Files
moonlight-embedded/src/sdl.c
2015-07-12 21:04:02 +02:00

179 lines
5.0 KiB
C

/*
* 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"
#include "limelight-common/Limelight.h"
#include <stdbool.h>
#include <SDL.h>
static bool done;
char leftTrigger, rightTrigger;
short leftStickX, leftStickY;
short rightStickX, rightStickY;
int buttons;
void sdl_loop() {
SDL_SetRelativeMouseMode(SDL_TRUE);
SDL_InitSubSystem(SDL_INIT_EVENTS | SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER);
SDL_GameControllerAddMappingsFromFile("gamecontrollerdb.txt");
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;
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:
switch (event.caxis.axis) {
case SDL_CONTROLLER_AXIS_LEFTX:
leftStickX = event.caxis.value;
break;
case SDL_CONTROLLER_AXIS_LEFTY:
leftStickY = -event.caxis.value - 1;
break;
case SDL_CONTROLLER_AXIS_RIGHTX:
rightStickX = event.caxis.value;
break;
case SDL_CONTROLLER_AXIS_RIGHTY:
rightStickY = -event.caxis.value - 1;
break;
case SDL_CONTROLLER_AXIS_TRIGGERLEFT:
leftTrigger = (event.caxis.value >> 8) + 127;
break;
case SDL_CONTROLLER_AXIS_TRIGGERRIGHT:
rightTrigger = (event.caxis.value >> 8) + 127;
break;
default:
continue;
}
LiSendControllerEvent(0, leftTrigger, rightTrigger, leftStickX, leftStickY, rightStickX, rightStickY);
break;
case SDL_CONTROLLERBUTTONDOWN:
case SDL_CONTROLLERBUTTONUP:
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)
buttons |= button;
else
buttons &= ~button;
LiSendControllerEvent(buttons, leftTrigger, rightTrigger, leftStickX, leftStickY, rightStickX, rightStickY);
break;
case SDL_QUIT:
done = true;
}
}
}
#endif /* HAVE_SDL */