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sdl.cpp
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#if defined(MACOS_COMPILED_SDL)
#include "SDL.h"
#else
#include <SDL2/SDL.h>
#endif
#if defined(PLATFORM_WINDOWS)
#include "shared/rawinput.cpp"
#include "keyboard/rawinput.cpp"
#include "mouse/rawinput.cpp"
#elif defined(PLATFORM_MACOS)
#include "keyboard/quartz.cpp"
#include "mouse/gcmouse.cpp"
#else
#include <sys/ipc.h>
#include <sys/shm.h>
#include "keyboard/xlib.cpp"
#include "mouse/xlib.cpp"
#endif
#include "joypad/sdl.cpp"
struct InputSDL : InputDriver {
InputSDL& self = *this;
InputSDL(Input& super) : InputDriver(super), keyboard(super), mouse(super), joypad(super) {}
~InputSDL() { terminate(); }
auto create() -> bool override {
return initialize();
}
auto driver() -> string override { return "SDL"; }
auto ready() -> bool override { return isReady; }
auto hasContext() -> bool override { return true; }
auto setContext(uintptr context) -> bool override { return initialize(); }
auto acquired() -> bool override { return mouse.acquired(); }
auto acquire() -> bool override { return mouse.acquire(); }
auto release() -> bool override { return mouse.release(); }
auto poll() -> vector<shared_pointer<HID::Device>> override {
vector<shared_pointer<HID::Device>> devices;
keyboard.poll(devices);
mouse.poll(devices);
joypad.poll(devices);
return devices;
}
auto rumble(u64 id, u16 strong, u16 weak) -> bool override {
return joypad.rumble(id, strong, weak);
}
private:
auto initialize() -> bool {
terminate();
#if defined(PLATFORM_WINDOWS)
//TODO: this won't work if Input is recreated post-initialization; nor will it work with multiple Input instances
if(!rawinput.initialized) {
rawinput.initialized = true;
rawinput.mutex = CreateMutex(nullptr, false, nullptr);
CreateThread(nullptr, 0, RawInputThreadProc, 0, 0, nullptr);
do {
Sleep(1);
WaitForSingleObject(rawinput.mutex, INFINITE);
ReleaseMutex(rawinput.mutex);
} while(!rawinput.ready);
}
#endif
if(!self.context) return false;
if(!keyboard.initialize()) return false;
if(!mouse.initialize(self.context)) return false;
if(!joypad.initialize()) return false;
return isReady = true;
}
auto terminate() -> void {
isReady = false;
keyboard.terminate();
mouse.terminate();
joypad.terminate();
}
bool isReady = false;
#if defined(PLATFORM_WINDOWS)
InputKeyboardRawInput keyboard;
InputMouseRawInput mouse;
#elif defined(PLATFORM_MACOS)
InputKeyboardQuartz keyboard;
InputMouseGC mouse;
#else
InputKeyboardXlib keyboard;
InputMouseXlib mouse;
#endif
InputJoypadSDL joypad;
};