sdl2: joystick fixes. don't pause in demo play/rec

This commit is contained in:
Ronald Kinard 2014-07-21 21:32:18 -05:00
parent 35545a0d67
commit 1ac1d04cca

View file

@ -781,7 +781,7 @@ static void Impl_HandleWindowEvent(SDL_WindowEvent evt)
{ {
if (cv_usemouse.value) I_StartupMouse(); if (cv_usemouse.value) I_StartupMouse();
} }
else firsttimeonmouse = SDL_FALSE; //else firsttimeonmouse = SDL_FALSE;
if (gamestate == GS_LEVEL) if (gamestate == GS_LEVEL)
{ {
if (!paused) I_ResumeSong(0); //resume it if (!paused) I_ResumeSong(0); //resume it
@ -793,7 +793,7 @@ static void Impl_HandleWindowEvent(SDL_WindowEvent evt)
{ {
SDLforceUngrabMouse(); SDLforceUngrabMouse();
} }
if (!netgame && gamestate == GS_LEVEL) if (!netgame && gamestate == GS_LEVEL && !demoplayback && !demorecording && !modeattacking)
{ {
paused = true; paused = true;
} }
@ -940,15 +940,20 @@ static void Impl_HandleMouseWheelEvent(SDL_MouseWheelEvent evt)
static void Impl_HandleJoystickAxisEvent(SDL_JoyAxisEvent evt) static void Impl_HandleJoystickAxisEvent(SDL_JoyAxisEvent evt)
{ {
event_t event; event_t event;
SDL_JoystickID joyid[2];
// Determine the Joystick IDs for each current open joystick
joyid[0] = SDL_JoystickInstanceID(JoyInfo.dev);
joyid[1] = SDL_JoystickInstanceID(JoyInfo.dev);
evt.which++;
evt.axis++; evt.axis++;
event.data1 = event.data2 = event.data3 = INT32_MAX; event.data1 = event.data2 = event.data3 = INT32_MAX;
if (cv_usejoystick.value == evt.which)
if (evt.which == joyid[0])
{ {
event.type = ev_joystick; event.type = ev_joystick;
} }
else if (cv_usejoystick.value == evt.which) else if (evt.which == joyid[1])
{ {
event.type = ev_joystick2; event.type = ev_joystick2;
} }
@ -974,22 +979,36 @@ static void Impl_HandleJoystickAxisEvent(SDL_JoyAxisEvent evt)
static void Impl_HandleJoystickButtonEvent(SDL_JoyButtonEvent evt, Uint32 type) static void Impl_HandleJoystickButtonEvent(SDL_JoyButtonEvent evt, Uint32 type)
{ {
event_t event; event_t event;
SDL_JoystickID joyid[2];
evt.which++; // Determine the Joystick IDs for each current open joystick
if (cv_usejoystick.value == evt.which) joyid[0] = SDL_JoystickInstanceID(JoyInfo.dev);
joyid[1] = SDL_JoystickInstanceID(JoyInfo.dev);
if (evt.which == joyid[0])
{
event.data1 = KEY_JOY1; event.data1 = KEY_JOY1;
else if (cv_usejoystick.value == evt.which) }
else if (evt.which == joyid[1])
{
event.data1 = KEY_2JOY1; event.data1 = KEY_2JOY1;
}
else return; else return;
if (type == SDL_JOYBUTTONUP) if (type == SDL_JOYBUTTONUP)
{
event.type = ev_keyup; event.type = ev_keyup;
}
else if (type == SDL_JOYBUTTONDOWN) else if (type == SDL_JOYBUTTONDOWN)
{
event.type = ev_keydown; event.type = ev_keydown;
}
else return; else return;
if (evt.button < JOYBUTTONS) if (evt.button < JOYBUTTONS)
{
event.data1 += evt.button; event.data1 += evt.button;
else }
return; else return;
SDLJoyRemap(&event); SDLJoyRemap(&event);
if (event.type != ev_console) D_PostEvent(&event); if (event.type != ev_console) D_PostEvent(&event);
} }
@ -1037,6 +1056,11 @@ void I_GetEvent(void)
break; break;
} }
} }
// In order to make wheels act like buttons, we have to set their state to Up.
// This is because wheel messages don't have an up/down state.
gamekeydown[KEY_MOUSEWHEELDOWN] = gamekeydown[KEY_MOUSEWHEELUP] = 0;
#if 0 #if 0
SDL_Event inputEvent; SDL_Event inputEvent;
static SDL_bool sdlquit = SDL_FALSE; //Alam: once, just once static SDL_bool sdlquit = SDL_FALSE; //Alam: once, just once
@ -1247,7 +1271,6 @@ void I_GetEvent(void)
} }
} }
//reset wheel like in win32, I don't understand it but works //reset wheel like in win32, I don't understand it but works
gamekeydown[KEY_MOUSEWHEELDOWN] = gamekeydown[KEY_MOUSEWHEELUP] = 0;
#endif #endif
} }