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avoid processing of repeating KMOD_GUI+key
[taylor/freespace2.git] / src / osapi / osapi.cpp
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                      Os_inited = 0;
165 static char                     windowTitle[128];
166
167 static SDL_mutex *Os_lock;
168 static SDL_Window *Os_window = NULL;
169
170 int Os_debugger_running = 0;
171
172 // ----------------------------------------------------------------------------------------------------
173 // OSAPI FORWARD DECLARATIONS
174 //
175
176 // Fills in the Os_debugger_running with non-zero if debugger detected.
177 void os_check_debugger();
178
179 // called at shutdown. Makes sure all thread processing terminates.
180 void os_deinit();
181
182
183 // ----------------------------------------------------------------------------------------------------
184 // OSAPI FUNCTIONS
185 //
186
187 // initialization/shutdown functions -----------------------------------------------
188
189
190 // If app_name is NULL or ommited, then TITLE is used
191 // for the app name, which is where registry keys are stored.
192 void os_init(const char *wclass, const char *title, const char *app_name, const char *version_string)
193 {
194         os_set_title( (app_name != NULL) ? app_name : title );
195
196         // do some first-run stuff if needed
197         if ( os_config_read_uint(NULL, "StraightToSetup", 1) == 1 ) {
198                 // set some sane config defaults
199                 os_init_registry_stuff();
200
201                 // unset first-run flag
202                 os_config_write_uint(NULL, "StraightToSetup", 0);
203         }
204
205         Os_inited = 1;
206
207         Os_lock = SDL_CreateMutex();
208
209         // check to see if we're running under msdev
210         os_check_debugger();
211
212         atexit(os_deinit);
213 }
214
215 // set the main window title
216 void os_set_title( const char *title )
217 {
218         if ( !title ) {
219                 return;
220         }
221
222         SDL_strlcpy(windowTitle, title, SDL_arraysize(windowTitle));
223
224         if ( !Os_window ) {
225                 return;
226         }
227
228         SDL_SetWindowTitle(Os_window, title);
229 }
230
231 const char *os_get_title()
232 {
233         return windowTitle;
234 }
235
236 // call at program end
237 void os_cleanup()
238 {
239 #ifndef NDEBUG
240                 outwnd_close();
241 #endif
242 }
243
244
245 // window management -----------------------------------------------------------------
246
247 // Returns 0 if app is not the foreground app.
248 int os_foreground()
249 {
250         return fAppActive;
251 }
252
253 // Returns the handle to the main window
254 SDL_Window *os_get_window()
255 {
256         return Os_window;
257 }
258
259 void os_set_window(SDL_Window *win)
260 {
261         Os_window = win;
262 }
263
264 // process management -----------------------------------------------------------------
265
266 // Used to stop message processing
267 void os_suspend()
268 {
269         SDL_LockMutex(Os_lock);
270 }
271
272 // resume message processing
273 void os_resume()
274 {
275         SDL_UnlockMutex(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 void os_poll()
297 {
298         SDL_Event e;
299         int button, state;
300
301         while (SDL_PollEvent (&e)) {
302                 switch (e.type) {
303                         case SDL_MOUSEBUTTONDOWN:
304                         case SDL_MOUSEBUTTONUP: {
305                                 if (e.motion.windowID > 0) {
306                                         mouse_mark_button(e.button.button, e.button.state);
307                                 }
308
309                                 break;
310                         }
311
312                         case SDL_MOUSEMOTION: {
313                                 if (e.motion.windowID > 0) {
314                                         mouse_update_pos(e.motion.x, e.motion.y, e.motion.xrel, e.motion.yrel);
315                                 }
316
317                                 break;
318                         }
319
320                         case SDL_TEXTINPUT: {
321                                 key_set_text_input((int)e.text.text[0]);
322
323                                 break;
324                         }
325
326                         case SDL_KEYDOWN: {
327                                 if (e.key.keysym.mod & KMOD_GUI) {
328                                         if ( !e.key.repeat ) {
329                                                 if (e.key.keysym.sym == SDLK_f) {
330                                                         gr_toggle_fullscreen();
331                                         //      } else if (e.key.keysym.sym == SDLK_z) {
332                                         //              SDL_MinimizeWindow(GL_window);
333                                                 }
334                                         }
335                                 } else {
336                                         key_mark(e.key.keysym.scancode, 1, e.key.keysym.mod, 0);
337                                 }
338
339                                 break;
340                         }
341
342                         case SDL_KEYUP: {
343                                 if (e.key.keysym.mod & KMOD_GUI) {
344                                         // blank, just don't want to process up keys we skipped
345                                         // the down for
346                                 } else {
347                                         key_mark(e.key.keysym.scancode, 0, e.key.keysym.mod, 0);
348                                 }
349
350                                 break;
351                         }
352 /*
353                         case SDL_ACTIVEEVENT:
354                                 if (e.active.state & SDL_APPACTIVE) {
355                                         fAppActive = e.active.gain;
356                                         gr_activate(fAppActive);
357                                 }
358                                 if (e.active.state & SDL_APPINPUTFOCUS) {
359                                         gr_activate(e.active.gain);
360                                 }
361                                 break;
362 */
363                         case SDL_JOYDEVICEADDED: {
364                                 if ( !Is_standalone ) {
365                                         joy_init();
366                                 }
367
368                                 break;
369                         }
370
371                         case SDL_JOYDEVICEREMOVED: {
372                                 if (e.jdevice.which == joystick_get_id()) {
373                                         joy_close();
374                                 }
375
376                                 break;
377                         }
378
379                         case SDL_JOYAXISMOTION: {
380                                 if (e.jaxis.which == joystick_get_id()) {
381                                         joystick_update_axis(e.jaxis.axis, e.jaxis.value);
382                                 }
383
384                                 break;
385                         }
386
387                         case SDL_JOYBUTTONDOWN:
388                         case SDL_JOYBUTTONUP: {
389                                 if (e.jbutton.which == joystick_get_id()) {
390                                         state = (e.jbutton.state == SDL_PRESSED) ? 1 : 0;
391                                         joy_mark_button((int)e.jbutton.button, state);
392                                 }
393
394                                 break;
395                         }
396
397                         case SDL_JOYHATMOTION: {
398                                 if (e.jhat.which == joystick_get_id()) {
399                                         // can only handle one hat
400                                         if (e.jhat.hat == 0) {
401                                                 switch (e.jhat.value) {
402                                                         case SDL_HAT_UP:
403                                                                 button = JOY_HATFORWARD;
404                                                                 state = 1;
405                                                                 break;
406                                                         case SDL_HAT_DOWN:
407                                                                 button = JOY_HATBACK;
408                                                                 state = 1;
409                                                                 break;
410                                                         case SDL_HAT_LEFT:
411                                                                 button = JOY_HATLEFT;
412                                                                 state = 1;
413                                                                 break;
414                                                         case SDL_HAT_RIGHT:
415                                                                 button = JOY_HATRIGHT;
416                                                                 state = 1;
417                                                                 break;
418                                                         default:
419                                                                 // special case - will toggle all hat positions off
420                                                                 button = JOY_HATBACK;
421                                                                 state = 0;
422                                                                 break;
423                                                 }
424
425                                                 joy_mark_button(button, state);
426                                         }
427                                 }
428
429                                 break;
430                         }
431
432                         case SDL_WINDOWEVENT: {
433                                 switch (e.window.event) {
434                                         case SDL_WINDOWEVENT_RESIZED:
435                                                 gr_set_viewport(e.window.data1, e.window.data2);
436                                                 break;
437
438                                         case SDL_WINDOWEVENT_FOCUS_LOST:
439                                                 joy_unacquire_ff();
440                                                 break;
441
442                                         case SDL_WINDOWEVENT_FOCUS_GAINED:
443                                                 joy_reacquire_ff();
444                                                 break;
445
446                                         case SDL_WINDOWEVENT_CLOSE:
447                                         //      gameseq_post_event(GS_EVENT_QUIT_GAME);
448                                                 break;
449                                 }
450
451                                 break;
452                         }
453
454                         case SDL_QUIT:
455                                 gameseq_post_event(GS_EVENT_QUIT_GAME);
456                                 break;
457
458                         default:
459                                 break;
460                 }
461         }
462 }
463
464 void debug_int3()
465 {
466         SDL_TriggerBreakpoint();
467 }