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SDL2 port - stage 2
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1 /*
2  * Copyright (C) Volition, Inc. 1999.  All rights reserved.
3  *
4  * All source code herein is the property of Volition, Inc. You may not sell
5  * or otherwise commercially exploit the source or things you created based on
6  * the source.
7  */
8
9 /*
10  * $Logfile: /Freespace2/code/OsApi/OsApi.cpp $
11  * $Revision$
12  * $Date$
13  * $Author$
14  *
15  * Low level Windows code
16  *
17  * $Log$
18  * Revision 1.18  2005/10/01 21:49:11  taylor
19  * don't use CTRL-Z for minimizing since it's an extrememly common key combo in the game
20  *
21  * Revision 1.17  2004/12/15 04:10:45  taylor
22  * outwnd_unix.cpp from fs2_open for logging to file in debug mode
23  * fixes for default function values
24  * always use vm_* functions for sanity sake
25  * make cfilearchiver 64-bit compatible
26  * fix crash on exit from double free()
27  * fix crash on startup from extra long GL extension string in debug
28  *
29  * Revision 1.16  2003/12/15 06:24:51  theoddone33
30  * Bumpy ride... hang on.
31  *
32  * Revision 1.15  2003/08/03 15:56:59  taylor
33  * simpler mouse usage; default ini settings in os_init(); cleanup
34  *
35  * Revision 1.14  2003/05/09 05:04:15  taylor
36  * better window min/max/focus support
37  *
38  * Revision 1.13  2003/05/04 04:56:53  taylor
39  * move SDL_Quit to os_deinit to fix fonttool segfault
40  *
41  * Revision 1.12  2003/02/20 17:41:07  theoddone33
42  * Userdir patch from Taylor Richards
43  *
44  * Revision 1.11  2002/07/28 21:45:30  theoddone33
45  * Add ctrl-z to iconify window
46  *
47  * Revision 1.10  2002/07/28 21:39:44  theoddone33
48  * Add alt-enter to toggle fullscreen and ctrl-g to toggle mouse grabbing
49  *
50  * Revision 1.9  2002/06/16 23:59:31  relnev
51  * untested joystick code
52  *
53  * Revision 1.8  2002/06/09 04:41:25  relnev
54  * added copyright header
55  *
56  * Revision 1.7  2002/06/05 04:03:32  relnev
57  * finished cfilesystem.
58  *
59  * removed some old code.
60  *
61  * fixed mouse save off-by-one.
62  *
63  * sound cleanups.
64  *
65  * Revision 1.6  2002/05/31 03:34:02  theoddone33
66  * Fix Keyboard
67  * Add titlebar
68  *
69  * Revision 1.5  2002/05/30 23:46:29  theoddone33
70  * some minor key changes (not necessarily fixes)
71  *
72  * Revision 1.4  2002/05/30 16:50:24  theoddone33
73  * Keyboard partially fixed
74  *
75  * Revision 1.3  2002/05/29 06:25:13  theoddone33
76  * Keyboard input, mouse tracking now work
77  *
78  * Revision 1.2  2002/05/07 03:16:48  theoddone33
79  * The Great Newline Fix
80  *
81  * Revision 1.1.1.1  2002/05/03 03:28:10  root
82  * Initial import.
83  *
84  *
85  * 7     6/30/99 5:53p Dave
86  * Put in new anti-camper code.
87  *
88  * 6     6/03/99 6:37p Dave
89  * More TNT fun. Made perspective bitmaps more flexible.
90  *
91  * 5     6/02/99 6:18p Dave
92  * Fixed TNT lockup problems! Wheeeee!
93  *
94  * 4     12/18/98 1:13a Dave
95  * Rough 1024x768 support for Direct3D. Proper detection and usage through
96  * the launcher.
97  *
98  * 3     10/09/98 2:57p Dave
99  * Starting splitting up OS stuff.
100  *
101  * 2     10/08/98 2:38p Dave
102  * Cleanup up OsAPI code significantly. Removed old functions, centralized
103  * registry functions.
104  *
105  * 118   7/10/98 5:04p Dave
106  * Fix connection speed bug on standalone server.
107  *
108  * 117   5/24/98 2:28p Hoffoss
109  * Because we never really care about if the left or the right shift or
110  * alt key was used, but rather than either shift or alt was used, made
111  * both map to the left one.  Solves some problems, causes none.
112  *
113  * 116   5/18/98 9:22p John
114  * Took out the annoying tab check.
115  *
116  * 115   5/18/98 11:17a John
117  * Fixed some bugs with software window and output window.
118  *
119  * 114   5/16/98 2:20p John
120  * Changed the os_suspend and resume to use a critical section to prevent
121  * threads from executing rather than just suspending the thread.  Had to
122  * make sure gr_close was called before os_close.
123  *
124  * 113   5/15/98 4:49p John
125  *
126  * 112   5/15/98 3:36p John
127  * Fixed bug with new graphics window code and standalone server.  Made
128  * hwndApp not be a global anymore.
129  *
130  * 111   5/14/98 5:42p John
131  * Revamped the whole window position/mouse code for the graphics windows.
132  *
133  * 110   5/04/98 11:08p Hoffoss
134  * Expanded on Force Feedback code, and moved it all into Joy_ff.cpp.
135  * Updated references everywhere to it.
136  *
137  * $NoKeywords: $
138  */
139
140 #include "pstypes.h"
141 #include "osapi.h"
142 #include "key.h"
143 #include "palman.h"
144 #include "mouse.h"
145 #include "outwnd.h"
146 #include "2d.h"
147 #include "cfile.h"
148 #include "sound.h"
149 #include "freespaceresource.h"
150 #include "managepilot.h"
151 #include "joy.h"
152 #include "joy_ff.h"
153 #include "gamesequence.h"
154 #include "freespace.h"
155 #include "osregistry.h"
156 #include "cmdline.h"
157
158 // ----------------------------------------------------------------------------------------------------
159 // OSAPI DEFINES/VARS
160 //
161
162 // os-wide globals
163 static int                      fAppActive = 1;
164 //static int            main_window_inited = 0;         // not used (here)
165 //static char           szWinTitle[128];                        // not used (here)
166 //static char           szWinClass[128];                        // not used (here)
167 //static int            WinX, WinY, WinW, WinH;         // not used (grsoft.cpp) in UNIX build
168 static int                      Os_inited = 0;
169
170 static CRITICAL_SECTION Os_lock;
171
172 int Os_debugger_running = 0;
173
174 // ----------------------------------------------------------------------------------------------------
175 // OSAPI FORWARD DECLARATIONS
176 //
177
178 // Fills in the Os_debugger_running with non-zero if debugger detected.
179 void os_check_debugger();
180
181 // called at shutdown. Makes sure all thread processing terminates.
182 void os_deinit();
183
184
185 // ----------------------------------------------------------------------------------------------------
186 // OSAPI FUNCTIONS
187 //
188
189 // initialization/shutdown functions -----------------------------------------------
190
191 // detect users home directory
192 const char *detect_home(void)
193 {
194         return (getenv("HOME"));
195 }
196
197 // If app_name is NULL or ommited, then TITLE is used
198 // for the app name, which is where registry keys are stored.
199 void os_init(const char *wclass, const char *title, const char *app_name, const char *version_string)
200 {
201 #ifndef NDEBUG
202         outwnd_init(1);
203 #endif
204
205         /* set some sane defaults since we don't have a laucher... */
206         if (os_config_read_string(NULL, NOX("Videocard"), NULL) == NULL)
207                 os_config_write_string(NULL, NOX("Videocard"), NOX("OpenGL (640x480)"));
208
209         if (os_config_read_string(NULL, NOX("NetworkConnection"), NULL) == NULL)
210                 os_config_write_string(NULL, NOX("NetworkConnection"), NOX("lan"));
211
212         if (os_config_read_string(NULL, NOX("ConnectionSpeed"), NULL) == NULL)
213                 os_config_write_string(NULL, NOX("ConnectionSpeed"), NOX("Slow"));
214
215         Os_inited = 1;
216
217         Os_lock = SDL_CreateMutex();
218
219         // check to see if we're running under msdev
220         os_check_debugger();
221
222         atexit(os_deinit);
223 }
224
225 // set the main window title
226 void os_set_title( const char *title )
227 {
228         // the title is already set by SDL in gropengl.cpp
229 }
230
231 // call at program end
232 void os_cleanup()
233 {
234         STUB_FUNCTION;
235
236 #ifndef NDEBUG
237                 outwnd_close();
238 #endif
239 }
240
241
242 // window management -----------------------------------------------------------------
243
244 // Returns 0 if app is not the foreground app.
245 int os_foreground()
246 {
247         return fAppActive;
248 }
249
250 // Returns the handle to the main window
251 uint os_get_window()
252 {
253 //      STUB_FUNCTION;  // not used/needed with UNIX builds?
254         return 0;
255 }
256
257
258 // process management -----------------------------------------------------------------
259
260 // Sleeps for n milliseconds or until app becomes active.
261 void os_sleep(int ms)
262 {
263         usleep(ms*1000);
264 }
265
266 // Used to stop message processing
267 void os_suspend()
268 {
269         ENTER_CRITICAL_SECTION(&Os_lock);
270 }
271
272 // resume message processing
273 void os_resume()
274 {
275         LEAVE_CRITICAL_SECTION(&Os_lock);
276 }
277
278
279 // ----------------------------------------------------------------------------------------------------
280 // OSAPI FORWARD DECLARATIONS
281 //
282
283 // Fills in the Os_debugger_running with non-zero if debugger detected.
284 void os_check_debugger()
285 {
286 }
287
288 // called at shutdown. Makes sure all thread processing terminates.
289 void os_deinit()
290 {
291         SDL_DestroyMutex(Os_lock);
292
293         SDL_Quit();
294 }
295
296 extern void joy_mark_button(int btn, int state);
297 extern int joystick_get_id();
298 extern void joystick_update_axis(int axis, int value);
299
300 void os_poll()
301 {
302         SDL_Event e;
303         int button, state;
304
305         while (SDL_PollEvent (&e)) {
306                 switch (e.type) {
307                         case SDL_MOUSEBUTTONDOWN:
308                         case SDL_MOUSEBUTTONUP:
309                                 if (e.button.button <= HIGHEST_MOUSE_BUTTON)
310                                         mouse_mark_button(e.button.button, e.button.state);
311                                 break;
312
313                         case SDL_KEYDOWN:
314                         /*      if ((e.key.keysym.mod & KMOD_ALT) &&
315                                     (e.key.keysym.sym == SDLK_RETURN))
316                                 {
317                                         if (!Cmdline_no_grab && !(SDL_GetVideoSurface()->flags & SDL_FULLSCREEN))
318                                                 SDL_WM_GrabInput (SDL_GRAB_ON);
319                                         SDL_WM_ToggleFullScreen (SDL_GetVideoSurface());
320                                         break;
321                                 }
322                                 if ((e.key.keysym.mod & KMOD_CTRL) &&
323                                     (e.key.keysym.sym == SDLK_g))
324                                 {
325                                         // DDOI - ignore grab changes when fullscreen
326                                         if (!(SDL_GetVideoSurface()->flags & SDL_FULLSCREEN))
327                                         {
328                                                 if (SDL_WM_GrabInput(SDL_GRAB_QUERY)==SDL_GRAB_ON)
329                                                         SDL_WM_GrabInput (SDL_GRAB_OFF);
330                                                 else
331                                                         SDL_WM_GrabInput (SDL_GRAB_ON);
332                                         }
333                                         break;
334                                 }
335
336                                 // this is a very common key combo in the game so don't use this to iconify
337                                 if ((e.key.keysym.mod & KMOD_CTRL) &&
338                                     (e.key.keysym.sym == SDLK_z))
339                                 {
340                                         SDL_WM_IconifyWindow();
341                                         break;
342                                 }
343 */
344 printf("KEYDOWN => scan: %d, sym: %d, name: \"%s\"\n", e.key.keysym.scancode, e.key.keysym.sym, SDL_GetKeyName(e.key.keysym.sym));
345                                 key_mark(e.key.keysym.scancode, 1, e.key.keysym.mod, 0);
346                                 break;
347
348                         case SDL_KEYUP:
349                                 key_mark(e.key.keysym.scancode, 0, e.key.keysym.mod, 0);
350                                 break;
351 /*
352                         case SDL_ACTIVEEVENT:
353                                 if (e.active.state & SDL_APPACTIVE) {
354                                         fAppActive = e.active.gain;
355                                         gr_activate(fAppActive);
356                                 }
357                                 if (e.active.state & SDL_APPINPUTFOCUS) {
358                                         gr_activate(e.active.gain);
359                                 }
360                                 break;
361 */
362                         case SDL_JOYAXISMOTION:
363                                 if (e.jaxis.which == joystick_get_id()) {
364                                         joystick_update_axis(e.jaxis.axis, e.jaxis.value);
365                                 }
366                                 break;
367
368                         case SDL_JOYBUTTONDOWN:
369                         case SDL_JOYBUTTONUP:
370                                 if (e.jbutton.which == joystick_get_id()) {
371                                         state = (e.jbutton.state == SDL_PRESSED) ? 1 : 0;
372                                         joy_mark_button((int)e.jbutton.button, state);
373                                 }
374                                 break;
375
376                         case SDL_JOYHATMOTION:
377                                 if (e.jhat.which == joystick_get_id()) {
378                                         // can only handle one hat
379                                         if (e.jhat.hat == 0) {
380                                                 switch (e.jhat.value) {
381                                                         case SDL_HAT_UP:
382                                                                 button = JOY_HATFORWARD;
383                                                                 state = 1;
384                                                                 break;
385                                                         case SDL_HAT_DOWN:
386                                                                 button = JOY_HATBACK;
387                                                                 state = 1;
388                                                                 break;
389                                                         case SDL_HAT_LEFT:
390                                                                 button = JOY_HATLEFT;
391                                                                 state = 1;
392                                                                 break;
393                                                         case SDL_HAT_RIGHT:
394                                                                 button = JOY_HATRIGHT;
395                                                                 state = 1;
396                                                                 break;
397                                                         default:
398                                                                 // special case - will toggle all hat positions off
399                                                                 button = JOY_HATBACK;
400                                                                 state = 0;
401                                                                 break;
402                                                 }
403
404                                                 joy_mark_button(button, state);
405                                         }
406                                 }
407                                 break;
408
409                         default:
410                                 break;
411                 }
412         }
413 }
414
415 void debug_int3()
416 {
417         STUB_FUNCTION;
418 }