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Attempts to factor out the latest keyboard logic and hook it in from SDL also.
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@ -35,7 +35,9 @@ class Keyboard {
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Keypad4, Keypad5, Keypad6, KeypadMinus,
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Keypad1, Keypad2, Keypad3, KeypadEnter,
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Keypad0, KeypadDecimalPoint, KeypadEquals,
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Help
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Help,
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Max = Help
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};
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/// Constructs a Keyboard that declares itself to observe all keys.
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@ -9,6 +9,7 @@
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#ifndef KeyboardMachine_h
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#define KeyboardMachine_h
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#include <bitset>
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#include <cstdint>
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#include <string>
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#include <set>
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@ -54,6 +55,52 @@ class Machine: public KeyActions {
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Provides a destination for keyboard input.
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*/
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virtual Inputs::Keyboard &get_keyboard() = 0;
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/*!
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Provides a standard bundle of logic for hosts that are able to correlate typed symbols
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with keypresses. Specifically:
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If map_logically is false:
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(i) initially try to set @c key as @c is_pressed;
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(ii) if this machine doesn't map @c key to anything but @c symbol is a printable ASCII character, attempt to @c type_string it.
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If map_logically is true:
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(i) if @c symbol can be typed and this is a key down, @c type_string it;
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(ii) if @c symbol cannot be typed, set @c key as @c is_pressed
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*/
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bool apply_key(Inputs::Keyboard::Key key, char symbol, bool is_pressed, bool map_logically) {
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Inputs::Keyboard &keyboard = get_keyboard();
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if(!map_logically) {
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// Try a regular keypress first, and stop if that works.
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if(keyboard.set_key_pressed(key, symbol, is_pressed)) {
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return true;
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}
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// That having failed, if a symbol has been supplied then try typing it.
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if(symbol && can_type(symbol)) {
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char string[2] = { symbol, 0 };
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type_string(string);
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return true;
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}
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return false;
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} else {
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// Try to type first.
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if(is_pressed && symbol && can_type(symbol)) {
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char string[2] = { symbol, 0 };
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type_string(string);
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return true;
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}
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// That didn't work. Forward as a keypress. As, either:
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// (i) this is a key down, but doesn't have a symbol, or is an untypeable symbol; or
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// (ii) this is a key up, which it won't be an issue to miscommunicate.
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return keyboard.set_key_pressed(key, symbol, is_pressed);
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}
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}
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};
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/*!
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@ -67,7 +67,7 @@
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</Testables>
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</TestAction>
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<LaunchAction
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buildConfiguration = "Release"
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buildConfiguration = "Debug"
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selectedDebuggerIdentifier = "Xcode.DebuggerFoundation.Debugger.LLDB"
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selectedLauncherIdentifier = "Xcode.DebuggerFoundation.Launcher.LLDB"
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enableASanStackUseAfterReturn = "YES"
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@ -488,55 +488,19 @@ struct ActivityObserver: public Activity::Observer {
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}
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#undef BIND
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Inputs::Keyboard &keyboard = keyboard_machine->get_keyboard();
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if(keyboard.observed_keys().find(mapped_key) != keyboard.observed_keys().end()) {
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// Don't pass anything on if this is not new information.
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if(_depressedKeys[key] == !!isPressed) return;
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_depressedKeys[key] = !!isPressed;
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// Pick an ASCII code, if any.
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char pressedKey = '\0';
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if(characters.length) {
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unichar firstCharacter = [characters characterAtIndex:0];
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if(firstCharacter < 128) {
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pressedKey = (char)firstCharacter;
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}
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// Pick an ASCII code, if any.
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char pressedKey = '\0';
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if(characters.length) {
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unichar firstCharacter = [characters characterAtIndex:0];
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if(firstCharacter < 128) {
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pressedKey = (char)firstCharacter;
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}
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}
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// Decide whether to try to 'type' (in the logical mapping sense) in the first instance.
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bool shouldTryToType = self.inputMode == CSMachineKeyboardInputModeKeyboardLogical;
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// Even if the default wasn't to try to type, have a go anyway if the key wasn't
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// recognised directly. E.g. if the user hits their square bracket key on a machine that
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// doesn't have a correspondingly-placed key, then try to type a square bracket.
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if(!shouldTryToType) {
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@synchronized(self) {
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shouldTryToType = !keyboard.set_key_pressed(mapped_key, pressedKey, isPressed);
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}
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@synchronized(self) {
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if(keyboard_machine->apply_key(mapped_key, pressedKey, isPressed, self.inputMode == CSMachineKeyboardInputModeKeyboardLogical)) {
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return;
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}
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// If this should try to type, give that a go. But typing may fail, e.g. because the user
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// has pressed something like the cursor keys, which don't actually map to a typeable symbol.
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if(shouldTryToType) {
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@synchronized(self) {
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if(pressedKey && keyboard_machine->can_type(pressedKey)) {
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if(isPressed) {
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char string[2] = { pressedKey, 0 };
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keyboard_machine->type_string(string);
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}
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return;
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}
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}
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// Okay, so at this point either: set_key_pressed was already tried but will fail anyway,
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// or else it hasn't been tried yet and is worth a go.
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@synchronized(self) {
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shouldTryToType = !keyboard.set_key_pressed(mapped_key, pressedKey, isPressed);
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}
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}
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return;
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}
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}
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@ -295,7 +295,7 @@ class ActivityObserver: public Activity::Observer {
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std::mutex mutex;
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};
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bool KeyboardKeyForSDLScancode(SDL_Keycode scancode, Inputs::Keyboard::Key &key) {
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bool KeyboardKeyForSDLScancode(SDL_Scancode scancode, Inputs::Keyboard::Key &key) {
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#define BIND(x, y) case SDL_SCANCODE_##x: key = Inputs::Keyboard::Key::y; break;
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switch(scancode) {
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default: return false;
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@ -771,7 +771,7 @@ int main(int argc, char *argv[]) {
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struct KeyPress {
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bool is_down = true;
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std::string input;
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SDL_Keycode keycode = SDLK_UNKNOWN;
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SDL_Scancode scancode = SDL_SCANCODE_UNKNOWN;
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};
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std::unordered_map<uint32_t, KeyPress> keypresses;
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@ -797,6 +797,7 @@ int main(int argc, char *argv[]) {
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// Grab the machine lock and process all pending events.
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std::lock_guard<std::mutex> lock_guard(machine_mutex);
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const auto keyboard_machine = machine->keyboard_machine();
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SDL_Event event;
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while(SDL_PollEvent(&event)) {
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switch(event.type) {
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@ -821,17 +822,12 @@ int main(int argc, char *argv[]) {
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machine->media_target()->insert_media(media);
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} break;
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case SDL_TEXTINPUT: {
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const auto keyboard_machine = machine->keyboard_machine();
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if(keyboard_machine) {
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keypresses[event.text.timestamp].input = event.text.text;
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}
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} break;
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case SDL_TEXTINPUT:
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keypresses[event.text.timestamp].input = event.text.text;
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break;
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case SDL_KEYDOWN:
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case SDL_KEYUP: {
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const auto keyboard_machine = machine->keyboard_machine();
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if(event.type == SDL_KEYDOWN) {
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// Syphon off the key-press if it's control+shift+V (paste).
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if(event.key.keysym.sym == SDLK_v && (SDL_GetModState()&KMOD_CTRL) && (SDL_GetModState()&KMOD_SHIFT)) {
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@ -909,31 +905,8 @@ int main(int argc, char *argv[]) {
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}
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const bool is_pressed = event.type == SDL_KEYDOWN;
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if(keyboard_machine) {
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keypresses[event.text.timestamp].keycode = event.key.keysym.sym;
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keypresses[event.text.timestamp].is_down = is_pressed;
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}
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JoystickMachine::Machine *const joystick_machine = machine->joystick_machine();
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if(joystick_machine) {
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auto &joysticks = joystick_machine->get_joysticks();
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if(!joysticks.empty()) {
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switch(event.key.keysym.scancode) {
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case SDL_SCANCODE_LEFT: joysticks[0]->set_input(Inputs::Joystick::Input::Left, is_pressed); break;
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case SDL_SCANCODE_RIGHT: joysticks[0]->set_input(Inputs::Joystick::Input::Right, is_pressed); break;
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case SDL_SCANCODE_UP: joysticks[0]->set_input(Inputs::Joystick::Input::Up, is_pressed); break;
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case SDL_SCANCODE_DOWN: joysticks[0]->set_input(Inputs::Joystick::Input::Down, is_pressed); break;
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case SDL_SCANCODE_SPACE: joysticks[0]->set_input(Inputs::Joystick::Input::Fire, is_pressed); break;
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case SDL_SCANCODE_A: joysticks[0]->set_input(Inputs::Joystick::Input(Inputs::Joystick::Input::Fire, 0), is_pressed); break;
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case SDL_SCANCODE_S: joysticks[0]->set_input(Inputs::Joystick::Input(Inputs::Joystick::Input::Fire, 1), is_pressed); break;
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default: {
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const char *key_name = SDL_GetKeyName(event.key.keysym.sym);
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joysticks[0]->set_input(Inputs::Joystick::Input(key_name[0]), is_pressed);
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} break;
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}
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}
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}
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keypresses[event.text.timestamp].scancode = event.key.keysym.scancode;
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keypresses[event.text.timestamp].is_down = is_pressed;
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} break;
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case SDL_MOUSEBUTTONDOWN:
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@ -966,36 +939,44 @@ int main(int argc, char *argv[]) {
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}
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// Handle accumulated key states.
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JoystickMachine::Machine *const joystick_machine = machine->joystick_machine();
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for (const auto &keypress: keypresses) {
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printf("Key: %d %d %s\n", keypress.second.keycode, keypress.second.is_down, keypress.second.input.c_str());
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// Try to set this key on the keyboard first, if there is one.
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if(keyboard_machine) {
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Inputs::Keyboard::Key key = Inputs::Keyboard::Key::Space;
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if( KeyboardKeyForSDLScancode(keypress.second.scancode, key) &&
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keyboard_machine->apply_key(key, keypress.second.input.size() ? keypress.second.input[0] : 0, keypress.second.is_down, logical_keyboard)) {
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continue;
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}
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}
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// Having failed that, try converting it into a joystick action.
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if(joystick_machine) {
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auto &joysticks = joystick_machine->get_joysticks();
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if(!joysticks.empty()) {
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const bool is_pressed = keypress.second.is_down;
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switch(keypress.second.scancode) {
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case SDL_SCANCODE_LEFT: joysticks[0]->set_input(Inputs::Joystick::Input::Left, is_pressed); break;
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case SDL_SCANCODE_RIGHT: joysticks[0]->set_input(Inputs::Joystick::Input::Right, is_pressed); break;
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case SDL_SCANCODE_UP: joysticks[0]->set_input(Inputs::Joystick::Input::Up, is_pressed); break;
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case SDL_SCANCODE_DOWN: joysticks[0]->set_input(Inputs::Joystick::Input::Down, is_pressed); break;
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case SDL_SCANCODE_SPACE: joysticks[0]->set_input(Inputs::Joystick::Input::Fire, is_pressed); break;
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case SDL_SCANCODE_A: joysticks[0]->set_input(Inputs::Joystick::Input(Inputs::Joystick::Input::Fire, 0), is_pressed); break;
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case SDL_SCANCODE_S: joysticks[0]->set_input(Inputs::Joystick::Input(Inputs::Joystick::Input::Fire, 1), is_pressed); break;
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case SDL_SCANCODE_D: joysticks[0]->set_input(Inputs::Joystick::Input(Inputs::Joystick::Input::Fire, 2), is_pressed); break;
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case SDL_SCANCODE_F: joysticks[0]->set_input(Inputs::Joystick::Input(Inputs::Joystick::Input::Fire, 3), is_pressed); break;
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default: {
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if(keypress.second.input.size()) {
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joysticks[0]->set_input(Inputs::Joystick::Input(keypress.second.input[0]), is_pressed);
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}
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} break;
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}
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}
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}
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}
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keypresses.clear();
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// printf("Key down: %d", event.text.timestamp);
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//
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// // Grab the key's symbol.
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// char key_value = '\0';
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// const char *key_name = SDL_GetKeyName(event.key.keysym.sym);
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// if(key_name[0] >= 0 && key_name[1] == 0) key_value = key_name[0];
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//
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// // If a logical mapping was selected and a symbol was found, type it.
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// if(logical_keyboard && key_value != '\0' && keyboard_machine->can_type(key_value)) {
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// if(is_pressed) {
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// char string[] = { key_value, 0 };
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// keyboard_machine->type_string(string);
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// }
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// break;
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// }
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//
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// // Otherwise, supply as a normal keypress.
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// Inputs::Keyboard::Key key = Inputs::Keyboard::Key::Space;
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// if(!KeyboardKeyForSDLScancode(event.key.keysym.scancode, key)) break;
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// if(keyboard_machine->get_keyboard().observed_keys().find(key) != keyboard_machine->get_keyboard().observed_keys().end()) {
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// keyboard_machine->get_keyboard().set_key_pressed(key, key_value, is_pressed);
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// break;
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// }
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// Push new joystick state, if any.
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JoystickMachine::Machine *const joystick_machine = machine->joystick_machine();
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if(joystick_machine) {
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auto &machine_joysticks = joystick_machine->get_joysticks();
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for(size_t c = 0; c < joysticks.size(); ++c) {
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