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https://github.com/libsdl-org/SDL.git
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Merge 90874fabcd into 8549aae829
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commit
a73c90e3cb
1 changed files with 100 additions and 3 deletions
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@ -15,6 +15,7 @@
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typedef struct {
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SDL_MouseID mouse;
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SDL_KeyboardID keyboard;
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SDL_Gamepad *gamepad;
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double pos[3];
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double vel[3];
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unsigned int yaw;
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@ -46,7 +47,9 @@ static int whoseMouse(SDL_MouseID mouse, const Player players[], int players_len
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{
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int i;
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for (i = 0; i < players_len; i++) {
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if (players[i].mouse == mouse) return i;
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if (players[i].mouse == mouse) {
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return i;
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}
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}
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return -1;
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}
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@ -55,7 +58,20 @@ static int whoseKeyboard(SDL_KeyboardID keyboard, const Player players[], int pl
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{
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int i;
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for (i = 0; i < players_len; i++) {
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if (players[i].keyboard == keyboard) return i;
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if (players[i].keyboard == keyboard) {
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return i;
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}
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}
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return -1;
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}
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static int whoseGamepad(SDL_JoystickID gamepad, const Player players[], int players_len)
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{
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int i;
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for (i = 0; i < players_len; i++) {
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if (SDL_GetGamepadID(players[i].gamepad) == gamepad) {
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return i;
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}
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}
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return -1;
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}
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@ -101,9 +117,31 @@ static void shoot(int shooter, Player players[], int players_len)
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}
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}
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static void updatePlayerGamepad(Player *player)
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{
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if (player->gamepad) {
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const int rightx = (int)SDL_GetGamepadAxis(player->gamepad, SDL_GAMEPAD_AXIS_RIGHTX);
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const int righty = (int)SDL_GetGamepadAxis(player->gamepad, SDL_GAMEPAD_AXIS_RIGHTY);
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if ((SDL_abs(rightx) > 0x1000) || (SDL_abs(righty) > 0x1000)) { /* ignore if stick is near center, since it might be noise and the user is actually using the mouse, etc. */
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player->yaw -= rightx * 0x00000800;
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player->pitch = SDL_max(-0x40000000, SDL_min(0x40000000, player->pitch - righty * 0x00000800));
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}
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}
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}
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static void update(Player *players, int players_len, Uint64 dt_ns)
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{
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static int gamepad_update_ticks = 0;
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const Uint64 now = SDL_GetTicks();
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int i;
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if ((now - gamepad_update_ticks) >= 16) { /* only update joysticks at about 60Hz so framerate doesn't matter. */
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gamepad_update_ticks += 16;
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for (i = 0; i < players_len; i++) {
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updatePlayerGamepad(&players[i]); /* check current gamepad state before we do any processing. */
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}
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}
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for (i = 0; i < players_len; i++) {
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Player *player = &players[i];
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double rate = 6.0;
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@ -288,6 +326,7 @@ static void initPlayers(Player *players, int len)
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players[i].wasd = 0;
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players[i].mouse = 0;
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players[i].keyboard = 0;
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players[i].gamepad = NULL;
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players[i].color[0] = (1 << (i / 2)) & 2 ? 0 : 0xff;
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players[i].color[1] = (1 << (i / 2)) & 1 ? 0 : 0xff;
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players[i].color[2] = (1 << (i / 2)) & 4 ? 0 : 0xff;
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@ -344,7 +383,7 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
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*appstate = as;
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}
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if (!SDL_Init(SDL_INIT_VIDEO)) {
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if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMEPAD)) {
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return SDL_APP_FAILURE;
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}
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if (!SDL_CreateWindowAndRenderer("examples/demo/woodeneye-008", 640, 480, SDL_WINDOW_RESIZABLE, &as->window, &as->renderer)) {
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@ -385,6 +424,25 @@ SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event)
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}
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}
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break;
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case SDL_EVENT_GAMEPAD_REMOVED:
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for (i = 0; i < player_count; i++) {
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if (players[i].gamepad && (SDL_GetGamepadID(players[i].gamepad) == event->gdevice.which)) {
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SDL_CloseGamepad(players[i].gamepad);
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players[i].gamepad = NULL;
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}
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}
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break;
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case SDL_EVENT_GAMEPAD_ADDED:
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for (i = 0; i < player_count; i++) {
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if (players[i].gamepad == NULL) {
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players[i].gamepad = SDL_OpenGamepad(event->gdevice.which);
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if (!players[i].gamepad)
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SDL_Log("Failed to open gamepad ID %u: %s", (unsigned int) event->gdevice.which, SDL_GetError());
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else
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as->player_count = SDL_max(as->player_count, i + 1);
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}
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}
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break;
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case SDL_EVENT_MOUSE_MOTION: {
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SDL_MouseID id = event->motion.which;
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int index = whoseMouse(id, players, player_count);
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@ -445,6 +503,36 @@ SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event)
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}
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break;
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}
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/* We query the gamepad sticks every frame, so we don't check for SDL_EVENT_GAMEPAD_AXIS_MOTION here. */
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case SDL_EVENT_GAMEPAD_BUTTON_DOWN: {
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Uint8 button = event->gbutton.button;
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SDL_JoystickID id = event->gbutton.which;
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int index = whoseGamepad(id, players, player_count);
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if (index >= 0) {
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if (button == SDL_GAMEPAD_BUTTON_DPAD_UP) players[index].wasd |= 1;
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if (button == SDL_GAMEPAD_BUTTON_DPAD_LEFT) players[index].wasd |= 2;
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if (button == SDL_GAMEPAD_BUTTON_DPAD_DOWN) players[index].wasd |= 4;
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if (button == SDL_GAMEPAD_BUTTON_DPAD_RIGHT) players[index].wasd |= 8;
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if (button == SDL_GAMEPAD_BUTTON_SOUTH) players[index].wasd |= 16;
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if (button == SDL_GAMEPAD_BUTTON_EAST) shoot(index, players, player_count);
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}
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break;
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}
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case SDL_EVENT_GAMEPAD_BUTTON_UP: {
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Uint8 button = event->gbutton.button;
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SDL_JoystickID id = event->gbutton.which;
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int index = whoseGamepad(id, players, player_count);
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if (index >= 0) {
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if (button == SDL_GAMEPAD_BUTTON_DPAD_UP) players[index].wasd &= 30;
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if (button == SDL_GAMEPAD_BUTTON_DPAD_LEFT) players[index].wasd &= 29;
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if (button == SDL_GAMEPAD_BUTTON_DPAD_DOWN) players[index].wasd &= 27;
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if (button == SDL_GAMEPAD_BUTTON_DPAD_RIGHT) players[index].wasd &= 23;
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if (button == SDL_GAMEPAD_BUTTON_SOUTH) players[index].wasd &= 15;
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}
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break;
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}
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}
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return SDL_APP_CONTINUE;
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}
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@ -475,5 +563,14 @@ SDL_AppResult SDL_AppIterate(void *appstate)
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void SDL_AppQuit(void *appstate, SDL_AppResult result)
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{
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AppState *as = appstate;
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Player *players = as->players;
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int player_count = as->player_count;
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int i;
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for (i = 0; i < player_count; i++) {
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if (players[i].gamepad) {
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SDL_CloseGamepad(players[i].gamepad);
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}
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}
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SDL_free(appstate); // just free the memory, SDL will clean up the window/renderer for us.
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}
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