diff options
Diffstat (limited to 'Game/Code/Classes/UJoystick.pas')
-rw-r--r-- | Game/Code/Classes/UJoystick.pas | 282 |
1 files changed, 282 insertions, 0 deletions
diff --git a/Game/Code/Classes/UJoystick.pas b/Game/Code/Classes/UJoystick.pas new file mode 100644 index 00000000..6b4ea63f --- /dev/null +++ b/Game/Code/Classes/UJoystick.pas @@ -0,0 +1,282 @@ +unit UJoystick; + +interface + +{$I switches.inc} + + +uses SDL; + +type + TJoyButton = record + State: integer; + Enabled: boolean; + Type_: byte; + Sym: cardinal; + end; + + TJoyHatState = record + State: Boolean; + LastTick: Cardinal; + Enabled: boolean; + Type_: byte; + Sym: cardinal; + end; + + TJoyUnit = record + Button: array[0..15] of TJoyButton; + HatState: Array[0..3] of TJoyHatState; + end; + + TJoy = class + constructor Create; + procedure Update; + end; + +var + Joy: TJoy; + JoyUnit: TJoyUnit; + SDL_Joy: PSDL_Joystick; + JoyEvent: TSDL_Event; + +implementation + +uses SysUtils, + {$IFDEF win32} + windows, + {$ELSE} + LCLIntf, + {$ENDIF} + 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. |