Split sdl loop and input code

This commit is contained in:
Iwan Timmer 2015-08-03 21:08:39 +02:00
parent 457759e14f
commit 0d9d501280
5 changed files with 260 additions and 190 deletions

196
src/input/sdlinput.c Normal file
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@ -0,0 +1,196 @@
/*
* This file is part of Moonlight Embedded.
*
* Copyright (C) 2015 Iwan Timmer
*
* Moonlight is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 3 of the License, or
* (at your option) any later version.
*
* Moonlight 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 General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Moonlight; if not, see <http://www.gnu.org/licenses/>.
*/
#ifdef HAVE_SDL
#include "sdlinput.h"
#include "limelight-common/Limelight.h"
#include <stdbool.h>
typedef struct _GAMEPAD_STATE {
char leftTrigger, rightTrigger;
short leftStickX, leftStickY;
short rightStickX, rightStickY;
int buttons;
SDL_JoystickID sdl_id;
short id;
bool initialized;
} GAMEPAD_STATE, *PGAMEPAD_STATE;
static GAMEPAD_STATE gamepads[4];
void sdlinput_init() {
memset(gamepads, 0, sizeof(gamepads));
SDL_SetRelativeMouseMode(SDL_TRUE);
SDL_InitSubSystem(SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER);
SDL_GameControllerAddMappingsFromFile("gamecontrollerdb.txt");
for (int i = 0; i < SDL_NumJoysticks(); ++i) {
if (SDL_IsGameController(i)) {
if (!SDL_GameControllerOpen(i)) {
fprintf(stderr, "Could not open gamecontroller %i: %s\n", i, SDL_GetError());
}
}
}
}
static PGAMEPAD_STATE get_gamepad(SDL_JoystickID sdl_id) {
for (int i = 0;i<4;i++) {
if (gamepads[i].sdl_id == sdl_id)
return &gamepads[0];
else if (!gamepads[i].initialized) {
gamepads[i].sdl_id = sdl_id;
gamepads[i].id = i;
gamepads[i].initialized = true;
return &gamepads[0];
}
}
return &gamepads[0];
}
void sdlinput_handle_event(SDL_Event* event) {
int button = 0;
PGAMEPAD_STATE gamepad;
switch (event->type) {
case SDL_MOUSEMOTION:
LiSendMouseMoveEvent(event->motion.xrel, event->motion.yrel);
break;
case SDL_MOUSEWHEEL:
LiSendScrollEvent(event->wheel.y);
break;
case SDL_MOUSEBUTTONUP:
case SDL_MOUSEBUTTONDOWN:
switch (event->button.button) {
case SDL_BUTTON_LEFT:
button = BUTTON_LEFT;
break;
case SDL_BUTTON_MIDDLE:
button = BUTTON_MIDDLE;
break;
case SDL_BUTTON_RIGHT:
button = BUTTON_RIGHT;
break;
}
if (button != 0)
LiSendMouseButtonEvent(event->type==SDL_MOUSEBUTTONDOWN?BUTTON_ACTION_PRESS:BUTTON_ACTION_RELEASE, button);
break;
case SDL_KEYDOWN:
case SDL_KEYUP:
button = event->key.keysym.sym;
if (button >= (0x40000000 + 0x39) && button < (0x40000000 + sizeof(keyCodes)))
button = keyCodes[button - 0x40000039];
if (button >= 0x61)
button -= 0x20;
LiSendKeyboardEvent(0x80 << 8 | button, event->type==SDL_KEYDOWN?KEY_ACTION_DOWN:KEY_ACTION_UP, 0);
break;
case SDL_CONTROLLERAXISMOTION:
gamepad = get_gamepad(event->caxis.which);
switch (event->caxis.axis) {
case SDL_CONTROLLER_AXIS_LEFTX:
gamepad->leftStickX = event->caxis.value;
break;
case SDL_CONTROLLER_AXIS_LEFTY:
gamepad->leftStickY = -event->caxis.value - 1;
break;
case SDL_CONTROLLER_AXIS_RIGHTX:
gamepad->rightStickX = event->caxis.value;
break;
case SDL_CONTROLLER_AXIS_RIGHTY:
gamepad->rightStickY = -event->caxis.value - 1;
break;
case SDL_CONTROLLER_AXIS_TRIGGERLEFT:
gamepad->leftTrigger = (event->caxis.value >> 8) + 127;
break;
case SDL_CONTROLLER_AXIS_TRIGGERRIGHT:
gamepad->rightTrigger = (event->caxis.value >> 8) + 127;
break;
default:
return;
}
LiSendMultiControllerEvent(gamepad->id, gamepad->buttons, gamepad->leftTrigger, gamepad->rightTrigger, gamepad->leftStickX, gamepad->leftStickY, gamepad->rightStickX, gamepad->rightStickY);
break;
case SDL_CONTROLLERBUTTONDOWN:
case SDL_CONTROLLERBUTTONUP:
gamepad = get_gamepad(event->cbutton.which);
switch (event->cbutton.button) {
case SDL_CONTROLLER_BUTTON_A:
button = A_FLAG;
break;
case SDL_CONTROLLER_BUTTON_B:
button = B_FLAG;
break;
case SDL_CONTROLLER_BUTTON_Y:
button = Y_FLAG;
break;
case SDL_CONTROLLER_BUTTON_X:
button = X_FLAG;
break;
case SDL_CONTROLLER_BUTTON_DPAD_UP:
button = UP_FLAG;
break;
case SDL_CONTROLLER_BUTTON_DPAD_DOWN:
button = DOWN_FLAG;
break;
case SDL_CONTROLLER_BUTTON_DPAD_RIGHT:
button = RIGHT_FLAG;
break;
case SDL_CONTROLLER_BUTTON_DPAD_LEFT:
button = LEFT_FLAG;
break;
case SDL_CONTROLLER_BUTTON_BACK:
button = BACK_FLAG;
break;
case SDL_CONTROLLER_BUTTON_START:
button = PLAY_FLAG;
break;
case SDL_CONTROLLER_BUTTON_GUIDE:
button = SPECIAL_FLAG;
break;
case SDL_CONTROLLER_BUTTON_LEFTSTICK:
button = LS_CLK_FLAG;
break;
case SDL_CONTROLLER_BUTTON_RIGHTSTICK:
button = RS_CLK_FLAG;
break;
case SDL_CONTROLLER_BUTTON_LEFTSHOULDER:
button = LB_FLAG;
break;
case SDL_CONTROLLER_BUTTON_RIGHTSHOULDER:
button = RB_FLAG;
break;
default:
return;
}
if (event->type == SDL_CONTROLLERBUTTONDOWN)
gamepad->buttons |= button;
else
gamepad->buttons &= ~button;
LiSendMultiControllerEvent(gamepad->id, gamepad->buttons, gamepad->leftTrigger, gamepad->rightTrigger, gamepad->leftStickX, gamepad->leftStickY, gamepad->rightStickX, gamepad->rightStickY);
break;
}
}
#endif /* HAVE_SDL */

55
src/input/sdlinput.h Normal file
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@ -0,0 +1,55 @@
/*
* This file is part of Moonlight Embedded.
*
* Copyright (C) 2015 Iwan Timmer
*
* Moonlight is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 3 of the License, or
* (at your option) any later version.
*
* Moonlight 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 General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Moonlight; if not, see <http://www.gnu.org/licenses/>.
*/
#ifdef HAVE_SDL
#include <SDL.h>
static const short keyCodes[] = {
0x14, //SDLK_CAPSLOCK
0x70, //SDLK_F1
0x71, //SDLK_F2
0x72, //SDLK_F3
0x73, //SDLK_F4
0x74, //SDLK_F5
0x75, //SDLK_F6
0x76, //SDLK_F7
0x77, //SDLK_F8
0x78, //SDLK_F9
0x79, //SDLK_F10
0x7A, //SDLK_F11
0x7B, //SDLK_F12
0, //SDLK_PRINTSCREEN
0x91, //SDLK_SCROLLLOCK
0x13, //SDLK_PAUSE
0x9B, //SDLK_INSERT
0x24, //SDLK_HOME
0x21, //SDLK_PAGEUP
0x23, //SDLK_END
0x22, //SDLK_PAGEDOWN
0x27, //SDLK_RIGHT
0x25, //SDLK_LEFT
0x28, //SDLK_DOWN
0x26, //SDLK_UP
};
void sdlinput_init();
void sdlinput_handle_event(SDL_Event* event);
#endif /* HAVE_SDL */

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@ -30,6 +30,7 @@
#include "input/evdev.h"
#include "input/udev.h"
#include "input/cec.h"
#include "input/sdlinput.h"
#include "limelight-common/Limelight.h"
@ -203,6 +204,10 @@ int main(int argc, char* argv[]) {
cec_init();
#endif /* HAVE_LIBCEC */
}
#ifdef HAVE_SDL
else if (system == SDL)
sdlinput_init();
#endif
stream(server, &config, system);
} else if (strcmp("pair", config.action) == 0) {

166
src/sdl.c
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@ -20,6 +20,7 @@
#ifdef HAVE_SDL
#include "sdl.h"
#include "input/sdlinput.h"
#include "limelight-common/Limelight.h"
@ -28,174 +29,15 @@
static bool done;
typedef struct _GAMEPAD_STATE {
char leftTrigger, rightTrigger;
short leftStickX, leftStickY;
short rightStickX, rightStickY;
int buttons;
SDL_JoystickID sdl_id;
short id;
bool initialized;
} GAMEPAD_STATE, *PGAMEPAD_STATE;
GAMEPAD_STATE gamepads[4];
PGAMEPAD_STATE get_gamepad(SDL_JoystickID sdl_id) {
for (int i = 0;i<4;i++) {
if (gamepads[i].sdl_id == sdl_id)
return &gamepads[0];
else if (!gamepads[i].initialized) {
gamepads[i].sdl_id = sdl_id;
gamepads[i].id = i;
gamepads[i].initialized = true;
return &gamepads[0];
}
}
return &gamepads[0];
}
void sdl_loop() {
memset(gamepads, 0, sizeof(gamepads));
SDL_SetRelativeMouseMode(SDL_TRUE);
SDL_InitSubSystem(SDL_INIT_EVENTS | SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER);
SDL_GameControllerAddMappingsFromFile("gamecontrollerdb.txt");
SDL_InitSubSystem(SDL_INIT_EVENTS);
SDL_ShowCursor(SDL_DISABLE);
for (int i = 0; i < SDL_NumJoysticks(); ++i) {
if (SDL_IsGameController(i)) {
if (!SDL_GameControllerOpen(i)) {
fprintf(stderr, "Could not open gamecontroller %i: %s\n", i, SDL_GetError());
}
}
}
SDL_Event event;
while(!done && SDL_WaitEvent(&event)) {
int button = 0;
PGAMEPAD_STATE gamepad;
switch (event.type) {
case SDL_MOUSEMOTION:
LiSendMouseMoveEvent(event.motion.xrel, event.motion.yrel);
break;
case SDL_MOUSEWHEEL:
LiSendScrollEvent(event.wheel.y);
break;
case SDL_MOUSEBUTTONUP:
case SDL_MOUSEBUTTONDOWN:
switch (event.button.button) {
case SDL_BUTTON_LEFT:
button = BUTTON_LEFT;
break;
case SDL_BUTTON_MIDDLE:
button = BUTTON_MIDDLE;
break;
case SDL_BUTTON_RIGHT:
button = BUTTON_RIGHT;
break;
}
if (button != 0)
LiSendMouseButtonEvent(event.type==SDL_MOUSEBUTTONDOWN?BUTTON_ACTION_PRESS:BUTTON_ACTION_RELEASE, button);
break;
case SDL_KEYDOWN:
case SDL_KEYUP:
button = event.key.keysym.sym;
if (button >= (0x40000000 + 0x39) && button < (0x40000000 + sizeof(keyCodes)))
button = keyCodes[button - 0x40000039];
if (button >= 0x61)
button -= 0x20;
LiSendKeyboardEvent(0x80 << 8 | button, event.type==SDL_KEYDOWN?KEY_ACTION_DOWN:KEY_ACTION_UP, 0);
break;
case SDL_CONTROLLERAXISMOTION:
gamepad = get_gamepad(event.caxis.which);
switch (event.caxis.axis) {
case SDL_CONTROLLER_AXIS_LEFTX:
gamepad->leftStickX = event.caxis.value;
break;
case SDL_CONTROLLER_AXIS_LEFTY:
gamepad->leftStickY = -event.caxis.value - 1;
break;
case SDL_CONTROLLER_AXIS_RIGHTX:
gamepad->rightStickX = event.caxis.value;
break;
case SDL_CONTROLLER_AXIS_RIGHTY:
gamepad->rightStickY = -event.caxis.value - 1;
break;
case SDL_CONTROLLER_AXIS_TRIGGERLEFT:
gamepad->leftTrigger = (event.caxis.value >> 8) + 127;
break;
case SDL_CONTROLLER_AXIS_TRIGGERRIGHT:
gamepad->rightTrigger = (event.caxis.value >> 8) + 127;
break;
default:
continue;
}
LiSendMultiControllerEvent(gamepad->id, gamepad->buttons, gamepad->leftTrigger, gamepad->rightTrigger, gamepad->leftStickX, gamepad->leftStickY, gamepad->rightStickX, gamepad->rightStickY);
break;
case SDL_CONTROLLERBUTTONDOWN:
case SDL_CONTROLLERBUTTONUP:
gamepad = get_gamepad(event.cbutton.which);
switch (event.cbutton.button) {
case SDL_CONTROLLER_BUTTON_A:
button = A_FLAG;
break;
case SDL_CONTROLLER_BUTTON_B:
button = B_FLAG;
break;
case SDL_CONTROLLER_BUTTON_Y:
button = Y_FLAG;
break;
case SDL_CONTROLLER_BUTTON_X:
button = X_FLAG;
break;
case SDL_CONTROLLER_BUTTON_DPAD_UP:
button = UP_FLAG;
break;
case SDL_CONTROLLER_BUTTON_DPAD_DOWN:
button = DOWN_FLAG;
break;
case SDL_CONTROLLER_BUTTON_DPAD_RIGHT:
button = RIGHT_FLAG;
break;
case SDL_CONTROLLER_BUTTON_DPAD_LEFT:
button = LEFT_FLAG;
break;
case SDL_CONTROLLER_BUTTON_BACK:
button = BACK_FLAG;
break;
case SDL_CONTROLLER_BUTTON_START:
button = PLAY_FLAG;
break;
case SDL_CONTROLLER_BUTTON_GUIDE:
button = SPECIAL_FLAG;
break;
case SDL_CONTROLLER_BUTTON_LEFTSTICK:
button = LS_CLK_FLAG;
break;
case SDL_CONTROLLER_BUTTON_RIGHTSTICK:
button = RS_CLK_FLAG;
break;
case SDL_CONTROLLER_BUTTON_LEFTSHOULDER:
button = LB_FLAG;
break;
case SDL_CONTROLLER_BUTTON_RIGHTSHOULDER:
button = RB_FLAG;
break;
default:
continue;
}
if (event.type == SDL_CONTROLLERBUTTONDOWN)
gamepad->buttons |= button;
else
gamepad->buttons &= ~button;
LiSendMultiControllerEvent(gamepad->id, gamepad->buttons, gamepad->leftTrigger, gamepad->rightTrigger, gamepad->leftStickX, gamepad->leftStickY, gamepad->rightStickX, gamepad->rightStickY);
break;
case SDL_QUIT:
sdlinput_handle_event(&event);
if (event.type == SDL_QUIT) {
done = true;
}
}

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@ -19,34 +19,6 @@
#ifdef HAVE_SDL
static const short keyCodes[] = {
0x14, //SDLK_CAPSLOCK
0x70, //SDLK_F1
0x71, //SDLK_F2
0x72, //SDLK_F3
0x73, //SDLK_F4
0x74, //SDLK_F5
0x75, //SDLK_F6
0x76, //SDLK_F7
0x77, //SDLK_F8
0x78, //SDLK_F9
0x79, //SDLK_F10
0x7A, //SDLK_F11
0x7B, //SDLK_F12
0, //SDLK_PRINTSCREEN
0x91, //SDLK_SCROLLLOCK
0x13, //SDLK_PAUSE
0x9B, //SDLK_INSERT
0x24, //SDLK_HOME
0x21, //SDLK_PAGEUP
0x23, //SDLK_END
0x22, //SDLK_PAGEDOWN
0x27, //SDLK_RIGHT
0x25, //SDLK_LEFT
0x28, //SDLK_DOWN
0x26, //SDLK_UP
};
void sdl_loop();
#endif /* HAVE_SDL */