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https://github.com/bsnes-emu/bsnes.git
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byuu says: This WIP substantially restructures the ruby API for the first time since that project started. It is my hope that with this restructuring, destruction of the ruby objects should now be deterministic, which should fix the crashing on closing the emulator on Linux. We'll see I guess ... either way, it removed two layers of wrappers from ruby, so it's a pretty nice code cleanup. It won't compile on Windows due to a few issues I didn't see until uploading the WIP, too lazy to upload another. But I fixed all the compilation issues locally, so it'll work on Windows again with the next WIP (unless I break something else.) (Kind of annoying that Linux defines glActiveTexture but Windows doesn't.)
79 lines
1.7 KiB
C++
79 lines
1.7 KiB
C++
#include <SDL/SDL.h>
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#include <sys/ipc.h>
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#include <sys/shm.h>
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#include "keyboard/xlib.cpp"
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#include "mouse/xlib.cpp"
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#include "joypad/sdl.cpp"
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struct InputSDL : Input {
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InputKeyboardXlib xlibKeyboard;
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InputMouseXlib xlibMouse;
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InputJoypadSDL sdl;
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InputSDL() : xlibKeyboard(*this), xlibMouse(*this), sdl(*this) {}
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~InputSDL() { term(); }
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struct Settings {
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uintptr_t handle = 0;
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} settings;
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auto cap(const string& name) -> bool {
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if(name == Input::Handle) return true;
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if(name == Input::KeyboardSupport) return true;
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if(name == Input::MouseSupport) return true;
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if(name == Input::JoypadSupport) return true;
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return false;
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}
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auto get(const string& name) -> any {
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if(name == Input::Handle) return (uintptr_t)settings.handle;
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return {};
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}
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auto set(const string& name, const any& value) -> bool {
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if(name == Input::Handle && value.is<uintptr_t>()) {
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settings.handle = value.get<uintptr_t>();
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return true;
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}
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return false;
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}
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auto acquire() -> bool {
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return xlibMouse.acquire();
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}
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auto release() -> bool {
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return xlibMouse.release();
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}
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auto acquired() -> bool {
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return xlibMouse.acquired();
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}
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auto poll() -> vector<shared_pointer<HID::Device>> {
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vector<shared_pointer<HID::Device>> devices;
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xlibKeyboard.poll(devices);
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xlibMouse.poll(devices);
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sdl.poll(devices);
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return devices;
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}
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auto rumble(uint64_t id, bool enable) -> bool {
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return false;
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}
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auto init() -> bool {
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if(!xlibKeyboard.init()) return false;
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if(!xlibMouse.init(settings.handle)) return false;
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if(!sdl.init()) return false;
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return true;
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}
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auto term() -> void {
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xlibKeyboard.term();
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xlibMouse.term();
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sdl.term();
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}
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};
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