ES-DE/src/InputManager.cpp
Aloshi 31aebf3a7d Added <listSelectedColor> tag.
Began implementing GuiFastSelect. You can see what's currently in place by holding F2 and pressing up/down.
Hopefully fixed nearest neighbor filters with GuiImage.
2012-09-30 22:29:55 -05:00

275 lines
6 KiB
C++

#include "InputManager.h"
#include "GuiComponent.h"
#include <iostream>
#include <fstream>
#include <sstream>
std::vector<GuiComponent*> InputManager::inputVector;
SDL_Event* InputManager::lastEvent = NULL;
std::map<int, InputManager::InputButton> InputManager::joystickButtonMap, InputManager::joystickAxisPosMap, InputManager::joystickAxisNegMap;
std::map<int, int> InputManager::axisState;
InputManager::InputButton InputManager::hatState = InputManager::UNKNOWN;
int InputManager::deadzone = 28000;
void InputManager::registerComponent(GuiComponent* comp)
{
inputVector.push_back(comp);
}
void InputManager::unregisterComponent(GuiComponent* comp)
{
for(unsigned int i = 0; i < inputVector.size(); i++)
{
if(inputVector.at(i) == comp)
{
inputVector.erase(inputVector.begin() + i);
break;
}
}
}
void InputManager::processEvent(SDL_Event* event)
{
bool keyDown = false;
InputButton button = UNKNOWN;
lastEvent = event;
//keyboard events
if(event->type == SDL_KEYDOWN || event->type == SDL_KEYUP)
{
if(event->key.state == SDL_PRESSED)
keyDown = true;
//get InputButton from the event
switch(event->key.keysym.sym)
{
case SDLK_LEFT:
button = LEFT;
break;
case SDLK_RIGHT:
button = RIGHT;
break;
case SDLK_UP:
button = UP;
break;
case SDLK_DOWN:
button = DOWN;
break;
case SDLK_RETURN:
button = BUTTON1;
break;
case SDLK_ESCAPE:
button = BUTTON2;
break;
case SDLK_F1:
button = MENU;
break;
case SDLK_F2:
button = SELECT;
break;
default:
button = UNKNOWN;
break;
}
//catch emergency quit event
if(event->key.keysym.sym == SDLK_F4 && keyDown)
{
//I have no idea if SDL will delete this event, but we're quitting, so I don't think it really matters
SDL_Event* quit = new SDL_Event();
quit->type = SDL_QUIT;
SDL_PushEvent(quit);
std::cout << "Pushing quit event\n";
}
}else{
if(event->type == SDL_JOYBUTTONDOWN || event->type == SDL_JOYBUTTONUP) //joystick button events
{
if(event->type == SDL_JOYBUTTONDOWN) //defaults to false, so no else
keyDown = true;
button = joystickButtonMap[event->jbutton.button];
}else{
if(event->type == SDL_JOYHATMOTION)
{
int hat = event->jhat.value;
if(hat == 0) //centered
{
//we need to send a keyUp event for the last hat
//keyDown is already false
button = hatState;
}else{
keyDown = true;
}
if(hat & SDL_HAT_LEFT)
button = LEFT;
if(hat & SDL_HAT_RIGHT)
button = RIGHT;
if(hat & SDL_HAT_UP)
button = UP;
if(hat & SDL_HAT_DOWN)
button = DOWN;
if(button == hatState && keyDown)
{
//ignore this hat event since the user most likely just made it a diagonal (but it still is using the old direction)
button = UNKNOWN;
}else{
if(hatState != UNKNOWN && keyDown)
{
//this will occur if the user went down -> downLeft -> Left or similar
button = hatState;
keyDown = false;
hatState = UNKNOWN;
processEvent(event);
}else{
if(!keyDown)
hatState = UNKNOWN;
else
hatState = button;
}
}
//for debugging hats
//if(button != UNKNOWN)
// std::cout << "hat event, button: " << button << ", keyDown: " << keyDown << "\n";
}else{
if(event->type == SDL_JOYAXISMOTION)
{
int axis = event->jaxis.axis;
int value = event->jaxis.value;
//if this axis was previously not centered, it can only keyUp
if(axisState[axis] != 0)
{
if(abs(value) < deadzone) //if it has indeed centered
{
if(axisState[axis] > 0)
button = joystickAxisPosMap[axis];
else
button = joystickAxisNegMap[axis];
axisState[axis] = 0;
}
}else{
if(value > deadzone)
{
//axisPos keyDown
axisState[axis] = 1;
keyDown = true;
button = joystickAxisPosMap[axis];
}else if(value < -deadzone)
{
axisState[axis] = -1;
keyDown = true;
button = joystickAxisNegMap[axis];
}
}
}
}
}
}
for(unsigned int i = 0; i < inputVector.size(); i++)
{
inputVector.at(i)->onInput(button, keyDown);
}
}
void InputManager::loadConfig()
{
//clear any old config
joystickButtonMap.clear();
joystickAxisPosMap.clear();
joystickAxisNegMap.clear();
std::string path = getConfigPath();
std::ifstream file(path.c_str());
std::string joystickName = "";
while(file.good())
{
std::string line;
std::getline(file, line);
//skip blank lines and comments
if(line.empty() || line[0] == *"#")
continue;
//I know I could probably just read from the file stream directly, but I feel it would be harder to catch errors in a readable way
std::istringstream stream(line);
std::string token[3];
int tokNum = 0;
while(std::getline(stream, token[tokNum], ' '))
{
tokNum++;
//JOYNAME can have spaces
if(tokNum == 1 && token[0] == "JOYNAME")
{
std::getline(stream, token[1]);
break;
}
if(tokNum >= 3)
break;
}
if(token[0] == "BUTTON")
{
joystickButtonMap[atoi(token[1].c_str())] = (InputButton)atoi(token[2].c_str());
}else if(token[0] == "AXISPOS")
{
joystickAxisPosMap[atoi(token[1].c_str())] = (InputButton)atoi(token[2].c_str());
}else if(token[0] == "AXISNEG")
{
joystickAxisNegMap[atoi(token[1].c_str())] = (InputButton)atoi(token[2].c_str());
}else if(token[0] == "JOYNAME")
{
joystickName = token[1];
}else{
std::cerr << "Invalid input type - " << token[0] << "\n";
return;
}
}
//if any joystick is plugged in
if(SDL_NumJoysticks() > 0)
{
if(!joystickName.empty())
{
for(int i = 0; i < SDL_NumJoysticks(); i++)
{
if(strcmp(SDL_JoystickName(i), joystickName.c_str()) == 0)
{
std::cout << "opening joystick " << joystickName << "\n";
SDL_JoystickOpen(i);
break;
}
}
}else{
SDL_JoystickOpen(0); //if we don't have a specific joystick in mind, take the first
}
}
}
std::string InputManager::getConfigPath()
{
std::string home = getenv("HOME");
home += "/.emulationstation/es_input.cfg";
return home;
}