// The SDL3 back end of the keyboard and the mouse (input_wsys.h; input.c merges them with the gamepad): SDL scancodes to // the key ids of input_map.h, the mouse camera's relative motion, the cursor capture (SDL's relative mouse mode), the // pointer's place in the window (the game's menus, menu_cursor.c) and the mouse travel (the last-device switch, // input_kbm_last). Key and button state comes from the window's events (window thread) and is read by any thread. Keys // and their map: docs/controls.md. // // The capture follows the Win32 back end's rules (input_win.c): captured while the window has the focus, the mouse // camera is on and no text entry or menu is open; Esc releases it until a click in the window (and closing the menu // opened by that Esc gives it back); losing the focus releases it until the window has the focus again. #include #include #include #include "host.h" #include "input.h" #include "input_map.h" #include "input_sdl.h" #include "input_wsys.h" #include "platform/platform.h" static SDL_Window *win; static volatile uint8_t key_held[KEY_COUNT]; static volatile int32_t esc_held, f8_held, focused; static volatile int32_t mouse_dx, mouse_dy; // relative motion since the last ikb_mouse_take, whole counts static volatile int32_t mouse_wheel; // wheel turned while captured, in 1/120 notches (ikb_wheel_take) static float rem_x, rem_y; // window thread: the fractions SDL reported beyond them static volatile int32_t mouse_travel; // raw counts moved in total, captured or not (ikb_mouse_travel) static float travel_rem; // window thread: the fraction of a count beyond mouse_travel static volatile int32_t captured; // relative mouse mode is on // The pointer's place in the window, as fractions of its size packed 32.32 fixed point (x in the high word), written // by the window thread from the mouse events and read by the game thread (menu_cursor.c through ikb_pointer). // ptr_have is 0 whenever the pointer is not over the window, as the Win32 back end's client-rect test. static volatile uint64_t ptr_pos; static volatile int32_t ptr_have; static volatile int32_t warp_pending; // ikb_pointer_set asked the window thread to move the pointer static float warp_nx, warp_ny; // its target, read by the window thread once warp_pending is seen enum { CUR_REL = 1, CUR_ESC = 2 }; // as input_win.c: released by Esc or a click elsewhere; by Esc static volatile int32_t cur_rel, cur_suspend, cur_pending; static uint32_t wake_event; // SDL_RegisterEvents: wakes the window thread for a cursor change // SDL scancode of a key id, 0 for an id without a key (the mouse buttons). static SDL_Scancode key_sc(int key) { if (key >= KEY_A && key <= KEY_Z) return (SDL_Scancode)(SDL_SCANCODE_A + (key - KEY_A)); if (key >= KEY_1 && key <= KEY_9) return (SDL_Scancode)(SDL_SCANCODE_1 + (key - KEY_1)); if (key >= KEY_NUM1 && key <= KEY_NUM9) return (SDL_Scancode)(SDL_SCANCODE_KP_1 + (key - KEY_NUM1)); switch (key) { case KEY_0: return SDL_SCANCODE_0; case KEY_NUM0: return SDL_SCANCODE_KP_0; case KEY_SPACE: return SDL_SCANCODE_SPACE; case KEY_TAB: return SDL_SCANCODE_TAB; case KEY_LSHIFT: return SDL_SCANCODE_LSHIFT; case KEY_LCTRL: return SDL_SCANCODE_LCTRL; case KEY_UP: return SDL_SCANCODE_UP; case KEY_DOWN: return SDL_SCANCODE_DOWN; case KEY_LEFT: return SDL_SCANCODE_LEFT; case KEY_RIGHT: return SDL_SCANCODE_RIGHT; case KEY_ENTER: return SDL_SCANCODE_RETURN; case KEY_BACKSPACE: return SDL_SCANCODE_BACKSPACE; case KEY_RSHIFT: return SDL_SCANCODE_RSHIFT; case KEY_RCTRL: return SDL_SCANCODE_RCTRL; case KEY_LALT: return SDL_SCANCODE_LALT; case KEY_CAPSLOCK: return SDL_SCANCODE_CAPSLOCK; case KEY_INSERT: return SDL_SCANCODE_INSERT; case KEY_DELETE: return SDL_SCANCODE_DELETE; case KEY_HOME: return SDL_SCANCODE_HOME; case KEY_END: return SDL_SCANCODE_END; case KEY_PAGEUP: return SDL_SCANCODE_PAGEUP; case KEY_PAGEDOWN: return SDL_SCANCODE_PAGEDOWN; case KEY_F2: return SDL_SCANCODE_F2; case KEY_F3: return SDL_SCANCODE_F3; case KEY_F4: return SDL_SCANCODE_F4; case KEY_F5: return SDL_SCANCODE_F5; case KEY_F6: return SDL_SCANCODE_F6; case KEY_F7: return SDL_SCANCODE_F7; case KEY_F9: return SDL_SCANCODE_F9; case KEY_F12: return SDL_SCANCODE_F12; case KEY_NUM_ADD: return SDL_SCANCODE_KP_PLUS; case KEY_NUM_SUB: return SDL_SCANCODE_KP_MINUS; case KEY_NUM_MUL: return SDL_SCANCODE_KP_MULTIPLY; case KEY_NUM_DIV: return SDL_SCANCODE_KP_DIVIDE; case KEY_NUM_DECIMAL: return SDL_SCANCODE_KP_PERIOD; case KEY_MINUS: return SDL_SCANCODE_MINUS; case KEY_EQUALS: return SDL_SCANCODE_EQUALS; case KEY_LBRACKET: return SDL_SCANCODE_LEFTBRACKET; case KEY_RBRACKET: return SDL_SCANCODE_RIGHTBRACKET; case KEY_SEMICOLON: return SDL_SCANCODE_SEMICOLON; case KEY_APOSTROPHE: return SDL_SCANCODE_APOSTROPHE; case KEY_COMMA: return SDL_SCANCODE_COMMA; case KEY_PERIOD: return SDL_SCANCODE_PERIOD; case KEY_SLASH: return SDL_SCANCODE_SLASH; case KEY_BACKSLASH: return SDL_SCANCODE_BACKSLASH; case KEY_GRAVE: return SDL_SCANCODE_GRAVE; } return SDL_SCANCODE_UNKNOWN; } // The key id of a scancode (the inverse of key_sc, built on first use), 0 for none. static int key_of_sc(SDL_Scancode sc) { static uint8_t map[SDL_SCANCODE_COUNT]; static int built; if (!built) { for (int k = 1; k < KEY_COUNT; k++) { SDL_Scancode s = key_sc(k); if (s != SDL_SCANCODE_UNKNOWN) map[s] = (uint8_t)k; } built = 1; } return sc > 0 && sc < SDL_SCANCODE_COUNT ? map[sc] : 0; } static int mouse_key(uint8_t button) { switch (button) { case SDL_BUTTON_LEFT: return KEY_MOUSE_L; case SDL_BUTTON_RIGHT: return KEY_MOUSE_R; case SDL_BUTTON_MIDDLE: return KEY_MOUSE_M; case SDL_BUTTON_X1: return KEY_MOUSE_X1; case SDL_BUTTON_X2: return KEY_MOUSE_X2; } return 0; } uint32_t input_key_char(int key) { if (key < KEY_MINUS || key > KEY_GRAVE) return 0; SDL_Keycode k = SDL_GetKeyFromScancode(key_sc(key), SDL_KMOD_NONE, false); return k & SDLK_SCANCODE_MASK ? 0 : (uint32_t)k; // a keycode with the mask bit names no character } int input_flight_key(void) { return focused && f8_held; } // ---- the cursor (window thread) static void cursor_apply(void) { __atomic_store_n(&cur_pending, 0, __ATOMIC_RELAXED); if (!win) return; int want = focused && !(cur_rel & CUR_REL) && !cur_suspend && input_cursor_allowed() && !(SDL_GetWindowFlags(win) & SDL_WINDOW_MINIMIZED); if (want == captured) return; if (!SDL_SetWindowRelativeMouseMode(win, want)) { rt_log("input: relative mouse mode %s failed (%s)", want ? "on" : "off", SDL_GetError()); return; } plat_xchg32(&mouse_dx, 0); plat_xchg32(&mouse_dy, 0); rem_x = rem_y = 0; plat_xchg32(&captured, want); } // The pointer's place in the window (the window thread): x and y are SDL window units, the same space the mouse // events report, so dividing by the window's size makes fractions of it whatever the pixel density is. At and past // the edges the fraction is clamped to 0..1, where a letterboxed picture covers no item anyway. static void pointer_store(float x, float y) { if (!win) return; int w = 0, h = 0; SDL_GetWindowSize(win, &w, &h); if (w < 1 || h < 1) return; double fx = x / w, fy = y / h; if (!(fx >= 0)) fx = 0; // also NaN else if (fx > 1) fx = 1; if (!(fy >= 0)) fy = 0; else if (fy > 1) fy = 1; __atomic_store_n(&ptr_pos, (uint64_t)(uint32_t)(fx * 4294967295.0) << 32 | (uint32_t)(fy * 4294967295.0), __ATOMIC_RELEASE); __atomic_store_n(&ptr_have, 1, __ATOMIC_RELEASE); } // A warp asked for by ikb_pointer_set, done here as every window call: on the window thread, and after the cursor // change of the same menu opening has been applied. SDL's warp makes a motion event where it works (X11); where it // does not (some Wayland compositors) the stored place stands, so the item under the pointer is the place asked for // even if the visible cursor stayed behind. static void pointer_apply(void) { if (!plat_xchg32(&warp_pending, 0)) return; if (!win || !focused) return; int w = 0, h = 0; SDL_GetWindowSize(win, &w, &h); if (w < 1 || h < 1) return; float x = warp_nx * w, y = warp_ny * h; SDL_WarpMouseInWindow(win, x, y); pointer_store(x, y); } // Any thread: the window thread applies the change at its next event. void ikb_cursor_update(void) { plat_xchg32(&cur_pending, 1); if (wake_event) { SDL_Event e = {.user = {.type = wake_event}}; SDL_PushEvent(&e); } } void input_cursor_suspend(int on) { plat_xchg32(&cur_suspend, on != 0); ikb_cursor_update(); } int input_cursor_released(void) { return (cur_rel & CUR_REL) != 0; } void ikb_menu_closed(void) { int32_t o = cur_rel; if (o & CUR_ESC) plat_cas32(&cur_rel, 0, o); } void input_sdl_window(SDL_Window *w) { win = w; wake_event = SDL_RegisterEvents(1); plat_xchg32(&focused, (SDL_GetWindowFlags(w) & SDL_WINDOW_INPUT_FOCUS) != 0); __atomic_store_n(&ptr_have, 0, __ATOMIC_RELEASE); // the pointer's place is unknown until it enters or moves cursor_apply(); } void input_sdl_idle(void) { if (cur_pending) cursor_apply(); pointer_apply(); } void input_sdl_event(const SDL_Event *e) { switch (e->type) { case SDL_EVENT_KEY_DOWN: case SDL_EVENT_KEY_UP: { int down = e->type == SDL_EVENT_KEY_DOWN; if (e->key.scancode == SDL_SCANCODE_ESCAPE) { plat_xchg32(&esc_held, down); // Esc is unbound in the game layout: it releases the cursor and opens the menu (ui/menu_sdl.cpp) if (down && !e->key.repeat && !(cur_rel & CUR_REL)) plat_xchg32(&cur_rel, CUR_REL | CUR_ESC); } if (e->key.scancode == SDL_SCANCODE_F8) plat_xchg32(&f8_held, down); int k = key_of_sc(e->key.scancode); if (k) key_held[k] = (uint8_t)down; break; } case SDL_EVENT_MOUSE_BUTTON_DOWN: case SDL_EVENT_MOUSE_BUTTON_UP: { int down = e->type == SDL_EVENT_MOUSE_BUTTON_DOWN; int k = mouse_key(e->button.button); if (k) key_held[k] = (uint8_t)down; if (down && (cur_rel & CUR_REL)) plat_xchg32(&cur_rel, 0); // a click in the window captures again if (!captured) pointer_store(e->button.x, e->button.y); // a click can come without a motion first break; } case SDL_EVENT_MOUSE_MOTION: { // The travel counts any motion, captured or not, as the Win32 back end's raw input does: it is what makes a // moved mouse the device used last, so the menu pointer appears without a click or a key. travel_rem += fabsf(e->motion.xrel) + fabsf(e->motion.yrel); int32_t t = (int32_t)travel_rem; if (t) { travel_rem -= t; plat_add32(&mouse_travel, t); } if (!captured) pointer_store(e->motion.x, e->motion.y); // in relative mode x and y are not the pointer's if (captured) { rem_x += e->motion.xrel; rem_y += e->motion.yrel; int32_t dx = (int32_t)rem_x, dy = (int32_t)rem_y; rem_x -= (float)dx, rem_y -= (float)dy; if (dx) plat_add32(&mouse_dx, dx); if (dy) plat_add32(&mouse_dy, dy); } break; } case SDL_EVENT_WINDOW_MOUSE_ENTER: { // entering without moving yet: the place is where the enter found the pointer float x, y; SDL_GetMouseState(&x, &y); // the window with mouse focus is this one during its own enter event pointer_store(x, y); break; } case SDL_EVENT_WINDOW_MOUSE_LEAVE: __atomic_store_n(&ptr_have, 0, __ATOMIC_RELEASE); break; case SDL_EVENT_MOUSE_WHEEL: // notches, + away from the player (a flipped wheel reports the other sign) if (captured) { float y = e->wheel.direction == SDL_MOUSEWHEEL_FLIPPED ? -e->wheel.y : e->wheel.y; plat_add32(&mouse_wheel, (int32_t)(y * 120)); } break; case SDL_EVENT_WINDOW_FOCUS_GAINED: plat_xchg32(&focused, 1); break; case SDL_EVENT_WINDOW_FOCUS_LOST: plat_xchg32(&focused, 0); plat_xchg32(&cur_rel, 0); // coming back (Alt+Tab) captures again memset((void *)key_held, 0, sizeof key_held); // the key-ups go elsewhere plat_xchg32(&esc_held, 0); plat_xchg32(&f8_held, 0); __atomic_store_n(&ptr_have, 0, __ATOMIC_RELEASE); // the pointer left with the focus, leave or not break; } cursor_apply(); pointer_apply(); // after cursor_apply: a menu opening uncaptures first, then the pointer moves to its middle } // ---- input_wsys.h int ikb_foreground(void) { return focused != 0; } int ikb_down(int key) { return key > 0 && key < KEY_COUNT && key_held[key]; } int ikb_escape(void) { return esc_held != 0; } int ikb_captured(void) { return captured != 0; } // The pointer's place in the window as fractions of its size (menu_cursor.c maps them onto the picture the present // drew). 0 whenever the pointer is not over this window or the window has not the focus, as the Win32 back end's // GetCursorPos test. int ikb_pointer(float *nx, float *ny) { if (!focused || !__atomic_load_n(&ptr_have, __ATOMIC_ACQUIRE)) return 0; uint64_t p = __atomic_load_n(&ptr_pos, __ATOMIC_ACQUIRE); *nx = (float)(uint32_t)(p >> 32) / 4294967295.0f; *ny = (float)(uint32_t)p / 4294967295.0f; return 1; } // Moves the pointer there (menu_cursor.c: to the middle when a menu opens). The window thread warps at its next // event, as SDL asks for its video thread; until then the warp target stands as the pointer's place. void ikb_pointer_set(float nx, float ny) { if (!(nx >= 0 && nx <= 1) || !(ny >= 0 && ny <= 1)) return; warp_nx = nx, warp_ny = ny; __atomic_store_n(&warp_pending, 1, __ATOMIC_RELEASE); if (wake_event) { SDL_Event e = {.user = {.type = wake_event}}; SDL_PushEvent(&e); } } uint32_t ikb_mouse_travel(void) { return (uint32_t)__atomic_load_n(&mouse_travel, __ATOMIC_RELAXED); } void ikb_mouse_take(int32_t *dx, int32_t *dy) { *dx = plat_xchg32(&mouse_dx, 0); *dy = plat_xchg32(&mouse_dy, 0); } int32_t ikb_wheel_take(void) { int32_t o, n; do { o = mouse_wheel; n = o % 120; // the part of a notch stays for the next call } while (!__atomic_compare_exchange_n(&mouse_wheel, &o, n, 0, __ATOMIC_SEQ_CST, __ATOMIC_SEQ_CST)); return o / 120; }