Mercurial > sdl-ios-xcode
view src/events/SDL_mouse.c @ 1302:94643e9bad18
Date: Sat, 14 Jan 2006 15:16:01 -0500
From: Andrew Fuller
Subject: [SDL] [PATCH] ML-8866 PS2->USB converter
This converter seems to go by several names -- Super Dual Box, Dual
USB Joypad, and who knows what else. Also branded differently with
different colour cases, etc. But it seems to all be the same
internals. It is a common converter used for StepMania, with several
posts Googleable trying to make it work in Linux. I got mine
yesterday and wanted to play stepmania, so I went ahead and made a
crude patch for libsdl to split this baby into two logical joysticks.
A couple notes about the patch:
This patch works well for two dance mats hooked up and playing
stepmania, however the mapping of the other buttons may be off. I
have no joystick which uses all the buttons the converter reports, so
I have no way of testing them.
The name I used 0925:8866 which is the USB ID, and what SDLjoytest-GL
reported is the name, even though lsusb shows Wisegroup, Ltd MP-8866
Dual USB Joypad, and the existing virtual joystick mapping uses the
Wisegroup... name. Not sure why the discrepency.
I'm not subscribed to this mailing list, so please CC me on any
comments to this.
-Andrew
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Tue, 31 Jan 2006 14:59:43 +0000 |
parents | f214b6fae45a |
children | c9b51268668f |
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/* SDL - Simple DirectMedia Layer Copyright (C) 1997-2004 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 /* General mouse handling code for SDL */ #include <stdio.h> #include <stdlib.h> #include <string.h> #include "SDL_events.h" #include "SDL_events_c.h" #include "SDL_cursor_c.h" #include "SDL_sysvideo.h" /* These are static for our mouse handling code */ static Sint16 SDL_MouseX = -1; static Sint16 SDL_MouseY = -1; static Sint16 SDL_DeltaX = 0; static Sint16 SDL_DeltaY = 0; static Uint8 SDL_ButtonState = 0; /* Public functions */ int SDL_MouseInit(void) { /* The mouse is at (0,0) */ SDL_MouseX = -1; SDL_MouseY = -1; SDL_DeltaX = 0; SDL_DeltaY = 0; SDL_ButtonState = 0; /* That's it! */ return(0); } void SDL_MouseQuit(void) { } /* We lost the mouse, so post button up messages for all pressed buttons */ void SDL_ResetMouse(void) { Uint8 i; for ( i = 0; i < sizeof(SDL_ButtonState)*8; ++i ) { if ( SDL_ButtonState & SDL_BUTTON(i) ) { SDL_PrivateMouseButton(SDL_RELEASED, i, 0, 0); } } } Uint8 SDL_GetMouseState (int *x, int *y) { if ( x ) { if ( SDL_MouseX < 0 ) { *x = 0; } else { *x = SDL_MouseX; } } if ( y ) { if ( SDL_MouseY < 0 ) { *y = 0; } else { *y = SDL_MouseY; } } return(SDL_ButtonState); } Uint8 SDL_GetRelativeMouseState (int *x, int *y) { if ( x ) *x = SDL_DeltaX; if ( y ) *y = SDL_DeltaY; SDL_DeltaX = 0; SDL_DeltaY = 0; return(SDL_ButtonState); } static void ClipOffset(Sint16 *x, Sint16 *y) { /* This clips absolute mouse coordinates when the apparent display surface is smaller than the real display surface. */ if ( SDL_VideoSurface->offset ) { *y -= SDL_VideoSurface->offset/SDL_VideoSurface->pitch; *x -= (SDL_VideoSurface->offset%SDL_VideoSurface->pitch)/ SDL_VideoSurface->format->BytesPerPixel; } } /* These are global for SDL_eventloop.c */ int SDL_PrivateMouseMotion(Uint8 buttonstate, int relative, Sint16 x, Sint16 y) { int posted; Uint16 X, Y; Sint16 Xrel; Sint16 Yrel; /* Don't handle mouse motion if there's no cursor surface */ if ( SDL_VideoSurface == NULL ) { return(0); } /* Default buttonstate is the current one */ if ( ! buttonstate ) { buttonstate = SDL_ButtonState; } Xrel = x; Yrel = y; if ( relative ) { /* Push the cursor around */ x = (SDL_MouseX+x); y = (SDL_MouseY+y); } else { /* Do we need to clip {x,y} ? */ ClipOffset(&x, &y); } /* Mouse coordinates range from 0 - width-1 and 0 - height-1 */ if ( x < 0 ) X = 0; else if ( x >= SDL_VideoSurface->w ) X = SDL_VideoSurface->w-1; else X = (Uint16)x; if ( y < 0 ) Y = 0; else if ( y >= SDL_VideoSurface->h ) Y = SDL_VideoSurface->h-1; else Y = (Uint16)y; /* If not relative mode, generate relative motion from clamped X/Y. This prevents lots of extraneous large delta relative motion when the screen is windowed mode and the mouse is outside the window. */ if ( ! relative && SDL_MouseX >= 0 && SDL_MouseY >= 0 ) { Xrel = X-SDL_MouseX; Yrel = Y-SDL_MouseY; } /* Drop events that don't change state */ if ( ! Xrel && ! Yrel ) { #if 0 printf("Mouse event didn't change state - dropped!\n"); #endif return(0); } /* Update internal mouse state */ SDL_ButtonState = buttonstate; SDL_MouseX = X; SDL_MouseY = Y; SDL_DeltaX += Xrel; SDL_DeltaY += Yrel; SDL_MoveCursor(SDL_MouseX, SDL_MouseY); /* Post the event, if desired */ posted = 0; if ( SDL_ProcessEvents[SDL_MOUSEMOTION] == SDL_ENABLE ) { SDL_Event event; memset(&event, 0, sizeof(event)); event.type = SDL_MOUSEMOTION; event.motion.state = buttonstate; event.motion.x = X; event.motion.y = Y; event.motion.xrel = Xrel; event.motion.yrel = Yrel; if ( (SDL_EventOK == NULL) || (*SDL_EventOK)(&event) ) { posted = 1; SDL_PushEvent(&event); } } return(posted); } int SDL_PrivateMouseButton(Uint8 state, Uint8 button, Sint16 x, Sint16 y) { SDL_Event event; int posted; int move_mouse; Uint8 buttonstate; memset(&event, 0, sizeof(event)); /* Check parameters */ if ( x || y ) { ClipOffset(&x, &y); move_mouse = 1; /* Mouse coordinates range from 0 - width-1 and 0 - height-1 */ if ( x < 0 ) x = 0; else if ( x >= SDL_VideoSurface->w ) x = SDL_VideoSurface->w-1; if ( y < 0 ) y = 0; else if ( y >= SDL_VideoSurface->h ) y = SDL_VideoSurface->h-1; } else { move_mouse = 0; } if ( ! x ) x = SDL_MouseX; if ( ! y ) y = SDL_MouseY; /* Figure out which event to perform */ buttonstate = SDL_ButtonState; switch ( state ) { case SDL_PRESSED: event.type = SDL_MOUSEBUTTONDOWN; buttonstate |= SDL_BUTTON(button); break; case SDL_RELEASED: event.type = SDL_MOUSEBUTTONUP; buttonstate &= ~SDL_BUTTON(button); break; default: /* Invalid state -- bail */ return(0); } /* Update internal mouse state */ SDL_ButtonState = buttonstate; if ( move_mouse ) { SDL_MouseX = x; SDL_MouseY = y; SDL_MoveCursor(SDL_MouseX, SDL_MouseY); } /* Post the event, if desired */ posted = 0; if ( SDL_ProcessEvents[event.type] == SDL_ENABLE ) { event.button.state = state; event.button.button = button; event.button.x = x; event.button.y = y; if ( (SDL_EventOK == NULL) || (*SDL_EventOK)(&event) ) { posted = 1; SDL_PushEvent(&event); } } return(posted); }