161 lines
4.3 KiB
C++
161 lines
4.3 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "common/scummsys.h"
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#if defined(PLAYSTATION3)
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#include "backends/events/ps3sdl/ps3sdl-events.h"
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#include "backends/platform/sdl/sdl.h"
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#include "engines/engine.h"
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#include "common/util.h"
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#include "common/events.h"
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enum {
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BTN_LEFT = 0,
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BTN_DOWN = 1,
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BTN_RIGHT = 2,
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BTN_UP = 3,
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BTN_START = 4,
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BTN_R3 = 5,
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BTN_L3 = 6,
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BTN_SELECT = 7,
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BTN_SQUARE = 8,
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BTN_CROSS = 9,
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BTN_CIRCLE = 10,
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BTN_TRIANGLE = 11,
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BTN_R1 = 12,
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BTN_L1 = 13,
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BTN_R2 = 14,
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BTN_L2 = 15
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};
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bool PS3SdlEventSource::handleJoyButtonDown(SDL_Event &ev, Common::Event &event) {
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event.kbd.flags = 0;
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switch (ev.jbutton.button) {
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case BTN_CROSS: // Left mouse button
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event.type = Common::EVENT_LBUTTONDOWN;
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processMouseEvent(event, _km.x, _km.y);
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break;
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case BTN_CIRCLE: // Right mouse button
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event.type = Common::EVENT_RBUTTONDOWN;
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processMouseEvent(event, _km.x, _km.y);
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break;
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case BTN_TRIANGLE: // Game menu
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event.type = Common::EVENT_KEYDOWN;
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event.kbd.keycode = Common::KEYCODE_F5;
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event.kbd.ascii = mapKey(SDLK_F5, (SDLMod) ev.key.keysym.mod, 0);
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break;
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case BTN_SELECT: // Virtual keyboard
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#ifdef ENABLE_VKEYBD
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event.type = Common::EVENT_VIRTUAL_KEYBOARD;
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#endif
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break;
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case BTN_SQUARE: // Escape
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event.type = Common::EVENT_KEYDOWN;
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event.kbd.keycode = Common::KEYCODE_ESCAPE;
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event.kbd.ascii = mapKey(SDLK_ESCAPE, (SDLMod) ev.key.keysym.mod, 0);
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break;
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case BTN_L1: // Predictive input dialog
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event.type = Common::EVENT_PREDICTIVE_DIALOG;
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break;
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case BTN_START: // ScummVM in game menu
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event.type = Common::EVENT_MAINMENU;
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break;
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}
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return true;
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}
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bool PS3SdlEventSource::handleJoyButtonUp(SDL_Event &ev, Common::Event &event) {
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event.kbd.flags = 0;
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switch (ev.jbutton.button) {
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case BTN_CROSS: // Left mouse button
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event.type = Common::EVENT_LBUTTONUP;
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processMouseEvent(event, _km.x, _km.y);
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break;
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case BTN_CIRCLE: // Right mouse button
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event.type = Common::EVENT_RBUTTONUP;
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processMouseEvent(event, _km.x, _km.y);
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break;
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case BTN_TRIANGLE: // Game menu
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event.type = Common::EVENT_KEYUP;
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event.kbd.keycode = Common::KEYCODE_F5;
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event.kbd.ascii = mapKey(SDLK_F5, (SDLMod) ev.key.keysym.mod, 0);
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break;
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case BTN_SELECT: // Virtual keyboard
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// Handled in key down
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break;
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case BTN_SQUARE: // Escape
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event.type = Common::EVENT_KEYUP;
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event.kbd.keycode = Common::KEYCODE_ESCAPE;
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event.kbd.ascii = mapKey(SDLK_ESCAPE, (SDLMod) ev.key.keysym.mod, 0);
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break;
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}
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return true;
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}
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/**
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* The XMB (PS3 in game menu) needs the screen buffers to be constantly flip while open.
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* This pauses execution and keeps redrawing the screen until the XMB is closed.
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*/
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void PS3SdlEventSource::preprocessEvents(SDL_Event *event) {
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if (event->type == SDL_WINDOWEVENT) {
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if (event->window.event == SDL_WINDOWEVENT_LEAVE) {
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// XMB opened
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if (g_engine)
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g_engine->pauseEngine(true);
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for (;;) {
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if (!SDL_PollEvent(event)) {
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// Locking the screen forces a full redraw
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Graphics::Surface* screen = g_system->lockScreen();
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if (screen) {
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g_system->unlockScreen();
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g_system->updateScreen();
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}
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SDL_Delay(10);
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continue;
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}
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if (event->type == SDL_QUIT)
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return;
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if (event->type != SDL_WINDOWEVENT)
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continue;
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if (event->window.event == SDL_WINDOWEVENT_ENTER) {
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// XMB closed
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if (g_engine)
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g_engine->pauseEngine(false);
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return;
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}
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}
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}
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}
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}
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#endif
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