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Update to SDL2
This commit is contained in:
parent
f5ee55bef4
commit
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6 changed files with 436 additions and 114 deletions
249
cmake/modules/FindSDL2.cmake
Normal file
249
cmake/modules/FindSDL2.cmake
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@ -0,0 +1,249 @@
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# Locate SDL2 library
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# This module defines
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# SDL2_LIBRARY, the name of the library to link against
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# SDL2_FOUND, if false, do not try to link to SDL2
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# SDL2_INCLUDE_DIR, where to find SDL.h
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#
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# This module responds to the the flag:
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# SDL2_BUILDING_LIBRARY
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# If this is defined, then no SDL2_main will be linked in because
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# only applications need main().
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# Otherwise, it is assumed you are building an application and this
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# module will attempt to locate and set the the proper link flags
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# as part of the returned SDL2_LIBRARY variable.
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#
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# Don't forget to include SDL2main.h and SDL2main.m your project for the
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# OS X framework based version. (Other versions link to -lSDL2main which
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# this module will try to find on your behalf.) Also for OS X, this
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# module will automatically add the -framework Cocoa on your behalf.
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#
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#
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# Additional Note: If you see an empty SDL2_LIBRARY_TEMP in your configuration
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# and no SDL2_LIBRARY, it means CMake did not find your SDL2 library
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# (SDL2.dll, libsdl2.so, SDL2.framework, etc).
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# Set SDL2_LIBRARY_TEMP to point to your SDL2 library, and configure again.
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# Similarly, if you see an empty SDL2MAIN_LIBRARY, you should set this value
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# as appropriate. These values are used to generate the final SDL2_LIBRARY
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# variable, but when these values are unset, SDL2_LIBRARY does not get created.
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#
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#
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# $SDL2 is an environment variable that would
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# correspond to the ./configure --prefix=$SDL2
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# used in building SDL2.
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# l.e.galup 9-20-02
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#
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# Modified by Eric Wing.
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# Added code to assist with automated building by using environmental variables
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# and providing a more controlled/consistent search behavior.
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# Added new modifications to recognize OS X frameworks and
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# additional Unix paths (FreeBSD, etc).
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# Also corrected the header search path to follow "proper" SDL2 guidelines.
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# Added a search for SDL2main which is needed by some platforms.
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# Added a search for threads which is needed by some platforms.
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# Added needed compile switches for MinGW.
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#
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# On OSX, this will prefer the Framework version (if found) over others.
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# People will have to manually change the cache values of
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# SDL2_LIBRARY to override this selection or set the CMake environment
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# CMAKE_INCLUDE_PATH to modify the search paths.
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#
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# Note that the header path has changed from SDL2/SDL.h to just SDL.h
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# This needed to change because "proper" SDL2 convention
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# is #include "SDL.h", not <SDL2/SDL.h>. This is done for portability
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# reasons because not all systems place things in SDL2/ (see FreeBSD).
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#
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# Ported by Johnny Patterson. This is a literal port for SDL2 of the FindSDL.cmake
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# module with the minor edit of changing "SDL" to "SDL2" where necessary. This
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# was not created for redistribution, and exists temporarily pending official
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# SDL2 CMake modules.
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#
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# Note that on windows this will only search for the 32bit libraries, to search
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# for 64bit change x86/i686-w64 to x64/x86_64-w64
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#=============================================================================
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# Copyright 2003-2009 Kitware, Inc.
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#
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# CMake - Cross Platform Makefile Generator
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# Copyright 2000-2014 Kitware, Inc.
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# Copyright 2000-2011 Insight Software Consortium
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# All rights reserved.
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#
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# Redistribution and use in source and binary forms, with or without
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# modification, are permitted provided that the following conditions
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# are met:
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#
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# * Redistributions of source code must retain the above copyright
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# notice, this list of conditions and the following disclaimer.
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#
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# * Redistributions in binary form must reproduce the above copyright
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# notice, this list of conditions and the following disclaimer in the
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# documentation and/or other materials provided with the distribution.
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#
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# * Neither the names of Kitware, Inc., the Insight Software Consortium,
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# nor the names of their contributors may be used to endorse or promote
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# products derived from this software without specific prior written
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# permission.
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#
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# THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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# "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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# LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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# A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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# HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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# SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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# LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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# DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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# THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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# (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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# OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#
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# This software is distributed WITHOUT ANY WARRANTY; without even the
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# implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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# See the License for more information.
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#=============================================================================
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# (To distribute this file outside of CMake, substitute the full
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# License text for the above reference.)
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FIND_PATH(SDL2_INCLUDE_DIR SDL.h
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HINTS
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$ENV{SDL2}
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PATH_SUFFIXES include/SDL2 include SDL2
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i686-w64-mingw32/include/SDL2
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x86_64-w64-mingw32/include/SDL2
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PATHS
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~/Library/Frameworks
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/Library/Frameworks
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/usr/local/include/SDL2
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/usr/include/SDL2
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/sw # Fink
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/opt/local # DarwinPorts
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/opt/csw # Blastwave
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/opt
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)
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# Lookup the 64 bit libs on x64
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IF(CMAKE_SIZEOF_VOID_P EQUAL 8)
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FIND_LIBRARY(SDL2_LIBRARY_TEMP SDL2
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HINTS
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$ENV{SDL2}
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PATH_SUFFIXES lib64 lib
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lib/x64
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x86_64-w64-mingw32/lib
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PATHS
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/sw
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/opt/local
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/opt/csw
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/opt
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)
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# On 32bit build find the 32bit libs
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ELSE(CMAKE_SIZEOF_VOID_P EQUAL 8)
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FIND_LIBRARY(SDL2_LIBRARY_TEMP SDL2
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HINTS
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$ENV{SDL2}
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PATH_SUFFIXES lib
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lib/x86
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i686-w64-mingw32/lib
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PATHS
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/sw
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/opt/local
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/opt/csw
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/opt
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)
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ENDIF(CMAKE_SIZEOF_VOID_P EQUAL 8)
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IF(NOT SDL2_BUILDING_LIBRARY)
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IF(NOT ${SDL2_INCLUDE_DIR} MATCHES ".framework")
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# Non-OS X framework versions expect you to also dynamically link to
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# SDL2main. This is mainly for Windows and OS X. Other (Unix) platforms
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# seem to provide SDL2main for compatibility even though they don't
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# necessarily need it.
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# Lookup the 64 bit libs on x64
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IF(CMAKE_SIZEOF_VOID_P EQUAL 8)
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FIND_LIBRARY(SDL2MAIN_LIBRARY
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NAMES SDL2main
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HINTS
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$ENV{SDL2}
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PATH_SUFFIXES lib64 lib
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lib/x64
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x86_64-w64-mingw32/lib
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PATHS
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/sw
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/opt/local
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/opt/csw
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/opt
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)
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# On 32bit build find the 32bit libs
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ELSE(CMAKE_SIZEOF_VOID_P EQUAL 8)
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FIND_LIBRARY(SDL2MAIN_LIBRARY
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NAMES SDL2main
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HINTS
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$ENV{SDL2}
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PATH_SUFFIXES lib
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lib/x86
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i686-w64-mingw32/lib
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PATHS
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/sw
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/opt/local
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/opt/csw
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/opt
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)
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ENDIF(CMAKE_SIZEOF_VOID_P EQUAL 8)
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ENDIF(NOT ${SDL2_INCLUDE_DIR} MATCHES ".framework")
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ENDIF(NOT SDL2_BUILDING_LIBRARY)
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# SDL2 may require threads on your system.
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# The Apple build may not need an explicit flag because one of the
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# frameworks may already provide it.
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# But for non-OSX systems, I will use the CMake Threads package.
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IF(NOT APPLE)
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FIND_PACKAGE(Threads)
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ENDIF(NOT APPLE)
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# MinGW needs an additional library, mwindows
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# It's total link flags should look like -lmingw32 -lSDL2main -lSDL2 -lmwindows
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# (Actually on second look, I think it only needs one of the m* libraries.)
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IF(MINGW)
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SET(MINGW32_LIBRARY mingw32 CACHE STRING "mwindows for MinGW")
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ENDIF(MINGW)
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SET(SDL2_FOUND "NO")
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IF(SDL2_LIBRARY_TEMP)
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# For SDL2main
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IF(NOT SDL2_BUILDING_LIBRARY)
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IF(SDL2MAIN_LIBRARY)
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SET(SDL2_LIBRARY_TEMP ${SDL2MAIN_LIBRARY} ${SDL2_LIBRARY_TEMP})
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ENDIF(SDL2MAIN_LIBRARY)
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ENDIF(NOT SDL2_BUILDING_LIBRARY)
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# For OS X, SDL2 uses Cocoa as a backend so it must link to Cocoa.
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# CMake doesn't display the -framework Cocoa string in the UI even
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# though it actually is there if I modify a pre-used variable.
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# I think it has something to do with the CACHE STRING.
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# So I use a temporary variable until the end so I can set the
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# "real" variable in one-shot.
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IF(APPLE)
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SET(SDL2_LIBRARY_TEMP ${SDL2_LIBRARY_TEMP} "-framework Cocoa")
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ENDIF(APPLE)
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# For threads, as mentioned Apple doesn't need this.
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# In fact, there seems to be a problem if I used the Threads package
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# and try using this line, so I'm just skipping it entirely for OS X.
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IF(NOT APPLE)
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SET(SDL2_LIBRARY_TEMP ${SDL2_LIBRARY_TEMP} ${CMAKE_THREAD_LIBS_INIT})
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ENDIF(NOT APPLE)
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# For MinGW library
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IF(MINGW)
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SET(SDL2_LIBRARY_TEMP ${MINGW32_LIBRARY} ${SDL2_LIBRARY_TEMP})
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ENDIF(MINGW)
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# Set the final string here so the GUI reflects the final state.
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SET(SDL2_LIBRARY ${SDL2_LIBRARY_TEMP} CACHE STRING "Where the SDL2 Library can be found")
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# Set the temp variable to INTERNAL so it is not seen in the CMake GUI
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SET(SDL2_LIBRARY_TEMP "${SDL2_LIBRARY_TEMP}" CACHE INTERNAL "")
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SET(SDL2_FOUND "YES")
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ENDIF(SDL2_LIBRARY_TEMP)
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INCLUDE(FindPackageHandleStandardArgs)
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FIND_PACKAGE_HANDLE_STANDARD_ARGS(SDL2 REQUIRED_VARS SDL2_LIBRARY SDL2_INCLUDE_DIR)
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@ -2,7 +2,7 @@ set(TARGET_NAME interface)
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project(${TARGET_NAME})
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# set a default root dir for each of our optional externals if it was not passed
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set(OPTIONAL_EXTERNALS "Faceplus" "Faceshift" "LibOVR" "PrioVR" "Sixense" "Visage" "LeapMotion" "RtMidi" "Qxmpp" "SDL")
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set(OPTIONAL_EXTERNALS "Faceplus" "Faceshift" "LibOVR" "PrioVR" "Sixense" "Visage" "LeapMotion" "RtMidi" "Qxmpp" "SDL2")
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foreach(EXTERNAL ${OPTIONAL_EXTERNALS})
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string(TOUPPER ${EXTERNAL} ${EXTERNAL}_UPPERCASE)
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if (NOT ${${EXTERNAL}_UPPERCASE}_ROOT_DIR)
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@ -15,13 +15,17 @@
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#include "Joystick.h"
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#ifdef HAVE_SDL
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const float MAX_AXIS = 32767.0f;
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Joystick::Joystick(const QString& name, SDL_Joystick* sdlJoystick) :
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#ifdef HAVE_SDL2
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Joystick::Joystick(SDL_JoystickID instanceId, const QString& name, SDL_GameController* sdlGameController) :
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_instanceId(instanceId),
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_name(name),
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_axes(QVector<float>(SDL_JoystickNumAxes(sdlJoystick))),
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_buttons(QVector<bool>(SDL_JoystickNumButtons(sdlJoystick))),
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_sdlJoystick(sdlJoystick)
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_sdlGameController(sdlGameController),
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_sdlJoystick(SDL_GameControllerGetJoystick(_sdlGameController)),
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_axes(QVector<float>(SDL_JoystickNumAxes(_sdlJoystick))),
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_buttons(QVector<bool>(SDL_JoystickNumButtons(_sdlJoystick)))
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{
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}
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@ -33,30 +37,24 @@ Joystick::~Joystick() {
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}
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void Joystick::closeJoystick() {
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#ifdef HAVE_SDL
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SDL_JoystickClose(_sdlJoystick);
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#ifdef HAVE_SDL2
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SDL_GameControllerClose(_sdlGameController);
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#endif
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}
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void Joystick::update() {
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#ifdef HAVE_SDL
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// update our current values, emit a signal when there is a change
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for (int j = 0; j < getNumAxes(); j++) {
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float newValue = glm::round(SDL_JoystickGetAxis(_sdlJoystick, j) + 0.5f) / std::numeric_limits<short>::max();
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if (_axes[j] != newValue) {
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float oldValue = _axes[j];
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_axes[j] = newValue;
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emit axisValueChanged(j, newValue, oldValue);
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}
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}
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for (int j = 0; j < getNumButtons(); j++) {
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bool newValue = SDL_JoystickGetButton(_sdlJoystick, j);
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if (_buttons[j] != newValue) {
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bool oldValue = _buttons[j];
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_buttons[j] = newValue;
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emit buttonStateChanged(j, newValue, oldValue);
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}
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}
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#ifdef HAVE_SDL2
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void Joystick::handleAxisEvent(const SDL_ControllerAxisEvent& event) {
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float oldValue = _axes[event.axis];
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float newValue = event.value / MAX_AXIS;
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_axes[event.axis] = newValue;
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emit axisValueChanged(event.axis, newValue, oldValue);
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}
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void Joystick::handleButtonEvent(const SDL_ControllerButtonEvent& event) {
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bool oldValue = _buttons[event.button];
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bool newValue = event.state == SDL_PRESSED;
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_buttons[event.button] = newValue;
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emit buttonStateChanged(event.button, newValue, oldValue);
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}
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#endif
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}
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@ -15,7 +15,7 @@
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#include <qobject.h>
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#include <qvector.h>
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#ifdef HAVE_SDL
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#ifdef HAVE_SDL2
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#include <SDL.h>
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#undef main
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#endif
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@ -24,6 +24,10 @@ class Joystick : public QObject {
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Q_OBJECT
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Q_PROPERTY(QString name READ getName)
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#ifdef HAVE_SDL2
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Q_PROPERTY(int instanceId READ getInstanceId)
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#endif
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Q_PROPERTY(int numAxes READ getNumAxes)
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Q_PROPERTY(int numButtons READ getNumButtons)
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@ -31,19 +35,21 @@ public:
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Joystick();
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~Joystick();
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#ifdef HAVE_SDL
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Joystick(const QString& name, SDL_Joystick* sdlJoystick);
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#ifdef HAVE_SDL2
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Joystick(SDL_JoystickID instanceId, const QString& name, SDL_GameController* sdlGameController);
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#endif
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void update();
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void closeJoystick();
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#ifdef HAVE_SDL
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void setSDLJoystick(SDL_Joystick* sdlJoystick) { _sdlJoystick = sdlJoystick; }
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#ifdef HAVE_SDL2
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void handleAxisEvent(const SDL_ControllerAxisEvent& event);
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void handleButtonEvent(const SDL_ControllerButtonEvent& event);
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#endif
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const QString& getName() const { return _name; }
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#ifdef HAVE_SDL2
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int getInstanceId() const { return _instanceId; }
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#endif
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const QVector<float>& getAxes() const { return _axes; }
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const QVector<bool>& getButtons() const { return _buttons; }
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|
@ -55,13 +61,15 @@ signals:
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void axisValueChanged(int axis, float newValue, float oldValue);
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void buttonStateChanged(int button, float newValue, float oldValue);
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private:
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#ifdef HAVE_SDL2
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SDL_GameController* _sdlGameController;
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SDL_Joystick* _sdlJoystick;
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SDL_JoystickID _instanceId;
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#endif
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||||
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QString _name;
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||||
QVector<float> _axes;
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QVector<bool> _buttons;
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||||
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||||
#ifdef HAVE_SDL
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||||
SDL_Joystick* _sdlJoystick;
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#endif
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};
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#endif // hifi_JoystickTracker_h
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#endif // hifi_JoystickTracker_h
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|
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@ -10,8 +10,9 @@
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//
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||||
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||||
#include <QtDebug>
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#include <QScriptValue>
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||||
#ifdef HAVE_SDL
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#ifdef HAVE_SDL2
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#include <SDL.h>
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#undef main
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#endif
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|
@ -20,104 +21,103 @@
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#include "JoystickScriptingInterface.h"
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#ifdef HAVE_SDL2
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SDL_JoystickID getInstanceId(SDL_GameController* controller) {
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SDL_Joystick* joystick = SDL_GameControllerGetJoystick(controller);
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return SDL_JoystickInstanceID(joystick);
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||||
}
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#endif
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||||
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||||
JoystickScriptingInterface& JoystickScriptingInterface::getInstance() {
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static JoystickScriptingInterface sharedInstance;
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||||
return sharedInstance;
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||||
}
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||||
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||||
JoystickScriptingInterface::JoystickScriptingInterface() :
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||||
#ifdef HAVE_SDL2
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||||
_openJoysticks(),
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||||
_availableDeviceNames(),
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||||
#endif
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||||
_isInitialized(false)
|
||||
{
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||||
reset();
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||||
#ifdef HAVE_SDL2
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||||
bool initSuccess = (SDL_Init(SDL_INIT_GAMECONTROLLER) == 0);
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||||
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||||
if (initSuccess) {
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||||
int joystickCount = SDL_NumJoysticks();
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||||
|
||||
for (int i = 0; i < joystickCount; i++) {
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||||
SDL_GameController* controller = SDL_GameControllerOpen(i);
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||||
SDL_JoystickID id = getInstanceId(controller);
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||||
Joystick* joystick = new Joystick(id, SDL_GameControllerName(controller), controller);
|
||||
_openJoysticks[id] = joystick;
|
||||
}
|
||||
|
||||
_isInitialized = true;
|
||||
} else {
|
||||
qDebug() << "Error initializing SDL";
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
JoystickScriptingInterface::~JoystickScriptingInterface() {
|
||||
#ifdef HAVE_SDL2
|
||||
qDeleteAll(_openJoysticks);
|
||||
|
||||
#ifdef HAVE_SDL
|
||||
SDL_Quit();
|
||||
_isInitialized = false;
|
||||
#endif
|
||||
}
|
||||
|
||||
void JoystickScriptingInterface::reset() {
|
||||
#ifdef HAVE_SDL
|
||||
|
||||
if (_isInitialized) {
|
||||
_isInitialized = false;
|
||||
|
||||
// close all the open joysticks before we quit
|
||||
foreach(Joystick* openJoystick, _openJoysticks) {
|
||||
openJoystick->closeJoystick();
|
||||
}
|
||||
|
||||
SDL_Quit();
|
||||
}
|
||||
|
||||
bool initSuccess = (SDL_Init(SDL_INIT_JOYSTICK) == 0);
|
||||
|
||||
if (initSuccess) {
|
||||
|
||||
int joystickCount = SDL_NumJoysticks();
|
||||
|
||||
for (int i = 0; i < joystickCount; i++) {
|
||||
_availableDeviceNames << SDL_JoystickName(i);
|
||||
}
|
||||
|
||||
foreach(const QString& joystickName, _openJoysticks.keys()) {
|
||||
_openJoysticks[joystickName]->setSDLJoystick(openSDLJoystickWithName(joystickName));
|
||||
}
|
||||
|
||||
_isInitialized = true;
|
||||
const QObjectList JoystickScriptingInterface::getAllJoysticks() const {
|
||||
QObjectList objectList;
|
||||
#ifdef HAVE_SDL2
|
||||
const QList<Joystick*> joystickList = _openJoysticks.values();
|
||||
for (int i = 0; i < joystickList.length(); i++) {
|
||||
objectList << joystickList[i];
|
||||
}
|
||||
#endif
|
||||
return objectList;
|
||||
}
|
||||
|
||||
void JoystickScriptingInterface::update() {
|
||||
#ifdef HAVE_SDL
|
||||
#ifdef HAVE_SDL2
|
||||
if (_isInitialized) {
|
||||
PerformanceTimer perfTimer("JoystickScriptingInterface::update");
|
||||
SDL_JoystickUpdate();
|
||||
|
||||
foreach(Joystick* joystick, _openJoysticks) {
|
||||
joystick->update();
|
||||
SDL_GameControllerUpdate();
|
||||
SDL_Event event;
|
||||
while (SDL_PollEvent(&event)) {
|
||||
if (event.type == SDL_CONTROLLERAXISMOTION) {
|
||||
Joystick* joystick = _openJoysticks[event.caxis.which];
|
||||
if (joystick) {
|
||||
joystick->handleAxisEvent(event.caxis);
|
||||
}
|
||||
} else if (event.type == SDL_CONTROLLERBUTTONDOWN || event.type == SDL_CONTROLLERBUTTONUP) {
|
||||
Joystick* joystick = _openJoysticks[event.cbutton.which];
|
||||
if (joystick) {
|
||||
joystick->handleButtonEvent(event.cbutton);
|
||||
}
|
||||
} else if (event.type == SDL_CONTROLLERDEVICEADDED) {
|
||||
SDL_GameController* controller = SDL_GameControllerOpen(event.cdevice.which);
|
||||
|
||||
SDL_JoystickID id = getInstanceId(controller);
|
||||
Joystick* joystick = new Joystick(id, SDL_GameControllerName(controller), controller);
|
||||
_openJoysticks[id] = joystick;
|
||||
emit joystickAdded(joystick);
|
||||
} else if (event.type == SDL_CONTROLLERDEVICEREMOVED) {
|
||||
Joystick* joystick = _openJoysticks[event.cdevice.which];
|
||||
_openJoysticks.remove(event.cdevice.which);
|
||||
emit joystickRemoved(joystick);
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
Joystick* JoystickScriptingInterface::joystickWithName(const QString& name) {
|
||||
Joystick* matchingJoystick = _openJoysticks.value(name);
|
||||
#ifdef HAVE_SDL
|
||||
if (!matchingJoystick) {
|
||||
SDL_Joystick* openSDLJoystick = openSDLJoystickWithName(name);
|
||||
|
||||
if (openSDLJoystick) {
|
||||
matchingJoystick = _openJoysticks.insert(name, new Joystick(name, openSDLJoystick)).value();
|
||||
} else {
|
||||
qDebug() << "No matching joystick found with name" << name << "- returning NULL pointer.";
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
return matchingJoystick;
|
||||
}
|
||||
#ifdef HAVE_SDL2
|
||||
|
||||
|
||||
#ifdef HAVE_SDL
|
||||
|
||||
SDL_Joystick* JoystickScriptingInterface::openSDLJoystickWithName(const QString &name) {
|
||||
SDL_Joystick* JoystickScriptingInterface::openSDLJoystickWithName(const QString& name) {
|
||||
// we haven't opened a joystick with this name yet - enumerate our SDL devices and see if it exists
|
||||
int joystickCount = SDL_NumJoysticks();
|
||||
|
||||
for (int i = 0; i < joystickCount; i++) {
|
||||
if (SDL_JoystickName(i) == name) {
|
||||
return SDL_JoystickOpen(i);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
return NULL;
|
||||
}
|
||||
|
|
|
@ -15,34 +15,101 @@
|
|||
#include <QObject>
|
||||
#include <QVector>
|
||||
|
||||
#ifdef HAVE_SDL2
|
||||
#include <SDL.h>
|
||||
#endif
|
||||
|
||||
#include "devices/Joystick.h"
|
||||
|
||||
/// Handles joystick input through SDL.
|
||||
class JoystickScriptingInterface : public QObject {
|
||||
Q_OBJECT
|
||||
|
||||
Q_PROPERTY(QStringList availableJoystickNames READ getAvailableJoystickNames)
|
||||
#ifdef HAVE_SDL2
|
||||
Q_PROPERTY(int AXIS_INVALID READ axisInvalid)
|
||||
Q_PROPERTY(int AXIS_LEFT_X READ axisLeftX)
|
||||
Q_PROPERTY(int AXIS_LEFT_Y READ axisLeftY)
|
||||
Q_PROPERTY(int AXIS_RIGHT_X READ axisRightX)
|
||||
Q_PROPERTY(int AXIS_RIGHT_Y READ axisRightY)
|
||||
Q_PROPERTY(int AXIS_TRIGGER_LEFT READ axisTriggerLeft)
|
||||
Q_PROPERTY(int AXIS_TRIGGER_RIGHT READ axisTriggerRight)
|
||||
Q_PROPERTY(int AXIS_MAX READ axisMax)
|
||||
|
||||
Q_PROPERTY(int BUTTON_INVALID READ buttonInvalid)
|
||||
Q_PROPERTY(int BUTTON_FACE_BOTTOM READ buttonFaceBottom)
|
||||
Q_PROPERTY(int BUTTON_FACE_RIGHT READ buttonFaceRight)
|
||||
Q_PROPERTY(int BUTTON_FACE_LEFT READ buttonFaceLeft)
|
||||
Q_PROPERTY(int BUTTON_FACE_TOP READ buttonFaceTop)
|
||||
Q_PROPERTY(int BUTTON_BACK READ buttonBack)
|
||||
Q_PROPERTY(int BUTTON_GUIDE READ buttonGuide)
|
||||
Q_PROPERTY(int BUTTON_START READ buttonStart)
|
||||
Q_PROPERTY(int BUTTON_LEFT_STICK READ buttonLeftStick)
|
||||
Q_PROPERTY(int BUTTON_RIGHT_STICK READ buttonRightStick)
|
||||
Q_PROPERTY(int BUTTON_LEFT_SHOULDER READ buttonLeftShoulder)
|
||||
Q_PROPERTY(int BUTTON_RIGHT_SHOULDER READ buttonRightShoulder)
|
||||
Q_PROPERTY(int BUTTON_DPAD_UP READ buttonDpadUp)
|
||||
Q_PROPERTY(int BUTTON_DPAD_DOWN READ buttonDpadDown)
|
||||
Q_PROPERTY(int BUTTON_DPAD_LEFT READ buttonDpadLeft)
|
||||
Q_PROPERTY(int BUTTON_DPAD_RIGHT READ buttonDpadRight)
|
||||
Q_PROPERTY(int BUTTON_MAX READ buttonMax)
|
||||
|
||||
Q_PROPERTY(int BUTTON_PRESSED READ buttonPressed)
|
||||
Q_PROPERTY(int BUTTON_RELEASED READ buttonRelease)
|
||||
#endif
|
||||
|
||||
public:
|
||||
static JoystickScriptingInterface& getInstance();
|
||||
|
||||
const QStringList& getAvailableJoystickNames() const { return _availableDeviceNames; }
|
||||
|
||||
void update();
|
||||
|
||||
public slots:
|
||||
Joystick* joystickWithName(const QString& name);
|
||||
void reset();
|
||||
const QObjectList getAllJoysticks() const;
|
||||
|
||||
signals:
|
||||
void joystickAdded(Joystick* joystick);
|
||||
void joystickRemoved(Joystick* joystick);
|
||||
|
||||
private:
|
||||
#ifdef HAVE_SDL
|
||||
#ifdef HAVE_SDL2
|
||||
int axisInvalid() const { return SDL_CONTROLLER_AXIS_INVALID; }
|
||||
int axisLeftX() const { return SDL_CONTROLLER_AXIS_LEFTX; }
|
||||
int axisLeftY() const { return SDL_CONTROLLER_AXIS_LEFTY; }
|
||||
int axisRightX() const { return SDL_CONTROLLER_AXIS_RIGHTX; }
|
||||
int axisRightY() const { return SDL_CONTROLLER_AXIS_RIGHTY; }
|
||||
int axisTriggerLeft() const { return SDL_CONTROLLER_AXIS_TRIGGERLEFT; }
|
||||
int axisTriggerRight() const { return SDL_CONTROLLER_AXIS_TRIGGERRIGHT; }
|
||||
int axisMax() const { return SDL_CONTROLLER_AXIS_MAX; }
|
||||
|
||||
int buttonInvalid() const { return SDL_CONTROLLER_BUTTON_INVALID; }
|
||||
int buttonFaceBottom() const { return SDL_CONTROLLER_BUTTON_A; }
|
||||
int buttonFaceRight() const { return SDL_CONTROLLER_BUTTON_B; }
|
||||
int buttonFaceLeft() const { return SDL_CONTROLLER_BUTTON_X; }
|
||||
int buttonFaceTop() const { return SDL_CONTROLLER_BUTTON_Y; }
|
||||
int buttonBack() const { return SDL_CONTROLLER_BUTTON_BACK; }
|
||||
int buttonGuide() const { return SDL_CONTROLLER_BUTTON_GUIDE; }
|
||||
int buttonStart() const { return SDL_CONTROLLER_BUTTON_START; }
|
||||
int buttonLeftStick() const { return SDL_CONTROLLER_BUTTON_LEFTSTICK; }
|
||||
int buttonRightStick() const { return SDL_CONTROLLER_BUTTON_RIGHTSTICK; }
|
||||
int buttonLeftShoulder() const { return SDL_CONTROLLER_BUTTON_LEFTSHOULDER; }
|
||||
int buttonRightShoulder() const { return SDL_CONTROLLER_BUTTON_RIGHTSHOULDER; }
|
||||
int buttonDpadUp() const { return SDL_CONTROLLER_BUTTON_DPAD_UP; }
|
||||
int buttonDpadDown() const { return SDL_CONTROLLER_BUTTON_DPAD_DOWN; }
|
||||
int buttonDpadLeft() const { return SDL_CONTROLLER_BUTTON_DPAD_LEFT; }
|
||||
int buttonDpadRight() const { return SDL_CONTROLLER_BUTTON_DPAD_RIGHT; }
|
||||
int buttonMax() const { return SDL_CONTROLLER_BUTTON_MAX; }
|
||||
|
||||
int buttonPressed() const { return SDL_PRESSED; }
|
||||
int buttonRelease() const { return SDL_RELEASED; }
|
||||
|
||||
SDL_Joystick* openSDLJoystickWithName(const QString& name);
|
||||
#endif
|
||||
|
||||
JoystickScriptingInterface();
|
||||
~JoystickScriptingInterface();
|
||||
|
||||
QMap<QString, Joystick*> _openJoysticks;
|
||||
QStringList _availableDeviceNames;
|
||||
#ifdef HAVE_SDL2
|
||||
QMap<SDL_JoystickID, Joystick*> _openJoysticks;
|
||||
#endif
|
||||
bool _isInitialized;
|
||||
};
|
||||
|
||||
|
|
Loading…
Reference in a new issue