initial mouse -> keyboard emulation wrapper (mainly for iphone)
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@@ -141,6 +141,14 @@ void CInput::getEventName(int position, unsigned char input, char *buf)
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bool CInput::readNewEvent(Uint8 device, int position)
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{
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// This function is used to configure new input keys.
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// For iPhone, we have emulation via touchpad and we don't want to have custom keys.
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// We should fix the menu for iPhone so that this function doesn't get called.
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#if defined(TARGET_OS_IPHONE) || defined(TARGET_IPHONE_SIMULATOR)
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printf("WARNING: called readNewEvent on iphone\n");
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return true;
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#endif
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while( SDL_PollEvent( &Event ) )
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{
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switch ( Event.type )
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@@ -186,7 +194,7 @@ void CInput::pollEvents()
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//While there's an event to handle
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while( SDL_PollEvent( &Event ) )
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{
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{
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switch( Event.type )
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{
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case SDL_QUIT:
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@@ -208,6 +216,11 @@ void CInput::pollEvents()
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case SDL_JOYBUTTONUP:
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processJoystickButton(0);
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break;
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case SDL_MOUSEBUTTONDOWN:
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case SDL_MOUSEBUTTONUP:
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case SDL_MOUSEMOTION:
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processMouse();
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break;
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}
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}
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@@ -506,6 +519,78 @@ void CInput::flushKeys(void)
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}
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void CInput::flushAll(void){ flushKeys(); flushCommands(); }
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void CInput::processMouse() {
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switch(Event.type) {
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case SDL_MOUSEBUTTONDOWN:
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processMouse(Event.button.x, Event.button.y, true);
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break;
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case SDL_MOUSEBUTTONUP:
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processMouse(Event.button.x, Event.button.y, false);
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break;
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case SDL_MOUSEMOTION:
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processMouse(Event.motion.x - Event.motion.xrel, Event.motion.y - Event.motion.yrel, false);
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processMouse(Event.motion.x, Event.motion.y, true);
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break;
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}
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}
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void CInput::processMouse(int x, int y, bool down) {
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struct TouchButton {
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stInputCommand* cmd;
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int immediateIndex;
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int x, y, w, h;
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bool isInside(int _x, int _y) const {
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return
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x <= _x && _x < x + w &&
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y <= _y && _y < y + h;
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}
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};
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// no idea actually...
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const int w = 600, h = 800;
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const int middlex = w / 2;
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const int middley = h / 2;
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TouchButton buttons[] = {
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{ &InputCommand[0][IC_LEFT], KLEFT, 0, middley, w / 6, h / 2},
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{ &InputCommand[0][IC_UP], KUP, w / 6, middley, w / 6, h / 4},
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{ &InputCommand[0][IC_RIGHT], KRIGHT, w / 3, middley, w / 6, h / 2},
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{ &InputCommand[0][IC_DOWN], KDOWN, w / 6, middley + h / 4, w / 6, h / 4},
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{ &InputCommand[0][IC_JUMP], -1, middlex, middley, w / 6, h / 2},
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{ &InputCommand[0][IC_POGO], -1, middlex + w / 6, middley, w / 6, h / 2},
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{ &InputCommand[0][IC_FIRE], KENTER, middlex + w / 3, middley, w / 6, h / 2},
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{ &InputCommand[0][IC_STATUS], KSPACE, 0, 0, w, h}
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};
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const int buttonN = sizeof(buttons) / sizeof(TouchButton);
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for(int i = 0; i < buttonN; ++i) {
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TouchButton& b = buttons[i];
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if(b.isInside(x, y)) {
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// handle active
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if(down)
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b.cmd->active++;
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else {
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if(b.cmd->active > 0)
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b.cmd->active--;
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}
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// handle immediate keys
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if(b.immediateIndex >= 0) {
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immediate_keytable[b.immediateIndex] = down;
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}
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}
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}
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}
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#ifdef WIZ
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void CInput::WIZ_EmuKeyboard( int button, int value )
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{
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