Mercurial > sdl-ios-xcode
view 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 |
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/* SDL - Simple DirectMedia Layer Copyright (C) 1997, 1998, 1999, 2000, 2001, 2002 Sam Lantinga This library is free software; you can redistribute it and/or modify it under the terms of the GNU Library General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Library General Public License for more details. You should have received a copy of the GNU Library General Public License along with this library; if not, write to the Free Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA Sam Lantinga slouken@libsdl.org */ #ifdef SAVE_RCSID static char rcsid = "@(#) $Id$"; #endif /* This is the system specific header for the SDL joystick API */ #include <stdio.h> #include <stdlib.h> #include <string.h> #include <be/support/String.h> #include <be/device/Joystick.h> extern "C" { #include "SDL_error.h" #include "SDL_joystick.h" #include "SDL_sysjoystick.h" #include "SDL_joystick_c.h" /* The maximum number of joysticks we'll detect */ #define MAX_JOYSTICKS 16 /* A list of available joysticks */ static char *SDL_joyport[MAX_JOYSTICKS]; static char *SDL_joyname[MAX_JOYSTICKS]; /* The private structure used to keep track of a joystick */ struct joystick_hwdata { BJoystick *stick; uint8 *new_hats; int16 *new_axes; }; /* Function to scan the system for joysticks. * This function should set SDL_numjoysticks to the number of available * joysticks. Joystick 0 should be the system default joystick. * It should return 0, or -1 on an unrecoverable fatal error. */ int SDL_SYS_JoystickInit(void) { BJoystick joystick; int numjoysticks; int i; int32 nports; char name[B_OS_NAME_LENGTH]; /* Search for attached joysticks */ nports = joystick.CountDevices(); numjoysticks = 0; memset(SDL_joyport, 0, (sizeof SDL_joyport)); memset(SDL_joyname, 0, (sizeof SDL_joyname)); for ( i=0; (SDL_numjoysticks < MAX_JOYSTICKS) && (i < nports); ++i ) { if ( joystick.GetDeviceName(i, name) == B_OK ) { if ( joystick.Open(name) != B_ERROR ) { BString stick_name; joystick.GetControllerName(&stick_name); SDL_joyport[numjoysticks] = strdup(name); SDL_joyname[numjoysticks] = strdup(stick_name.String()); numjoysticks++; joystick.Close(); } } } return(numjoysticks); } /* Function to get the device-dependent name of a joystick */ const char *SDL_SYS_JoystickName(int index) { return SDL_joyname[index]; } /* Function to open a joystick for use. The joystick to open is specified by the index field of the joystick. This should fill the nbuttons and naxes fields of the joystick structure. It returns 0, or -1 if there is an error. */ int SDL_SYS_JoystickOpen(SDL_Joystick *joystick) { BJoystick *stick; /* Create the joystick data structure */ joystick->hwdata = (struct joystick_hwdata *) malloc(sizeof(*joystick->hwdata)); if ( joystick->hwdata == NULL ) { SDL_OutOfMemory(); return(-1); } memset(joystick->hwdata, 0, sizeof(*joystick->hwdata)); stick = new BJoystick; joystick->hwdata->stick = stick; /* Open the requested joystick for use */ if ( stick->Open(SDL_joyport[joystick->index]) == B_ERROR ) { SDL_SetError("Unable to open joystick"); SDL_SYS_JoystickClose(joystick); return(-1); } /* Set the joystick to calibrated mode */ stick->EnableCalibration(); /* Get the number of buttons, hats, and axes on the joystick */ joystick->nbuttons = stick->CountButtons(); joystick->naxes = stick->CountAxes(); joystick->nhats = stick->CountHats(); joystick->hwdata->new_axes = (int16 *) malloc(joystick->naxes*sizeof(int16)); joystick->hwdata->new_hats = (uint8 *) malloc(joystick->nhats*sizeof(uint8)); if ( ! joystick->hwdata->new_hats || ! joystick->hwdata->new_axes ) { SDL_OutOfMemory(); SDL_SYS_JoystickClose(joystick); return(-1); } /* We're done! */ return(0); } /* Function to update the state of a joystick - called as a device poll. * This function shouldn't update the joystick structure directly, * but instead should call SDL_PrivateJoystick*() to deliver events * and update joystick device state. */ void SDL_SYS_JoystickUpdate(SDL_Joystick *joystick) { static const Uint8 hat_map[9] = { SDL_HAT_CENTERED, SDL_HAT_UP, SDL_HAT_RIGHTUP, SDL_HAT_RIGHT, SDL_HAT_RIGHTDOWN, SDL_HAT_DOWN, SDL_HAT_LEFTDOWN, SDL_HAT_LEFT, SDL_HAT_LEFTUP }; const int JITTER = (32768/10); /* 10% jitter threshold (ok?) */ BJoystick *stick; int i, change; int16 *axes; uint8 *hats; uint32 buttons; /* Set up data pointers */ stick = joystick->hwdata->stick; axes = joystick->hwdata->new_axes; hats = joystick->hwdata->new_hats; /* Get the new joystick state */ stick->Update(); stick->GetAxisValues(axes); stick->GetHatValues(hats); buttons = stick->ButtonValues(); /* Generate axis motion events */ for ( i=0; i<joystick->naxes; ++i ) { change = ((int32)axes[i] - joystick->axes[i]); if ( (change > JITTER) || (change < -JITTER) ) { SDL_PrivateJoystickAxis(joystick, i, axes[i]); } } /* Generate hat change events */ for ( i=0; i<joystick->nhats; ++i ) { if ( hats[i] != joystick->hats[i] ) { SDL_PrivateJoystickHat(joystick, i, hat_map[hats[i]]); } } /* Generate button events */ for ( i=0; i<joystick->nbuttons; ++i ) { if ( (buttons&0x01) != joystick->buttons[i] ) { SDL_PrivateJoystickButton(joystick, i, (buttons&0x01)); } buttons >>= 1; } } /* Function to close a joystick after use */ void SDL_SYS_JoystickClose(SDL_Joystick *joystick) { if ( joystick->hwdata ) { joystick->hwdata->stick->Close(); delete joystick->hwdata->stick; if ( joystick->hwdata->new_hats ) { free(joystick->hwdata->new_hats); } if ( joystick->hwdata->new_axes ) { free(joystick->hwdata->new_axes); } free(joystick->hwdata); joystick->hwdata = NULL; } } /* Function to perform any system-specific joystick related cleanup */ void SDL_SYS_JoystickQuit(void) { int i; for ( i=0; SDL_joyport[i]; ++i ) { free(SDL_joyport[i]); } SDL_joyport[0] = NULL; for ( i=0; SDL_joyname[i]; ++i ) { free(SDL_joyname[i]); } SDL_joyname[0] = NULL; } }; // extern "C"