Mercurial > sdl-ios-xcode
view src/joystick/macos/SDL_sysjoystick.c @ 4134:31c7c57af8a4 SDL-1.2
Updates for building on Windows CE using mingw32ce cross compiler:
http://sourceforge.net/mailarchive/forum.php?thread_name 0703291652.38437.jwalt%40garni.ch&forum_name=cegcc-devel
Hi!
I just managed to compile SDL for Windows CE using the "mingw32ce"
configuration of http://cegcc.sourceforge.net. Test programs work as expected
(except for those using signals -- no POSIX on mingw32ce), and I didn't yet
encounter any problem.
While it was a pain to get everything compiled and running, the changes to
SDL are actually quite small (see attached SDL-ce.diff).
Unfortunately, the win32 headers shipped with cegcc are not 100% correct, and
it feels quite messy to work around them in SDL code, so those headers will
also need to be patched. (Attachment: win32api-ce.diff)
Since I had to apply the libtool patch from the cegcc patch, I have also ad ded
my copy of aclocal.m4 for SDL. I had to modify the cegcc libtool patch to
use "lt_cv_deplibs_check_method=pass_all" for mingw32ce, otherwise libtool
would not recognize the import libraries as valid for dynamic linking.
All these changes should not affect non-WinCE builds, so they could be
included in mainline SDL.
If you need some docs, you can use this description for a cross-compilation
README:
1) get cegcc from http://cegcc.sourceforge.net
2) build and install the "mingw32ce" variant (see cegcc installation docs)
3) patch w32api-headers (if not yet included in cegcc)
4) setup environment (customize the first three lines as you like):
PREFIX=/opt/mingw32ce
TARGET=arm-wince-mingw32ce
BUILD=`uname -m`-pc-linux-gnu
export PATH="$PREFIX/bin:$PREFIX/$TARGET/bin:$PREFIX/local/bin:$PATH"
export CFLAGS="${CFLAGS:- -O2 -g} -I$PREFIX/local/include"
export CPPFLAGS="${CPPFLAGS:- -O2 -g} -I$PREFIX/local/include"
export CXXFLAGS="${CXXFLAGS:- -O2 -g} -I$PREFIX/local/include"
export LDFLAGS="${LDFLAGS:- -O2 -g} -L$PREFIX/local/lib"
export HOST_CC="gcc"
export CC="$PREFIX/bin/$TARGET-gcc"
export CXX="$PREFIX/bin/$TARGET-g++"
export LD="$PREFIX/bin/$TARGET-ld"
export AS="$PREFIX/bin/$TARGET-as"
export AR="$PREFIX/bin/$TARGET-ar"
export RANLIB="$PREFIX/bin/$TARGET-ranlib"
export CONFIG_SHELL="/bin/sh"
5) build and install
./configure --target=$TARGET --host=$TARGET --build=$BUILD
make
make install
6) use (4) and (5) for any SDL-using software you want to cross-compile
7) copy $PREFIX/local/bin/SDL-1-2-0.dll into your executable directory on the WinCE machine
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Thu, 03 Jan 2008 06:19:07 +0000 |
parents | 92947e3a18db |
children | 782fd950bd46 c121d94672cb a1b03ba2fcd0 |
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/* SDL - Simple DirectMedia Layer Copyright (C) 1997-2006 Sam Lantinga This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 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 Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this library; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA Sam Lantinga slouken@libsdl.org */ #include "SDL_config.h" #ifdef SDL_JOYSTICK_MACOS /* 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 <InputSprocket.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, #if kISpDeviceClass_Gamepad kISpDeviceClass_Gamepad, #endif 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); } SDL_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 *) SDL_malloc(sizeof(*joystick->hwdata)); if (joystick->hwdata == NULL) { SDL_OutOfMemory(); return(-1); } SDL_memset(joystick->hwdata, 0, sizeof(*joystick->hwdata)); SDL_strlcpy(joystick->hwdata->name, SDL_SYS_JoystickName(index), SDL_arraysize(joystick->hwdata->name)); 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(); } #endif /* SDL_JOYSTICK_MACOS */