#include "input.h"
#include <SDL.h>
Button btnUp = {0}, btnDown = {0}, btnLeft = {0}, btnRight = {0};
Button btnFaceUp = {0}, btnFaceDown = {0}, btnFaceLeft = {0}, btnFaceRight = {0};
Button btnL = {0}, btnR = {0};
Button btnStart = {0}, btnSelect = {0};
Button btnAccept = {0}, btnDecline = {0};
int axisX = 0, axisY = 0;
int bUp = 0, bDown = 0, bLeft = 0, bRight = 0;
int bFaceUp = 0, bFaceDown = 0, bFaceLeft = 0, bFaceRight = 0;
int bR = 0, bL = 0;
int bStart = 0, bSelect = 0;
int bAccept = 0, bDecline = 0;
int jUp = 0, jDown = 0, jLeft = 0, jRight = 0;
int jFaceUp = 0, jFaceDown = 0, jFaceLeft = 0, jFaceRight = 0;
int jR = 0, jL = 0;
int jStart = 0, jSelect = 0;
int jAccept = 0, jDecline = 0;
SDL_Joystick *joy1 = NULL;
int useJoystick = 1;
void Input_InitJoystick()
{
int n = SDL_NumJoysticks();
if (n) {
joy1 = SDL_JoystickOpen(0);
SDL_JoystickEventState(SDL_ENABLE);
printf("Using %s\n", SDL_JoystickName
(0));
} else {
joy1 = NULL;
}
}
void Input_CloseJoystick()
{
if(joy1)
SDL_JoystickClose(joy1);
joy1 = NULL;
}
void Input_KeyEvent(SDL_Event* evt)
{
int w = (evt->type==SDL_KEYDOWN)?1:0;
switch(evt->key.keysym.sym)
{
case SDLK_UP: bUp = w; break;
case SDLK_DOWN: bDown = w; break;
case SDLK_LEFT: bLeft = w; break;
case SDLK_RIGHT: bRight = w; break;
#if defined(PANDORA) || defined(PYRA)
case SDLK_PAGEUP: bFaceUp = w; break;
case SDLK_PAGEDOWN: bFaceDown = w; break;
case SDLK_END: bFaceLeft = w; break; // reversing, so (B) is sword
case SDLK_HOME: bFaceRight = w; break;
case SDLK_RCTRL: bR = w; break;
case SDLK_RSHIFT: bL = w; break;
case SDLK_LCTRL: bSelect = w; break;
case SDLK_LALT: bStart = w; break;
#elif defined(CHIP)
case SDLK_MINUS: bFaceUp = w; break;
case SDLK_o: bFaceDown = w; break;
case SDLK_0: bFaceLeft = w; break;
case SDLK_EQUALS: bFaceRight = w; break;
case SDLK_1: bR = w; break;
case SDLK_2: bL = w; break;
case SDLK_SPACE: bSelect = w; break;
case SDLK_RETURN: bStart = w; break;
#elif defined(BITTBOY)
case SDLK_MINUS: bFaceUp = w; break;
case SDLK_LCTRL: bFaceDown = w; break; // A - jump
case SDLK_SPACE: bFaceLeft = w; break; // B - slash
case SDLK_LALT: bFaceRight = w; break; // TA - secondary
case SDLK_LSHIFT: bR = w; break; // TB - switch
case SDLK_ESCAPE: bSelect = w; break; // select - menu
case SDLK_RETURN: bStart = w; break; // start - inventory
case SDLK_RCTRL: bSelect = w; break; // reset - menu
#elif defined(GAMESHELL)
case SDLK_i: bFaceUp = w; break;
case SDLK_k: bFaceDown = w; break; //jump
case SDLK_j: bFaceLeft = w; break; //slash
case SDLK_u: bFaceRight = w; break; //secondary weapon
case SDLK_SPACE: bR = w; break; //switch weapon
// case SDLK_w: bL = w; break; //switch weapon
// case SDLK_SPACE: bSelect = w; break;
case SDLK_ESCAPE: bSelect = w; break;
case SDLK_RETURN: bStart = w; break;
#else
case SDLK_e: bFaceUp = w; break;
case SDLK_x: bFaceDown = w; break;
case SDLK_s: bFaceLeft = w; break;
case SDLK_d: bFaceRight = w; break;
case SDLK_r: bR = w; break;
case SDLK_w: bL = w; break;
case SDLK_SPACE: bSelect = w; break;
case SDLK_ESCAPE: bSelect = w; break;
case SDLK_RETURN: bStart = w; break;
#endif
}
}
void Input_JoyAxisEvent(SDL_Event* evt) {
if(evt->jaxis.which!=0)
return;
#define DEADZONE 32
if(evt->jaxis.axis==0) {
int v = (evt->jaxis.value)/256;
if(v>-DEADZONE & v<DEADZONE) axisX = 0;
else if(v<0) axisX = -1;
else axisX = +1;
}
if(evt->jaxis.axis==1) {
int v = (evt->jaxis.value)/256;
if(v>-DEADZONE & v<DEADZONE) axisY = 0;
else if(v<0) axisY = -1;
else axisY = +1;
}
}
void Input_JoyEvent(SDL_Event* evt) {
if(evt->jbutton.which!=0)
return;
int w = (evt->type==SDL_JOYBUTTONDOWN)?1:0;
/* XBox 360 based mapping here,
(would be better to switch to SDL2.0)
btn SDL1.2 SDL2.0
---------------------------
A 0 10
B 1 11
X 2 12
Y 3 13
Home N/A 14
LB 4 8
RB 5 9
LT N/A N/A (axis)
RT N/A N/A (axis)
Select 6 5
Start 7 4
L3 9 6
R3 10 7
DPad Up N/A 0
DPad Down N/A 1
DPad Left N/A 2
DPad Right N/A 3
*/
switch(evt->jbutton.button)
{
case 0: jFaceDown = w; break;
case 1: jFaceLeft = w; break;
case 2: jFaceRight = w; break;
case 3: jFaceUp = w; break;
case 4: jL = w; break;
case 5: jR = w; break;
case 6: jSelect = w; break;
case 7: jStart = w; break;
/*case 12:jUp = w; break;
case 13:jDown = w; break;
case 14:jLeft = w; break;
case 15:jRight = w; break;*/
}
}
void Input_JoyHatEvent(SDL_Event* evt) {
if(evt->jhat.which!=0)
return;
if(evt->jhat.hat!=0)
return;
int v=evt->jhat.value;
jUp = v&SDL_HAT_UP;
jDown = v&SDL_HAT_DOWN;
jLeft = v&SDL_HAT_LEFT;
jRight = v&SDL_HAT_RIGHT;
}
void updateKey(Button* btn, int state)
{
if (state) {
if (btn->held == 1) {
btn->pressed = 0;
}else{
btn->pressed = 1;
}
btn->held = 1;
btn->released = 0;
}else{
if (btn->held == 1) {
btn->released = 1;
}else{
btn->released = 0;
}
btn->held = 0;
btn->pressed = 0;
}
}
void PHL_ScanInput()
{
updateKey(&btnUp, bUp|jUp|(axisY<0));
updateKey(&btnDown, bDown|jDown|(axisY>0));
updateKey(&btnLeft, bLeft|jLeft|(axisX<0));
updateKey(&btnRight, bRight|jRight|(axisX>0));
updateKey(&btnStart, bStart|jStart);
updateKey(&btnSelect, bSelect|jSelect);
updateKey(&btnL, bL|jL);
updateKey(&btnR, bR|jR);
updateKey(&btnFaceLeft, bFaceLeft|jFaceLeft);
updateKey(&btnFaceDown, bFaceDown|jFaceDown);
updateKey(&btnFaceRight, bFaceRight|jFaceRight);
updateKey(&btnAccept, bFaceLeft|jFaceLeft);
updateKey(&btnDecline, bFaceDown|jFaceDown);
}