Changeset - r5099:1031de4e6e2f
[Not reviewed]
master
0 1 0
Darkvater - 18 years ago 2006-11-16 16:50:54
darkvater@openttd.org
(svn r7170) -Fix: [sdl] Non-working console toggle for some keyboard layouts. Do not OR the backquote
character but set it. Happened on Linux with Hungarian keyboard for example.
1 file changed with 11 insertions and 11 deletions:
0 comments (0 inline, 0 general)
video/sdl_v.c
Show inline comments
 
@@ -179,218 +179,218 @@ static bool CreateMainSurface(int w, int
 

	
 
	/* Give the application an icon */
 
	icon = SDL_CALL SDL_LoadBMP(ICON_DIR PATHSEP "openttd.32.bmp");
 
	if (icon != NULL) {
 
		/* Get the colourkey, which will be magenta */
 
		uint32 rgbmap = SDL_CALL SDL_MapRGB(icon->format, 255, 0, 255);
 

	
 
		SDL_CALL SDL_SetColorKey(icon, SDL_SRCCOLORKEY, rgbmap);
 
		SDL_CALL SDL_WM_SetIcon(icon, NULL);
 
		SDL_CALL SDL_FreeSurface(icon);
 
	}
 

	
 
	// DO NOT CHANGE TO HWSURFACE, IT DOES NOT WORK
 
	newscreen = SDL_CALL SDL_SetVideoMode(w, h, 8, SDL_SWSURFACE | SDL_HWPALETTE | (_fullscreen ? SDL_FULLSCREEN : SDL_RESIZABLE));
 
	if (newscreen == NULL)
 
		return false;
 

	
 
	_screen.width = newscreen->w;
 
	_screen.height = newscreen->h;
 
	_screen.pitch = newscreen->pitch;
 

	
 
	_sdl_screen = newscreen;
 
	InitPalette();
 

	
 
	snprintf(caption, sizeof(caption), "OpenTTD %s", _openttd_revision);
 
	SDL_CALL SDL_WM_SetCaption(caption, caption);
 
	SDL_CALL SDL_ShowCursor(0);
 

	
 
	GameSizeChanged();
 

	
 
	return true;
 
}
 

	
 
typedef struct VkMapping {
 
	uint16 vk_from;
 
	byte vk_count;
 
	byte map_to;
 
} VkMapping;
 

	
 
#define AS(x, z) {x, 0, z}
 
#define AM(x, y, z, w) {x, y - x, z}
 

	
 
static const VkMapping _vk_mapping[] = {
 
	// Pageup stuff + up/down
 
	AM(SDLK_PAGEUP, SDLK_PAGEDOWN, WKC_PAGEUP, WKC_PAGEDOWN),
 
	AS(SDLK_UP,     WKC_UP),
 
	AS(SDLK_DOWN,   WKC_DOWN),
 
	AS(SDLK_LEFT,   WKC_LEFT),
 
	AS(SDLK_RIGHT,  WKC_RIGHT),
 

	
 
	AS(SDLK_HOME,   WKC_HOME),
 
	AS(SDLK_END,    WKC_END),
 

	
 
	AS(SDLK_INSERT, WKC_INSERT),
 
	AS(SDLK_DELETE, WKC_DELETE),
 

	
 
	// Map letters & digits
 
	AM(SDLK_a, SDLK_z, 'A', 'Z'),
 
	AM(SDLK_0, SDLK_9, '0', '9'),
 

	
 
	AS(SDLK_ESCAPE,    WKC_ESC),
 
	AS(SDLK_PAUSE,     WKC_PAUSE),
 
	AS(SDLK_BACKSPACE, WKC_BACKSPACE),
 

	
 
	AS(SDLK_SPACE,     WKC_SPACE),
 
	AS(SDLK_RETURN,    WKC_RETURN),
 
	AS(SDLK_TAB,       WKC_TAB),
 

	
 
	// Function keys
 
	AM(SDLK_F1, SDLK_F12, WKC_F1, WKC_F12),
 

	
 
	// Numeric part.
 
	// What is the virtual keycode for numeric enter??
 
	AM(SDLK_KP0, SDLK_KP9, WKC_NUM_0, WKC_NUM_9),
 
	AS(SDLK_KP_DIVIDE,   WKC_NUM_DIV),
 
	AS(SDLK_KP_MULTIPLY, WKC_NUM_MUL),
 
	AS(SDLK_KP_MINUS,    WKC_NUM_MINUS),
 
	AS(SDLK_KP_PLUS,     WKC_NUM_PLUS),
 
	AS(SDLK_KP_ENTER,    WKC_NUM_ENTER),
 
	AS(SDLK_KP_PERIOD,   WKC_NUM_DECIMAL)
 
};
 

	
 
static uint32 ConvertSdlKeyIntoMy(SDL_keysym *sym)
 
{
 
	const VkMapping *map;
 
	uint key = 0;
 

	
 
	for (map = _vk_mapping; map != endof(_vk_mapping); ++map) {
 
		if ((uint)(sym->sym - map->vk_from) <= map->vk_count) {
 
			key = sym->sym - map->vk_from + map->map_to;
 
			break;
 
		}
 
	}
 

	
 
	// check scancode for BACKQUOTE key, because we want the key left of "1", not anything else (on non-US keyboards)
 
#if defined(WIN32) || defined(__OS2__)
 
	if (sym->scancode == 41) key |= WKC_BACKQUOTE;
 
	if (sym->scancode == 41) key = WKC_BACKQUOTE;
 
#elif defined(__APPLE__)
 
	if (sym->scancode == 10) key |= WKC_BACKQUOTE;
 
	if (sym->scancode == 10) key = WKC_BACKQUOTE;
 
#elif defined(__MORPHOS__)
 
	if (sym->scancode == 0)  key |= WKC_BACKQUOTE;  // yes, that key is code '0' under MorphOS :)
 
	if (sym->scancode == 0)  key = WKC_BACKQUOTE;  // yes, that key is code '0' under MorphOS :)
 
#elif defined(__BEOS__)
 
	if (sym->scancode == 17)  key |= WKC_BACKQUOTE;
 
	if (sym->scancode == 17) key = WKC_BACKQUOTE;
 
#elif defined(__SVR4) && defined(__sun)
 
	if (sym->scancode == 60) key |= WKC_BACKQUOTE;
 
	if (sym->scancode == 49) key |= WKC_BACKSPACE;
 
	if (sym->scancode == 60) key = WKC_BACKQUOTE;
 
	if (sym->scancode == 49) key = WKC_BACKSPACE;
 
#elif defined(__sgi__)
 
	if (sym->scancode == 22) key |= WKC_BACKQUOTE;
 
	if (sym->scancode == 22) key = WKC_BACKQUOTE;
 
#else
 
	if (sym->scancode == 41) key |= WKC_BACKQUOTE; // Linux console
 
	if (sym->scancode == 49) key |= WKC_BACKQUOTE;
 
	if (sym->scancode == 41) key = WKC_BACKQUOTE; // Linux console
 
	if (sym->scancode == 49) key = WKC_BACKQUOTE;
 
#endif
 

	
 
	// META are the command keys on mac
 
	if (sym->mod & KMOD_META)  key |= WKC_META;
 
	if (sym->mod & KMOD_SHIFT) key |= WKC_SHIFT;
 
	if (sym->mod & KMOD_CTRL)  key |= WKC_CTRL;
 
	if (sym->mod & KMOD_ALT)   key |= WKC_ALT;
 
	// these two lines really help porting hotkey combos. Uncomment to use -- Bjarni
 
#if 0
 
	DEBUG(driver, 0) ("scancode character pressed %d", sym->scancode);
 
	DEBUG(driver, 0) ("unicode character pressed %d", sym->unicode);
 
	DEBUG(driver, 0) ("scancode character pressed %u", sym->scancode);
 
	DEBUG(driver, 0) ("unicode character pressed %u", sym->unicode);
 
#endif
 
	return (key << 16) + sym->unicode;
 
}
 

	
 
static int PollEvent(void)
 
{
 
	SDL_Event ev;
 

	
 
	if (!SDL_CALL SDL_PollEvent(&ev)) return -2;
 

	
 
	switch (ev.type) {
 
		case SDL_MOUSEMOTION:
 
			if (_cursor.fix_at) {
 
				int dx = ev.motion.x - _cursor.pos.x;
 
				int dy = ev.motion.y - _cursor.pos.y;
 
				if (dx != 0 || dy != 0) {
 
					_cursor.delta.x += dx;
 
					_cursor.delta.y += dy;
 
					SDL_CALL SDL_WarpMouse(_cursor.pos.x, _cursor.pos.y);
 
				}
 
			} else {
 
				_cursor.delta.x = ev.motion.x - _cursor.pos.x;
 
				_cursor.delta.y = ev.motion.y - _cursor.pos.y;
 
				_cursor.pos.x = ev.motion.x;
 
				_cursor.pos.y = ev.motion.y;
 
				_cursor.dirty = true;
 
			}
 
			HandleMouseEvents();
 
			break;
 

	
 
		case SDL_MOUSEBUTTONDOWN:
 
			if (_rightclick_emulate && SDL_CALL SDL_GetModState() & KMOD_CTRL) {
 
				ev.button.button = SDL_BUTTON_RIGHT;
 
			}
 

	
 
			switch (ev.button.button) {
 
				case SDL_BUTTON_LEFT:
 
					_left_button_down = true;
 
					break;
 

	
 
				case SDL_BUTTON_RIGHT:
 
					_right_button_down = true;
 
					_right_button_clicked = true;
 
					break;
 

	
 
				case SDL_BUTTON_WHEELUP:   _cursor.wheel--; break;
 
				case SDL_BUTTON_WHEELDOWN: _cursor.wheel++; break;
 

	
 
				default: break;
 
			}
 
			HandleMouseEvents();
 
			break;
 

	
 
		case SDL_MOUSEBUTTONUP:
 
			if (_rightclick_emulate) {
 
				_right_button_down = false;
 
				_left_button_down = false;
 
				_left_button_clicked = false;
 
			} else if (ev.button.button == SDL_BUTTON_LEFT) {
 
				_left_button_down = false;
 
				_left_button_clicked = false;
 
			} else if (ev.button.button == SDL_BUTTON_RIGHT) {
 
				_right_button_down = false;
 
			}
 
			HandleMouseEvents();
 
			break;
 

	
 
		case SDL_ACTIVEEVENT:
 
			if (!(ev.active.state & SDL_APPMOUSEFOCUS)) break;
 

	
 
			if (ev.active.gain) { // mouse entered the window, enable cursor
 
				_cursor.in_window = true;
 
			} else {
 
				UndrawMouseCursor(); // mouse left the window, undraw cursor
 
				_cursor.in_window = false;
 
			}
 
			break;
 

	
 
		case SDL_QUIT: HandleExitGameRequest(); break;
 

	
 
		case SDL_KEYDOWN: /* Toggle full-screen on ALT + ENTER/F */
 
			if ((ev.key.keysym.mod & (KMOD_ALT | KMOD_META)) &&
 
					(ev.key.keysym.sym == SDLK_RETURN || ev.key.keysym.sym == SDLK_f)) {
 
				ToggleFullScreen(!_fullscreen);
 
			} else {
 
				HandleKeypress(ConvertSdlKeyIntoMy(&ev.key.keysym));
 
			}
 
			break;
 

	
 
		case SDL_VIDEORESIZE: {
 
			int w = clamp(ev.resize.w, 64, MAX_SCREEN_WIDTH);
 
			int h = clamp(ev.resize.h, 64, MAX_SCREEN_HEIGHT);
 
			ChangeResInGame(w, h);
 
			break;
 
		}
 
	}
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