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git://projects.qi-hardware.com/gmenu2x.git
synced 2024-11-22 18:21:34 +02:00
Change API of InputManager: we don't care about key release events
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ba5ef51269
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@ -628,17 +628,15 @@ void GMenu2X::main() {
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}
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// Handle other input events.
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InputManager::ButtonEvent event;
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InputManager::Button button;
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bool gotEvent;
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const bool wait = !animating;
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do {
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do {
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gotEvent = input.getEvent(&event, wait);
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} while (gotEvent && event.state != InputManager::PRESSED);
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gotEvent = input.getButton(&button, wait);
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} while (wait && !gotEvent);
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if (gotEvent) {
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for (auto it = layers.rbegin(); it != layers.rend(); ++it) {
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if ((*it)->handleButtonPress(event.button)) {
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if ((*it)->handleButtonPress(button)) {
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break;
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}
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}
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@ -117,20 +117,16 @@ void InputManager::readConfFile(const string &conffile) {
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}
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InputManager::Button InputManager::waitForPressedButton() {
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ButtonEvent event;
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while (!waitForEvent(&event) || event.state != PRESSED);
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return event.button;
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Button button;
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while (!getButton(&button, true));
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return button;
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}
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bool InputManager::waitForEvent(ButtonEvent *event) {
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return getEvent(event, true);
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bool InputManager::pollButton(Button *button) {
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return getButton(button, false);
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}
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bool InputManager::pollEvent(ButtonEvent *event) {
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return getEvent(event, false);
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}
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bool InputManager::getEvent(ButtonEvent *bevent, bool wait) {
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bool InputManager::getButton(Button *button, bool wait) {
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//TODO: when an event is processed, program a new event
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//in some time, and when it occurs, do a key repeat
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@ -142,32 +138,18 @@ bool InputManager::getEvent(ButtonEvent *bevent, bool wait) {
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#endif
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SDL_Event event;
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if (wait) {
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if (wait)
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SDL_WaitEvent(&event);
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} else {
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bevent->state = RELEASED;
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if (!SDL_PollEvent(&event)) {
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return false;
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}
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}
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else if (!SDL_PollEvent(&event))
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return false;
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ButtonSource source;
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switch(event.type) {
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case SDL_KEYDOWN:
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bevent->state = PRESSED;
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source = KEYBOARD;
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break;
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case SDL_KEYUP:
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bevent->state = RELEASED;
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source = KEYBOARD;
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break;
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#ifndef SDL_JOYSTICK_DISABLED
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case SDL_JOYBUTTONDOWN:
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bevent->state = PRESSED;
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source = JOYSTICK;
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break;
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case SDL_JOYBUTTONUP:
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bevent->state = RELEASED;
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source = JOYSTICK;
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break;
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#endif
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@ -191,8 +173,7 @@ bool InputManager::getEvent(ButtonEvent *bevent, bool wait) {
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if (event.user.data1)
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free(event.user.data1);
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bevent->state = PRESSED;
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bevent->button = REPAINT;
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*button = REPAINT;
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return true;
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default:
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@ -203,7 +184,7 @@ bool InputManager::getEvent(ButtonEvent *bevent, bool wait) {
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for (i = 0; i < BUTTON_TYPE_SIZE; i++) {
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if (buttonMap[i].source == KEYBOARD
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&& (unsigned int)event.key.keysym.sym == buttonMap[i].code) {
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bevent->button = static_cast<Button>(i);
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*button = static_cast<Button>(i);
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break;
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}
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}
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@ -212,7 +193,7 @@ bool InputManager::getEvent(ButtonEvent *bevent, bool wait) {
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for (i = 0; i < BUTTON_TYPE_SIZE; i++) {
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if (buttonMap[i].source == JOYSTICK
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&& (unsigned int)event.jbutton.button == buttonMap[i].code) {
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bevent->button = static_cast<Button>(i);
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*button = static_cast<Button>(i);
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break;
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}
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}
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@ -45,22 +45,17 @@ public:
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};
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#define BUTTON_TYPE_SIZE 10
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enum ButtonState { PRESSED, RELEASED };
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struct ButtonEvent {
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Button button;
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ButtonState state;
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};
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InputManager();
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~InputManager();
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void init(const std::string &conffile, Menu *menu);
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bool waitForEvent(ButtonEvent *event);
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Button waitForPressedButton();
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bool pollEvent(ButtonEvent *event);
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bool getEvent(ButtonEvent *bevent, bool wait);
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bool pollButton(Button *button);
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bool getButton(Button *button, bool wait);
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private:
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void readConfFile(const std::string &conffile);
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enum ButtonSource { UNMAPPED, KEYBOARD, JOYSTICK };
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struct ButtonMapEntry {
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ButtonSource source;
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@ -69,8 +64,6 @@ private:
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Menu *menu;
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void readConfFile(const std::string &conffile);
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ButtonMapEntry buttonMap[BUTTON_TYPE_SIZE];
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#ifndef SDL_JOYSTICK_DISABLED
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std::vector<SDL_Joystick *> joysticks;
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@ -99,11 +99,10 @@ int MessageBox::exec() {
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int result = -1;
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while (result < 0) {
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InputManager::ButtonEvent event;
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if (gmenu2x->input.pollEvent(&event)
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&& event.state == InputManager::PRESSED
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&& !buttons[event.button].empty()) {
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result = event.button;
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InputManager::Button button;
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if (gmenu2x->input.pollButton(&button)
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&& !buttons[button].empty()) {
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result = button;
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}
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usleep(LOOP_DELAY);
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