/* host_sdl3.c - SDL3 host Copyright (C) 2025 Xash3D FWGS contributors This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. */ #include "platform_sdl3.h" #include "ref_common.h" #include "vid_common.h" #include "client.h" #include "input.h" #include "vgui_draw.h" static void SDLash_ActiveEvent( qboolean focus ) { if( focus ) { host.status = HOST_FRAME; if( cls.key_dest == key_game ) IN_ActivateMouse(); host.force_draw_version_time = host.realtime + FORCE_DRAW_VERSION_TIME; } else { host.status = HOST_NOFOCUS; if( cls.key_dest == key_game ) { Key_ClearStates(); IN_DeactivateMouse(); } host.force_draw_version_time = host.realtime + 2.0; } } static void SDLash_KeyEvent( const SDL_KeyboardEvent *key ) { int keynum = key->scancode; if( SDL_TextInputActive( host.hWnd ) && key->down ) { // this is how engine understands ctrl+c, ctrl+v and other hotkeys if( cls.key_dest != key_game && FBitSet( SDL_GetModState( ), SDL_KMOD_CTRL )) { if( keynum >= SDL_SCANCODE_A && keynum <= SDL_SCANCODE_Z ) { keynum = keynum - SDL_SCANCODE_A + 1; CL_CharEvent( keynum ); } return; } // ignore printable keys, they are coming through SDL_EVENT_TEXT_INPUT if(( keynum >= SDL_SCANCODE_A && keynum <= SDL_SCANCODE_Z ) || ( keynum >= SDL_SCANCODE_1 && keynum <= SDL_SCANCODE_0 ) || ( keynum >= SDL_SCANCODE_KP_1 && keynum <= SDL_SCANCODE_KP_0 )) return; } #define DECLARE_KEY_RANGE( min, max, repl ) \ if( keynum >= (min) && keynum <= (max) ) \ { \ keynum = keynum - (min) + (repl); \ } DECLARE_KEY_RANGE( SDL_SCANCODE_A, SDL_SCANCODE_Z, 'a' ) else DECLARE_KEY_RANGE( SDL_SCANCODE_1, SDL_SCANCODE_9, '1' ) else DECLARE_KEY_RANGE( SDL_SCANCODE_F1, SDL_SCANCODE_F12, K_F1 ) else { qboolean num_lock = FBitSet( SDL_GetModState( ), SDL_KMOD_NUM ); switch( keynum ) { case SDL_SCANCODE_GRAVE: keynum = '`'; break; case SDL_SCANCODE_0: keynum = '0'; break; case SDL_SCANCODE_BACKSLASH: keynum = '\\'; break; case SDL_SCANCODE_LEFTBRACKET: keynum = '['; break; case SDL_SCANCODE_RIGHTBRACKET: keynum = ']'; break; case SDL_SCANCODE_EQUALS: keynum = '='; break; case SDL_SCANCODE_MINUS: keynum = '-'; break; case SDL_SCANCODE_TAB: keynum = K_TAB; break; case SDL_SCANCODE_RETURN: keynum = K_ENTER; break; case SDL_SCANCODE_AC_BACK: case SDL_SCANCODE_ESCAPE: keynum = K_ESCAPE; break; case SDL_SCANCODE_SPACE: keynum = K_SPACE; break; case SDL_SCANCODE_BACKSPACE: keynum = K_BACKSPACE; break; case SDL_SCANCODE_UP: keynum = K_UPARROW; break; case SDL_SCANCODE_LEFT: keynum = K_LEFTARROW; break; case SDL_SCANCODE_DOWN: keynum = K_DOWNARROW; break; case SDL_SCANCODE_RIGHT: keynum = K_RIGHTARROW; break; case SDL_SCANCODE_LALT: case SDL_SCANCODE_RALT: keynum = K_ALT; break; case SDL_SCANCODE_LCTRL: case SDL_SCANCODE_RCTRL: keynum = K_CTRL; break; case SDL_SCANCODE_LSHIFT: case SDL_SCANCODE_RSHIFT: keynum = K_SHIFT; break; case SDL_SCANCODE_LGUI: case SDL_SCANCODE_RGUI: keynum = K_WIN; break; case SDL_SCANCODE_INSERT: keynum = K_INS; break; case SDL_SCANCODE_DELETE: keynum = K_DEL; break; case SDL_SCANCODE_PAGEDOWN: keynum = K_PGDN; break; case SDL_SCANCODE_PAGEUP: keynum = K_PGUP; break; case SDL_SCANCODE_HOME: keynum = K_HOME; break; case SDL_SCANCODE_END: keynum = K_END; break; case SDL_SCANCODE_KP_1: keynum = num_lock ? '1' : K_KP_END; break; case SDL_SCANCODE_KP_2: keynum = num_lock ? '2' : K_KP_DOWNARROW; break; case SDL_SCANCODE_KP_3: keynum = num_lock ? '3' : K_KP_PGDN; break; case SDL_SCANCODE_KP_4: keynum = num_lock ? '4' : K_KP_LEFTARROW; break; case SDL_SCANCODE_KP_5: keynum = num_lock ? '5' : K_KP_5; break; case SDL_SCANCODE_KP_6: keynum = num_lock ? '6' : K_KP_RIGHTARROW; break; case SDL_SCANCODE_KP_7: keynum = num_lock ? '7' : K_KP_HOME; break; case SDL_SCANCODE_KP_8: keynum = num_lock ? '8' : K_KP_UPARROW; break; case SDL_SCANCODE_KP_9: keynum = num_lock ? '9' : K_KP_PGUP; break; case SDL_SCANCODE_KP_0: keynum = num_lock ? '0' : K_KP_INS; break; case SDL_SCANCODE_KP_PERIOD: keynum = K_KP_DEL; break; case SDL_SCANCODE_KP_ENTER: keynum = K_KP_ENTER; break; case SDL_SCANCODE_KP_PLUS: keynum = K_KP_PLUS; break; case SDL_SCANCODE_KP_MINUS: keynum = K_KP_MINUS; break; case SDL_SCANCODE_KP_DIVIDE: keynum = K_KP_SLASH; break; case SDL_SCANCODE_KP_MULTIPLY: keynum = '*'; break; case SDL_SCANCODE_NUMLOCKCLEAR: keynum = K_KP_NUMLOCK; break; case SDL_SCANCODE_CAPSLOCK: keynum = K_CAPSLOCK; break; case SDL_SCANCODE_SLASH: keynum = '/'; break; case SDL_SCANCODE_PERIOD: keynum = '.'; break; case SDL_SCANCODE_SEMICOLON: keynum = ';'; break; case SDL_SCANCODE_APOSTROPHE: keynum = '\''; break; case SDL_SCANCODE_COMMA: keynum = ','; break; case SDL_SCANCODE_PRINTSCREEN: { host.force_draw_version_time = host.realtime + FORCE_DRAW_VERSION_TIME; break; } case SDL_SCANCODE_PAUSE: keynum = K_PAUSE; break; case SDL_SCANCODE_SCROLLLOCK: keynum = K_SCROLLLOCK; break; case SDL_SCANCODE_APPLICATION: keynum = K_WIN; break; // (compose key) ??? case SDL_SCANCODE_VOLUMEUP: keynum = K_AUX32; break; case SDL_SCANCODE_VOLUMEDOWN: keynum = K_AUX31; break; // don't console spam on known functional buttons, not used in engine case SDL_SCANCODE_MUTE: case SDL_SCANCODE_SELECT: return; case SDL_SCANCODE_UNKNOWN: { if( key->down ) Con_Reportf( "%s: Unknown scancode\n", __func__ ); return; } default: if( key->down ) Con_Reportf( "%s: Unknown key: %s = %i\n", __func__, SDL_GetScancodeName( keynum ), keynum ); return; } } #undef DECLARE_KEY_RANGE Key_Event( keynum, key->down ); } static void SDLash_TextEvent( const SDL_TextInputEvent *text ) { VGui_ReportTextInput( text->text ); for( const char *s = text->text; *s; s++ ) { int ch = (byte)*s; // convert to single byte encoding if game doesn't request UTF-8 if( !cls.accept_utf8 ) ch = Con_UtfProcessCharForce( ch ); if( !ch ) continue; CL_CharEvent( ch ); } } static void SDLash_MouseEvent( const SDL_MouseButtonEvent *button ) { if( button->which == SDL_TOUCH_MOUSEID ) return; int down; if( !button->down ) down = 0; else if( button->clicks >= 2 ) down = 2; else down = 1; switch( button->button ) { case SDL_BUTTON_LEFT: IN_MouseEvent( 0, down ); break; case SDL_BUTTON_RIGHT: IN_MouseEvent( 1, down ); break; case SDL_BUTTON_MIDDLE: IN_MouseEvent( 2, down ); break; case SDL_BUTTON_X1: IN_MouseEvent( 3, down ); break; case SDL_BUTTON_X2: IN_MouseEvent( 4, down ); break; default: Con_Printf( "Unknown mouse button ID: %d\n", button->button ); break; } } static void SDLash_TouchEvent( const SDL_TouchFingerEvent *touch ) { touchEventType type; switch( touch->type ) { case SDL_EVENT_FINGER_DOWN: type = event_down; break; case SDL_EVENT_FINGER_UP: type = event_up; break; case SDL_EVENT_FINGER_MOTION: type = event_motion; break; default: return; } IN_TouchEvent( type, touch->fingerID, touch->x, touch->y, touch->dx, touch->dy ); } static void SDLash_EventHandler( const SDL_Event *ev ) { switch( ev->type ) { case SDL_EVENT_QUIT: Sys_Quit( "caught SDL_EVENT_QUIT" ); break; // TODO: use SDL_AddEventWatch // case SDL_EVENT_TERMINATING: // Host_ShutdownWithReason( "caught SDL_EVENT_TERMINATING" ); // break; case SDL_EVENT_WINDOW_MOVED: if( refState.window_mode == WINDOW_MODE_WINDOWED ) Cvar_DirectSet( &vid_maximized, "0" ); break; case SDL_EVENT_WINDOW_MINIMIZED: host.status = HOST_SLEEP; break; case SDL_EVENT_WINDOW_RESTORED: host.status = HOST_FRAME; host.force_draw_version_time = host.realtime + FORCE_DRAW_VERSION_TIME; break; case SDL_EVENT_WINDOW_FOCUS_GAINED: SDLash_ActiveEvent( true ); break; case SDL_EVENT_WINDOW_FOCUS_LOST: SDLash_ActiveEvent( false ); break; case SDL_EVENT_KEY_DOWN: case SDL_EVENT_KEY_UP: SDLash_KeyEvent( &ev->key ); break; case SDL_EVENT_TEXT_INPUT: SDLash_TextEvent( &ev->text ); break; case SDL_EVENT_MOUSE_MOTION: if( host.mouse_visible ) SDL_GetRelativeMouseState( NULL, NULL ); break; case SDL_EVENT_MOUSE_BUTTON_DOWN: case SDL_EVENT_MOUSE_BUTTON_UP: SDLash_MouseEvent( &ev->button ); break; case SDL_EVENT_MOUSE_WHEEL: IN_MWheelEvent( ev->wheel.integer_y ); break; case SDL_EVENT_GAMEPAD_AXIS_MOTION: case SDL_EVENT_GAMEPAD_BUTTON_DOWN: case SDL_EVENT_GAMEPAD_BUTTON_UP: case SDL_EVENT_GAMEPAD_ADDED: case SDL_EVENT_GAMEPAD_REMOVED: case SDL_EVENT_GAMEPAD_TOUCHPAD_DOWN: case SDL_EVENT_GAMEPAD_TOUCHPAD_MOTION: case SDL_EVENT_GAMEPAD_TOUCHPAD_UP: case SDL_EVENT_GAMEPAD_SENSOR_UPDATE: // TODO: break; case SDL_EVENT_FINGER_DOWN: case SDL_EVENT_FINGER_UP: case SDL_EVENT_FINGER_MOTION: SDLash_TouchEvent( &ev->tfinger ); break; } } void Platform_RunEvents( void ) { SDL_Event ev; while( host.status != HOST_CRASHED && !host.shutdown_issued && SDL_PollEvent( &ev )) SDLash_EventHandler( &ev ); } void Platform_PreCreateMove( void ) { // TODO }