mirror of
https://github.com/moonlight-stream/moonlight-embedded.git
synced 2025-08-17 17:06:10 +00:00
Split sdl loop and input code
This commit is contained in:
parent
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196
src/input/sdlinput.c
Normal file
196
src/input/sdlinput.c
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@ -0,0 +1,196 @@
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/*
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* This file is part of Moonlight Embedded.
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*
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* Copyright (C) 2015 Iwan Timmer
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*
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* Moonlight is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 3 of the License, or
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* (at your option) any later version.
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*
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* Moonlight is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with Moonlight; if not, see <http://www.gnu.org/licenses/>.
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*/
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#ifdef HAVE_SDL
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#include "sdlinput.h"
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#include "limelight-common/Limelight.h"
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#include <stdbool.h>
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typedef struct _GAMEPAD_STATE {
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char leftTrigger, rightTrigger;
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short leftStickX, leftStickY;
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short rightStickX, rightStickY;
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int buttons;
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SDL_JoystickID sdl_id;
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short id;
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bool initialized;
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} GAMEPAD_STATE, *PGAMEPAD_STATE;
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static GAMEPAD_STATE gamepads[4];
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void sdlinput_init() {
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memset(gamepads, 0, sizeof(gamepads));
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SDL_SetRelativeMouseMode(SDL_TRUE);
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SDL_InitSubSystem(SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER);
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SDL_GameControllerAddMappingsFromFile("gamecontrollerdb.txt");
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for (int i = 0; i < SDL_NumJoysticks(); ++i) {
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if (SDL_IsGameController(i)) {
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if (!SDL_GameControllerOpen(i)) {
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fprintf(stderr, "Could not open gamecontroller %i: %s\n", i, SDL_GetError());
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}
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}
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}
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}
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static PGAMEPAD_STATE get_gamepad(SDL_JoystickID sdl_id) {
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for (int i = 0;i<4;i++) {
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if (gamepads[i].sdl_id == sdl_id)
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return &gamepads[0];
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else if (!gamepads[i].initialized) {
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gamepads[i].sdl_id = sdl_id;
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gamepads[i].id = i;
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gamepads[i].initialized = true;
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return &gamepads[0];
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}
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}
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return &gamepads[0];
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}
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void sdlinput_handle_event(SDL_Event* event) {
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int button = 0;
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PGAMEPAD_STATE gamepad;
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switch (event->type) {
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case SDL_MOUSEMOTION:
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LiSendMouseMoveEvent(event->motion.xrel, event->motion.yrel);
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break;
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case SDL_MOUSEWHEEL:
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LiSendScrollEvent(event->wheel.y);
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break;
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case SDL_MOUSEBUTTONUP:
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case SDL_MOUSEBUTTONDOWN:
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switch (event->button.button) {
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case SDL_BUTTON_LEFT:
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button = BUTTON_LEFT;
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break;
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case SDL_BUTTON_MIDDLE:
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button = BUTTON_MIDDLE;
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break;
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case SDL_BUTTON_RIGHT:
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button = BUTTON_RIGHT;
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break;
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}
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if (button != 0)
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LiSendMouseButtonEvent(event->type==SDL_MOUSEBUTTONDOWN?BUTTON_ACTION_PRESS:BUTTON_ACTION_RELEASE, button);
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break;
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case SDL_KEYDOWN:
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case SDL_KEYUP:
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button = event->key.keysym.sym;
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if (button >= (0x40000000 + 0x39) && button < (0x40000000 + sizeof(keyCodes)))
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button = keyCodes[button - 0x40000039];
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if (button >= 0x61)
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button -= 0x20;
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LiSendKeyboardEvent(0x80 << 8 | button, event->type==SDL_KEYDOWN?KEY_ACTION_DOWN:KEY_ACTION_UP, 0);
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break;
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case SDL_CONTROLLERAXISMOTION:
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gamepad = get_gamepad(event->caxis.which);
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switch (event->caxis.axis) {
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case SDL_CONTROLLER_AXIS_LEFTX:
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gamepad->leftStickX = event->caxis.value;
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break;
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case SDL_CONTROLLER_AXIS_LEFTY:
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gamepad->leftStickY = -event->caxis.value - 1;
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break;
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case SDL_CONTROLLER_AXIS_RIGHTX:
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gamepad->rightStickX = event->caxis.value;
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break;
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case SDL_CONTROLLER_AXIS_RIGHTY:
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gamepad->rightStickY = -event->caxis.value - 1;
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break;
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case SDL_CONTROLLER_AXIS_TRIGGERLEFT:
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gamepad->leftTrigger = (event->caxis.value >> 8) + 127;
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break;
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case SDL_CONTROLLER_AXIS_TRIGGERRIGHT:
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gamepad->rightTrigger = (event->caxis.value >> 8) + 127;
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break;
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default:
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return;
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}
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LiSendMultiControllerEvent(gamepad->id, gamepad->buttons, gamepad->leftTrigger, gamepad->rightTrigger, gamepad->leftStickX, gamepad->leftStickY, gamepad->rightStickX, gamepad->rightStickY);
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break;
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case SDL_CONTROLLERBUTTONDOWN:
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case SDL_CONTROLLERBUTTONUP:
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gamepad = get_gamepad(event->cbutton.which);
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switch (event->cbutton.button) {
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case SDL_CONTROLLER_BUTTON_A:
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button = A_FLAG;
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break;
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case SDL_CONTROLLER_BUTTON_B:
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button = B_FLAG;
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break;
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case SDL_CONTROLLER_BUTTON_Y:
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button = Y_FLAG;
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break;
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case SDL_CONTROLLER_BUTTON_X:
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button = X_FLAG;
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break;
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case SDL_CONTROLLER_BUTTON_DPAD_UP:
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button = UP_FLAG;
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break;
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case SDL_CONTROLLER_BUTTON_DPAD_DOWN:
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button = DOWN_FLAG;
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break;
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case SDL_CONTROLLER_BUTTON_DPAD_RIGHT:
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button = RIGHT_FLAG;
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break;
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case SDL_CONTROLLER_BUTTON_DPAD_LEFT:
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button = LEFT_FLAG;
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break;
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case SDL_CONTROLLER_BUTTON_BACK:
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button = BACK_FLAG;
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break;
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case SDL_CONTROLLER_BUTTON_START:
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button = PLAY_FLAG;
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break;
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case SDL_CONTROLLER_BUTTON_GUIDE:
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button = SPECIAL_FLAG;
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break;
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case SDL_CONTROLLER_BUTTON_LEFTSTICK:
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button = LS_CLK_FLAG;
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break;
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case SDL_CONTROLLER_BUTTON_RIGHTSTICK:
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button = RS_CLK_FLAG;
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break;
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case SDL_CONTROLLER_BUTTON_LEFTSHOULDER:
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button = LB_FLAG;
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break;
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case SDL_CONTROLLER_BUTTON_RIGHTSHOULDER:
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button = RB_FLAG;
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break;
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default:
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return;
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}
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if (event->type == SDL_CONTROLLERBUTTONDOWN)
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gamepad->buttons |= button;
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else
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gamepad->buttons &= ~button;
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LiSendMultiControllerEvent(gamepad->id, gamepad->buttons, gamepad->leftTrigger, gamepad->rightTrigger, gamepad->leftStickX, gamepad->leftStickY, gamepad->rightStickX, gamepad->rightStickY);
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break;
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}
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}
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#endif /* HAVE_SDL */
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55
src/input/sdlinput.h
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55
src/input/sdlinput.h
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@ -0,0 +1,55 @@
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/*
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* This file is part of Moonlight Embedded.
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*
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* Copyright (C) 2015 Iwan Timmer
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*
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* Moonlight is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 3 of the License, or
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* (at your option) any later version.
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*
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* Moonlight is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with Moonlight; if not, see <http://www.gnu.org/licenses/>.
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*/
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#ifdef HAVE_SDL
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#include <SDL.h>
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static const short keyCodes[] = {
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0x14, //SDLK_CAPSLOCK
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0x70, //SDLK_F1
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0x71, //SDLK_F2
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0x72, //SDLK_F3
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0x73, //SDLK_F4
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0x74, //SDLK_F5
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0x75, //SDLK_F6
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0x76, //SDLK_F7
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0x77, //SDLK_F8
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0x78, //SDLK_F9
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0x79, //SDLK_F10
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0x7A, //SDLK_F11
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0x7B, //SDLK_F12
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0, //SDLK_PRINTSCREEN
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0x91, //SDLK_SCROLLLOCK
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0x13, //SDLK_PAUSE
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0x9B, //SDLK_INSERT
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0x24, //SDLK_HOME
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0x21, //SDLK_PAGEUP
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0x23, //SDLK_END
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0x22, //SDLK_PAGEDOWN
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0x27, //SDLK_RIGHT
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0x25, //SDLK_LEFT
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0x28, //SDLK_DOWN
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0x26, //SDLK_UP
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};
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void sdlinput_init();
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void sdlinput_handle_event(SDL_Event* event);
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#endif /* HAVE_SDL */
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@ -30,6 +30,7 @@
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#include "input/evdev.h"
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#include "input/udev.h"
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#include "input/cec.h"
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#include "input/sdlinput.h"
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#include "limelight-common/Limelight.h"
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@ -203,6 +204,10 @@ int main(int argc, char* argv[]) {
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cec_init();
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#endif /* HAVE_LIBCEC */
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}
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#ifdef HAVE_SDL
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else if (system == SDL)
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sdlinput_init();
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#endif
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stream(server, &config, system);
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} else if (strcmp("pair", config.action) == 0) {
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166
src/sdl.c
166
src/sdl.c
@ -20,6 +20,7 @@
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#ifdef HAVE_SDL
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#include "sdl.h"
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#include "input/sdlinput.h"
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#include "limelight-common/Limelight.h"
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@ -28,174 +29,15 @@
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static bool done;
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typedef struct _GAMEPAD_STATE {
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char leftTrigger, rightTrigger;
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short leftStickX, leftStickY;
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short rightStickX, rightStickY;
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int buttons;
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SDL_JoystickID sdl_id;
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short id;
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bool initialized;
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} GAMEPAD_STATE, *PGAMEPAD_STATE;
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GAMEPAD_STATE gamepads[4];
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PGAMEPAD_STATE get_gamepad(SDL_JoystickID sdl_id) {
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for (int i = 0;i<4;i++) {
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if (gamepads[i].sdl_id == sdl_id)
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return &gamepads[0];
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else if (!gamepads[i].initialized) {
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gamepads[i].sdl_id = sdl_id;
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gamepads[i].id = i;
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gamepads[i].initialized = true;
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return &gamepads[0];
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}
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}
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return &gamepads[0];
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}
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void sdl_loop() {
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memset(gamepads, 0, sizeof(gamepads));
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SDL_SetRelativeMouseMode(SDL_TRUE);
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SDL_InitSubSystem(SDL_INIT_EVENTS | SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER);
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SDL_GameControllerAddMappingsFromFile("gamecontrollerdb.txt");
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SDL_InitSubSystem(SDL_INIT_EVENTS);
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SDL_ShowCursor(SDL_DISABLE);
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for (int i = 0; i < SDL_NumJoysticks(); ++i) {
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if (SDL_IsGameController(i)) {
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if (!SDL_GameControllerOpen(i)) {
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fprintf(stderr, "Could not open gamecontroller %i: %s\n", i, SDL_GetError());
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}
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}
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}
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SDL_Event event;
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while(!done && SDL_WaitEvent(&event)) {
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int button = 0;
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PGAMEPAD_STATE gamepad;
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switch (event.type) {
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case SDL_MOUSEMOTION:
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LiSendMouseMoveEvent(event.motion.xrel, event.motion.yrel);
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break;
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case SDL_MOUSEWHEEL:
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LiSendScrollEvent(event.wheel.y);
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break;
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case SDL_MOUSEBUTTONUP:
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case SDL_MOUSEBUTTONDOWN:
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switch (event.button.button) {
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case SDL_BUTTON_LEFT:
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button = BUTTON_LEFT;
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break;
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case SDL_BUTTON_MIDDLE:
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button = BUTTON_MIDDLE;
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break;
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case SDL_BUTTON_RIGHT:
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button = BUTTON_RIGHT;
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break;
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}
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if (button != 0)
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LiSendMouseButtonEvent(event.type==SDL_MOUSEBUTTONDOWN?BUTTON_ACTION_PRESS:BUTTON_ACTION_RELEASE, button);
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break;
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case SDL_KEYDOWN:
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case SDL_KEYUP:
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button = event.key.keysym.sym;
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if (button >= (0x40000000 + 0x39) && button < (0x40000000 + sizeof(keyCodes)))
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button = keyCodes[button - 0x40000039];
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if (button >= 0x61)
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button -= 0x20;
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LiSendKeyboardEvent(0x80 << 8 | button, event.type==SDL_KEYDOWN?KEY_ACTION_DOWN:KEY_ACTION_UP, 0);
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break;
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case SDL_CONTROLLERAXISMOTION:
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gamepad = get_gamepad(event.caxis.which);
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switch (event.caxis.axis) {
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case SDL_CONTROLLER_AXIS_LEFTX:
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gamepad->leftStickX = event.caxis.value;
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break;
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case SDL_CONTROLLER_AXIS_LEFTY:
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gamepad->leftStickY = -event.caxis.value - 1;
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break;
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case SDL_CONTROLLER_AXIS_RIGHTX:
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gamepad->rightStickX = event.caxis.value;
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break;
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case SDL_CONTROLLER_AXIS_RIGHTY:
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gamepad->rightStickY = -event.caxis.value - 1;
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break;
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case SDL_CONTROLLER_AXIS_TRIGGERLEFT:
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gamepad->leftTrigger = (event.caxis.value >> 8) + 127;
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break;
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case SDL_CONTROLLER_AXIS_TRIGGERRIGHT:
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gamepad->rightTrigger = (event.caxis.value >> 8) + 127;
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break;
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default:
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continue;
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}
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LiSendMultiControllerEvent(gamepad->id, gamepad->buttons, gamepad->leftTrigger, gamepad->rightTrigger, gamepad->leftStickX, gamepad->leftStickY, gamepad->rightStickX, gamepad->rightStickY);
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break;
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case SDL_CONTROLLERBUTTONDOWN:
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case SDL_CONTROLLERBUTTONUP:
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gamepad = get_gamepad(event.cbutton.which);
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switch (event.cbutton.button) {
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case SDL_CONTROLLER_BUTTON_A:
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button = A_FLAG;
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break;
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case SDL_CONTROLLER_BUTTON_B:
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button = B_FLAG;
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break;
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case SDL_CONTROLLER_BUTTON_Y:
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button = Y_FLAG;
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break;
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case SDL_CONTROLLER_BUTTON_X:
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button = X_FLAG;
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break;
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case SDL_CONTROLLER_BUTTON_DPAD_UP:
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button = UP_FLAG;
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break;
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case SDL_CONTROLLER_BUTTON_DPAD_DOWN:
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button = DOWN_FLAG;
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break;
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case SDL_CONTROLLER_BUTTON_DPAD_RIGHT:
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button = RIGHT_FLAG;
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break;
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case SDL_CONTROLLER_BUTTON_DPAD_LEFT:
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button = LEFT_FLAG;
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break;
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case SDL_CONTROLLER_BUTTON_BACK:
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button = BACK_FLAG;
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break;
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case SDL_CONTROLLER_BUTTON_START:
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button = PLAY_FLAG;
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break;
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case SDL_CONTROLLER_BUTTON_GUIDE:
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button = SPECIAL_FLAG;
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break;
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case SDL_CONTROLLER_BUTTON_LEFTSTICK:
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button = LS_CLK_FLAG;
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break;
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case SDL_CONTROLLER_BUTTON_RIGHTSTICK:
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button = RS_CLK_FLAG;
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break;
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case SDL_CONTROLLER_BUTTON_LEFTSHOULDER:
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button = LB_FLAG;
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break;
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case SDL_CONTROLLER_BUTTON_RIGHTSHOULDER:
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button = RB_FLAG;
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break;
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default:
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continue;
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}
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if (event.type == SDL_CONTROLLERBUTTONDOWN)
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gamepad->buttons |= button;
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else
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gamepad->buttons &= ~button;
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LiSendMultiControllerEvent(gamepad->id, gamepad->buttons, gamepad->leftTrigger, gamepad->rightTrigger, gamepad->leftStickX, gamepad->leftStickY, gamepad->rightStickX, gamepad->rightStickY);
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break;
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case SDL_QUIT:
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sdlinput_handle_event(&event);
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if (event.type == SDL_QUIT) {
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done = true;
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}
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}
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|
28
src/sdl.h
28
src/sdl.h
@ -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 */
|
||||
|
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Reference in New Issue
Block a user