Files
tactility/Devices/simulator/Source/drivers/sdl_input.cpp
T
Ken Van Hoeylandt db48dfe812 Fixes and improvements (#620)
- Standardized keyboard input using Unicode-based key codes across supported devices and the simulator. Keyboards don't emit `LV_KEY_*` anymore.
- Refactored lilygo encoder driver into a reusable GPIO rotary encoder driver (see `Drivers/gpio-encoder-module/`). Added more features to the config file.
- Improved LVGL keyboard device management, including duplicate prevention and reliable reconnects.
- LVGL file mutex now registers with lvgl start/stop
- Improved LVGL startup/shutdown stability and memory allocation reliability.
- Increased simulator LVGL memory capacity and improved USB device-class handling.
2026-08-23 17:21:16 +02:00

114 lines
3.6 KiB
C++

// SPDX-License-Identifier: Apache-2.0
#include "sdl_input.h"
#include <tactility/drivers/keyboard.h>
#include <SDL2/SDL.h>
#include <cstdlib>
namespace {
constexpr size_t KEY_QUEUE_CAPACITY = 32;
SdlPointerState pointer_state = { 0, 0, false };
uint32_t key_queue[KEY_QUEUE_CAPACITY];
size_t key_queue_head = 0;
size_t key_queue_count = 0;
bool text_input_started = false;
void push_key(uint32_t key) {
if (key == 0 || key_queue_count >= KEY_QUEUE_CAPACITY) {
return;
}
key_queue[(key_queue_head + key_queue_count) % KEY_QUEUE_CAPACITY] = key;
key_queue_count++;
}
// Mirrors LVGL's own lv_sdl_keyboard.c keycode_to_ctrl_key(): every key returns a real Unicode
// codepoint per KeyboardKeyData::key's contract - never an LV_KEY_* constant, even for keys with
// no ordinary character of their own (arrows, Tab/Shift+Tab as focus nav, Home/End), which use the
// CodePoint enum's standard Unicode symbols for the concept. lvgl-module's keyboard.cpp translates
// all of these back to LVGL's own sentinels (CODEPOINT_ESCAPE/BACKSPACE/DELETE already equal their
// LV_KEY_* counterpart numerically, so no translation is needed for those). Printable characters
// arrive separately via SDL_TEXTINPUT.
uint32_t keycode_to_key(SDL_Keycode sdl_key, bool shift) {
switch (sdl_key) {
case SDLK_RIGHT: return CODEPOINT_ARROW_RIGHT;
case SDLK_LEFT: return CODEPOINT_ARROW_LEFT;
case SDLK_UP: return CODEPOINT_ARROW_UP;
case SDLK_DOWN: return CODEPOINT_ARROW_DOWN;
case SDLK_ESCAPE: return CODEPOINT_ESCAPE;
case SDLK_BACKSPACE: return CODEPOINT_BACKSPACE;
case SDLK_DELETE: return CODEPOINT_DELETE;
case SDLK_RETURN:
case SDLK_KP_ENTER: return CODEPOINT_ENTER;
case SDLK_TAB: return CODEPOINT_TAB;
case SDLK_HOME: return CODEPOINT_HOME;
case SDLK_END: return CODEPOINT_END;
default: return 0;
}
}
}
void sdl_input_pump() {
if (!text_input_started) {
SDL_StartTextInput();
text_input_started = true;
}
SDL_Event event;
while (SDL_PollEvent(&event)) {
switch (event.type) {
case SDL_MOUSEMOTION:
pointer_state.x = event.motion.x;
pointer_state.y = event.motion.y;
break;
case SDL_MOUSEBUTTONDOWN:
if (event.button.button == SDL_BUTTON_LEFT) {
pointer_state.x = event.button.x;
pointer_state.y = event.button.y;
pointer_state.pressed = true;
}
break;
case SDL_MOUSEBUTTONUP:
if (event.button.button == SDL_BUTTON_LEFT) {
pointer_state.pressed = false;
}
break;
case SDL_KEYDOWN:
push_key(keycode_to_key(event.key.keysym.sym, (event.key.keysym.mod & KMOD_SHIFT) != 0));
break;
case SDL_TEXTINPUT:
// ASCII only (first byte of event.text.text) - sufficient for a simulator keyboard.
push_key(static_cast<uint8_t>(event.text.text[0]));
break;
case SDL_QUIT:
exit(0);
default:
break;
}
}
}
void sdl_input_get_pointer_state(SdlPointerState* out_state) {
*out_state = pointer_state;
}
bool sdl_input_pop_key(uint32_t* out_key) {
if (key_queue_count == 0) {
return false;
}
*out_key = key_queue[key_queue_head];
key_queue_head = (key_queue_head + 1) % KEY_QUEUE_CAPACITY;
key_queue_count--;
return true;
}
bool sdl_input_has_queued_key() {
return key_queue_count > 0;
}