Add InputHandler for SDL input types, instead of handling them as a

special case in RageInput.
This commit is contained in:
Glenn Maynard
2003-04-12 02:15:23 +00:00
parent 7d919be169
commit dfa597bbd5
2 changed files with 168 additions and 0 deletions
@@ -0,0 +1,141 @@
#include "global.h"
/* This input handler checks for SDL device input messages and sends them off to
* InputFilter. If we add mouse support, it should go here, too.
*
* Note that the SDL video event systems are interlinked--you can't use events
* until video is initialized. So, if we aren't using SDL for video, we can't
* use SDL events at all, and so we lose input support, too. In that case, you'll
* need to write other input handlers for those cases and load them instead of this.
* (Part of this is probably because, in Windows, you need a window to get input.)
*/
#include "InputHandler_SDL.h"
#include "SDL_utils.h"
#include "InputFilter.h"
#include "RageLog.h"
static const Sint8 Handled_SDL_Events[] = {
SDL_KEYDOWN, SDL_KEYUP, SDL_JOYBUTTONDOWN, SDL_JOYBUTTONUP,
SDL_JOYAXISMOTION, SDL_JOYHATMOTION, -1
};
static int SDL_EventMask;
InputHandler_SDL::InputHandler_SDL()
{
SDL_InitSubSystem( SDL_INIT_JOYSTICK );
SDL_EnableKeyRepeat( 0, 0 );
/* We can do this to get Unicode values in the key struct, which (with
* a little more work) will make us work better on international keyboards.
* Not all archs support this well. */
// SDL_EnableUNICODE( 1 );
//
// Init joysticks
//
int iNumJoySticks = min( SDL_NumJoysticks(), NUM_JOYSTICKS );
LOG->Info( "Found %d joysticks", iNumJoySticks );
int i;
for( i=0; i<iNumJoySticks; i++ )
{
SDL_Joystick *pJoystick = SDL_JoystickOpen( i );
if(pJoystick == NULL) {
LOG->Info(" %d: '%s' Error opening: %s",
i, SDL_JoystickName(i), SDL_GetError());
continue;
}
LOG->Info( " %d: '%s' axes: %d, hats: %d, buttons: %d",
i,
SDL_JoystickName(i),
SDL_JoystickNumAxes(pJoystick),
SDL_JoystickNumHats(pJoystick),
SDL_JoystickNumButtons(pJoystick) );
/* For some weird reason, we won't get any joystick events at all
* if we don't keep the joystick open. (Why? The joystick event
* API is completely separate from the SDL_Joystick polling API ...) */
Joysticks.push_back(pJoystick);
}
for(i = 0; Handled_SDL_Events[i] != -1; ++i)
{
SDL_EventState(Handled_SDL_Events[i], SDL_ENABLE);
SDL_EventMask |= SDL_EVENTMASK(Handled_SDL_Events[i]);
}
}
InputHandler_SDL::~InputHandler_SDL()
{
unsigned i;
for(i = 0; i < Joysticks.size(); ++i)
SDL_JoystickClose(Joysticks[i]);
SDL_QuitSubSystem( SDL_INIT_JOYSTICK );
for(i = 0; Handled_SDL_Events[i] != -1; ++i)
SDL_EventState(Handled_SDL_Events[i], SDL_IGNORE);
}
void InputHandler_SDL::Update(float fDeltaTime)
{
SDL_Event event;
while(SDL_PeepEvents(&event, 1, SDL_GETEVENT, SDL_EventMask))
{
switch(event.type)
{
case SDL_KEYDOWN:
case SDL_KEYUP:
{
DeviceInput di(DEVICE_KEYBOARD, event.key.keysym.sym);
INPUTFILTER->ButtonPressed(di, event.key.state == SDL_PRESSED);
}
continue;
case SDL_JOYBUTTONDOWN:
case SDL_JOYBUTTONUP:
{
InputDevice i = InputDevice(DEVICE_JOY1 + event.jbutton.which);
JoystickButton Button = JoystickButton(JOY_1 + event.jbutton.button);
if(Button >= NUM_JOYSTICK_BUTTONS)
{
LOG->Warn("Ignored joystick event (button too high)");
continue;
}
DeviceInput di(i, Button);
INPUTFILTER->ButtonPressed(di, event.jbutton.state == SDL_PRESSED);
continue;
}
case SDL_JOYAXISMOTION:
{
InputDevice i = InputDevice(DEVICE_JOY1 + event.jaxis.which);
JoystickButton neg = (JoystickButton)(JOY_LEFT+2*event.jaxis.axis);
JoystickButton pos = (JoystickButton)(JOY_RIGHT+2*event.jaxis.axis);
INPUTFILTER->ButtonPressed(DeviceInput(i, neg), event.jaxis.value < -16000);
INPUTFILTER->ButtonPressed(DeviceInput(i, pos), event.jaxis.value > +16000);
continue;
}
case SDL_JOYHATMOTION:
{
InputDevice i = InputDevice(DEVICE_JOY1 + event.jhat.which);
INPUTFILTER->ButtonPressed(DeviceInput(i, JOY_HAT_UP), !!(event.jhat.value & SDL_HAT_UP));
INPUTFILTER->ButtonPressed(DeviceInput(i, JOY_HAT_DOWN), !!(event.jhat.value & SDL_HAT_DOWN));
INPUTFILTER->ButtonPressed(DeviceInput(i, JOY_HAT_LEFT), !!(event.jhat.value & SDL_HAT_LEFT));
INPUTFILTER->ButtonPressed(DeviceInput(i, JOY_HAT_RIGHT), !!(event.jhat.value & SDL_HAT_RIGHT));
continue;
}
}
}
}
/*
-----------------------------------------------------------------------------
Copyright (c) 2001-2003 by the person(s) listed below. All rights reserved.
Chris Danford
Glenn Maynard
-----------------------------------------------------------------------------
*/
@@ -0,0 +1,27 @@
#ifndef INPUT_HANDLER_SDL_KEYBOARD_H
#define INPUT_HANDLER_SDL_KEYBOARD_H
#include "InputHandler.h"
struct _SDL_Joystick;
typedef struct _SDL_Joystick SDL_Joystick;
class InputHandler_SDL: public InputHandler
{
vector<SDL_Joystick *> Joysticks;
public:
void Update(float fDeltaTime);
InputHandler_SDL();
~InputHandler_SDL();
};
#endif
/*
-----------------------------------------------------------------------------
Copyright (c) 2001-2003 by the person(s) listed below. All rights reserved.
Chris Danford
Glenn Maynard
-----------------------------------------------------------------------------
*/