/** * @brief Returns the direction that was pressed or released * during this keyboard or joypad event. * * If this is not a keyboard or joypad event, or if * the control was not a direction, -1 is returned. * * @return the direction (0 to 7) or -1 if there is no direction */ int InputEvent::get_direction() { int result = -1; if (is_keyboard_direction_key_pressed()) { switch (get_keyboard_key()) { case KEY_RIGHT: result = 0; break; case KEY_UP: result = 2; break; case KEY_LEFT: result = 4; break; case KEY_DOWN: result = 6; break; default: break; } } else if (is_joypad_axis_moved() && !is_joypad_axis_centered()) { if (get_joypad_axis() % 2 == 0) { // we assume the axis is horizontal result = (get_joypad_axis_state() > 0) ? 0 : 4; } else { // we assume the axis is vertical result = (get_joypad_axis_state() > 0) ? 6 : 2; } } else if (is_joypad_hat_moved()) { result = get_joypad_hat_direction(); } return result; }
void AnalyzeKeyEvent(int pad, keyEvent &evt) { KeySym key = (KeySym)evt.key; int index = get_keyboard_key(pad, key); switch (evt.evt) { case KeyPress: // Shift F12 is not yet use by pcsx2. So keep it to grab/ungrab input // I found it very handy vs the automatic fullscreen detection // 1/ Does not need to detect full-screen // 2/ Can use a debugger in full-screen // 3/ Can grab input in window without the need of a pixelated full-screen if (key == XK_Shift_R || key == XK_Shift_L) s_Shift = true; if (key == XK_F12 && s_Shift) { if(!s_grab_input) { s_grab_input = true; XGrabPointer(GSdsp, GSwin, True, ButtonPressMask, GrabModeAsync, GrabModeAsync, GSwin, None, CurrentTime); XGrabKeyboard(GSdsp, GSwin, True, GrabModeAsync, GrabModeAsync, CurrentTime); } else { s_grab_input = false; XUngrabPointer(GSdsp, CurrentTime); XUngrabKeyboard(GSdsp, CurrentTime); } } // Analog controls. if (IsAnalogKey(index)) { switch (index) { case PAD_R_LEFT: case PAD_R_UP: case PAD_L_LEFT: case PAD_L_UP: key_status->press(pad, index, -MAX_ANALOG_VALUE); break; case PAD_R_RIGHT: case PAD_R_DOWN: case PAD_L_RIGHT: case PAD_L_DOWN: key_status->press(pad, index, MAX_ANALOG_VALUE); break; } } else if (index != -1) key_status->press(pad, index); //PAD_LOG("Key pressed:%d\n", index); event.evt = KEYPRESS; event.key = key; break; case KeyRelease: if (key == XK_Shift_R || key == XK_Shift_L) s_Shift = false; if (index != -1) key_status->release(pad, index); event.evt = KEYRELEASE; event.key = key; break; case FocusIn: //XAutoRepeatOff(GSdsp); break; case FocusOut: //XAutoRepeatOn(GSdsp); s_Shift = false; break; case ButtonPress: if (index != -1) key_status->press(pad, index); break; case ButtonRelease: if (index != -1) key_status->release(pad, index); break; case MotionNotify: // FIXME: How to handle when the mouse does not move, no event generated!!! // 1/ small move == no move. Cons : can not do small movement // 2/ use a watchdog timer thread // 3/ ??? idea welcome ;) if (conf->pad_options[pad].mouse_l|conf->pad_options[pad].mouse_r) { unsigned int pad_x; unsigned int pad_y; // Note when both PADOPTION_MOUSE_R and PADOPTION_MOUSE_L are set, take only the right one if (conf->pad_options[pad].mouse_r) { pad_x = PAD_R_RIGHT; pad_y = PAD_R_UP; } else { pad_x = PAD_L_RIGHT; pad_y = PAD_L_UP; } unsigned x = evt.key & 0xFFFF; unsigned int value = (s_previous_mouse_x > x) ? s_previous_mouse_x - x : x - s_previous_mouse_x; value *= conf->get_sensibility(); if (x == 0) key_status->press(pad, pad_x, -MAX_ANALOG_VALUE); else if (x == 0xFFFF) key_status->press(pad, pad_x, MAX_ANALOG_VALUE); else if (x < (s_previous_mouse_x -2)) key_status->press(pad, pad_x, -value); else if (x > (s_previous_mouse_x +2)) key_status->press(pad, pad_x, value); else key_status->release(pad, pad_x); unsigned y = evt.key >> 16; value = (s_previous_mouse_y > y) ? s_previous_mouse_y - y : y - s_previous_mouse_y; value *= conf->get_sensibility(); if (y == 0) key_status->press(pad, pad_y, -MAX_ANALOG_VALUE); else if (y == 0xFFFF) key_status->press(pad, pad_y, MAX_ANALOG_VALUE); else if (y < (s_previous_mouse_y -2)) key_status->press(pad, pad_y, -value); else if (y > (s_previous_mouse_y +2)) key_status->press(pad, pad_y, value); else key_status->release(pad, pad_y); s_previous_mouse_x = x; s_previous_mouse_y = y; } break; }
/** * @brief Returns whether this event is a keyboard event * corresponding to releasing a specific key. * @param key the key to test * @return true if this event corresponds to releasing that key */ bool InputEvent::is_keyboard_key_released(KeyboardKey key) { return is_keyboard_key_released() && get_keyboard_key() == key; }
/** * \brief Returns whether this event is a keyboard event * corresponding to pressing a specific key. * \param key the key to test * \return true if this event corresponds to pressing that key */ bool InputEvent::is_keyboard_key_pressed(KeyboardKey key) const { return is_keyboard_key_pressed() && get_keyboard_key() == key; }