMap[SDLK_7] = MyGUI::KeyCode::Seven;
keyMap[SDLK_8] = MyGUI::KeyCode::Eight;
keyMap[SDLK_9] = MyGUI::KeyCode::Nine;
keyMap[SDLK_0] = MyGUI::KeyCode::Zero;
keyMap[SDLK_MINUS] = MyGUI::KeyCode::Minus;
keyMap[SDLK_EQUALS] = MyGUI::KeyCode::Equals;
keyMap[SDLK_BACKSPACE] = MyGUI::KeyCode::Backspace;
keyMap[SDLK_TAB] = MyGUI::KeyCode::Tab;
keyMap[SDLK_q] = MyGUI::KeyCode::Q;
keyMap[SDLK_w] = MyGUI::KeyCode::W;
keyMap[SDLK_e] = MyGUI::KeyCode::E;
keyMap[SDLK_r] = MyGUI::KeyCode::R;
keyMap[SDLK_t] = MyGUI::KeyCode::T;
keyMap[SDLK_y] = MyGUI::KeyCode::Y;
keyMap[SDLK_u] = MyGUI::KeyCode::U;
keyMap[SDLK_i] = MyGUI::KeyCode::I;
keyMap[SDLK_o] = MyGUI::KeyCode::O;
keyMap[SDLK_p] = MyGUI::KeyCode::P;
keyMap[SDLK_RETURN] = MyGUI::KeyCode::Return;
keyMap[SDLK_a] = MyGUI::KeyCode::A;
keyMap[SDLK_s] = MyGUI::KeyCode::S;
keyMap[SDLK_d] = MyGUI::KeyCode::D;
keyMap[SDLK_f] = MyGUI::KeyCode::F;
keyMap[SDLK_g] = MyGUI::KeyCode::G;
keyMap[SDLK_h] = MyGUI::KeyCode::H;
keyMap[SDLK_j] = MyGUI::KeyCode::J;
keyMap[SDLK_k] = MyGUI::KeyCode::K;
keyMap[SDLK_l] = MyGUI::KeyCode::L;
keyMap[SDLK_SEMICOLON] = MyGUI::KeyCode::Semicolon;
keyMap[SDLK_QUOTE] = MyGUI::KeyCode::Apostrophe;
keyMap[SDLK_BACKQUOTE] = MyGUI::KeyCode::Grave;
keyMap[SDLK_LSHIFT] = MyGUI::KeyCode::LeftShift;
keyMap[SDLK_BACKSLASH] = MyGUI::KeyCode::Backslash;
keyMap[SDLK_z] = MyGUI::KeyCode::Z;
keyMap[SDLK_x] = MyGUI::KeyCode::X;
keyMap[SDLK_c] = MyGUI::KeyCode::C;
keyMap[SDLK_v] = MyGUI::KeyCode::V;
keyMap[SDLK_b] = MyGUI::KeyCode::B;
keyMap[SDLK_n] = MyGUI::KeyCode::N;
keyMap[SDLK_m] = MyGUI::KeyCode::M;
keyMap[SDLK_COMMA] = MyGUI::KeyCode::Comma;
keyMap[SDLK_PERIOD] = MyGUI::KeyCode::Period;
keyMap[SDLK_SLASH] = MyGUI::KeyCode::Slash;
keyMap[SDLK_RSHIFT] = MyGUI::KeyCode::RightShift;
keyMap[SDLK_KP_MULTIPLY] = MyGUI::KeyCode::Multiply;
keyMap[SDLK_LALT] = MyGUI::KeyCode::LeftAlt;
keyMap[SDLK_SPACE] = MyGUI::KeyCode::Space;
keyMap[SDLK_CAPSLOCK] = MyGUI::KeyCode::Capital;
keyMap[SDLK_F1] = MyGUI::KeyCode::F1;
keyMap[SDLK_F2] = MyGUI::KeyCode::F2;
keyMap[SDLK_F3] = MyGUI::KeyCode::F3;
keyMap[SDLK_F4] = MyGUI::KeyCode::F4;
keyMap[SDLK_F5] = MyGUI::KeyCode::F5;
keyMap[SDLK_F6] = MyGUI::KeyCode::F6;
keyMap[SDLK_F7] = MyGUI::KeyCode::F7;
keyMap[SDLK_F8] = MyGUI::KeyCode::F8;
keyMap[SDLK_F9] = MyGUI::KeyCode::F9;
keyMap[SDLK_F10] = MyGUI::KeyCode::F10;
keyMap[SDLK_NUMLOCKCLEAR] = MyGUI::KeyCode::NumLock;
keyMap[SDLK_SCROLLLOCK] = MyGUI::KeyCode::ScrollLock;
keyMap[SDLK_KP_7] = MyGUI::KeyCode::Numpad7;
keyMap[SDLK_KP_8] = MyGUI::KeyCode::Numpad8;
keyMap[SDLK_KP_9] = MyGUI::KeyCode::Numpad9;
keyMap[SDLK_KP_MINUS] = MyGUI::KeyCode::Subtract;
keyMap[SDLK_KP_4] = MyGUI::KeyCode::Numpad4;
keyMap[SDLK_KP_5] = MyGUI::KeyCode::Numpad5;
keyMap[SDLK_KP_6] = MyGUI::KeyCode::Numpad6;
keyMap[SDLK_KP_PLUS] = MyGUI::KeyCode::Add;
keyMap[SDLK_KP_1] = MyGUI::KeyCode::Numpad1;
keyMap[SDLK_KP_2] = MyGUI::KeyCode::Numpad2;
keyMap[SDLK_KP_3] = MyGUI::KeyCode::Numpad3;
keyMap[SDLK_KP_0] = MyGUI::KeyCode::Numpad0;
keyMap[SDLK_KP_PERIOD] = MyGUI::KeyCode::Decimal;
keyMap[SDLK_F11] = MyGUI::KeyCode::F11;
keyMap[SDLK_F12] = MyGUI::KeyCode::F12;
keyMap[SDLK_F13] = MyGUI::KeyCode::F13;
keyMap[SDLK_F14] = MyGUI::KeyCode::F14;
keyMap[SDLK_F15] = MyGUI::KeyCode::F15;
keyMap[SDLK_KP_EQUALS] = MyGUI::KeyCode::NumpadEquals;
keyMap[SDLK_COLON] = MyGUI::KeyCode::Colon;
keyMap[SDLK_KP_ENTER] = MyGUI::KeyCode::NumpadEnter;
keyMap[SDLK_KP_DIVIDE] = MyGUI::KeyCode::Divide;
keyMap[SDLK_SYSREQ] = MyGUI::KeyCode::SysRq;
keyMap[SDLK_RALT] = MyGUI::KeyCode::RightAlt;
keyMap[SDLK_HOME] = MyGUI::KeyCode::Home;
keyMap[SDLK_UP] = MyGUI::KeyCode::ArrowUp;
keyMap[SDLK_PAGEUP] = MyGUI::KeyCode::PageUp;
keyMap[SDLK_LEFT] = MyGUI::KeyCode::ArrowLeft;
keyMap[SDLK_RIGHT] = MyGUI::KeyCode::ArrowRight;
keyMap[SDLK_END] = MyGUI::KeyCode::End;
keyMap[SDLK_DOWN] = MyGUI::KeyCode::ArrowDown;
keyMap[SDLK_PAGEDOWN] = MyGUI::KeyCode::PageDown;
keyMap[SDLK_INSERT] = MyGUI::KeyCode::Insert;
keyMap[SDLK_DELETE] = MyGUI::KeyCode::Delete;
keyMap[SDLK_APPLICATION] = MyGUI::KeyCode::AppMenu;
keyMap[SDLK_LGUI] = MyGUI::KeyCode::LeftWindows;
keyMap[SDLK_RGUI] = MyGUI::KeyCode::RightWindows;
keyMap[SDLK_LCTRL] = MyGUI::KeyCode::LeftControl;
keyMap[SDLK_RCTRL] = MyGUI::KeyCode::RightControl;
return keyMap;
}
std::map<MyGUI::KeyCode, SDL_Keycode> reverseKeyMap(const std::map<SDL_Keycode, MyGUI::KeyCode>& map)
{
std::map<MyGUI::KeyCode, SDL_Keycode> result;
for (auto& [sdl, mygui] : map)
result[mygui] = sdl;
return result;
}
}
MyGUI::KeyCode sdlKeyToMyGUI(SDL_Keycode code)
{
static std::map<SDL_Keycode, MyGUI::KeyCode> keyMap = initKeyMap();
MyGUI::KeyCode kc = MyGUI::KeyCode::None;
auto foundKey = keyMap.find(code);
if (foundKey != keyMap.end())
kc = foundKey->second;
return kc;
}
SDL_Keycode myGuiKeyToSdl(MyGUI::KeyCode button)
{
static auto keyMap = reverseKeyMap(initKeyMap());
SDL_Keycode kc = 0;
auto foundKey = keyMap.find(button);
if (foundKey != keyMap.end())
kc = foundKey->second;
return kc;
}
}