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Patch adding Wii support by tueidj, part 3: SDL-level mouse changes
This part adds support for an absolute pointing device. git-svn-id: https://svn.eduke32.com/eduke32@2623 1a8010ca-5511-0410-912e-c29ae57300e0
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3 changed files with 42 additions and 9 deletions
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@ -87,7 +87,7 @@ extern int32_t defaultres[][2];
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extern void SetKey(int32_t key, int32_t state);
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// mouse
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extern volatile int32_t mousex, mousey, mouseb;
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extern volatile int32_t mousex, mousey, mouseb, mouseabsx, mouseabsy;
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extern volatile uint8_t mousegrab, moustat;
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// joystick
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@ -131,6 +131,7 @@ int32_t initmouse(void);
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void uninitmouse(void);
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void grabmouse(char a);
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void readmousexy(int32_t *x, int32_t *y);
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void readmouseabsxy(int32_t *x, int32_t *y);
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void readmousebstatus(int32_t *b);
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void setjoydeadzone(int32_t axis, uint16_t dead, uint16_t satur);
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void getjoydeadzone(int32_t axis, uint16_t *dead, uint16_t *satur);
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@ -16,7 +16,7 @@ char keyasciififo[KEYFIFOSIZ], keyasciififoplc, keyasciififoend;
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char remap[256];
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int32_t remapinit=0;
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char key_names[256][24];
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volatile int32_t mousex=0,mousey=0,mouseb=0;
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volatile int32_t mousex=0,mousey=0,mouseb=0,mouseabsx=0,mouseabsy=0;
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volatile uint8_t moustat = 0, mousegrab = 0;
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int32_t *joyaxis = NULL, joyb=0, *joyhat = NULL;
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char joyisgamepad=0, joynumaxes=0, joynumbuttons=0, joynumhats=0;
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@ -101,6 +101,21 @@ void readmousexy(int32_t *x, int32_t *y)
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mousex = mousey = 0;
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}
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void readmouseabsxy(int32_t *x, int32_t *y)
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{
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if (!moustat || !mousegrab || !appactive)
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{
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// no mouse, centre it
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*x = xdim >> 1;
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*y = ydim >> 1;
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}
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else
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{
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*x = mouseabsx;
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*y = mouseabsy;
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}
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}
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void readmousebstatus(int32_t *b)
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{
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if (!moustat || !mousegrab || !appactive) { *b = 0; return; }
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@ -619,6 +619,7 @@ void grabmouse(char a)
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mousegrab = a;
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}
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mousex = mousey = 0;
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mouseabsx = mouseabsy = 0;
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}
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//
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@ -1825,16 +1826,32 @@ int32_t handleevents(void)
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break;
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case SDL_MOUSEMOTION:
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// SDL 1.3 doesn't handle relative mouse movement correctly yet as the cursor still clips to the screen edges
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// SDL <VER> doesn't handle relative mouse movement correctly yet as the cursor still clips to the screen edges
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// so, we call SDL_WarpMouse() to center the cursor and ignore the resulting motion event that occurs
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if (appactive && mousegrab && (ev.motion.x != xdim>>1 || ev.motion.y != ydim>>1))
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// <VER> is 1.3 for PK, 1.2 for tueidj
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if (appactive && mousegrab)
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{
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mousex += ev.motion.xrel;
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mousey += ev.motion.yrel;
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#ifndef DEBUGGINGAIDS
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SDL_WarpMouse(xdim>>1, ydim>>1);
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#ifdef GEKKO
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// check if it's a wiimote pointer pretending to be a mouse
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if (ev.motion.state & SDL_BUTTON_X2MASK)
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{
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// the absolute values are used to draw the crosshair
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mouseabsx = ev.motion.x;
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mouseabsy = ev.motion.y;
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// hack: reduce the scale of the "relative" motions
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// to make it act more like a real mouse
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ev.motion.xrel /= 16;
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ev.motion.yrel /= 12;
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}
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#endif
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if (ev.motion.x != xdim>>1 || ev.motion.y != ydim>>1)
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{
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mousex += ev.motion.xrel;
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mousey += ev.motion.yrel;
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#ifndef DEBUGGINGAIDS
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SDL_WarpMouse(xdim>>1, ydim>>1);
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#endif
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}
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}
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break;
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