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joystick.c
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joystick.c
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#include <joystick.h>
static SDL_Joystick *player_joystick[PLAYER_MAX];
static SDL_Event player_input[PLAYER_MAX][BUTTON_MAX];
static Uint8 button_state[PLAYER_MAX][BUTTON_MAX];
void load_joystick()
{
int file;
int counter = 0;
if((file = open("joystick.conf", O_RDONLY)) != -1)
{
read(file, &player_input, sizeof(player_input));
close(file);
}
else
{
/* create and safe new settings */
while(counter < PLAYER_MAX)
{
player_input[counter][BUTTON_LEFT].type = SDL_KEYDOWN;
player_input[counter][BUTTON_LEFT].key.keysym.sym = SDLK_LEFT;
player_input[counter][BUTTON_RIGHT].type = SDL_KEYDOWN;
player_input[counter][BUTTON_RIGHT].key.keysym.sym = SDLK_RIGHT;
player_input[counter][BUTTON_UP].type = SDL_KEYDOWN;
player_input[counter][BUTTON_UP].key.keysym.sym = SDLK_UP;
player_input[counter][BUTTON_DOWN].type = SDL_KEYDOWN;
player_input[counter][BUTTON_DOWN].key.keysym.sym = SDLK_DOWN;
player_input[counter][BUTTON_1].type = SDL_KEYDOWN;
player_input[counter][BUTTON_1].key.keysym.sym = SDLK_1;
player_input[counter][BUTTON_2].type = SDL_KEYDOWN;
player_input[counter][BUTTON_2].key.keysym.sym = SDLK_2;
player_input[counter][BUTTON_3].type = SDL_KEYDOWN;
player_input[counter][BUTTON_3].key.keysym.sym = SDLK_3;
player_input[counter][BUTTON_4].type = SDL_KEYDOWN;
player_input[counter][BUTTON_4].key.keysym.sym = SDLK_4;
player_input[counter][BUTTON_5].type = SDL_KEYDOWN;
player_input[counter][BUTTON_5].key.keysym.sym = SDLK_5;
player_input[counter][BUTTON_6].type = SDL_KEYDOWN;
player_input[counter][BUTTON_6].key.keysym.sym = SDLK_6;
player_input[counter][BUTTON_7].type = SDL_KEYDOWN;
player_input[counter][BUTTON_7].key.keysym.sym = SDLK_7;
player_input[counter][BUTTON_8].type = SDL_KEYDOWN;
player_input[counter][BUTTON_8].key.keysym.sym = SDLK_8;
player_input[counter][BUTTON_PAUSE].type = SDL_KEYDOWN;
player_input[counter][BUTTON_PAUSE].key.keysym.sym = SDLK_ESCAPE;
player_input[counter][BUTTON_OK].type = SDL_KEYDOWN;
player_input[counter][BUTTON_OK].key.keysym.sym = SDLK_SPACE;
player_input[counter][BUTTON_ABORT].type = SDL_KEYDOWN;
player_input[counter][BUTTON_ABORT].key.keysym.sym = SDLK_ESCAPE;
counter++;
}
save_joystick();
}
/* open joysticks */
counter = 0;
while(counter < PLAYER_MAX)
{
player_joystick[counter] = SDL_JoystickOpen(counter);
counter++;
}
/* reset button states */
reset_all_buttons();
SDL_JoystickEventState(SDL_ENABLE);
}
void free_joystick()
{
int counter = 0;
while(counter < PLAYER_MAX)
{
if(player_joystick[counter] != NULL)
SDL_JoystickClose(player_joystick[counter]);
player_joystick[counter] = NULL;
counter++;
}
}
void save_joystick()
{
int file;
if((file = open("joystick.conf", O_WRONLY | O_CREAT | O_TRUNC, S_IREAD | S_IWRITE)) != -1)
{
write(file, &player_input, sizeof(player_input));
close(file);
}
}
void update_button_state()
{
SDL_Event user_input;
int player_counter;
int button_counter;
/* set buttons */
while(SDL_PollEvent(&user_input))
{
player_counter = 0;
while(player_counter < PLAYER_MAX)
{
button_counter = 0;
while(button_counter < BUTTON_MAX)
{
/* handle keyboard buttons */
if(player_input[player_counter][button_counter].type == SDL_KEYDOWN &&
user_input.key.keysym.sym == player_input[player_counter][button_counter].key.keysym.sym)
{
if(user_input.type == SDL_KEYDOWN)
button_state[player_counter][button_counter] = 1;
else if(user_input.type == SDL_KEYUP)
button_state[player_counter][button_counter] = 0;
}
else if(player_input[player_counter][button_counter].type == SDL_JOYBUTTONDOWN &&
player_input[player_counter][button_counter].jbutton.which == user_input.jbutton.which &&
user_input.jbutton.button == player_input[player_counter][button_counter].jbutton.button)
{
if(user_input.jbutton.type == SDL_JOYBUTTONDOWN)
button_state[player_counter][button_counter] = 1;
else if(user_input.type == SDL_JOYBUTTONUP)
button_state[player_counter][button_counter] = 0;
}
else if(user_input.type == SDL_JOYAXISMOTION &&
player_input[player_counter][button_counter].type == SDL_JOYAXISMOTION &&
player_input[player_counter][button_counter].jaxis.which == user_input.jaxis.which &&
user_input.jaxis.axis == player_input[player_counter][button_counter].jaxis.axis)
{
if(player_input[player_counter][button_counter].jaxis.value < -AXIS_DEAD_ZONE)
{
if(user_input.jaxis.value < -AXIS_DEAD_ZONE)
button_state[player_counter][button_counter] = 1;
else
button_state[player_counter][button_counter] = 0;
}
else if(player_input[player_counter][button_counter].jaxis.value > AXIS_DEAD_ZONE)
{
if(user_input.jaxis.value > AXIS_DEAD_ZONE)
button_state[player_counter][button_counter] = 1;
else
button_state[player_counter][button_counter] = 0;
}
}
button_counter++;
}
player_counter++;
}
}
}
int get_button_state(const int player, const int button)
{
if(player >= 0 && player < PLAYER_MAX && button >= 0 && button < BUTTON_MAX)
return button_state[player][button];
else
return 0;
}
void set_button_state(const int player, const int button, const int value)
{
if(player >= 0 && player < PLAYER_MAX && button >= 0 && button < BUTTON_MAX)
button_state[player][button] = value;
}
void hard_set_button_state(const int player, const int button, const SDL_Event hard_button_state)
{
if(player >= 0 && player < PLAYER_MAX && button >= 0 && button < BUTTON_MAX)
player_input[player][button] = hard_button_state;
}
void reset_all_buttons()
{
int counter = 0;
int counter_2;
while(counter < PLAYER_MAX)
{
counter_2 = 0;
while(counter_2 < BUTTON_MAX)
{
button_state[counter][counter_2] = 0;
counter_2++;
}
counter++;
}
}
int get_all_button_state(const int button)
{
int counter = 0;
if(button >= 0 && button < BUTTON_MAX)
{
while(counter < PLAYER_MAX)
{
if(get_button_state(counter, button))
return button_state[counter][button];
counter++;
}
}
return 0;
}
void set_all_button_state(const int button, const int value)
{
int counter = 0;
if(button >= 0 && button < BUTTON_MAX)
{
while(counter < PLAYER_MAX)
{
set_button_state(counter, button, value);
counter++;
}
}
}