Mercurial > sdl-ios-xcode
view src/joystick/macos/SDL_sysjoystick.c @ 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 /* SDL stuff -- "SDL_sysjoystick.c" MacOS joystick functions by Frederick Reitberger The code that follows is meant for SDL. Use at your own risk. */ #include <string.h> #include <InputSprocket.h> #include "SDL_error.h" #include "SDL_joystick.h" #include "SDL_sysjoystick.h" #include "SDL_joystick_c.h" /* The max number of joysticks we will detect */ #define MAX_JOYSTICKS 16 /* Limit ourselves to 32 elements per device */ #define kMaxReferences 32 #define ISpSymmetricAxisToFloat(axis) ((((float) axis) - kISpAxisMiddle) / (kISpAxisMaximum-kISpAxisMiddle)) #define ISpAsymmetricAxisToFloat(axis) (((float) axis) / (kISpAxisMaximum)) static ISpDeviceReference SYS_Joysticks[MAX_JOYSTICKS]; static ISpElementListReference SYS_Elements[MAX_JOYSTICKS]; static ISpDeviceDefinition SYS_DevDef[MAX_JOYSTICKS]; struct joystick_hwdata { char name[64]; /* Uint8 id;*/ ISpElementReference refs[kMaxReferences]; /* gonna need some sort of mapping info */ }; /* Function to scan the system for joysticks. * Joystick 0 should be the system default joystick. * This function should return the number of available joysticks, or -1 * on an unrecoverable fatal error. */ int SDL_SYS_JoystickInit(void) { static ISpDeviceClass classes[4] = { kISpDeviceClass_Joystick, kISpDeviceClass_Gamepad, kISpDeviceClass_Wheel, 0 }; OSErr err; int i; UInt32 count, numJoysticks; if ( (Ptr)0 == (Ptr)ISpStartup ) { SDL_SetError("InputSprocket not installed"); return -1; // InputSprocket not installed } if( (Ptr)0 == (Ptr)ISpGetVersion ) { SDL_SetError("InputSprocket not version 1.1 or newer"); return -1; // old version of ISp (not at least 1.1) } ISpStartup(); /* Get all the joysticks */ numJoysticks = 0; for ( i=0; classes[i]; ++i ) { count = 0; err = ISpDevices_ExtractByClass( classes[i], MAX_JOYSTICKS-numJoysticks, &count, &SYS_Joysticks[numJoysticks]); numJoysticks += count; } for(i = 0; i < numJoysticks; i++) { ISpDevice_GetDefinition( SYS_Joysticks[i], sizeof(ISpDeviceDefinition), &SYS_DevDef[i]); err = ISpElementList_New( 0, NULL, &SYS_Elements[i], 0); if (err) { SDL_OutOfMemory(); return -1; } ISpDevice_GetElementList( SYS_Joysticks[i], &SYS_Elements[i]); } ISpDevices_Deactivate(numJoysticks, SYS_Joysticks); return numJoysticks; } /* Function to get the device-dependent name of a joystick */ const char *SDL_SYS_JoystickName(int index) { static char name[64]; int len; /* convert pascal string to c-string */ len = SYS_DevDef[index].deviceName[0]; if ( len >= sizeof(name) ) { len = (sizeof(name) - 1); } memcpy(name, &SYS_DevDef[index].deviceName[1], len); name[len] = '\0'; return name; } /* 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) { int index; UInt32 count, gotCount, count2; long numAxis, numButtons, numHats, numBalls; count = kMaxReferences; count2 = 0; numAxis = numButtons = numHats = numBalls = 0; index = joystick->index; /* allocate memory for system specific hardware data */ joystick->hwdata = (struct joystick_hwdata *) malloc(sizeof(*joystick->hwdata)); if (joystick->hwdata == NULL) { SDL_OutOfMemory(); return(-1); } memset(joystick->hwdata, 0, sizeof(*joystick->hwdata)); strcpy(joystick->hwdata->name, SDL_SYS_JoystickName(index)); joystick->name = joystick->hwdata->name; ISpElementList_ExtractByKind( SYS_Elements[index], kISpElementKind_Axis, count, &gotCount, joystick->hwdata->refs); numAxis = gotCount; count -= gotCount; count2 += gotCount; ISpElementList_ExtractByKind( SYS_Elements[index], kISpElementKind_DPad, count, &gotCount, &(joystick->hwdata->refs[count2])); numHats = gotCount; count -= gotCount; count2 += gotCount; ISpElementList_ExtractByKind( SYS_Elements[index], kISpElementKind_Button, count, &gotCount, &(joystick->hwdata->refs[count2])); numButtons = gotCount; count -= gotCount; count2 += gotCount; joystick->naxes = numAxis; joystick->nhats = numHats; joystick->nballs = numBalls; joystick->nbuttons = numButtons; ISpDevices_Activate( 1, &SYS_Joysticks[index]); 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) { int i, j; ISpAxisData a; ISpDPadData b; //ISpDeltaData c; ISpButtonData d; for(i = 0, j = 0; i < joystick->naxes; i++, j++) { Sint16 value; ISpElement_GetSimpleState( joystick->hwdata->refs[j], &a); value = (ISpSymmetricAxisToFloat(a)* 32767.0); if ( value != joystick->axes[i] ) { SDL_PrivateJoystickAxis(joystick, i, value); } } for(i = 0; i < joystick->nhats; i++, j++) { Uint8 pos; ISpElement_GetSimpleState( joystick->hwdata->refs[j], &b); switch(b) { case kISpPadIdle: pos = SDL_HAT_CENTERED; break; case kISpPadLeft: pos = SDL_HAT_LEFT; break; case kISpPadUpLeft: pos = SDL_HAT_LEFTUP; break; case kISpPadUp: pos = SDL_HAT_UP; break; case kISpPadUpRight: pos = SDL_HAT_RIGHTUP; break; case kISpPadRight: pos = SDL_HAT_RIGHT; break; case kISpPadDownRight: pos = SDL_HAT_RIGHTDOWN; break; case kISpPadDown: pos = SDL_HAT_DOWN; break; case kISpPadDownLeft: pos = SDL_HAT_LEFTDOWN; break; } if ( pos != joystick->hats[i] ) { SDL_PrivateJoystickHat(joystick, i, pos); } } for(i = 0; i < joystick->nballs; i++, j++) { /* ignore balls right now */ } for(i = 0; i < joystick->nbuttons; i++, j++) { ISpElement_GetSimpleState( joystick->hwdata->refs[j], &d); if ( d != joystick->buttons[i] ) { SDL_PrivateJoystickButton(joystick, i, d); } } } /* Function to close a joystick after use */ void SDL_SYS_JoystickClose(SDL_Joystick *joystick) { int index; index = joystick->index; ISpDevices_Deactivate( 1, &SYS_Joysticks[index]); } /* Function to perform any system-specific joystick related cleanup */ void SDL_SYS_JoystickQuit(void) { ISpShutdown(); }