Mercurial > sdl-ios-xcode
view src/joystick/nds/SDL_sysjoystick.c @ 2884:9dde605c7540
Date: Fri, 19 Dec 2008 20:17:35 +0100
From: Couriersud
Subject: Re: Aw: Experience using SDL1.3 in sdlmame/Proposal for api additions
> For consistency you'd probably want:
> SDL_SetRenderDrawColor(Uint8 r, Uint8 g, Uint8 b, Uint8 a);
> SDL_SetRenderDrawBlendMode(SDL_BlendMode blendMode);
> SDL_RenderLine(int x1, int y1, int x2, int y2);
> SDL_RenderFill(SDL_Rect *rect);
>
> You probably also want to add API functions query the current state.
>
I have implemented the above api for the opengl, x11, directfb and
software renderers. I have also renamed *TEXTUREBLENDMODE* constants to
BLENDMODE*. The unix build compiles. The windows renderer still needs to
be updated, but I have no windows development machine at hand. Have a
look at the x11 renderer for a sample.
Vector games now run at 90% both on opengl and directfb in comparison to
sdlmame's own opengl renderer. The same applies to raster games.
The diff also includes
a) Changed XDrawRect to XFillRect in x11 renderer
b) A number of changes to fix blending and modulation issues in the
directfb renderer.
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Sat, 20 Dec 2008 12:00:00 +0000 |
parents | 99210400e8b9 |
children | f7b03b6838cb |
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/* SDL - Simple DirectMedia Layer Copyright (C) 1997-2009 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@devolution.com */ #include "SDL_config.h" #ifdef SDL_JOYSTICK_NDS /* This is the system specific header for the SDL joystick API */ #include <nds.h> #include <stdio.h> /* For the definition of NULL */ #include "SDL_error.h" #include "SDL_events.h" #include "SDL_joystick.h" #include "SDL_sysjoystick.h" #include "SDL_joystick_c.h" #include "../../video/nds/SDL_ndsevents_c.h" /* 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) { SDL_numjoysticks = 1; return (1); } /* Function to get the device-dependent name of a joystick */ const char * SDL_SYS_JoystickName(int index) { if (!index) return "NDS builtin joypad"; SDL_SetError("No joystick available with that index"); return (NULL); } /* 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) { joystick->nbuttons = 8; joystick->nhats = 0; joystick->nballs = 0; joystick->naxes = 2; 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) { u32 keysd, keysu; int magnitude = 16384; /*scanKeys(); - this is done in PumpEvents, because touch uses it too */ keysd = keysDown(); keysu = keysUp(); if ((keysd & KEY_UP)) { SDL_PrivateJoystickAxis(joystick, 1, -magnitude); } if ((keysd & KEY_DOWN)) { SDL_PrivateJoystickAxis(joystick, 1, magnitude); } if ((keysd & KEY_LEFT)) { SDL_PrivateJoystickAxis(joystick, 0, -magnitude); } if ((keysd & KEY_RIGHT)) { SDL_PrivateJoystickAxis(joystick, 0, magnitude); } if ((keysu & (KEY_UP | KEY_DOWN))) { SDL_PrivateJoystickAxis(joystick, 1, 0); } if ((keysu & (KEY_LEFT | KEY_RIGHT))) { SDL_PrivateJoystickAxis(joystick, 0, 0); } if ((keysd & KEY_A)) { SDL_PrivateJoystickButton(joystick, 0, SDL_PRESSED); } if ((keysd & KEY_B)) { SDL_PrivateJoystickButton(joystick, 1, SDL_PRESSED); } if ((keysd & KEY_X)) { SDL_PrivateJoystickButton(joystick, 2, SDL_PRESSED); } if ((keysd & KEY_Y)) { SDL_PrivateJoystickButton(joystick, 3, SDL_PRESSED); } if ((keysd & KEY_L)) { SDL_PrivateJoystickButton(joystick, 4, SDL_PRESSED); } if ((keysd & KEY_R)) { SDL_PrivateJoystickButton(joystick, 5, SDL_PRESSED); } if ((keysd & KEY_SELECT)) { SDL_PrivateJoystickButton(joystick, 6, SDL_PRESSED); } if ((keysd & KEY_START)) { SDL_PrivateJoystickButton(joystick, 7, SDL_PRESSED); } if ((keysu & KEY_A)) { SDL_PrivateJoystickButton(joystick, 0, SDL_RELEASED); } if ((keysu & KEY_B)) { SDL_PrivateJoystickButton(joystick, 1, SDL_RELEASED); } if ((keysu & KEY_X)) { SDL_PrivateJoystickButton(joystick, 2, SDL_RELEASED); } if ((keysu & KEY_Y)) { SDL_PrivateJoystickButton(joystick, 3, SDL_RELEASED); } if ((keysu & KEY_L)) { SDL_PrivateJoystickButton(joystick, 4, SDL_RELEASED); } if ((keysu & KEY_R)) { SDL_PrivateJoystickButton(joystick, 5, SDL_RELEASED); } if ((keysu & KEY_SELECT)) { SDL_PrivateJoystickButton(joystick, 6, SDL_RELEASED); } if ((keysu & KEY_START)) { SDL_PrivateJoystickButton(joystick, 7, SDL_RELEASED); } } /* Function to close a joystick after use */ void SDL_SYS_JoystickClose(SDL_Joystick * joystick) { } /* Function to perform any system-specific joystick related cleanup */ void SDL_SYS_JoystickQuit(void) { } #endif /* SDL_JOYSTICK_NDS */