Mercurial > projects > mde
annotate mde/input/Input.d @ 132:264028f4115a
Cleaned up mde.imde and a couple of widget functions.
New mde.menus module to add default menus.
The input singleton is now created in mde.input.Input instead of mde.imde.
author | Diggory Hardy <diggory.hardy@gmail.com> |
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date | Fri, 23 Jan 2009 14:59:05 +0000 |
parents | a2ef6b549101 |
children | 4084f07f2c7a |
rev | line source |
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1 /* LICENSE BLOCK |
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2 Part of mde: a Modular D game-oriented Engine |
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3 Copyright © 2007-2008 Diggory Hardy |
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4 |
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5 This program is free software: you can redistribute it and/or modify it under the terms |
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6 of the GNU General Public License as published by the Free Software Foundation, either |
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7 version 2 of the License, or (at your option) any later version. |
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8 |
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9 This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; |
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10 without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. |
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11 See the GNU General Public License for more details. |
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12 |
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13 You should have received a copy of the GNU General Public License |
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14 along with this program. If not, see <http://www.gnu.org/licenses/>. */ |
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15 |
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16 /** |
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17 * This module contains the interface to the input system; it should be the only module of the |
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18 * input package imported from outside this package. |
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19 */ |
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20 module mde.input.Input; |
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21 |
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22 // package imports |
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23 import mde.input.Config; |
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24 import mde.input.exception; |
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25 |
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26 // sdl imports |
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27 import derelict.sdl.events; |
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28 import derelict.sdl.keyboard; |
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29 import derelict.sdl.types; // only SDL_PRESSED |
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30 import derelict.sdl.joystick; // SDL_HAT_* |
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31 |
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32 import Utf = tango.text.convert.Utf; |
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33 import tango.util.log.Log : Log, Logger; |
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34 |
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35 /************************************************************************************************** |
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36 * Class encapsulating all input functionality. |
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37 * |
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38 * This class has several modes which affect output: interaction mode (default), text input mode, |
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39 * mouse gui mode and axis/button binding modes. |
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40 * |
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41 * TODO: Gui mode and button capture and axis capture modes for key binding, disabling all |
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42 * other modes (except gui-type mouse info?). |
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43 * TODO: Possible revisions: remove by-index lookup, only providing callbacks? |
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44 * TODO: Make callbacks send the time of the event? |
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45 * TODO: Adjusters, e.g. double-press, hold/click differences. Axis output: via short or double? |
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46 * TODO: add an Axis1Callback similar to getAxis1? Or remove getAxis1 and provide a conversion function? |
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47 * TODO: allow callbacks to be removed. Currently not needed. |
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48 * TODO: modifiers in text-input mode: shortcut handling? Global shortcuts - either mode? |
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49 * |
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50 * The primary mode is the interaction mode, mapping each button and axis to a configurable index, |
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51 * and allowing event callback functions to be bound per index as well as allowing the state to be |
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52 * looked up directly. |
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53 * --- |
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54 * // For keyboard, joystick and mouse button input |
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55 * bool getButton (inputID id); |
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56 * void addButtonCallback (inputID id, ButtonCallback dg); // callback receives both up and down events |
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57 * |
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58 * // For joystick axis input |
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59 * short getAxis (inputID id); // range: -32767 .. 32767 |
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60 * double getAxis1 (inputID id); // range: -1.0 .. 1.0 |
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61 * void addAxisCallback (inputID id, AxisCallback dg); |
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62 * |
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63 * // For mouse (and joystick ball) relative motion input |
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64 * void getRelMotion (inputID id, out double x, out double y); |
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65 * void addRelMotionCallback (inputID id, RelMotionCallback dg); |
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66 * --- |
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67 * |
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68 * The keyboard can be put in text input mode, disabling interaction-mode keyboard access and |
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69 * providing a callback called on each letter press with it's UTF-8 code. Setting a LetterCallback |
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70 * activates text input mode and removing it disables this mode; only one may be active at once. |
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71 * --- |
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72 * void setLetterCallback (LetterCallback dg); |
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73 * --- |
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74 * |
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75 * Mouse input can be recieved via gui-oriented click/coordinate callbacks in both interaction |
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76 * mode and gui mode, however interaction-mode button and relative motion input is not received in |
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77 * gui mode. |
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78 * --- |
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79 * void getMouseScreenPos (out uint x, out uint y); |
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80 * void addMouseClickCallback (MouseClickCallback dg); |
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81 * void addMouseMotionCallback (MouseMotionCallback dg); |
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82 * --- |
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83 * |
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84 * The following methods are provided for setup & posting events: |
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85 * --- |
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86 * bool opCall (ref SDL_Event event); // Handles an event, making all the above work |
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87 * void frameReset (); // Needs to be called once per frame for correct relative input |
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88 * void loadConfig (char[] profile = "Default"); // Configuration for interaction-mode indexes |
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89 * --- |
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90 ***************************************************/ |
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91 class Input |
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92 { |
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93 /// Typedef for all indexes (type is uint). |
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94 typedef uint inputID; |
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95 alias void delegate(inputID, bool) ButtonCallback; |
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96 alias void delegate(inputID, short) AxisCallback; |
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97 alias void delegate(inputID, double,double) RelMotionCallback; |
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98 alias void delegate(ushort, ushort, ubyte, bool) MouseClickCallback; |
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99 alias void delegate(ushort, ushort) MouseMotionCallback; |
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100 alias void delegate(ushort, char[]) LetterCallback; |
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101 |
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102 /** Get key status at this ID. |
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103 * |
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104 * Returns: value (true = down, false = up) or false if no value at this ID. */ |
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105 bool getButton (inputID id) { |
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106 bool* retp = id in button; |
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107 if (retp) return *retp; |
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108 else return false; |
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109 } |
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110 |
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111 /** Get axis status at this ID. |
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112 * |
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113 * Returns: value (short; range -32767 .. 32767) or 0 if no value at this ID. */ |
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114 short getAxis (inputID id) { |
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115 short* retp = id in axis; |
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116 if (retp) return *retp; |
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117 else return 0; |
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118 } |
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119 /** Get axis status at this ID. |
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120 * |
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121 * Returns: value (double; range roughly -1.0 .. 1.0) or 0 if no value at this ID. */ |
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122 double getAxis1 (inputID id) { |
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123 short* retp = id in axis; |
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124 if (retp) return (*retp) * 3.0518509475997192e-05; |
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125 else return 0.0; |
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126 } |
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127 |
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128 /** Get the relative motion of the mouse or a joystick ball (since last frameReset() call). |
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129 * |
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130 * Future: Converts to a double via sensitivity settings (defaults may be set and overriden per item). |
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131 * |
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132 * To avoid confusion over the ID here, the idea is for the input-layer upward to support |
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133 * multiple mice, in case future platforms do. |
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134 * Also joystick balls (supported by SDL) can be used in the same way as a mouse for relative |
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135 * positions. */ |
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136 void getRelMotion (inputID id, out double x = 0.0, out double y = 0.0) { |
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137 RelPair* rp = id in relMotion; |
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138 if (rp) { |
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139 x = rp.x; y = rp.y; |
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140 } |
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141 } |
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142 |
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143 /** Adds a callback delegate for key events (both DOWN and UP) with this ID. |
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144 * |
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145 * Delegate receives event status. */ |
132
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146 Input addButtonCallback (inputID id, ButtonCallback dg) { |
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147 buttonCallbacks[id] ~= dg; |
132
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148 return this; |
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149 } |
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150 |
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151 /** Adds a callback delegate for axis events with this ID. |
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152 * |
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153 * Delegate receives event status (as per what getAxis returns). */ |
132
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154 Input addAxisCallback (inputID id, AxisCallback dg) { |
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155 axisCallbacks[id] ~= dg; |
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156 return this; |
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157 } |
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158 |
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159 /** Adds a callback delegate for mouse motion/joystick ball events with this ID. |
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160 * |
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161 * Delegate receives event status. As the name suggests, this is relative motion not screen |
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162 * position, with sensitivity adjustments applied. |
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163 * |
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164 * (A separate callback for mouse screen position changes is not |
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165 * necessary since this will be triggered by the same event - use mouseScreenPos from within the |
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166 * function to get new screen coordinates.) */ |
132
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167 Input addRelMotionCallback (inputID id, RelMotionCallback dg) { |
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168 relMotionCallbacks[id] ~= dg; |
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169 return this; |
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170 } |
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171 |
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172 /** Adds a callback delegate for all mouse clicks & releases. |
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173 * |
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174 * Delegate recieves x,y screen position (at time of click/release), button index (1 for left, |
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175 * 2 for middle, 3 for right, 4/5 for wheel, etc.), and whether the button was pressed or |
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176 * released (true if pressed). |
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177 * |
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178 * The point of this over a standard button callback is firstly to avoid mouse configuration for |
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179 * the GUI, and secondly to give the pointer position at the time of the event, not the time the |
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180 * callback gets called. */ |
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181 Input addMouseClickCallback (MouseClickCallback dg) { |
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182 mouseClickCallbacks ~= dg; |
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183 return this; |
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184 } |
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185 |
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186 /** Adds a callback delegate for all mouse motion events. |
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187 * |
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188 * Really just for graphical user interfaces. Use addRelMotionCallback for relative motion (for |
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189 * manipulating 3D views, etc.). */ |
132
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190 Input addMouseMotionCallback (MouseMotionCallback dg) { |
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191 mouseMotionCallbacks ~= dg; |
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192 return this; |
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193 } |
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194 |
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195 /** Sets a callback delegate to recieve key presses as a Utf-8 char[]. |
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196 * |
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197 * Since it is normal to type into only one location at once, setting a new LetterCallback |
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198 * removes the last set one (however active ButtonCallbacks will still receive events). |
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199 * Supplying a null delegate will turn off the slight overhead of unicode conversion. |
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200 * |
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201 * The char[] received by the delegate must be copied and not stored or edited directly. */ |
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202 void setLetterCallback (LetterCallback dg = null) { |
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203 if (dg) { |
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204 SDL_EnableUNICODE (1); |
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205 SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL); |
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206 } else { |
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207 SDL_EnableUNICODE (0); |
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208 SDL_EnableKeyRepeat(0, SDL_DEFAULT_REPEAT_INTERVAL); |
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209 } |
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210 letterCallback = dg; |
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211 } |
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212 |
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213 /** Feed an SDL_Event struct (only uses if it's a key, mouse or joystick event). |
132
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214 * |
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215 * Other types of event functions may be added. Returns true if the event |
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216 * was used, false if not or no config was available. Hmm... doesn't seem |
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217 * very useful, but has practically no cost. |
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218 * |
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219 * May throw InputClassExceptions (on configuration errors). Catching the |
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220 * exception and continuing should be fine. */ |
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221 bool send (ref SDL_Event event) { |
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222 /* Non-config events. |
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223 * |
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224 * Handle these first so that if no config exists some functionality at |
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225 * least is retained. |
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226 * |
60
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227 * Coordinates don't need adjusting (they put the top-left most pixel at 0,0). |
132
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228 * |
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229 * If no config, exit from this switch. */ |
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230 switch (event.type) { |
124
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231 case SDL_KEYDOWN: |
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232 if (letterCallback) { |
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233 try |
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234 letterCallback (event.key.keysym.sym, Utf.toString ([cast(wchar)event.key.keysym.unicode], cast(char[])utfBuf)); |
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235 catch (Exception e) |
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236 logger.error (CB_EXC ~ e.msg); |
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237 } |
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238 break; |
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239 |
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240 case SDL_MOUSEBUTTONDOWN: |
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241 case SDL_MOUSEBUTTONUP: |
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242 foreach (dg; mouseClickCallbacks) { |
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243 try |
60
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244 dg (event.button.x, event.button.y, |
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245 event.button.button, event.button.state == SDL_PRESSED); |
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246 catch (Exception e) |
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247 logger.error (CB_EXC ~ e.msg); |
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248 } |
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249 break; |
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250 |
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251 case SDL_MOUSEMOTION: |
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252 foreach (dg; mouseMotionCallbacks) { |
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253 try |
60
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254 dg (event.motion.x, event.motion.y); |
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255 catch (Exception e) |
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256 logger.error (CB_EXC ~ e.msg); |
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257 } |
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258 break; |
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259 |
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260 default: |
132
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261 if (!config) return false; // event not used |
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262 } |
132
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263 if (!config) return true; // event used |
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264 |
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265 switch (event.type) { |
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266 // Keyboard events: |
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267 case SDL_KEYDOWN: |
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268 case SDL_KEYUP: |
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269 if (letterCallback) break; // text input mode; no keyboard input from mappings |
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270 outQueue[]* p = (Config.B.SDLKEY | event.key.keysym.sym) in config.button; |
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271 if (p) foreach (outQueue q; *p) { |
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272 bEvent (this, event.key.state == SDL_PRESSED, readOutQueue(q)); |
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273 } |
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274 break; |
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275 |
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276 // Mouse events: |
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277 case SDL_MOUSEBUTTONDOWN: |
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278 case SDL_MOUSEBUTTONUP: |
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279 // Button events: |
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280 outQueue[]* p = (Config.B.MOUSE | event.button.button) in config.button; |
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281 if (p) foreach (outQueue q; *p) { |
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282 bEvent (this, event.button.state == SDL_PRESSED, readOutQueue(q)); |
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283 } |
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284 break; |
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285 |
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286 case SDL_MOUSEMOTION: |
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287 // Relative motion: |
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288 outQueue[]* p = (Config.M.WMMOUSE) in config.relMotion; |
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289 if (p) foreach (outQueue q; *p) { |
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290 mEvent (this, event.motion.xrel, event.motion.yrel, readOutQueue(q)); |
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291 } |
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292 break; |
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293 |
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294 // Joystick events: |
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295 case SDL_JOYBUTTONDOWN: |
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296 case SDL_JOYBUTTONUP: |
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297 outQueue[]* p = (Config.B.JOYBUTTON | (event.jbutton.which << 12) | event.jbutton.button) in config.button; |
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298 if (p) foreach (outQueue q; *p) { |
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299 bEvent (this, event.jbutton.state == SDL_PRESSED, readOutQueue(q)); |
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300 } |
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301 break; |
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302 |
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303 case SDL_JOYAXISMOTION: |
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304 outQueue[]* p = (Config.A.JOYAXIS | (event.jaxis.which << 12) | event.jaxis.axis) in config.axis; |
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305 if (p) foreach (outQueue q; *p) { |
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306 aEvent (this, event.jaxis.value, readOutQueue(q)); |
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307 } |
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308 break; |
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309 |
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310 case SDL_JOYBALLMOTION: |
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311 outQueue[]* p = (Config.M.JOYBALL | (event.jball.which << 12) | event.jball.ball) in config.relMotion; |
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312 if (p) foreach (outQueue q; *p) { |
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313 mEvent (this, event.jball.xrel, event.jball.yrel, readOutQueue(q)); |
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314 } |
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315 break; |
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316 |
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317 case SDL_JOYHATMOTION: |
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318 static ubyte[uint] oldJHatVals; // necessary to store this to know which "axis" changed |
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319 |
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320 uint index = (event.jhat.which << 12) | event.jhat.hat; |
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321 ubyte* oVal_p = index in oldJHatVals; |
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322 ubyte oldJHatVal = (oVal_p) ? *oVal_p : SDL_HAT_CENTERED; |
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323 |
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324 // Carry out functionality for an axis. |
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325 void hatExamine (ubyte neg, ubyte pos, Config.B neg_b, Config.B pos_b, Config.A axis) { |
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326 // Check if there's any change on this axis (if not, nothing to do): |
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327 ubyte filter = neg | pos; |
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328 if ((oldJHatVal & filter) != (event.jhat.value & filter)) { |
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329 // Now we know this axis changed position, so can unset old value and set |
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330 // new value (if not centre). |
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331 |
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332 // Cancel old button status: |
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333 if (oldJHatVal & neg) { |
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334 outQueue[]* p = (neg_b | index) in config.button; |
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335 if (p) foreach (outQueue q; *p) bEvent (this, false, readOutQueue(q)); |
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336 } else if (oldJHatVal & pos) { |
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337 outQueue[]* p = (pos_b | index) in config.button; |
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338 if (p) foreach (outQueue q; *p) bEvent (this, false, readOutQueue(q)); |
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339 } |
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340 |
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341 // Set new button status and position: |
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342 short position = 0; |
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343 if (event.jhat.value & neg) { |
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344 position = -32767; |
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345 outQueue[]* p = (neg_b | index) in config.button; |
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346 if (p) foreach (outQueue q; *p) bEvent (this, true, readOutQueue(q)); |
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347 } else if (event.jhat.value & pos) { |
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348 position = 32767; |
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349 outQueue[]* p = (pos_b | index) in config.button; |
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350 if (p) foreach (outQueue q; *p) bEvent (this, true, readOutQueue(q)); |
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351 } |
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352 |
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353 // New axis event: |
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354 outQueue[]* p = (axis | index) in config.axis; |
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355 if (p) foreach (outQueue q; *p) aEvent (this, position, readOutQueue(q)); |
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356 } |
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357 } |
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358 |
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359 // Now run the code for each axis: |
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360 hatExamine (SDL_HAT_UP, SDL_HAT_DOWN, |
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361 Config.B.JOYHAT_U, Config.B.JOYHAT_D, Config.A.JOYHAT_UD); |
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362 hatExamine (SDL_HAT_LEFT, SDL_HAT_RIGHT, |
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363 Config.B.JOYHAT_L, Config.B.JOYHAT_R, Config.A.JOYHAT_LR); |
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364 |
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365 oldJHatVals[index] = event.jhat.value; |
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366 break; |
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367 |
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368 // Other events: |
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369 default: |
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370 return false; // event not used |
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371 } |
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372 return true; // event used |
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373 } |
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374 |
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375 /** Resets relative movement of mice / joystick balls to zero. |
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376 * |
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377 * Should be called once-per-frame if these are used, but must be called after their state has |
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378 * been read (e.g. just before updating the input). */ |
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379 void frameReset () { |
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380 foreach (rp; relMotion) { |
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381 rp.x = rp.y = 0.0; |
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382 } |
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383 } |
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384 |
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385 /** Loads all configs, activating the requested id. |
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386 * |
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387 * Throws: ConfigLoadException if unable to load any configs or the requested config id wasn't |
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388 * found. */ |
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389 void loadConfig (char[] file, char[] profile = "Default") { |
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390 Config.load(file); |
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391 Config* c_p = profile in Config.configs; |
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392 if (c_p) config = *c_p; |
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393 else { |
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394 logger.error ("Config profile \""~profile~"\" not found: input won't work unless a valid profile is loaded!"); |
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395 throw new ConfigLoadException; |
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396 } |
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397 } |
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398 |
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399 /** For now, use as a singleton. (Could be changed later to allow multiple |
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400 * "players". */ |
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401 static Input singleton () { |
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402 if (instance is null) |
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403 instance = new Input(); |
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404 return instance; |
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405 } |
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406 |
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407 private: |
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408 // Static constructor for event stream (fills es_*_fcts tables). |
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409 static this () { |
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410 es_b_fcts = [ ES_B.OUT : &es_b_out ]; |
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411 es_a_fcts = [ ES_A.OUT : &es_a_out, ES_A.REVERSE : &es_a_reverse ]; |
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412 es_m_fcts = [ ES_M.OUT : &es_m_out ]; |
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413 |
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414 logger = Log.getLogger ("mde.input.Input"); |
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415 } |
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416 |
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417 struct RelPair { // for mouse/joystick ball motion |
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418 double x, y; |
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419 static RelPair opCall (double a, double b) { |
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420 RelPair ret; |
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421 ret.x = a; ret.y = b; |
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422 return ret; |
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423 } |
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424 } |
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425 |
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426 static const CB_EXC = "Callback exception: "; |
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427 |
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428 static Input instance; |
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429 static Logger logger; |
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430 |
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431 Config config; // Configuration |
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432 char[6] utfBuf; // Buffer for Utf.toString; reallocates if less than 5. |
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433 |
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434 bool[inputID] button; // Table of button states |
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435 short[inputID] axis; // Table of axes states |
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436 RelPair[inputID] relMotion; // Table of relative mouse / joystick ball motions |
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437 |
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438 // NOTE: currently no means of removal |
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439 ButtonCallback[][inputID] buttonCallbacks; |
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440 AxisCallback[][inputID] axisCallbacks; |
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441 RelMotionCallback[][inputID] relMotionCallbacks; |
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442 MouseClickCallback[] mouseClickCallbacks; |
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443 MouseMotionCallback[] mouseMotionCallbacks; |
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444 LetterCallback letterCallback; |
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445 |
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446 //BEGIN Event stream functionality |
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447 /* This section contains functions called on an event, which may modify the event (adjuster |
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448 * functions), and finally output to one (or more) of the state tables (the event stream). |
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449 * |
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450 * Adjuster and other event functions should have a format to fit the ES_X_Func types, for X is |
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451 * B (button event), A (axis event) or M (mouse relative motion event or joystick ball event). |
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452 * Adjusters should call one of the xEvent() functions with their output and the remainder of |
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453 * the readOutQueue. |
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454 * |
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455 * To control which adjusters get called and pass parameters, a stack of sorts is used: |
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456 * outQueue. */ |
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457 //BEGIN ES Definitions |
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458 /* Note: We really want an array, not a stack. We cannot edit the lists, so we can either |
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459 * copy to a stack or just iterate through it as an array. */ |
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460 alias Config.outQueue outQueue; |
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461 struct readOutQueue { // A convenient structure for reading an outQueue item by item. |
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462 private Config.outQueue _q; // the queue, stored by reference to the original |
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463 private uint p = 0; // current read position (start at beginning) |
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464 |
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465 static readOutQueue opCall (Config.outQueue q) { // Static constructor |
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466 readOutQueue ret; |
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467 ret._q = q; |
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468 return ret; |
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469 } |
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470 uint pop () { // Get the next element and advance. Throws an exception if there isn't another. |
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471 if (p >= _q.length) |
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472 throw new InputClassException ("Input: Invalid configuration: incomplete config stack"); |
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473 uint ret = _q[p]; |
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474 ++p; |
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475 return ret; |
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476 } |
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477 debug uint next () { // Get the next element. No checks; for debug use only. |
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478 return _q[p]; |
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479 } |
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480 } |
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481 |
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482 // These aliases are for pointers to the event functions. |
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483 // These need to use "this", but cannot be delegates because they musn't be bound to a |
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484 // particular instance of Input, hence this must be passed when called. |
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485 alias void function (Input, bool, readOutQueue) ES_B_Func; |
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486 alias void function (Input, short, readOutQueue) ES_A_Func; |
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487 alias void function (Input, short, short, readOutQueue) ES_M_Func; |
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488 |
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489 /* These are the codes allowing the config to specify event functions. |
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490 * |
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491 * They are organised as defined in doc/input_ID_assignments. */ |
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492 enum ES_B : uint { |
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493 OUT = 0x1000u, |
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494 } |
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495 enum ES_A : uint { |
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496 OUT = 0x1000u, |
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497 REVERSE = 0x2000u, |
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498 } |
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499 enum ES_M : uint { |
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500 OUT = 0x1000u, |
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501 } |
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502 //END ES Definitions |
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503 |
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504 // ES Data: |
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505 // These are the tables for looking up which event function to call. |
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506 static ES_B_Func[uint] es_b_fcts; |
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507 static ES_A_Func[uint] es_a_fcts; |
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508 static ES_M_Func[uint] es_m_fcts; |
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509 |
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510 //BEGIN ES Functions |
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511 // These 3 functions pass an event to the appropriate event function (adjuster or output func). |
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512 // They are used to start and continue an event stream. |
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513 // They must be static to allow calling from event functions. |
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514 const EVCONF_ERR = "Invalid configuration: bad event function code"; |
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515 static void bEvent (Input myThis, bool b, readOutQueue s) |
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516 { |
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517 ES_B_Func* func = (s.pop() in es_b_fcts); |
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518 if (func != null) (*func)(myThis, b, s); |
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519 else throw new InputClassException (EVCONF_ERR); |
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520 } |
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521 static void aEvent (Input myThis, short x, readOutQueue s) |
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522 { |
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523 ES_A_Func* func = (s.pop() in es_a_fcts); |
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524 if (func != null) (*func)(myThis, x, s); |
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525 else throw new InputClassException (EVCONF_ERR); |
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526 } |
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527 // Only handles relative output since position-on-screen is not stored with an ID: |
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528 static void mEvent (Input myThis, short x, short y, readOutQueue s) |
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529 { |
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530 ES_M_Func* func = (s.pop() in es_m_fcts); |
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531 if (func != null) (*func)(myThis, x, y, s); |
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532 else throw new InputClassException (EVCONF_ERR); |
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533 } |
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534 |
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535 // The remaining functions are the stream functions, for adjusting and outputting an event. |
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536 // They need to work like non-static functions, but are called via a function pointer, hencne |
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537 // should be static with their first parameter being instead of this. |
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538 |
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539 // Simple output function |
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540 static void es_b_out (Input myThis, bool b, readOutQueue s) { |
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541 inputID id = cast(inputID) s.pop(); |
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542 |
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543 myThis.button[id] = b; |
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544 |
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545 ButtonCallback[]* cb_p = id in myThis.buttonCallbacks; |
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546 if (cb_p) foreach (cb; *cb_p) { |
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547 try |
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548 cb (id, b); |
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549 catch (Exception e) |
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550 logger.error (CB_EXC ~ e.msg); |
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551 } |
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552 } |
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553 // Adjuster to check modifier keys |
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554 static void es_b_modifier (Input myThis, bool b, readOutQueue s); |
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555 |
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parents:
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556 // Simple output function |
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557 static void es_a_out (Input myThis, short x, readOutQueue s) { |
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558 inputID id = cast(inputID) s.pop(); |
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559 |
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560 myThis.axis[id] = x; |
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561 |
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562 AxisCallback[]* cb_p = id in myThis.axisCallbacks; |
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563 if (cb_p) foreach (cb; *cb_p) { |
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564 try |
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565 cb (id, x); |
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566 catch (Exception e) |
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567 logger.error (CB_EXC ~ e.msg); |
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568 } |
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569 } |
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570 |
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571 // Just reverses an axis's value |
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572 static void es_a_reverse (Input myThis, short x, readOutQueue s) { |
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573 aEvent (myThis, -x, s); |
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574 } |
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575 |
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576 // Simple output function |
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577 static void es_m_out (Input myThis, short x, short y, readOutQueue s) { |
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578 inputID id = cast(inputID) s.pop(); |
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579 |
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580 myThis.relMotion[id] = RelPair(x,y); |
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581 |
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582 RelMotionCallback[]* cb_p = id in myThis.relMotionCallbacks; |
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583 if (cb_p) foreach (cb; *cb_p) { |
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584 try |
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585 cb (id, x,y); |
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586 catch (Exception e) |
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587 logger.error (CB_EXC ~ e.msg); |
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588 } |
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589 } |
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590 //END ES Functions |
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591 //END Event stream functionality |
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592 |
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593 |
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594 /* This unittest covers input.config.Config and input.input.Input for some events of all types. |
68
3a737e06dc50
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63
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595 * It is not bullet-proof, and does not cover the stream-functions other than the direct output |
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596 * ones (largely because these may get added at any time and tested via input tests). |
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597 * |
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598 * What it does test: |
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599 * Events of all types. |
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600 * Callbacks of all types. |
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601 * Status set from events for all types (button,axis,relMotion). |
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602 * |
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603 * It relies on config loaded from a file (dependant on where input bindings are loaded from; |
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604 * currently conf/input.mtt). */ |
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605 debug (mdeUnitTest) unittest { |
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606 Input ut = new Input(); |
107
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607 ut.loadConfig ("InputConfig"); |
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608 |
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609 int[6] counters; // counters for callbacks |
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610 // Should become: [2,2,0,2,1,1] |
107
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611 |
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612 //BEGIN Set up some callbacks |
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613 ut.addButtonCallback (0x03F0, delegate void(inputID id, bool status) { |
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614 assert (status == !counters[0]); // true first call, false next |
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615 counters[0] += 1; |
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616 }); |
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617 ut.addButtonCallback (0x06F0, delegate void(inputID id, bool status) { |
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618 assert (status == !counters[1]); // true first call, false next |
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619 counters[1] += 1; |
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620 }); |
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621 ut.addButtonCallback (0x07F0, delegate void(inputID id, bool status) { |
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622 counters[2] += 1; |
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623 }); |
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624 ut.addAxisCallback (0x22F0, delegate void(inputID id, short x) { |
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625 assert (x == (counters[3] ? 0 : 32767)); |
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626 counters[3] += 1; |
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627 }); |
99
5de5810e3516
Implemented an editable TextContent widget; it's now possible to edit text options using the GUI.
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628 ut.addRelMotionCallback (0x11F0, delegate void(inputID id, double x, double y) { |
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629 assert (x == 14.0); |
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630 assert (y == -1.0); |
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631 counters[4] += 1; |
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632 }); |
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633 ut.addMouseClickCallback (delegate void(ushort x, ushort y, ubyte b, bool s) { |
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634 assert (x == 291); |
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635 assert (y == 10010); |
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636 assert (b == 3); |
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637 assert (s == false); |
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638 counters[5] += 1; |
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639 }); |
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640 //END Set up some callbacks |
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641 |
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642 //BEGIN Post a lot of events |
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643 SDL_Event e; |
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644 |
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645 // F11 down: |
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646 e.type = SDL_KEYDOWN; |
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647 e.key.state = SDL_PRESSED; |
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648 e.key.keysym.sym = 292; // SDLK_F11 |
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649 ut(e); |
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650 // Right mouse button up: |
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651 e.type = SDL_MOUSEBUTTONUP; |
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652 e.button.button = 3; // SDL_BUTTON_RIGHT |
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653 e.button.state = SDL_RELEASED; |
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654 e.button.x = 291; |
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655 e.button.y = 10010; |
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656 ut(e); |
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657 // Mouse motion: |
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658 e.type = SDL_MOUSEMOTION; |
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659 e.motion.x = 63; |
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660 e.motion.y = 44; |
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661 e.motion.xrel = 14; |
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662 e.motion.yrel = -1; |
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663 ut(e); |
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664 // Joystick 2 button 5 down: |
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665 e.type = SDL_JOYBUTTONDOWN; |
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666 e.jbutton.which = 2; |
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667 e.jbutton.button = 5; |
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668 e.jbutton.state = SDL_PRESSED; |
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669 ut(e); |
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670 // Same button released: |
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671 e.jbutton.state = SDL_RELEASED; |
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672 ut(e); |
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673 // Joystick 1 axis 8 motion: |
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674 e.type = SDL_JOYAXISMOTION; |
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675 e.jaxis.which = 1; |
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676 e.jaxis.axis = 8; |
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677 e.jaxis.value = 32767; |
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678 ut(e); |
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679 // Joystick 22 ball 100 motion: |
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680 e.type = SDL_JOYBALLMOTION; |
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681 e.jball.which = 22; |
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682 e.jball.ball = 100; |
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683 e.jball.xrel = -21; |
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684 e.jball.yrel = 1024; |
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685 ut(e); |
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686 // Joystick 214 hat 12 DOWN-RIGHT: |
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687 e.type = SDL_JOYHATMOTION; |
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688 e.jhat.which = 214; |
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689 e.jhat.hat = 12; |
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690 e.jhat.value = SDL_HAT_RIGHTDOWN; |
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parents:
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691 ut(e); |
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692 // Same hat LEFT: |
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693 e.jhat.value = SDL_HAT_LEFT; |
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694 ut(e); |
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695 //END Post a lot of events |
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696 |
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697 //BEGIN Check states |
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698 assert (ut.getButton(0xF0) == true); |
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699 assert (ut.getButton(0x1F0) == false); |
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700 assert (ut.getButton(0x2F0) == false); |
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701 assert (ut.getButton(0x4F0) == false); |
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702 assert (ut.getButton(0x5F0) == true); |
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703 assert (ut.getButton(0x6F0) == false); |
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704 assert (ut.getButton(0x7F0) == false); |
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705 |
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706 assert (ut.getAxis(0x20F0) == 32767); |
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707 assert (ut.getAxis(0x21F0) == -32767); |
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708 assert (ut.getAxis1(0x22F0) == 0.0); |
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parents:
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|
709 |
99
5de5810e3516
Implemented an editable TextContent widget; it's now possible to edit text options using the GUI.
Diggory Hardy <diggory.hardy@gmail.com>
parents:
89
diff
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710 double s,t; |
32
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711 ut.getRelMotion(0x10F0, s,t); |
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parents:
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712 assert (s == 14.0); |
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713 assert (t == -1.0); |
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parents:
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714 ut.getRelMotion(0x12F0, s,t); |
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parents:
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715 assert (s == -21.0); |
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parents:
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716 assert (t == 1024.0); |
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|
717 |
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718 assert (counters == [2,2,0,2,1,1]); |
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parents:
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719 //END Check states |
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parents:
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|
720 |
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721 logger.info ("Unittest complete."); |
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parents:
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722 } |
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723 } |