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unit UJoystick;
interface
uses SDL;
type
TJoyButton = record
State: integer;
Enabled: boolean;
Type_: byte;
Sym: cardinal;
end;
TJoyHatState = record
State: Boolean;
LastTick: Cardinal;
Enabled: boolean;
Type_: byte;
Sym: cardinal;
end;
TJoyUnit = record
Button: array[0..15] of TJoyButton;
HatState: Array[0..3] of TJoyHatState;
end;
TJoy = class
constructor Create;
procedure Update;
end;
var
Joy: TJoy;
JoyUnit: TJoyUnit;
SDL_Joy: PSDL_Joystick;
JoyEvent: TSDL_Event;
implementation
uses SysUtils, Windows, ULog;
constructor TJoy.Create;
var
B{, N}: integer;
begin
//Old Corvus5 Method
{// joystick support
SDL_JoystickEventState(SDL_IGNORE);
SDL_InitSubSystem(SDL_INIT_JOYSTICK);
if SDL_NumJoysticks <> 1 then beep;
SDL_Joy := SDL_JoystickOpen(0);
if SDL_Joy = nil then beep;
if SDL_JoystickNumButtons(SDL_Joy) <> 16 then beep;
// SDL_JoystickEventState(SDL_ENABLE);
// Events don't work - thay hang the whole application with SDL_JoystickEventState(SDL_ENABLE)
// clear states
for B := 0 to 15 do
JoyUnit.Button[B].State := 1;
// mapping
JoyUnit.Button[1].Enabled := true;
JoyUnit.Button[1].Type_ := SDL_KEYDOWN;
JoyUnit.Button[1].Sym := SDLK_RETURN;
JoyUnit.Button[2].Enabled := true;
JoyUnit.Button[2].Type_ := SDL_KEYDOWN;
JoyUnit.Button[2].Sym := SDLK_ESCAPE;
JoyUnit.Button[12].Enabled := true;
JoyUnit.Button[12].Type_ := SDL_KEYDOWN;
JoyUnit.Button[12].Sym := SDLK_LEFT;
JoyUnit.Button[13].Enabled := true;
JoyUnit.Button[13].Type_ := SDL_KEYDOWN;
JoyUnit.Button[13].Sym := SDLK_DOWN;
JoyUnit.Button[14].Enabled := true;
JoyUnit.Button[14].Type_ := SDL_KEYDOWN;
JoyUnit.Button[14].Sym := SDLK_RIGHT;
JoyUnit.Button[15].Enabled := true;
JoyUnit.Button[15].Type_ := SDL_KEYDOWN;
JoyUnit.Button[15].Sym := SDLK_UP;
}
//New Sarutas method
SDL_JoystickEventState(SDL_IGNORE);
SDL_InitSubSystem(SDL_INIT_JOYSTICK);
if SDL_NumJoysticks < 1 then
begin
Log.LogError('No Joystick found');
exit;
end;
SDL_Joy := SDL_JoystickOpen(0);
if SDL_Joy = nil then
begin
Log.LogError('Could not Init Joystick');
exit;
end;
//N := SDL_JoystickNumButtons(SDL_Joy);
//if N < 6 then beep;
for B := 0 to 5 do begin
JoyUnit.Button[B].Enabled := true;
JoyUnit.Button[B].State := 1;
JoyUnit.Button[B].Type_ := SDL_KEYDOWN;
end;
JoyUnit.Button[0].Sym := SDLK_Return;
JoyUnit.Button[1].Sym := SDLK_Escape;
JoyUnit.Button[2].Sym := SDLK_M;
JoyUnit.Button[3].Sym := SDLK_R;
JoyUnit.Button[4].Sym := SDLK_RETURN;
JoyUnit.Button[5].Sym := SDLK_ESCAPE;
//Set HatState
for B := 0 to 3 do begin
JoyUnit.HatState[B].Enabled := true;
JoyUnit.HatState[B].State := False;
JoyUnit.HatState[B].Type_ := SDL_KEYDOWN;
end;
JoyUnit.HatState[0].Sym := SDLK_UP;
JoyUnit.HatState[1].Sym := SDLK_RIGHT;
JoyUnit.HatState[2].Sym := SDLK_DOWN;
JoyUnit.HatState[3].Sym := SDLK_LEFT;
end;
procedure TJoy.Update;
var
B: integer;
State: UInt8;
Tick: Cardinal;
Axes: Smallint;
begin
SDL_JoystickUpdate;
//Manage Buttons
for B := 0 to 15 do begin
if (JoyUnit.Button[B].Enabled) and (JoyUnit.Button[B].State <> SDL_JoystickGetButton(SDL_Joy, B)) and (JoyUnit.Button[B].State = 0) then begin
JoyEvent.type_ := JoyUnit.Button[B].Type_;
JoyEvent.key.keysym.sym := JoyUnit.Button[B].Sym;
SDL_PushEvent(@JoyEvent);
end;
end;
for B := 0 to 15 do begin
JoyUnit.Button[B].State := SDL_JoystickGetButton(SDL_Joy, B);
end;
//Get Tick
Tick := Gettickcount;
//Get CoolieHat
if (SDL_JoystickNumHats(SDL_Joy)>=1) then
State := SDL_JoystickGetHat(SDL_Joy, 0)
else
State := 0;
//Get Axis
if (SDL_JoystickNumAxes(SDL_Joy)>=2) then
begin
//Down - Up (X- Axis)
Axes := SDL_JoystickGetAxis(SDL_Joy, 1);
If Axes >= 15000 then
State := State or SDL_HAT_Down
Else If Axes <= -15000 then
State := State or SDL_HAT_UP;
//Left - Right (Y- Axis)
Axes := SDL_JoystickGetAxis(SDL_Joy, 0);
If Axes >= 15000 then
State := State or SDL_HAT_Right
Else If Axes <= -15000 then
State := State or SDL_HAT_Left;
end;
//Manage Hat and joystick Events
if (SDL_JoystickNumHats(SDL_Joy)>=1) OR (SDL_JoystickNumAxes(SDL_Joy)>=2) then
begin
//Up Button
If (JoyUnit.HatState[0].Enabled) and ((SDL_HAT_UP AND State) = SDL_HAT_UP) then
begin //IF Button is newly Pressed or if he is Pressed longer than 500 msecs
if (JoyUnit.HatState[0].State = False) OR (JoyUnit.HatState[0].Lasttick < Tick) then
begin
//Set Tick and State
if JoyUnit.HatState[0].State then
JoyUnit.HatState[0].Lasttick := Tick + 200
else
JoyUnit.HatState[0].Lasttick := Tick + 500;
JoyUnit.HatState[0].State := True;
JoyEvent.type_ := JoyUnit.HatState[0].Type_;
JoyEvent.key.keysym.sym := JoyUnit.HatState[0].Sym;
SDL_PushEvent(@JoyEvent);
end;
end
else
JoyUnit.HatState[0].State := False;
//Right Button
If (JoyUnit.HatState[1].Enabled) and ((SDL_HAT_RIGHT AND State) = SDL_HAT_RIGHT) then
begin //IF Button is newly Pressed or if he is Pressed longer than 500 msecs
if (JoyUnit.HatState[1].State = False) OR (JoyUnit.HatState[1].Lasttick < Tick) then
begin
//Set Tick and State
if JoyUnit.HatState[1].State then
JoyUnit.HatState[1].Lasttick := Tick + 200
else
JoyUnit.HatState[1].Lasttick := Tick + 500;
JoyUnit.HatState[1].State := True;
JoyEvent.type_ := JoyUnit.HatState[1].Type_;
JoyEvent.key.keysym.sym := JoyUnit.HatState[1].Sym;
SDL_PushEvent(@JoyEvent);
end;
end
else
JoyUnit.HatState[1].State := False;
//Down button
If (JoyUnit.HatState[2].Enabled) and ((SDL_HAT_DOWN AND State) = SDL_HAT_DOWN) then
begin //IF Button is newly Pressed or if he is Pressed longer than 230 msecs
if (JoyUnit.HatState[2].State = False) OR (JoyUnit.HatState[2].Lasttick < Tick) then
begin
//Set Tick and State
if JoyUnit.HatState[2].State then
JoyUnit.HatState[2].Lasttick := Tick + 200
else
JoyUnit.HatState[2].Lasttick := Tick + 500;
JoyUnit.HatState[2].State := True;
JoyEvent.type_ := JoyUnit.HatState[2].Type_;
JoyEvent.key.keysym.sym := JoyUnit.HatState[2].Sym;
SDL_PushEvent(@JoyEvent);
end;
end
else
JoyUnit.HatState[2].State := False;
//Left Button
If (JoyUnit.HatState[3].Enabled) and ((SDL_HAT_LEFT AND State) = SDL_HAT_LEFT) then
begin //IF Button is newly Pressed or if he is Pressed longer than 230 msecs
if (JoyUnit.HatState[3].State = False) OR (JoyUnit.HatState[3].Lasttick < Tick) then
begin
//Set Tick and State
if JoyUnit.HatState[3].State then
JoyUnit.HatState[3].Lasttick := Tick + 200
else
JoyUnit.HatState[3].Lasttick := Tick + 500;
JoyUnit.HatState[3].State := True;
JoyEvent.type_ := JoyUnit.HatState[3].Type_;
JoyEvent.key.keysym.sym := JoyUnit.HatState[3].Sym;
SDL_PushEvent(@JoyEvent);
end;
end
else
JoyUnit.HatState[3].State := False;
end;
end;
end.
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