annotate src/joystick/beos/SDL_bejoystick.cc @ 563:04dcaf3da918

Massive Quartz input enhancements from Darrell Walisser. His email: Enclosed is a patch that addresses the following: --Various minor cleanups. Removed dead/obsolete code, made some style cleanups --Mouse Events Now keep track of what button(s) were pressed so we know when to send the mouse up event. This fixes the case where the mouse is dragged outside of the game window and released (in which case we want to send the mouse up event even though the mouse is outside the game window). --Input Grabbing Here is my take on the grabbing situation, which is the basis for the new implementation. There are 3 grab states, ungrabbed (UG), visible (VG), and invisible (IG). Both VG and IG keep the mouse constrained to the window and produce relative motion events. In VG the cursor is visible (duh), in IG it is not. In VG, absolute motion events also work. There are 6 actions that can affect grabbing: 1. Set Fullscreen/Window (F/W). In fullscreen, a visible grab should do nothing. However, a fullscreen visible grab can be treated just like a windowed visible grab, which is what I have done to help simplify things. 2. Cursor hide/show (H/S). If the cursor is hidden when grabbing, the grab is an invisible grab. If the cursor is visible, the grab should just constrain the mouse to the window. 3. Input grab/ungrab(G/U). If grabbed, the cursor should be confined to the window as should the keyboard input. On Mac OS X, the keyboard input is implicitly grabbed by confining the cursor, except for command-tab which can switch away from the application. Should the window come to the foreground if the application is deactivated and grab input is called? This isn't necessary in this implementation because the grab state will be asserted upon activation. Using my notation, these are all the cases that need to be handled (state + action = new state). UG+U = UG UG+G = VG or IG, if cursor is visible or not UG+H = UG UG+S = UG VG+U = UG VG+G = VG VG+H = IG VG+S = VG IG+U = UG IG+G = IG IG+H = IG IG+S = VG The cases that result in the same state can be ignored in the code, which cuts it down to just 5 cases. Another issue is what happens when the app loses/gains input focus from deactivate/activate or iconify/deiconify. I think that if input focus is ever lost (outside of SDL's control), the grab state should be suspended and the cursor should become visible and active again. When regained, the cursor should reappear in its original location and/or grab state. This way, when reactivating the cursor is still in the same position as before so apps shouldn't get confused when the next motion event comes in. This is what I've done in this patch.
author Ryan C. Gordon <icculus@icculus.org>
date Fri, 27 Dec 2002 20:52:41 +0000
parents f6ffac90895c
children b8d311d90021
rev   line source
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1 /*
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2 SDL - Simple DirectMedia Layer
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3 Copyright (C) 1997, 1998, 1999, 2000, 2001, 2002 Sam Lantinga
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4
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5 This library is free software; you can redistribute it and/or
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6 modify it under the terms of the GNU Library General Public
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7 License as published by the Free Software Foundation; either
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8 version 2 of the License, or (at your option) any later version.
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9
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10 This library is distributed in the hope that it will be useful,
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11 but WITHOUT ANY WARRANTY; without even the implied warranty of
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12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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13 Library General Public License for more details.
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14
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15 You should have received a copy of the GNU Library General Public
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16 License along with this library; if not, write to the Free
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17 Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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18
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19 Sam Lantinga
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20 slouken@libsdl.org
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21 */
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22
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23 #ifdef SAVE_RCSID
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24 static char rcsid =
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25 "@(#) $Id$";
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26 #endif
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27
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28 /* This is the system specific header for the SDL joystick API */
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29
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30 #include <stdio.h>
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31 #include <stdlib.h>
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32 #include <string.h>
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33
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34 #include <be/support/String.h>
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35 #include <be/device/Joystick.h>
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36
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37 extern "C" {
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38
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39 #include "SDL_error.h"
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40 #include "SDL_joystick.h"
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41 #include "SDL_sysjoystick.h"
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42 #include "SDL_joystick_c.h"
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43
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44
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45 /* The maximum number of joysticks we'll detect */
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46 #define MAX_JOYSTICKS 16
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47
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48 /* A list of available joysticks */
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49 static char *SDL_joyport[MAX_JOYSTICKS];
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50 static char *SDL_joyname[MAX_JOYSTICKS];
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51
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52 /* The private structure used to keep track of a joystick */
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53 struct joystick_hwdata {
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54 BJoystick *stick;
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55 uint8 *new_hats;
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56 int16 *new_axes;
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57 };
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58
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59 /* Function to scan the system for joysticks.
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60 * This function should set SDL_numjoysticks to the number of available
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61 * joysticks. Joystick 0 should be the system default joystick.
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62 * It should return 0, or -1 on an unrecoverable fatal error.
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63 */
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64 int SDL_SYS_JoystickInit(void)
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65 {
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66 BJoystick joystick;
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67 int numjoysticks;
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68 int i;
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69 int32 nports;
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70 char name[B_OS_NAME_LENGTH];
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71
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72 /* Search for attached joysticks */
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73 nports = joystick.CountDevices();
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74 numjoysticks = 0;
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75 memset(SDL_joyport, 0, (sizeof SDL_joyport));
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76 memset(SDL_joyname, 0, (sizeof SDL_joyname));
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77 for ( i=0; (SDL_numjoysticks < MAX_JOYSTICKS) && (i < nports); ++i ) {
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78 if ( joystick.GetDeviceName(i, name) == B_OK ) {
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79 if ( joystick.Open(name) != B_ERROR ) {
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80 BString stick_name;
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81 joystick.GetControllerName(&stick_name);
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82 SDL_joyport[numjoysticks] = strdup(name);
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83 SDL_joyname[numjoysticks] =
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84 strdup(stick_name.String());
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85 numjoysticks++;
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86 joystick.Close();
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87 }
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88 }
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89 }
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90 return(numjoysticks);
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91 }
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92
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93 /* Function to get the device-dependent name of a joystick */
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94 const char *SDL_SYS_JoystickName(int index)
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95 {
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96 return SDL_joyname[index];
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97 }
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98
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99 /* Function to open a joystick for use.
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100 The joystick to open is specified by the index field of the joystick.
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101 This should fill the nbuttons and naxes fields of the joystick structure.
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102 It returns 0, or -1 if there is an error.
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103 */
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104 int SDL_SYS_JoystickOpen(SDL_Joystick *joystick)
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105 {
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106 BJoystick *stick;
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107
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108 /* Create the joystick data structure */
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109 joystick->hwdata = (struct joystick_hwdata *)
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110 malloc(sizeof(*joystick->hwdata));
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111 if ( joystick->hwdata == NULL ) {
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112 SDL_OutOfMemory();
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113 return(-1);
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114 }
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115 memset(joystick->hwdata, 0, sizeof(*joystick->hwdata));
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116 stick = new BJoystick;
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117 joystick->hwdata->stick = stick;
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118
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119 /* Open the requested joystick for use */
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120 if ( stick->Open(SDL_joyport[joystick->index]) == B_ERROR ) {
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121 SDL_SetError("Unable to open joystick");
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122 SDL_SYS_JoystickClose(joystick);
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123 return(-1);
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124 }
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125
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126 /* Set the joystick to calibrated mode */
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127 stick->EnableCalibration();
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128
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129 /* Get the number of buttons, hats, and axes on the joystick */
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130 joystick->nbuttons = stick->CountButtons();
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131 joystick->naxes = stick->CountAxes();
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132 joystick->nhats = stick->CountHats();
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133
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134 joystick->hwdata->new_axes = (int16 *)
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135 malloc(joystick->naxes*sizeof(int16));
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136 joystick->hwdata->new_hats = (uint8 *)
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137 malloc(joystick->nhats*sizeof(uint8));
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138 if ( ! joystick->hwdata->new_hats || ! joystick->hwdata->new_axes ) {
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139 SDL_OutOfMemory();
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140 SDL_SYS_JoystickClose(joystick);
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141 return(-1);
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142 }
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143
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144 /* We're done! */
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145 return(0);
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146 }
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147
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148 /* Function to update the state of a joystick - called as a device poll.
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149 * This function shouldn't update the joystick structure directly,
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150 * but instead should call SDL_PrivateJoystick*() to deliver events
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151 * and update joystick device state.
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152 */
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153 void SDL_SYS_JoystickUpdate(SDL_Joystick *joystick)
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154 {
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155 static const Uint8 hat_map[9] = {
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156 SDL_HAT_CENTERED,
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157 SDL_HAT_UP,
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158 SDL_HAT_RIGHTUP,
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159 SDL_HAT_RIGHT,
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160 SDL_HAT_RIGHTDOWN,
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161 SDL_HAT_DOWN,
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162 SDL_HAT_LEFTDOWN,
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163 SDL_HAT_LEFT,
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164 SDL_HAT_LEFTUP
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165 };
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166 const int JITTER = (32768/10); /* 10% jitter threshold (ok?) */
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167
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168 BJoystick *stick;
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169 int i, change;
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170 int16 *axes;
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171 uint8 *hats;
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172 uint32 buttons;
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173
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174 /* Set up data pointers */
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175 stick = joystick->hwdata->stick;
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176 axes = joystick->hwdata->new_axes;
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177 hats = joystick->hwdata->new_hats;
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178
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179 /* Get the new joystick state */
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180 stick->Update();
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181 stick->GetAxisValues(axes);
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182 stick->GetHatValues(hats);
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183 buttons = stick->ButtonValues();
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184
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185 /* Generate axis motion events */
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186 for ( i=0; i<joystick->naxes; ++i ) {
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187 change = ((int32)axes[i] - joystick->axes[i]);
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188 if ( (change > JITTER) || (change < -JITTER) ) {
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189 SDL_PrivateJoystickAxis(joystick, i, axes[i]);
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190 }
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191 }
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192
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193 /* Generate hat change events */
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194 for ( i=0; i<joystick->nhats; ++i ) {
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195 if ( hats[i] != joystick->hats[i] ) {
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196 SDL_PrivateJoystickHat(joystick, i, hat_map[hats[i]]);
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197 }
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198 }
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199
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200 /* Generate button events */
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201 for ( i=0; i<joystick->nbuttons; ++i ) {
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202 if ( (buttons&0x01) != joystick->buttons[i] ) {
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203 SDL_PrivateJoystickButton(joystick, i, (buttons&0x01));
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204 }
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205 buttons >>= 1;
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206 }
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207 }
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208
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209 /* Function to close a joystick after use */
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210 void SDL_SYS_JoystickClose(SDL_Joystick *joystick)
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211 {
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212 if ( joystick->hwdata ) {
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213 joystick->hwdata->stick->Close();
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214 delete joystick->hwdata->stick;
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215 if ( joystick->hwdata->new_hats ) {
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216 free(joystick->hwdata->new_hats);
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217 }
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218 if ( joystick->hwdata->new_axes ) {
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219 free(joystick->hwdata->new_axes);
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220 }
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221 free(joystick->hwdata);
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222 joystick->hwdata = NULL;
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223 }
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224 }
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225
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226 /* Function to perform any system-specific joystick related cleanup */
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227 void SDL_SYS_JoystickQuit(void)
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228 {
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229 int i;
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230
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231 for ( i=0; SDL_joyport[i]; ++i ) {
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232 free(SDL_joyport[i]);
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233 }
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234 SDL_joyport[0] = NULL;
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235
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236 for ( i=0; SDL_joyname[i]; ++i ) {
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237 free(SDL_joyname[i]);
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238 }
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239 SDL_joyname[0] = NULL;
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240 }
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241
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242 }; // extern "C"