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change gamepad state callback to use the state. post empty event after joystick polling to make waitEvents return
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712942e596
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@ -1964,107 +1964,6 @@ typedef void (* GLFWmonitorfun)(GLFWmonitor* monitor, int event);
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*/
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typedef void (* GLFWjoystickfun)(int jid, int event);
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/*! @brief The function pointer type for joystick button callbacks.
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*
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* This is the function pointer type for joystick button callbacks. A joystick
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* button callback function has the following signature:
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* @code
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* void function_name(int jid, int button, int action)
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* @endcode
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*
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* @param[in] jid The joystick that had a button pressed or released.
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* @param[in] button The [joystick button](@ref buttons) that was pressed or released.
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* @param[in] action `GLFW_PRESS` or `GLFW_RELEASE`. Future
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* releases may add more actions.
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*
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* @sa @ref input_joystick_button
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* @sa @ref glfwSetJoystickButonCallback
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*
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* @since Added in version 3.4.
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* @ingroup input
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*/
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typedef void (* GLFWjoystickbuttonfun)(int,int,int);
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/*! @brief The function pointer type for joystick axis movement callbacks.
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*
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* This is the function pointer type for joystick axis movement callbacks. A joystick
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* axis movement callback function has the following signature:
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* @code
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* void function_name(int jid, int axis, float position)
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* @endcode
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*
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* @param[in] jid The joystick that had an axis moved.
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* @param[in] axis The [joystick axis](@ref gamepad axes) that was moved.
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* @param[in] position A value between -1.0 and 1.0 that indicates the position of the axis.
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*
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* @sa @ref input_gamepad_axis
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* @sa @ref glfwSetJoystickAxisCallback
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*
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* @since Added in version 3.4.
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* @ingroup input
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*/
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typedef void (* GLFWjoystickaxisfun)(int,int,float);
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/*! @brief The function pointer type for joystick hat movement callbacks.
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*
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* This is the function pointer type for joystick hat movement callbacks. A joystick
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* hat movement callback function has the following signature:
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* @code
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* void function_name(int jid, int hat, int position)
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* @endcode
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*
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* @param[in] jid The joystick that had an axis moved.
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* @param[in] hat The [joystick hat](@ref joystick hats) that was moved.
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* @param[in] position A value that indicates the position of the hat.
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* The position parameter is one of the following values:
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*
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* Name | Value
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* ---- | -----
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* `GLFW_HAT_CENTERED` | 0
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* `GLFW_HAT_UP` | 1
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* `GLFW_HAT_RIGHT` | 2
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* `GLFW_HAT_DOWN` | 4
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* `GLFW_HAT_LEFT` | 8
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* `GLFW_HAT_RIGHT_UP` | `GLFW_HAT_RIGHT` \| `GLFW_HAT_UP`
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* `GLFW_HAT_RIGHT_DOWN` | `GLFW_HAT_RIGHT` \| `GLFW_HAT_DOWN`
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* `GLFW_HAT_LEFT_UP` | `GLFW_HAT_LEFT` \| `GLFW_HAT_UP`
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* `GLFW_HAT_LEFT_DOWN` | `GLFW_HAT_LEFT` \| `GLFW_HAT_DOWN`
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*
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* The diagonal directions are bitwise combinations of the primary (up, right,
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* down and left) directions and you can test for these individually by ANDing
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* it with the corresponding direction.
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*
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* @sa @ref input_joystick_hat
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* @sa @ref glfwSetJoystickHatCallback
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*
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* @since Added in version 3.4.
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* @ingroup input
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*/
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typedef void (* GLFWjoystickhatfun)(int,int,int);
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/*! @brief The function pointer type for game pad state changes.
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*
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* This is the function pointer type for game pad state change callbacks.
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* A game pad state change callback function has the following signature:
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* @code
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* void function_name(int jid, GLFWgamepadstate* state)
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* @endcode
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*
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* @param[in] jid The ID of the game pad that changed state.
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* @param[in] buttons The states of each
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* [gamepad button](@ref gamepad_buttons),
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* `GLFW_PRESS` or `GLFW_RELEASE`.
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* @param[in] axes The states of each [gamepad axis](@ref gamepad_axes),
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* in the range -1.0 to 1.0 inclusive.
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*
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* @sa @ref input_gamepad
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* @sa @ref glfwSetGamepadStateCallback
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*
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* @since Added in version 3.4.
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* @ingroup input
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*/
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typedef void (* GLFWgamepadstatefun)(int, unsigned char buttons[15],
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float axes[6]);
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/*! @brief Video mode type.
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*
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* This describes a single video mode.
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@ -2195,6 +2094,103 @@ typedef struct GLFWallocator
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void* user;
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} GLFWallocator;
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/*! @brief The function pointer type for joystick button callbacks.
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*
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* This is the function pointer type for joystick button callbacks. A joystick
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* button callback function has the following signature:
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* @code
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* void function_name(int jid, int button, int action)
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* @endcode
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*
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* @param[in] jid The joystick that had a button pressed or released.
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* @param[in] button The [joystick button](@ref buttons) that was pressed or released.
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* @param[in] action `GLFW_PRESS` or `GLFW_RELEASE`. Future
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* releases may add more actions.
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*
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* @sa @ref input_joystick_button
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* @sa @ref glfwSetJoystickButonCallback
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*
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* @since Added in version 3.4.
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* @ingroup input
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*/
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typedef void (* GLFWjoystickbuttonfun)(int,int,int);
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/*! @brief The function pointer type for joystick axis movement callbacks.
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*
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* This is the function pointer type for joystick axis movement callbacks. A joystick
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* axis movement callback function has the following signature:
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* @code
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* void function_name(int jid, int axis, float position)
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* @endcode
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*
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* @param[in] jid The joystick that had an axis moved.
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* @param[in] axis The [joystick axis](@ref gamepad axes) that was moved.
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* @param[in] position A value between -1.0 and 1.0 that indicates the position of the axis.
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*
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* @sa @ref input_gamepad_axis
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* @sa @ref glfwSetJoystickAxisCallback
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*
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* @since Added in version 3.4.
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* @ingroup input
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*/
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typedef void (* GLFWjoystickaxisfun)(int,int,float);
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/*! @brief The function pointer type for joystick hat movement callbacks.
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*
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* This is the function pointer type for joystick hat movement callbacks. A joystick
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* hat movement callback function has the following signature:
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* @code
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* void function_name(int jid, int hat, int position)
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* @endcode
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*
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* @param[in] jid The joystick that had an axis moved.
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* @param[in] hat The [joystick hat](@ref joystick hats) that was moved.
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* @param[in] position A value that indicates the position of the hat.
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* The position parameter is one of the following values:
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*
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* Name | Value
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* ---- | -----
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* `GLFW_HAT_CENTERED` | 0
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* `GLFW_HAT_UP` | 1
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* `GLFW_HAT_RIGHT` | 2
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* `GLFW_HAT_DOWN` | 4
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* `GLFW_HAT_LEFT` | 8
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* `GLFW_HAT_RIGHT_UP` | `GLFW_HAT_RIGHT` \| `GLFW_HAT_UP`
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* `GLFW_HAT_RIGHT_DOWN` | `GLFW_HAT_RIGHT` \| `GLFW_HAT_DOWN`
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* `GLFW_HAT_LEFT_UP` | `GLFW_HAT_LEFT` \| `GLFW_HAT_UP`
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* `GLFW_HAT_LEFT_DOWN` | `GLFW_HAT_LEFT` \| `GLFW_HAT_DOWN`
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*
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* The diagonal directions are bitwise combinations of the primary (up, right,
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* down and left) directions and you can test for these individually by ANDing
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* it with the corresponding direction.
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*
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* @sa @ref input_joystick_hat
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* @sa @ref glfwSetJoystickHatCallback
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*
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* @since Added in version 3.4.
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* @ingroup input
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*/
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typedef void (* GLFWjoystickhatfun)(int,int,int);
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/*! @brief The function pointer type for game pad state changes.
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*
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* This is the function pointer type for game pad state change callbacks.
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* A game pad state change callback function has the following signature:
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* @code
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* void function_name(int jid, GLFWgamepadstate* state)
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* @endcode
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*
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* @param[in] jid The ID of the game pad that changed state.
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* @param[in] state the state of the game pad
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*
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* @sa @ref input_gamepad
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* @sa @ref glfwSetGamepadStateCallback
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*
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* @since Added in version 3.4.
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* @ingroup input
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*/
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typedef void (* GLFWgamepadstatefun)(int jid, GLFWgamepadstate state);
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/*************************************************************************
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* GLFW API functions
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25
src/input.c
25
src/input.c
@ -427,7 +427,7 @@ void _glfwInputGamepad(_GLFWjoystick *js)
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GLFWgamepadstate state;
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if (glfwGetGamepadState(jid, &state))
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{
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_glfw.callbacks.gamepad_state(jid, state.buttons, state.axes);
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_glfw.callbacks.gamepad_state(jid, state);
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}
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}
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}
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@ -464,9 +464,7 @@ void _glfwInputJoystickAxis(_GLFWjoystick *js, int axis, float value)
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if (_glfw.callbacks.joystick_axis)
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_glfw.callbacks.joystick_axis(jid, axis, value);
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_glfwInputGamepad(js);
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}
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else
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{
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} else {
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js->axes[axis] = value;
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}
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}
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@ -479,17 +477,15 @@ void _glfwInputJoystickButton(_GLFWjoystick *js, int button, char value)
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assert(button >= 0);
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assert(button < js->buttonCount);
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assert(value == GLFW_PRESS || value == GLFW_RELEASE);
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if (js->buttons[button] != value)
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{
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if (js->buttons[button] != value) {
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const int jid = (int)(js - _glfw.joysticks);
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js->buttons[button] = value;
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if (_glfw.callbacks.joystick_button)
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_glfw.callbacks.joystick_button(jid, button, value);
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_glfwInputGamepad(js);
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}
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else
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{
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} else {
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js->buttons[button] = value;
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}
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}
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@ -610,7 +606,8 @@ void _glfwPollAllJoysticks()
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{
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if (_glfw.joysticks[jid].connected == GLFW_TRUE)
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{
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_glfwPlatformPollJoystick(_glfw.joysticks + jid, _GLFW_POLL_ALL);
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_glfw.platform.pollJoystick(_glfw.joysticks + jid, _GLFW_POLL_ALL);
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glfwPostEmptyEvent();
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}
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}
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}
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@ -1310,28 +1307,28 @@ GLFWAPI GLFWjoystickfun glfwSetJoystickCallback(GLFWjoystickfun cbfun)
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GLFWAPI GLFWgamepadstatefun glfwSetGamepadStateCallback(GLFWgamepadstatefun cbfun)
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{
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_GLFW_REQUIRE_INIT_OR_RETURN(NULL);
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_GLFW_SWAP_POINTERS(_glfw.callbacks.gamepad_state, cbfun);
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_GLFW_SWAP(GLFWgamepadstatefun, _glfw.callbacks.gamepad_state, cbfun);
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return cbfun;
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}
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GLFWAPI GLFWjoystickbuttonfun glfwSetJoystickButtonCallback(GLFWjoystickbuttonfun cbfun)
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{
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_GLFW_REQUIRE_INIT_OR_RETURN(NULL);
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_GLFW_SWAP_POINTERS(_glfw.callbacks.joystick_button, cbfun);
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_GLFW_SWAP(GLFWjoystickbuttonfun, _glfw.callbacks.joystick_button, cbfun);
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return cbfun;
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}
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GLFWAPI GLFWjoystickaxisfun glfwSetJoystickAxisCallback(GLFWjoystickaxisfun cbfun)
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{
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_GLFW_REQUIRE_INIT_OR_RETURN(NULL);
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_GLFW_SWAP_POINTERS(_glfw.callbacks.joystick_axis, cbfun);
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_GLFW_SWAP(GLFWjoystickaxisfun, _glfw.callbacks.joystick_axis, cbfun);
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return cbfun;
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}
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GLFWAPI GLFWjoystickhatfun glfwSetJoystickHatCallback(GLFWjoystickhatfun cbfun)
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{
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_GLFW_REQUIRE_INIT_OR_RETURN(NULL);
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_GLFW_SWAP_POINTERS(_glfw.callbacks.joystick_hat, cbfun);
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_GLFW_SWAP(GLFWjoystickhatfun, _glfw.callbacks.joystick_hat, cbfun);
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return cbfun;
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}
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@ -558,7 +558,7 @@ static void joystick_hat_callback(int jid, int hat, int value) {
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value);
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}
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static void gamepad_state_callback(int jid, unsigned char buttons[15], float axes[6]) {
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static void gamepad_state_callback(int jid, GLFWgamepadstate state) {
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int i = 0;
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printf("%08x at %0.3f: Gamepad %i (%s) state:",
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counter++, glfwGetTime(),
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@ -567,11 +567,11 @@ static void gamepad_state_callback(int jid, unsigned char buttons[15], float axe
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printf("Buttons: ");
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for (i= 0 ; i < 15; i++) {
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printf(" %d:%d", i, buttons[i]);
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printf(" %d:%d", i, state.buttons[i]);
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}
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printf("Axes: ");
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for (i= 0 ; i < 6; i++) {
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printf(" %d:%0.4f", i, axes[i]);
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printf(" %d:%0.4f", i, state.axes[i]);
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}
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printf("\n");
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