Files
NX2navi/runtime/ui/menu_sdl.cpp
chrg6 3d394dd84e Merge the fixes line: the stutter, memory, flicker and crash fixes, co-op, the mesh shader fallback and the launcher fixes.
Brought onto the line with FSR 4, its frame generation and the debug menu. Where both sides had added to the same
place, both stay: the patch table keeps the pickup count and the free camera, the settings list keeps both sides'
names, the menu includes the co-op page and the debug menu, and the launcher builder takes the pipeline list and the
FSR 4 folder. Both sides had added the menu's typed-character event; one definition stays, with the window code that
passes characters outside the basic plane.

Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com>
2026-11-11 08:18:01 -05:00

98 lines
4.5 KiB
C++

// SDL3 adapter of the in-game menu: the window's events to menu events (menu.h), as ui/menu_win.cpp does for Win32.
// Window thread (gfx_window_sdl.c's event loop, after input_sdl_event).
//
// F1 opens and closes the menu, Esc opens it (with the menu open, Esc goes to the menu, which closes). Esc also releases
// the cursor (input_sdl.c sees the event first; closing the menu gives the capture back). While the menu is open, its
// keys, the mouse and focus changes go to it; the game reads the keyboard through input_sdl.c and gets nothing while
// the menu is open (input_menu). Mouse positions come in window units and go to the menu in pixels.
#include <SDL3/SDL.h>
#include "imgui.h"
extern "C" {
#include "input.h"
#include "input_sdl.h"
#include "ui/menu.h"
}
static ImGuiKey key_of(SDL_Scancode sc) {
switch (sc) {
case SDL_SCANCODE_UP: return ImGuiKey_UpArrow;
case SDL_SCANCODE_DOWN: return ImGuiKey_DownArrow;
case SDL_SCANCODE_LEFT: return ImGuiKey_LeftArrow;
case SDL_SCANCODE_RIGHT: return ImGuiKey_RightArrow;
case SDL_SCANCODE_RETURN: case SDL_SCANCODE_KP_ENTER: return ImGuiKey_Enter;
case SDL_SCANCODE_SPACE: return ImGuiKey_Space;
case SDL_SCANCODE_ESCAPE: return ImGuiKey_Escape;
case SDL_SCANCODE_TAB: return ImGuiKey_Tab;
case SDL_SCANCODE_BACKSPACE: return ImGuiKey_Backspace;
case SDL_SCANCODE_DELETE: return ImGuiKey_Delete; // clears a cell of the remapping rows
case SDL_SCANCODE_HOME: return ImGuiKey_Home;
case SDL_SCANCODE_END: return ImGuiKey_End;
case SDL_SCANCODE_PAGEUP: return ImGuiKey_PageUp;
case SDL_SCANCODE_PAGEDOWN: return ImGuiKey_PageDown;
case SDL_SCANCODE_LSHIFT: case SDL_SCANCODE_RSHIFT: return ImGuiKey_LeftShift;
case SDL_SCANCODE_LCTRL: case SDL_SCANCODE_RCTRL: return ImGuiKey_LeftCtrl;
case SDL_SCANCODE_Q: return ImGuiKey_Q; // previous tab
case SDL_SCANCODE_E: return ImGuiKey_E; // next tab
default: return ImGuiKey_None;
}
}
extern "C" void menu_sdl_event(const SDL_Event *e) {
float d = (float)gfx_window_sdl_density();
switch (e->type) {
case SDL_EVENT_KEY_DOWN:
// Esc with the menu open (opened by F1 too) is not a toggle here: it goes to the menu, which closes itself
if (!e->key.repeat && (e->key.scancode == SDL_SCANCODE_F1 ||
(e->key.scancode == SDL_SCANCODE_ESCAPE && !menu_is_open()))) {
menu_toggle();
return;
}
if (e->key.scancode == SDL_SCANCODE_F9 && menu_debug_enabled()) { // the debug menu, while its setting is on
if (!e->key.repeat) menu_debug_toggle();
return;
}
if (e->key.scancode == SDL_SCANCODE_F10) {
if (!e->key.repeat) menu_perf_cycle();
return;
}
// a held Esc's repeats: the press that opened the menu is not queued, so its first repeat would close it
if (e->key.scancode == SDL_SCANCODE_ESCAPE && e->key.repeat) return;
[[fallthrough]];
case SDL_EVENT_KEY_UP:
if (!menu_is_open()) return;
if (ImGuiKey k = key_of(e->key.scancode)) menu_event_key(k, e->type == SDL_EVENT_KEY_DOWN);
return;
case SDL_EVENT_TEXT_INPUT: // UTF-8, between SDL_StartTextInput and SDL_StopTextInput (gfx_window_text_input)
if (!menu_is_open() || !e->text.text) return;
for (const unsigned char *p = (const unsigned char *)e->text.text; *p;) {
unsigned c = *p++, more = c >= 0xf0 ? 3 : c >= 0xe0 ? 2 : c >= 0xc0 ? 1 : 0;
if (more) c &= 0x3f >> more;
for (; more && (*p & 0xc0) == 0x80; more--) c = c << 6 | (*p++ & 0x3f);
if (!more && c >= 0x20 && c != 0x7f) menu_event_char(c);
}
return;
case SDL_EVENT_MOUSE_MOTION:
if (menu_is_open()) menu_event_mouse_pos(e->motion.x * d, e->motion.y * d);
return;
case SDL_EVENT_MOUSE_BUTTON_DOWN:
case SDL_EVENT_MOUSE_BUTTON_UP: {
if (!menu_is_open()) return;
int b = e->button.button == SDL_BUTTON_LEFT ? 0 : e->button.button == SDL_BUTTON_RIGHT ? 1
: e->button.button == SDL_BUTTON_MIDDLE ? 2 : -1;
if (b < 0) return;
menu_event_mouse_pos(e->button.x * d, e->button.y * d);
menu_event_mouse_button(b, e->type == SDL_EVENT_MOUSE_BUTTON_DOWN);
return;
}
case SDL_EVENT_MOUSE_WHEEL:
if (menu_is_open()) menu_event_wheel(e->wheel.x, e->wheel.y);
return;
case SDL_EVENT_WINDOW_FOCUS_GAINED:
case SDL_EVENT_WINDOW_FOCUS_LOST:
menu_event_focus(e->type == SDL_EVENT_WINDOW_FOCUS_GAINED);
return;
}
}