minilauncher-for-slippi/input.c

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#include <Ecore.h>
#include <Elementary.h>
#include "input.h"
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Ecore_Event_Key* ev = NULL;
int event_ready = 0;
static SDL_GameController* gamepad;
extern Evas_Object* win, *mainer, *_tab_curr;
void
_launch_slippi_cb(void *data, Evas_Object *obj EINA_UNUSED, void *event_info EINA_UNUSED);
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void
bye(void*x, void* y)
{
printf("Im die\n");
}
Eina_Bool
_timer_cb(void *data)
{
if (event_ready)
{
ev = calloc(1, sizeof(Ecore_Event_Key)*24);
ev->timestamp = (unsigned int)((unsigned long long)(ecore_time_get() * 1000.0) & 0xffffffff);
ev->window = elm_win_window_id_get(win);
ev->event_window = elm_win_window_id_get(win);
ev->modifiers = 0;
ev->key = "Up";
ev->compose = NULL;
ev->keyname = "Up";
ev->string = NULL;
ev->data = NULL;
ecore_event_add(ECORE_EVENT_KEY_DOWN, ev, bye, NULL);
//evas_event_feed_key_down(win, ev->keyname, ev->key, ev->string, ev->compose, ev->timestamp, ev->data);
//ecore_event_add(ECORE_EVENT_KEY_UP, ev, NULL, NULL);
printf("Event sent\n");
event_ready = 0;
}
return EINA_TRUE;
}
static Eina_Bool
help(void *data EINA_UNUSED, int ev_type EINA_UNUSED, void *_ev)
{
Ecore_Event_Key* ev = _ev;
printf("ev->window: %d\n"
"ev->event_window: %d\n"
"ev->modifiers: %d\n"
"ev->key: %s\n"
"ev->compose: %s\n"
"ev->keyname: %s\n"
"ev->string: %s\n"
"ev->data: %p\n",
ev->window, ev->event_window, ev->modifiers,
ev->key, ev->compose, ev->keyname, ev->string, ev->data);
//ecore_main_loop_quit();
return ECORE_CALLBACK_DONE;
}
void
input_sdl_init_thread()
{
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ecore_event_handler_add(ECORE_EVENT_KEY_DOWN, help, NULL);
ecore_timer_add(.01, _timer_cb, NULL);
//ev = calloc(1, sizeof(Ecore_Event_Key)*30);
Ecore_Thread* thread = ecore_thread_run(_input_sdl_setup_thread, NULL, NULL, NULL);
ecore_thread_local_data_set(thread, "win", win, NULL);
}
static void
input_sdl_eventloop(Ecore_Thread *thread)
{
SDL_Event e;
while (1)
{
while (SDL_PollEvent(&e))
{
ecore_thread_main_loop_begin();
switch (e.type) {
case SDL_CONTROLLERDEVICEADDED:
if (!gamepad) {
gamepad = SDL_GameControllerOpen(e.cdevice.which);
printf("Found\n");
}
break;
case SDL_CONTROLLERDEVICEREMOVED:
if (gamepad) {
SDL_GameControllerClose(gamepad);
gamepad = NULL;
printf("Removed.\n");
}
break;
case SDL_CONTROLLERBUTTONDOWN:
{
Evas_Object* focused = ecore_thread_local_data_find(thread, "win");
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// Setup Event
event_ready = 1;
ecore_thread_main_loop_end();
printf("Run it back.\n");
continue;
// Handle
switch (e.cbutton.button)
{
case SDL_CONTROLLER_BUTTON_DPAD_UP:
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//elm_object_focus_next(focused, ELM_FOCUS_UP);
//ecore_event_add(ECORE_EVENT_KEY_DOWN, ev, NULL, NULL);
printf("Up pressed!\n");
//ecore_event_add(ECORE_EVENT_KEY_UP, );
break;
case SDL_CONTROLLER_BUTTON_DPAD_RIGHT:
elm_object_focus_next(focused, ELM_FOCUS_RIGHT);
break;
case SDL_CONTROLLER_BUTTON_DPAD_DOWN:
elm_object_focus_next(focused, ELM_FOCUS_DOWN);
break;
case SDL_CONTROLLER_BUTTON_DPAD_LEFT:
elm_object_focus_next(focused, ELM_FOCUS_LEFT);
break;
case SDL_CONTROLLER_BUTTON_A:
evas_object_smart_callback_call(elm_object_focused_object_get(focused), "clicked", NULL);
evas_object_smart_callback_call(elm_object_focused_object_get(focused), "activate", NULL);
break;
case SDL_CONTROLLER_BUTTON_LEFTSHOULDER:
prev_tab();
break;
case SDL_CONTROLLER_BUTTON_RIGHTSHOULDER:
next_tab();
break;
case SDL_CONTROLLER_BUTTON_START:
_launch_slippi_cb(NULL, NULL, NULL);
break;
}
//evas_object_smart_callback_call(elm_object_focused_object_get(focused), "selected", elm_object_focused_object_get(focused));
elm_object_focus_set(elm_object_focused_object_get(focused), EINA_TRUE);
//elm_object_item_focus_set(elm_object_focused_object_get(focused), EINA_TRUE);
break;
}
default:
break;
}
ecore_thread_main_loop_end();
}
}
}
void
input_sdl_setup()
{
if (SDL_Init(SDL_INIT_GAMECONTROLLER) < 0)
{
fprintf(stderr, "Couldn't initialize SDL Gamepad: %s\n", SDL_GetError());
return;
}
for (int i = 0; i < SDL_NumJoysticks(); ++i)
{
if (SDL_IsGameController(i))
{
gamepad = SDL_GameControllerOpen(i);
printf("%i gamepads were found. Using %s (#%i).\n",
SDL_NumJoysticks(), SDL_GameControllerName(gamepad), i+1);
break;
}
}
}
void
_input_sdl_setup_thread(void *data, Ecore_Thread *thread)
{
input_sdl_setup();
input_sdl_eventloop(thread);
}