blender/source/gameengine/GameLogic/Joystick/SCA_JoystickEvents.cpp
Brecht Van Lommel 9b948cad08 Fix for a relative paths issue in the game engine. G.sce was being
kept as the original file, but that can't work correct for solving
relative paths once a .blend in another directory is loaded. The
reason it went OK with the apricot tech demo is that the images there
were lib linked into the level file, which still worked.

Now it sets G.sce to the current loaded .blend file. Note that the
python config file path still uses the first loaded .blend file so it
looks in the same location each time.

Also added some NULL pointer checks in the joystick code because it
was crashing there on Mac, there's similar checks in related functions
so I'm assuming this was just a missed case.
2008-10-11 00:56:49 +00:00

124 lines
3.1 KiB
C++

/**
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): snailrose.
*
* ***** END GPL LICENSE BLOCK *****
*/
#ifndef DISABLE_SDL
#include <SDL.h>
#endif
#include "SCA_Joystick.h"
#include "SCA_JoystickPrivate.h"
#ifndef DISABLE_SDL
void SCA_Joystick::OnAxisMotion(SDL_Event* sdl_event)
{
pFillAxes();
m_axisnum = sdl_event->jaxis.axis;
m_axisvalue = sdl_event->jaxis.value;
m_istrig_axis = 1;
}
void SCA_Joystick::OnHatMotion(SDL_Event* sdl_event)
{
m_hatdir = sdl_event->jhat.value;
m_hatnum = sdl_event->jhat.hat;
m_istrig_hat = 1;
}
void SCA_Joystick::OnButtonUp(SDL_Event* sdl_event)
{
m_istrig_button = 1;
/* this is needed for the "all events" option
* so we know if there are no buttons pressed */
int i;
for (i=0; i<m_buttonmax; i++) {
if (SDL_JoystickGetButton(m_private->m_joystick, i)) {
m_buttonnum = i;
return;
}
}
m_buttonnum = -2;
}
void SCA_Joystick::OnButtonDown(SDL_Event* sdl_event)
{
if(sdl_event->jbutton.button >= 0 || sdl_event->jbutton.button <= m_buttonmax)
{
m_istrig_button = 1;
m_buttonnum = sdl_event->jbutton.button;
}
}
void SCA_Joystick::OnNothing(SDL_Event* sdl_event)
{
m_istrig_axis = m_istrig_button = m_istrig_hat = 0;
}
/* only handle events for 1 joystick */
void SCA_Joystick::HandleEvents(void)
{
SDL_Event sdl_event;
int i;
for (i=0; i<JOYINDEX_MAX; i++) {
if(SCA_Joystick::m_instance[i])
SCA_Joystick::m_instance[i]->OnNothing(&sdl_event);
}
if(SDL_PollEvent(&sdl_event))
{
/* Note! m_instance[sdl_event.jaxis.which]
* will segfault if over JOYINDEX_MAX, not too nice but what are the chances? */
switch(sdl_event.type)
{
case SDL_JOYAXISMOTION:
SCA_Joystick::m_instance[sdl_event.jaxis.which]->OnAxisMotion(&sdl_event);
break;
case SDL_JOYHATMOTION:
SCA_Joystick::m_instance[sdl_event.jhat.which]->OnHatMotion(&sdl_event);
break;
case SDL_JOYBUTTONUP:
SCA_Joystick::m_instance[sdl_event.jbutton.which]->OnButtonUp(&sdl_event);
break;
case SDL_JOYBUTTONDOWN:
SCA_Joystick::m_instance[sdl_event.jbutton.which]->OnButtonDown(&sdl_event);
break;
case SDL_JOYBALLMOTION:
SCA_Joystick::m_instance[sdl_event.jball.which]->OnBallMotion(&sdl_event);
break;
default:
printf("SCA_Joystick::HandleEvents, Unknown SDL event, this should not happen\n");
break;
}
}
}
#endif