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#include "miniwin/misc_msg.h"
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#include <cstdint>
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#include <deque>
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#include <string>
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#include <SDL.h>
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#include "control.h"
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#include "controls/controller.h"
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#include "controls/controller_motion.h"
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#include "controls/game_controls.h"
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#include "controls/input.h"
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#include "controls/plrctrls.h"
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#include "controls/remap_keyboard.h"
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#ifndef USE_SDL1
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#include "controls/touch/event_handlers.h"
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#endif
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#include "cursor.h"
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#include "engine/demomode.h"
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#include "engine/rectangle.hpp"
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#include "hwcursor.hpp"
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#include "inv.h"
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#include "menu.h"
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#include "movie.h"
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#include "panels/spell_list.hpp"
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#include "qol/stash.h"
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#include "utils/display.h"
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#include "utils/log.hpp"
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#include "utils/sdl_compat.h"
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#include "utils/stubs.h"
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#include "utils/utf8.hpp"
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#ifdef __vita__
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#include "platform/vita/touch.h"
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#endif
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#ifdef __SWITCH__
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#include "platform/switch/docking.h"
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#include <switch.h>
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#endif
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/** @file
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* *
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* Windows message handling and keyboard event conversion for SDL.
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*/
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namespace devilution {
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void SetMouseButtonEvent(SDL_Event &event, uint32_t type, uint8_t button, Point position)
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{
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event.type = type;
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event.button.button = button;
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if (type == SDL_MOUSEBUTTONDOWN) {
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event.button.state = SDL_PRESSED;
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} else {
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event.button.state = SDL_RELEASED;
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}
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event.button.x = position.x;
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event.button.y = position.y;
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}
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void SetCursorPos(Point position)
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{
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if (ControlDevice != ControlTypes::KeyboardAndMouse) {
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MousePosition = position;
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return;
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}
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LogicalToOutput(&position.x, &position.y);
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if (!demo::IsRunning())
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SDL_WarpMouseInWindow(ghMainWnd, position.x, position.y);
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}
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// Moves the mouse to the first attribute "+" button.
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void FocusOnCharInfo()
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{
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Player &myPlayer = *MyPlayer;
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if (invflag || myPlayer._pStatPts <= 0)
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return;
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// Find the first incrementable stat.
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int stat = -1;
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for (auto attribute : enum_values<CharacterAttribute>()) {
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if (myPlayer.GetBaseAttributeValue(attribute) >= myPlayer.GetMaximumAttributeValue(attribute))
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continue;
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stat = static_cast<int>(attribute);
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}
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if (stat == -1)
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return;
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SetCursorPos(ChrBtnsRect[stat].Center());
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}
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namespace {
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bool FalseAvail(const char *name, int value)
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{
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LogVerbose("Unhandled SDL event: {} {}", name, value);
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return true;
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}
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/**
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* @brief Try to clean the inventory related cursor states.
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* @return True if it is safe to close the inventory
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*/
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bool BlurInventory()
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{
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if (!MyPlayer->HoldItem.isEmpty()) {
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if (!TryDropItem()) {
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MyPlayer->Say(HeroSpeech::WhereWouldIPutThis);
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return false;
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}
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}
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CloseInventory();
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if (pcurs > CURSOR_HAND)
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NewCursor(CURSOR_HAND);
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if (chrflag)
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FocusOnCharInfo();
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return true;
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}
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void ProcessGamepadEvents(GameAction &action)
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{
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switch (action.type) {
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case GameActionType_NONE:
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case GameActionType_SEND_KEY:
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break;
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case GameActionType_USE_HEALTH_POTION:
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if (IsStashOpen)
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Stash.PreviousPage();
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else
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UseBeltItem(BLT_HEALING);
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break;
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case GameActionType_USE_MANA_POTION:
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if (IsStashOpen)
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Stash.NextPage();
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else
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UseBeltItem(BLT_MANA);
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break;
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case GameActionType_PRIMARY_ACTION:
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PerformPrimaryAction();
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break;
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case GameActionType_SECONDARY_ACTION:
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PerformSecondaryAction();
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break;
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case GameActionType_CAST_SPELL:
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PerformSpellAction();
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break;
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case GameActionType_TOGGLE_QUICK_SPELL_MENU:
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if (!invflag || BlurInventory()) {
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if (!spselflag)
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DoSpeedBook();
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else
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spselflag = false;
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chrflag = false;
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QuestLogIsOpen = false;
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sbookflag = false;
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CloseGoldWithdraw();
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IsStashOpen = false;
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}
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break;
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case GameActionType_TOGGLE_CHARACTER_INFO:
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chrflag = !chrflag;
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if (chrflag) {
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QuestLogIsOpen = false;
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CloseGoldWithdraw();
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IsStashOpen = false;
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spselflag = false;
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if (pcurs == CURSOR_DISARM)
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NewCursor(CURSOR_HAND);
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FocusOnCharInfo();
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}
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break;
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case GameActionType_TOGGLE_QUEST_LOG:
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if (!QuestLogIsOpen) {
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StartQuestlog();
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chrflag = false;
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CloseGoldWithdraw();
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IsStashOpen = false;
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spselflag = false;
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} else {
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QuestLogIsOpen = false;
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}
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break;
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case GameActionType_TOGGLE_INVENTORY:
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if (invflag) {
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BlurInventory();
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} else {
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sbookflag = false;
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spselflag = false;
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invflag = true;
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if (pcurs == CURSOR_DISARM)
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NewCursor(CURSOR_HAND);
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FocusOnInventory();
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}
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break;
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case GameActionType_TOGGLE_SPELL_BOOK:
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if (BlurInventory()) {
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CloseInventory();
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spselflag = false;
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sbookflag = !sbookflag;
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}
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break;
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}
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}
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} // namespace
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bool FetchMessage_Real(SDL_Event *event, uint16_t *modState)
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{
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#ifdef __SWITCH__
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HandleDocking();
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#endif
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SDL_Event e;
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if (PollEvent(&e) == 0) {
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return false;
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}
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event->type = static_cast<SDL_EventType>(0);
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*modState = SDL_GetModState();
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#ifdef __vita__
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HandleTouchEvent(&e, MousePosition);
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#elif !defined(USE_SDL1)
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HandleTouchEvent(e);
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#endif
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if (e.type == SDL_QUIT || IsCustomEvent(e.type)) {
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*event = e;
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return true;
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}
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if (IsAnyOf(e.type, SDL_KEYUP, SDL_KEYDOWN) && e.key.keysym.sym == SDLK_UNKNOWN) {
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// Erroneous events generated by RG350 kernel.
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return true;
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}
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#if !defined(USE_SDL1) && !defined(__vita__)
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if (!movie_playing) {
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// SDL generates mouse events from touch-based inputs to provide basic
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// touchscreeen support for apps that don't explicitly handle touch events
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if (IsAnyOf(e.type, SDL_MOUSEBUTTONDOWN, SDL_MOUSEBUTTONUP) && e.button.which == SDL_TOUCH_MOUSEID)
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return true;
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if (e.type == SDL_MOUSEMOTION && e.motion.which == SDL_TOUCH_MOUSEID)
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return true;
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if (e.type == SDL_MOUSEWHEEL && e.wheel.which == SDL_TOUCH_MOUSEID)
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return true;
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}
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#endif
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#ifdef USE_SDL1
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if (e.type == SDL_MOUSEMOTION) {
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OutputToLogical(&e.motion.x, &e.motion.y);
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} else if (IsAnyOf(e.type, SDL_MOUSEBUTTONDOWN, SDL_MOUSEBUTTONUP)) {
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OutputToLogical(&e.button.x, &e.button.y);
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}
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#endif
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const ControllerButtonEvent ctrlEvent = ToControllerButtonEvent(e);
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bool isGamepadMotion = ProcessControllerMotion(e, ctrlEvent);
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DetectInputMethod(e, ctrlEvent);
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if (isGamepadMotion) {
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return true;
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}
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if (IsAnyOf(ctrlEvent.button, ControllerButtonPrimary, ControllerButtonSecondary, ControllerButtonTertiary) && IsAnyOf(ControllerButtonHeld, ctrlEvent.button, ControllerButton_NONE)) {
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ControllerButtonHeld = (ctrlEvent.up || IsControllerButtonPressed(ControllerButton_BUTTON_BACK)) ? ControllerButton_NONE : ctrlEvent.button;
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LastMouseButtonAction = MouseActionType::None;
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}
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GameAction action;
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if (GetGameAction(e, ctrlEvent, &action)) {
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if (movie_playing) {
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if (action.type != GameActionType_NONE) {
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event->type = SDL_KEYDOWN;
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if (action.type == GameActionType_SEND_KEY)
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event->key.keysym.sym = static_cast<SDL_Keycode>(action.send_key.vk_code);
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}
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} else if (action.type == GameActionType_SEND_KEY) {
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if ((action.send_key.vk_code & KeymapperMouseButtonMask) != 0) {
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const unsigned button = action.send_key.vk_code & ~KeymapperMouseButtonMask;
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SetMouseButtonEvent(*event, action.send_key.up ? SDL_MOUSEBUTTONUP : SDL_MOUSEBUTTONDOWN, static_cast<uint8_t>(button), MousePosition);
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} else {
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event->type = action.send_key.up ? SDL_KEYUP : SDL_KEYDOWN;
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event->key.state = action.send_key.up ? SDL_PRESSED : SDL_RELEASED;
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event->key.keysym.sym = static_cast<SDL_Keycode>(action.send_key.vk_code);
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}
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} else {
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ProcessGamepadEvents(action);
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}
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return true;
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}
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if (HandleControllerAddedOrRemovedEvent(e))
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return true;
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switch (e.type) {
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case SDL_KEYDOWN:
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case SDL_KEYUP: {
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#ifdef USE_SDL1
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if (gbRunGame && (IsTalkActive() || dropGoldFlag)) {
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Uint16 unicode = e.key.keysym.unicode;
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if (unicode >= ' ') {
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std::string utf8;
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AppendUtf8(unicode, utf8);
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if (IsTalkActive())
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control_new_text(utf8);
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if (dropGoldFlag)
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GoldDropNewText(utf8);
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}
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}
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#endif
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SDL_Keycode key = e.key.keysym.sym;
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remap_keyboard_key(&key);
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if (key == -1)
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return FalseAvail(e.type == SDL_KEYDOWN ? "SDL_KEYDOWN" : "SDL_KEYUP", e.key.keysym.sym);
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event->type = e.type;
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event->key.state = e.key.state;
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event->key.keysym.sym = key;
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event->key.keysym.mod = e.key.keysym.mod;
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} break;
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case SDL_MOUSEMOTION:
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*event = e;
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if (ControlMode == ControlTypes::KeyboardAndMouse && invflag)
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InvalidateInventorySlot();
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break;
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case SDL_MOUSEBUTTONDOWN:
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case SDL_MOUSEBUTTONUP:
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*event = e;
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break;
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#ifndef USE_SDL1
|
|
|
|
|
case SDL_MOUSEWHEEL:
|
|
|
|
|
event->type = SDL_KEYDOWN;
|
|
|
|
|
if (e.wheel.y > 0) {
|
|
|
|
|
event->key.keysym.sym = (SDL_GetModState() & KMOD_CTRL) != 0 ? SDLK_KP_PLUS : SDLK_UP;
|
|
|
|
|
} else if (e.wheel.y < 0) {
|
|
|
|
|
event->key.keysym.sym = (SDL_GetModState() & KMOD_CTRL) != 0 ? SDLK_KP_MINUS : SDLK_DOWN;
|
|
|
|
|
} else if (e.wheel.x > 0) {
|
|
|
|
|
event->key.keysym.sym = SDLK_LEFT;
|
|
|
|
|
} else if (e.wheel.x < 0) {
|
|
|
|
|
event->key.keysym.sym = SDLK_RIGHT;
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
#if SDL_VERSION_ATLEAST(2, 0, 4)
|
|
|
|
|
case SDL_AUDIODEVICEADDED:
|
|
|
|
|
return FalseAvail("SDL_AUDIODEVICEADDED", e.adevice.which);
|
|
|
|
|
case SDL_AUDIODEVICEREMOVED:
|
|
|
|
|
return FalseAvail("SDL_AUDIODEVICEREMOVED", e.adevice.which);
|
|
|
|
|
case SDL_KEYMAPCHANGED:
|
|
|
|
|
return FalseAvail("SDL_KEYMAPCHANGED", 0);
|
|
|
|
|
#endif
|
|
|
|
|
case SDL_TEXTEDITING:
|
|
|
|
|
if (gbRunGame)
|
|
|
|
|
break;
|
|
|
|
|
return FalseAvail("SDL_TEXTEDITING", e.edit.length);
|
|
|
|
|
case SDL_TEXTINPUT:
|
|
|
|
|
if (gbRunGame && IsTalkActive()) {
|
|
|
|
|
control_new_text(e.text.text);
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
if (gbRunGame && dropGoldFlag) {
|
|
|
|
|
GoldDropNewText(e.text.text);
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
if (gbRunGame && IsWithdrawGoldOpen) {
|
|
|
|
|
GoldWithdrawNewText(e.text.text);
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
return FalseAvail("SDL_TEXTINPUT", e.text.windowID);
|
|
|
|
|
case SDL_WINDOWEVENT:
|
|
|
|
|
*event = e;
|
|
|
|
|
break;
|
|
|
|
|
#else
|
|
|
|
|
case SDL_ACTIVEEVENT:
|
|
|
|
|
*event = e;
|
|
|
|
|
break;
|
|
|
|
|
#endif
|
|
|
|
|
default:
|
|
|
|
|
return FalseAvail("unknown", e.type);
|
|
|
|
|
}
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool FetchMessage(SDL_Event *event, uint16_t *modState)
|
|
|
|
|
{
|
|
|
|
|
const bool available = demo::IsRunning() ? demo::FetchMessage(event, modState) : FetchMessage_Real(event, modState);
|
|
|
|
|
|
|
|
|
|
if (available && demo::IsRecording())
|
|
|
|
|
demo::RecordMessage(*event, *modState);
|
|
|
|
|
|
|
|
|
|
return available;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void HandleMessage(const SDL_Event &event, uint16_t modState)
|
|
|
|
|
{
|
|
|
|
|
assert(CurrentEventHandler != nullptr);
|
|
|
|
|
|
|
|
|
|
CurrentEventHandler(event, modState);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
} // namespace devilution
|