1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
|
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
Log.LogStatus('Joystick count <> 1', 'TJoy.Create');
SDL_Joy := SDL_JoystickOpen(0);
if SDL_Joy = nil then
Log.LogError('SDL_JoystickOpen failed', 'TJoy.Create');
if SDL_JoystickNumButtons(SDL_Joy) <> 16 then
Log.LogStatus('Joystick button count <> 16', 'TJoy.Create');
// 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 Log.LogStatus('Joystick button count < 6', 'TJoy.Create');
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.
|