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https://github.com/RetroDECK/ES-DE.git
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Hopefully fixed waking up from sleep with axes.
This commit is contained in:
parent
0d7ac5a10a
commit
dc50170370
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@ -1,3 +1,6 @@
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March 25, 2013
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-Hopefully fixed waking up from sleep with axes.
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March 19, 2013
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March 19, 2013
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-Finally added a "dim" or sleep mode. Change behavior with "--dimtime [positive integer time in seconds]", with 0 for off.
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-Finally added a "dim" or sleep mode. Change behavior with "--dimtime [positive integer time in seconds]", with 0 for off.
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@ -32,7 +32,7 @@ void InputManager::unregisterComponent(GuiComponent* comp)
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}
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}
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}
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}
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void InputManager::processEvent(SDL_Event* event)
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InputManager::InputButton InputManager::processEvent(SDL_Event* event)
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{
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{
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bool keyDown = false;
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bool keyDown = false;
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InputButton button = UNKNOWN;
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InputButton button = UNKNOWN;
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@ -190,6 +190,8 @@ void InputManager::processEvent(SDL_Event* event)
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{
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{
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inputVector.at(i)->onInput(button, keyDown);
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inputVector.at(i)->onInput(button, keyDown);
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}
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}
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return button;
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}
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}
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void InputManager::loadConfig()
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void InputManager::loadConfig()
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@ -20,7 +20,7 @@ namespace InputManager {
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//enum for identifying input, regardless of configuration
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//enum for identifying input, regardless of configuration
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enum InputButton { UNKNOWN, UP, DOWN, LEFT, RIGHT, BUTTON1, BUTTON2, MENU, SELECT, PAGEUP, PAGEDOWN};
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enum InputButton { UNKNOWN, UP, DOWN, LEFT, RIGHT, BUTTON1, BUTTON2, MENU, SELECT, PAGEUP, PAGEDOWN};
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void processEvent(SDL_Event* event);
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InputButton processEvent(SDL_Event* event);
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extern std::vector<GuiComponent*> inputVector;
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extern std::vector<GuiComponent*> inputVector;
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extern SDL_Event* lastEvent; //mostly for GuiInputConfig
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extern SDL_Event* lastEvent; //mostly for GuiInputConfig
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@ -10,6 +10,7 @@
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#include "AudioManager.h"
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#include "AudioManager.h"
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#include "platform.h"
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#include "platform.h"
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#include "Log.h"
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#include "Log.h"
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#include "InputManager.h"
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#ifdef _RPI_
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#ifdef _RPI_
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#include <bcm_host.h>
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#include <bcm_host.h>
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@ -180,10 +181,12 @@ int main(int argc, char* argv[])
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case SDL_JOYBUTTONUP:
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case SDL_JOYBUTTONUP:
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case SDL_KEYDOWN:
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case SDL_KEYDOWN:
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case SDL_KEYUP:
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case SDL_KEYUP:
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sleeping = false;
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timeSinceLastEvent = 0;
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case SDL_JOYAXISMOTION:
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case SDL_JOYAXISMOTION:
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InputManager::processEvent(&event);
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if(InputManager::processEvent(&event) != InputManager::UNKNOWN)
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{
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sleeping = false;
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timeSinceLastEvent = 0;
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}
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break;
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break;
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case SDL_QUIT:
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case SDL_QUIT:
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