mirror of
https://github.com/moonlight-stream/moonlight-qt.git
synced 2026-04-23 00:19:40 +00:00
Reorganize and prepare for SDL integration
This commit is contained in:
130
app/streaming/audio.c
Normal file
130
app/streaming/audio.c
Normal file
@@ -0,0 +1,130 @@
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#include <Limelight.h>
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#include <opus_multistream.h>
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#include <SDL.h>
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#define MAX_CHANNELS 6
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#define SAMPLES_PER_FRAME 240
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static SDL_AudioDeviceID g_AudioDevice;
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static OpusMSDecoder* g_OpusDecoder;
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static short g_OpusDecodeBuffer[MAX_CHANNELS * SAMPLES_PER_FRAME];
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static OPUS_MULTISTREAM_CONFIGURATION g_OpusConfig;
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int SdlDetermineAudioConfiguration(void)
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{
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SDL_AudioSpec want, have;
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SDL_AudioDeviceID dev;
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SDL_zero(want);
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want.freq = 48000;
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want.format = AUDIO_S16;
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want.channels = 6;
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want.samples = 1024;
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// Try to open for 5.1 surround sound, but allow SDL to tell us that's
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// not available.
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dev = SDL_OpenAudioDevice(NULL, 0, &want, &have, SDL_AUDIO_ALLOW_CHANNELS_CHANGE);
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if (dev == 0) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
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"Failed to open audio device");
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// We'll probably have issues during audio stream init, but we'll
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// try anyway
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return AUDIO_CONFIGURATION_STEREO;
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}
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SDL_CloseAudioDevice(dev);
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
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"Audio device has %d channels", have.channels);
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if (have.channels > 2) {
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// We don't support quadraphonic or 7.1 surround, but SDL
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// should be able to downmix or upmix better from 5.1 than
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// from stereo, so use 5.1 in non-stereo cases.
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return AUDIO_CONFIGURATION_51_SURROUND;
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}
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else {
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return AUDIO_CONFIGURATION_STEREO;
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}
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}
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int SdlAudioInit(int audioConfiguration, POPUS_MULTISTREAM_CONFIGURATION opusConfig, void* arContext, int arFlags)
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{
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SDL_AudioSpec want, have;
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int error;
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SDL_zero(want);
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want.freq = opusConfig->sampleRate;
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want.format = AUDIO_S16;
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want.channels = opusConfig->channelCount;
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want.samples = 1024;
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g_AudioDevice = SDL_OpenAudioDevice(NULL, 0, &want, &have, 0);
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if (g_AudioDevice == 0) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
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"Failed to open audio device: %s",
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SDL_GetError());
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return -1;
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}
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g_OpusDecoder = opus_multistream_decoder_create(opusConfig->sampleRate,
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opusConfig->channelCount,
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opusConfig->streams,
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opusConfig->coupledStreams,
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opusConfig->mapping,
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&error);
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if (g_OpusDecoder == NULL) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
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"Failed to create decoder: %d",
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error);
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SDL_CloseAudioDevice(g_AudioDevice);
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g_AudioDevice = 0;
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return -2;
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}
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SDL_memcpy(&g_OpusConfig, opusConfig, sizeof(g_OpusConfig));
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return 0;
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}
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void SdlAudioStart(void)
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{
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// Unpause the audio device
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SDL_PauseAudioDevice(g_AudioDevice, 0);
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}
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void SdlAudioStop(void)
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{
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// Pause the audio device
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SDL_PauseAudioDevice(g_AudioDevice, 1);
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}
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void SdlAudioCleanup(void)
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{
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SDL_CloseAudioDevice(g_AudioDevice);
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g_AudioDevice = 0;
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opus_multistream_decoder_destroy(g_OpusDecoder);
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g_OpusDecoder = NULL;
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}
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void SdlAudioDecodeAndPlaySample(char* sampleData, int sampleLength)
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{
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int samplesDecoded;
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samplesDecoded = opus_multistream_decode(g_OpusDecoder,
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(unsigned char*)sampleData,
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sampleLength,
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g_OpusDecodeBuffer,
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SAMPLES_PER_FRAME,
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0);
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if (samplesDecoded > 0) {
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if (SDL_QueueAudio(g_AudioDevice,
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g_OpusDecodeBuffer,
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sizeof(short) * samplesDecoded * g_OpusConfig.channelCount) < 0) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
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"Failed to queue audio sample: %s",
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SDL_GetError());
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}
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}
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}
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484
app/streaming/input.c
Normal file
484
app/streaming/input.c
Normal file
@@ -0,0 +1,484 @@
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#include <Limelight.h>
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#include <SDL.h>
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#include <stdbool.h>
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#define VK_0 0x30
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#define VK_A 0x41
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// These are real Windows VK_* codes
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#ifndef VK_F1
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#define VK_F1 0x70
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#define VK_F13 0x7C
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#define VK_NUMPAD1 0x61
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#endif
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typedef struct _GAMEPAD_STATE {
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SDL_GameController* controller;
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SDL_JoystickID jsId;
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short index;
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short buttons;
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short lsX, lsY;
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short rsX, rsY;
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unsigned char lt, rt;
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} GAMEPAD_STATE, *PGAMEPAD_STATE;
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#define MAX_GAMEPADS 4
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GAMEPAD_STATE g_GamepadState[MAX_GAMEPADS];
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unsigned short g_GamepadMask;
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bool g_MultiController;
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const short k_ButtonMap[] = {
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A_FLAG, B_FLAG, X_FLAG, Y_FLAG,
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BACK_FLAG, SPECIAL_FLAG, PLAY_FLAG,
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LS_CLK_FLAG, RS_CLK_FLAG,
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LB_FLAG, RB_FLAG,
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UP_FLAG, DOWN_FLAG, LEFT_FLAG, RIGHT_FLAG
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};
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void SdlHandleKeyEvent(SDL_KeyboardEvent* event)
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{
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short keyCode;
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char modifiers;
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// Set modifier flags
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modifiers = 0;
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if (event->keysym.mod & KMOD_CTRL) {
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modifiers |= MODIFIER_CTRL;
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}
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if (event->keysym.mod & KMOD_ALT) {
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modifiers |= MODIFIER_ALT;
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}
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if (event->keysym.mod & KMOD_SHIFT) {
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modifiers |= MODIFIER_SHIFT;
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}
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// Ignore repeats
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if (event->repeat != 0) {
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return;
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}
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// Set keycode
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if (event->keysym.sym >= SDLK_0 && event->keysym.sym <= SDLK_9) {
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keyCode = (event->keysym.sym - SDLK_0) + VK_0;
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}
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else if (event->keysym.sym >= SDLK_a && event->keysym.sym <= SDLK_z) {
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keyCode = (event->keysym.sym - SDLK_a) + VK_A;
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}
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else if (event->keysym.sym >= SDLK_F1 && event->keysym.sym <= SDLK_F12) {
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keyCode = (event->keysym.sym - SDLK_F1) + VK_F1;
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}
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else if (event->keysym.sym >= SDLK_F13 && event->keysym.sym <= SDLK_F24) {
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keyCode = (event->keysym.sym - SDLK_F13) + VK_F13;
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}
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else if (event->keysym.sym >= SDLK_KP_1 && event->keysym.sym <= SDLK_KP_9) {
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// SDL defines SDLK_KP_0 > SDLK_KP_9, so we need to handle that manually
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keyCode = (event->keysym.sym - SDLK_KP_1) + VK_NUMPAD1;
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}
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else {
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switch (event->keysym.sym) {
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case SDLK_BACKSPACE:
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keyCode = 0x08;
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break;
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case SDLK_TAB:
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keyCode = 0x09;
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break;
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case SDLK_CLEAR:
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keyCode = 0x0C;
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break;
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case SDLK_RETURN:
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keyCode = 0x0D;
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break;
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case SDLK_PAUSE:
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keyCode = 0x13;
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break;
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case SDLK_CAPSLOCK:
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keyCode = 0x14;
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break;
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case SDLK_ESCAPE:
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keyCode = 0x1B;
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break;
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case SDLK_SPACE:
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keyCode = 0x20;
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break;
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case SDLK_PAGEUP:
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keyCode = 0x21;
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break;
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case SDLK_PAGEDOWN:
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keyCode = 0x22;
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break;
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case SDLK_END:
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keyCode = 0x23;
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break;
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case SDLK_HOME:
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keyCode = 0x24;
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break;
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case SDLK_LEFT:
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keyCode = 0x25;
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break;
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case SDLK_UP:
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keyCode = 0x26;
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break;
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case SDLK_RIGHT:
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keyCode = 0x27;
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break;
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case SDLK_DOWN:
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keyCode = 0x28;
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break;
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case SDLK_SELECT:
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keyCode = 0x29;
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break;
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case SDLK_EXECUTE:
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keyCode = 0x2B;
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break;
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case SDLK_PRINTSCREEN:
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keyCode = 0x2C;
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break;
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case SDLK_INSERT:
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keyCode = 0x2D;
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break;
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case SDLK_DELETE:
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keyCode = 0x2E;
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break;
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case SDLK_HELP:
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keyCode = 0x2F;
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break;
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case SDLK_KP_0:
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// See comment above about why we only handle KP_0 here
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keyCode = 0x60;
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break;
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case SDLK_KP_MULTIPLY:
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keyCode = 0x6A;
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break;
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case SDLK_KP_PLUS:
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keyCode = 0x6B;
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break;
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case SDLK_KP_COMMA:
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keyCode = 0x6C;
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break;
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case SDLK_KP_MINUS:
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keyCode = 0x6D;
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break;
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case SDLK_KP_DECIMAL:
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keyCode = 0x6E;
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break;
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case SDLK_KP_DIVIDE:
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keyCode = 0x6F;
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break;
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case SDLK_NUMLOCKCLEAR:
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keyCode = 0x90;
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break;
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case SDLK_SCROLLLOCK:
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keyCode = 0x91;
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break;
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case SDLK_LSHIFT:
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keyCode = 0xA0;
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break;
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case SDLK_RSHIFT:
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keyCode = 0xA1;
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break;
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case SDLK_LCTRL:
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keyCode = 0xA2;
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break;
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case SDLK_RCTRL:
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keyCode = 0xA3;
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break;
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case SDLK_LALT:
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keyCode = 0xA4;
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break;
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case SDLK_RALT:
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keyCode = 0xA5;
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break;
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case SDLK_AC_BACK:
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keyCode = 0xA6;
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break;
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case SDLK_AC_FORWARD:
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keyCode = 0xA7;
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break;
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case SDLK_AC_REFRESH:
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keyCode = 0xA8;
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break;
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case SDLK_AC_STOP:
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keyCode = 0xA9;
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break;
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case SDLK_AC_SEARCH:
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keyCode = 0xAA;
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break;
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case SDLK_AC_BOOKMARKS:
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keyCode = 0xAB;
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break;
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case SDLK_AC_HOME:
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keyCode = 0xAC;
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break;
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case SDLK_SEMICOLON:
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keyCode = 0xBA;
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break;
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case SDLK_PLUS:
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keyCode = 0xBB;
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break;
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case SDLK_COMMA:
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keyCode = 0xBC;
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break;
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case SDLK_MINUS:
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keyCode = 0xBD;
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break;
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case SDLK_PERIOD:
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keyCode = 0xBE;
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break;
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case SDLK_SLASH:
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keyCode = 0xBF;
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break;
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case SDLK_BACKQUOTE:
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keyCode = 0xC0;
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break;
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case SDLK_LEFTBRACKET:
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keyCode = 0xDB;
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break;
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case SDLK_BACKSLASH:
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keyCode = 0xDC;
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||||
break;
|
||||
case SDLK_RIGHTBRACKET:
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keyCode = 0xDD;
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break;
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||||
case SDLK_QUOTE:
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keyCode = 0xDE;
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||||
break;
|
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default:
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
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"Unhandled button event: %d",
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event->keysym.sym);
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||||
return;
|
||||
}
|
||||
}
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||||
|
||||
LiSendKeyboardEvent(keyCode,
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||||
event->state == SDL_PRESSED ?
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||||
KEY_ACTION_DOWN : KEY_ACTION_UP,
|
||||
modifiers);
|
||||
}
|
||||
|
||||
void SdlHandleMouseButtonEvent(SDL_MouseButtonEvent* event)
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||||
{
|
||||
int button;
|
||||
|
||||
switch (event->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;
|
||||
case SDL_BUTTON_X1:
|
||||
case SDL_BUTTON_X2:
|
||||
// Unsupported by GameStream
|
||||
return;
|
||||
default:
|
||||
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
|
||||
"Unhandled button event: %d",
|
||||
event->button);
|
||||
return;
|
||||
}
|
||||
|
||||
LiSendMouseButtonEvent(event->state == SDL_PRESSED ?
|
||||
BUTTON_ACTION_PRESS :
|
||||
BUTTON_ACTION_RELEASE,
|
||||
button);
|
||||
}
|
||||
|
||||
void SdlHandleMouseMotionEvent(SDL_MouseMotionEvent* event)
|
||||
{
|
||||
if (event->xrel != 0 || event->yrel != 0) {
|
||||
LiSendMouseMoveEvent((unsigned short)event->xrel,
|
||||
(unsigned short)event->yrel);
|
||||
}
|
||||
}
|
||||
|
||||
void SdlHandleMouseWheelEvent(SDL_MouseWheelEvent* event)
|
||||
{
|
||||
if (event->y != 0) {
|
||||
LiSendScrollEvent((signed char)event->y);
|
||||
}
|
||||
}
|
||||
|
||||
static PGAMEPAD_STATE FindStateForGamepad(SDL_JoystickID id)
|
||||
{
|
||||
int i;
|
||||
|
||||
for (i = 0; i < MAX_GAMEPADS; i++) {
|
||||
if (g_GamepadState[i].jsId == id) {
|
||||
SDL_assert(!g_MultiController || g_GamepadState[i].index == i);
|
||||
return &g_GamepadState[i];
|
||||
}
|
||||
}
|
||||
|
||||
// This should only happen with > 4 gamepads
|
||||
SDL_assert(SDL_NumJoysticks() > 4);
|
||||
return NULL;
|
||||
}
|
||||
|
||||
void SendGamepadState(PGAMEPAD_STATE state)
|
||||
{
|
||||
SDL_assert(g_GamepadMask == 0x1 || g_MultiController);
|
||||
LiSendMultiControllerEvent(state->index,
|
||||
g_GamepadMask,
|
||||
state->buttons,
|
||||
state->lt,
|
||||
state->rt,
|
||||
state->lsX,
|
||||
state->lsY,
|
||||
state->rsX,
|
||||
state->rsY);
|
||||
}
|
||||
|
||||
void SdlHandleControllerAxisEvent(SDL_ControllerAxisEvent* event)
|
||||
{
|
||||
PGAMEPAD_STATE state = FindStateForGamepad(event->which);
|
||||
if (state == NULL) {
|
||||
return;
|
||||
}
|
||||
|
||||
switch (event->axis)
|
||||
{
|
||||
case SDL_CONTROLLER_AXIS_LEFTX:
|
||||
state->lsX = event->value;
|
||||
break;
|
||||
case SDL_CONTROLLER_AXIS_LEFTY:
|
||||
state->lsY = event->value;
|
||||
break;
|
||||
case SDL_CONTROLLER_AXIS_RIGHTX:
|
||||
state->rsX = event->value;
|
||||
break;
|
||||
case SDL_CONTROLLER_AXIS_RIGHTY:
|
||||
state->rsY = event->value;
|
||||
break;
|
||||
case SDL_CONTROLLER_AXIS_TRIGGERLEFT:
|
||||
state->lt = (unsigned char)((event->value + 32768UL) * 255 / 65535);
|
||||
break;
|
||||
case SDL_CONTROLLER_AXIS_TRIGGERRIGHT:
|
||||
state->rt = (unsigned char)((event->value + 32768UL) * 255 / 65535);
|
||||
break;
|
||||
default:
|
||||
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
|
||||
"Unhandled controller axis: %d",
|
||||
event->axis);
|
||||
return;
|
||||
}
|
||||
|
||||
SendGamepadState(state);
|
||||
}
|
||||
|
||||
void SdlHandleControllerButtonEvent(SDL_ControllerButtonEvent* event)
|
||||
{
|
||||
PGAMEPAD_STATE state = FindStateForGamepad(event->which);
|
||||
if (state == NULL) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (event->state == SDL_PRESSED) {
|
||||
state->buttons |= k_ButtonMap[event->button];
|
||||
}
|
||||
else {
|
||||
state->buttons &= ~k_ButtonMap[event->button];
|
||||
}
|
||||
|
||||
SendGamepadState(state);
|
||||
}
|
||||
|
||||
void SdlHandleControllerDeviceEvent(SDL_ControllerDeviceEvent* event)
|
||||
{
|
||||
PGAMEPAD_STATE state;
|
||||
|
||||
if (event->type == SDL_CONTROLLERDEVICEADDED) {
|
||||
int i;
|
||||
const char* name;
|
||||
|
||||
for (i = 0; i < MAX_GAMEPADS; i++) {
|
||||
if (g_GamepadState[i].controller == NULL) {
|
||||
// Found an empty slot
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (i == MAX_GAMEPADS) {
|
||||
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
|
||||
"No open gamepad slots found!");
|
||||
return;
|
||||
}
|
||||
|
||||
state = &g_GamepadState[i];
|
||||
if (g_MultiController) {
|
||||
state->index = i;
|
||||
}
|
||||
else {
|
||||
// Always player 1 in single controller mode
|
||||
state->index = 0;
|
||||
}
|
||||
state->controller = SDL_GameControllerOpen(event->which);
|
||||
if (state->controller == NULL) {
|
||||
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
|
||||
"Failed to open gamepad: %s",
|
||||
SDL_GetError());
|
||||
return;
|
||||
}
|
||||
|
||||
state->jsId = SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(state->controller));
|
||||
|
||||
name = SDL_GameControllerName(state->controller);
|
||||
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
|
||||
"Gamepad %d (player %d) is: %s",
|
||||
i,
|
||||
state->index,
|
||||
name != NULL ? name : "<null>");
|
||||
|
||||
// Add this gamepad to the gamepad mask
|
||||
if (g_MultiController) {
|
||||
SDL_assert(!(g_GamepadMask & (1 << state->index)));
|
||||
g_GamepadMask |= (1 << state->index);
|
||||
}
|
||||
else {
|
||||
SDL_assert(g_GamepadMask == 0x1);
|
||||
}
|
||||
|
||||
// Send an empty event to tell the PC we've arrived
|
||||
SendGamepadState(state);
|
||||
}
|
||||
else if (event->type == SDL_CONTROLLERDEVICEREMOVED) {
|
||||
state = FindStateForGamepad(event->which);
|
||||
if (state != NULL) {
|
||||
SDL_GameControllerClose(state->controller);
|
||||
|
||||
// Remove this from the gamepad mask in MC-mode
|
||||
if (g_MultiController) {
|
||||
SDL_assert(g_GamepadMask & (1 << state->index));
|
||||
g_GamepadMask &= ~(1 << state->index);
|
||||
}
|
||||
else {
|
||||
SDL_assert(g_GamepadMask == 0x1);
|
||||
}
|
||||
|
||||
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
|
||||
"Gamepad %d is gone",
|
||||
state->index);
|
||||
|
||||
// Send a final event to let the PC know this gamepad is gone
|
||||
LiSendMultiControllerEvent(state->index, g_GamepadMask,
|
||||
0, 0, 0, 0, 0, 0, 0);
|
||||
|
||||
// Clear all remaining state from this slot
|
||||
SDL_memset(state, 0, sizeof(*state));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void SdlInitializeGamepad(bool multiController)
|
||||
{
|
||||
g_MultiController = multiController;
|
||||
if (!g_MultiController) {
|
||||
// Player 1 is always present in non-MC mode
|
||||
g_GamepadMask = 0x01;
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user