mirror of
https://github.com/tangerineturtle1/NX2navi.git
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Performance: draws reuse the bindings that did not change and record only the dynamic states that differ from what the command buffer holds; small uploads come from a staging arena; finished submissions are held briefly and handed to the queue in batches; the recorder thread can keep a CPU core of its own; ASTC block-linear textures are deswizzled on the GPU; dynamic resolution steps the upscaler mode to hold a frame-time target. Each has a setting in nx2navi.ini (bind_reuse, dyn_delta, stg_arena, submit_batch, recorder_core, recorder_prio, astc_gpu_deswizzle, dyn_res) and the staging cache now frees what it holds at shutdown. Capture: NX2NAVI_DUMP=key saves the frame after each press of Insert, with mesh draws listed by task, mesh and fragment shader, depth test and face culling, and mesh_prims.txt giving each mesh draw's primitive, clipping and fragment counts. All of it is off unless NX2NAVI_DUMP is set. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
232 lines
9.3 KiB
C
232 lines
9.3 KiB
C
// The SDL3 back end of the keyboard and the mouse (input_wsys.h; input.c merges them with the gamepad): SDL scancodes to
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// the key ids of input_map.h, the mouse camera's relative motion and the cursor capture (SDL's relative mouse mode).
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// Key and button state comes from the window's events (window thread) and is read by any thread. Keys and their map:
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// docs/controls.md.
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//
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// The capture follows the Win32 back end's rules (input_win.c): captured while the window has the focus, the mouse
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// camera is on and no text entry or menu is open; Esc releases it until a click in the window (and closing the menu
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// opened by that Esc gives it back); losing the focus releases it until the window has the focus again.
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#include <string.h>
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#include <SDL3/SDL.h>
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#include "host.h"
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#include "input.h"
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#include "input_map.h"
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#include "input_sdl.h"
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#include "input_wsys.h"
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#include "platform/platform.h"
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static SDL_Window *win;
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static volatile uint8_t key_held[KEY_COUNT];
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static volatile int32_t esc_held, f8_held, insert_held, focused;
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static volatile int32_t mouse_dx, mouse_dy; // relative motion since the last ikb_mouse_take, whole counts
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static float rem_x, rem_y; // window thread: the fractions SDL reported beyond them
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static volatile int32_t captured; // relative mouse mode is on
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enum { CUR_REL = 1, CUR_ESC = 2 }; // as input_win.c: released by Esc or a click elsewhere; by Esc
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static volatile int32_t cur_rel, cur_suspend, cur_pending;
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static uint32_t wake_event; // SDL_RegisterEvents: wakes the window thread for a cursor change
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// SDL scancode of a key id, 0 for an id without a key (the mouse buttons).
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static SDL_Scancode key_sc(int key) {
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if (key >= KEY_A && key <= KEY_Z) return (SDL_Scancode)(SDL_SCANCODE_A + (key - KEY_A));
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if (key >= KEY_1 && key <= KEY_9) return (SDL_Scancode)(SDL_SCANCODE_1 + (key - KEY_1));
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if (key >= KEY_NUM1 && key <= KEY_NUM9) return (SDL_Scancode)(SDL_SCANCODE_KP_1 + (key - KEY_NUM1));
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switch (key) {
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case KEY_0: return SDL_SCANCODE_0;
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case KEY_NUM0: return SDL_SCANCODE_KP_0;
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case KEY_SPACE: return SDL_SCANCODE_SPACE;
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case KEY_TAB: return SDL_SCANCODE_TAB;
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case KEY_LSHIFT: return SDL_SCANCODE_LSHIFT;
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case KEY_LCTRL: return SDL_SCANCODE_LCTRL;
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case KEY_UP: return SDL_SCANCODE_UP;
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case KEY_DOWN: return SDL_SCANCODE_DOWN;
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case KEY_LEFT: return SDL_SCANCODE_LEFT;
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case KEY_RIGHT: return SDL_SCANCODE_RIGHT;
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case KEY_ENTER: return SDL_SCANCODE_RETURN;
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case KEY_BACKSPACE: return SDL_SCANCODE_BACKSPACE;
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case KEY_RSHIFT: return SDL_SCANCODE_RSHIFT;
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case KEY_RCTRL: return SDL_SCANCODE_RCTRL;
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case KEY_LALT: return SDL_SCANCODE_LALT;
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case KEY_CAPSLOCK: return SDL_SCANCODE_CAPSLOCK;
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case KEY_INSERT: return SDL_SCANCODE_INSERT;
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case KEY_DELETE: return SDL_SCANCODE_DELETE;
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case KEY_HOME: return SDL_SCANCODE_HOME;
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case KEY_END: return SDL_SCANCODE_END;
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case KEY_PAGEUP: return SDL_SCANCODE_PAGEUP;
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case KEY_PAGEDOWN: return SDL_SCANCODE_PAGEDOWN;
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case KEY_F2: return SDL_SCANCODE_F2;
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case KEY_F3: return SDL_SCANCODE_F3;
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case KEY_F4: return SDL_SCANCODE_F4;
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case KEY_F5: return SDL_SCANCODE_F5;
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case KEY_F6: return SDL_SCANCODE_F6;
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case KEY_F7: return SDL_SCANCODE_F7;
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case KEY_F9: return SDL_SCANCODE_F9;
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case KEY_F12: return SDL_SCANCODE_F12;
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case KEY_NUM_ADD: return SDL_SCANCODE_KP_PLUS;
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case KEY_NUM_SUB: return SDL_SCANCODE_KP_MINUS;
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case KEY_NUM_MUL: return SDL_SCANCODE_KP_MULTIPLY;
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case KEY_NUM_DIV: return SDL_SCANCODE_KP_DIVIDE;
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case KEY_NUM_DECIMAL: return SDL_SCANCODE_KP_PERIOD;
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case KEY_MINUS: return SDL_SCANCODE_MINUS;
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case KEY_EQUALS: return SDL_SCANCODE_EQUALS;
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case KEY_LBRACKET: return SDL_SCANCODE_LEFTBRACKET;
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case KEY_RBRACKET: return SDL_SCANCODE_RIGHTBRACKET;
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case KEY_SEMICOLON: return SDL_SCANCODE_SEMICOLON;
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case KEY_APOSTROPHE: return SDL_SCANCODE_APOSTROPHE;
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case KEY_COMMA: return SDL_SCANCODE_COMMA;
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case KEY_PERIOD: return SDL_SCANCODE_PERIOD;
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case KEY_SLASH: return SDL_SCANCODE_SLASH;
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case KEY_BACKSLASH: return SDL_SCANCODE_BACKSLASH;
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case KEY_GRAVE: return SDL_SCANCODE_GRAVE;
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}
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return SDL_SCANCODE_UNKNOWN;
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}
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// The key id of a scancode (the inverse of key_sc, built on first use), 0 for none.
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static int key_of_sc(SDL_Scancode sc) {
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static uint8_t map[SDL_SCANCODE_COUNT];
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static int built;
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if (!built) {
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for (int k = 1; k < KEY_COUNT; k++) {
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SDL_Scancode s = key_sc(k);
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if (s != SDL_SCANCODE_UNKNOWN) map[s] = (uint8_t)k;
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}
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built = 1;
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}
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return sc > 0 && sc < SDL_SCANCODE_COUNT ? map[sc] : 0;
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}
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static int mouse_key(uint8_t button) {
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switch (button) {
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case SDL_BUTTON_LEFT: return KEY_MOUSE_L;
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case SDL_BUTTON_RIGHT: return KEY_MOUSE_R;
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case SDL_BUTTON_MIDDLE: return KEY_MOUSE_M;
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case SDL_BUTTON_X1: return KEY_MOUSE_X1;
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case SDL_BUTTON_X2: return KEY_MOUSE_X2;
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}
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return 0;
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}
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uint32_t input_key_char(int key) {
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if (key < KEY_MINUS || key > KEY_GRAVE) return 0;
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SDL_Keycode k = SDL_GetKeyFromScancode(key_sc(key), SDL_KMOD_NONE, false);
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return k & SDLK_SCANCODE_MASK ? 0 : (uint32_t)k; // a keycode with the mask bit names no character
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}
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int input_flight_key(void) { return focused && f8_held; }
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int input_dump_key(void) { return focused && insert_held; }
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// ---- the cursor (window thread)
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static void cursor_apply(void) {
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__atomic_store_n(&cur_pending, 0, __ATOMIC_RELAXED);
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if (!win) return;
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int want = focused && !(cur_rel & CUR_REL) && !cur_suspend && input_cursor_allowed() &&
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!(SDL_GetWindowFlags(win) & SDL_WINDOW_MINIMIZED);
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if (want == captured) return;
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if (!SDL_SetWindowRelativeMouseMode(win, want)) {
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rt_log("input: relative mouse mode %s failed (%s)", want ? "on" : "off", SDL_GetError());
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return;
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}
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plat_xchg32(&mouse_dx, 0);
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plat_xchg32(&mouse_dy, 0);
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rem_x = rem_y = 0;
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plat_xchg32(&captured, want);
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}
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// Any thread: the window thread applies the change at its next event.
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void ikb_cursor_update(void) {
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plat_xchg32(&cur_pending, 1);
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if (wake_event) {
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SDL_Event e = {.user = {.type = wake_event}};
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SDL_PushEvent(&e);
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}
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}
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void input_cursor_suspend(int on) {
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plat_xchg32(&cur_suspend, on != 0);
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ikb_cursor_update();
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}
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int input_cursor_released(void) { return (cur_rel & CUR_REL) != 0; }
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void ikb_menu_closed(void) {
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int32_t o = cur_rel;
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if (o & CUR_ESC) plat_cas32(&cur_rel, 0, o);
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}
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void input_sdl_window(SDL_Window *w) {
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win = w;
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wake_event = SDL_RegisterEvents(1);
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plat_xchg32(&focused, (SDL_GetWindowFlags(w) & SDL_WINDOW_INPUT_FOCUS) != 0);
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cursor_apply();
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}
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void input_sdl_idle(void) {
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if (cur_pending) cursor_apply();
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}
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void input_sdl_event(const SDL_Event *e) {
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switch (e->type) {
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case SDL_EVENT_KEY_DOWN:
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case SDL_EVENT_KEY_UP: {
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int down = e->type == SDL_EVENT_KEY_DOWN;
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if (e->key.scancode == SDL_SCANCODE_ESCAPE) {
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plat_xchg32(&esc_held, down);
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// Esc is unbound in the game layout: it releases the cursor and opens the menu (ui/menu_sdl.cpp)
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if (down && !e->key.repeat && !(cur_rel & CUR_REL)) plat_xchg32(&cur_rel, CUR_REL | CUR_ESC);
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}
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if (e->key.scancode == SDL_SCANCODE_F8) plat_xchg32(&f8_held, down);
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if (e->key.scancode == SDL_SCANCODE_INSERT) plat_xchg32(&insert_held, down);
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int k = key_of_sc(e->key.scancode);
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if (k) key_held[k] = (uint8_t)down;
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break;
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}
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case SDL_EVENT_MOUSE_BUTTON_DOWN:
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case SDL_EVENT_MOUSE_BUTTON_UP: {
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int down = e->type == SDL_EVENT_MOUSE_BUTTON_DOWN;
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int k = mouse_key(e->button.button);
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if (k) key_held[k] = (uint8_t)down;
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if (down && (cur_rel & CUR_REL)) plat_xchg32(&cur_rel, 0); // a click in the window captures again
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break;
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}
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case SDL_EVENT_MOUSE_MOTION:
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if (captured) {
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rem_x += e->motion.xrel;
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rem_y += e->motion.yrel;
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int32_t dx = (int32_t)rem_x, dy = (int32_t)rem_y;
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rem_x -= (float)dx, rem_y -= (float)dy;
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if (dx) plat_add32(&mouse_dx, dx);
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if (dy) plat_add32(&mouse_dy, dy);
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}
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break;
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case SDL_EVENT_WINDOW_FOCUS_GAINED:
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plat_xchg32(&focused, 1);
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break;
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case SDL_EVENT_WINDOW_FOCUS_LOST:
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plat_xchg32(&focused, 0);
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plat_xchg32(&cur_rel, 0); // coming back (Alt+Tab) captures again
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memset((void *)key_held, 0, sizeof key_held); // the key-ups go elsewhere
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plat_xchg32(&esc_held, 0);
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plat_xchg32(&f8_held, 0);
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plat_xchg32(&insert_held, 0);
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break;
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}
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cursor_apply();
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}
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// ---- input_wsys.h
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int ikb_foreground(void) { return focused != 0; }
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int ikb_down(int key) { return key > 0 && key < KEY_COUNT && key_held[key]; }
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int ikb_escape(void) { return esc_held != 0; }
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int ikb_captured(void) { return captured != 0; }
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int ikb_pointer(float *nx, float *ny) { (void)nx, (void)ny; return 0; } // (menu_cursor.c: Windows only for now)
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void ikb_pointer_set(float nx, float ny) { (void)nx, (void)ny; }
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uint32_t ikb_mouse_travel(void) { return 0; } // (the last-device switch: keys and buttons only for now)
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void ikb_mouse_take(int32_t *dx, int32_t *dy) {
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*dx = plat_xchg32(&mouse_dx, 0);
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*dy = plat_xchg32(&mouse_dy, 0);
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}
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