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