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mouse.c
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mouse.c
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#include <stdio.h>
#include <stdlib.h>
#include <unistd.h>
#include <sys/types.h>
#include <sys/select.h>
#include <sys/wait.h>
#include <err.h>
#include <fcntl.h>
#include <mqueue.h>
#include <signal.h>
#include <string.h>
#include <SDL/SDL.h>
#include <stdbool.h>
//created by Trevor Chan, and modified by Randy White
//Ripped from man page
#define handle_error_en(en, msg) \
do { errno = en; perror(msg); exit(EXIT_FAILURE); } while (0)
#define handle_error(msg) \
do { perror(msg); exit(EXIT_FAILURE); } while (0)
#define MQNAME "/CREAL_JOY_0"
#define LOOPS 1000
#define PRIO 10
#define C_MAX_MSG 256 //this will be the max messages right here
#define C_DEF_MODE 777 //this is for default shit right here with fds
int pid;
pid_t mainPid;
bool mainGameLoopConditional;
//begin
int main(int argc, char* argv[])
{
//sdl stuff
SDL_Joystick *joystick;
SDL_Event event;
mainGameLoopConditional = true; //this is for the main loop
//message queue stuff
mqd_t mq;
int status;
struct mq_attr attr,attrOld;
int i;
fd_set set;//crap
struct mq_attr mqa;
mode_t defaultMode = C_DEF_MODE; //this is supposed to be the default mode right here for the queue
//Analog joystick dead zone
const int JOYSTICK_DEAD_ZONE = 8000; //taken from lazy foo's website : http://lazyfoo.net/tutorials/SDL/19_gamepads_and_joysticks/index.php
mq_unlink(MQNAME); //remove the original message queue
attr.mq_flags = 0;
attr.mq_curmsgs = 0;
attr.mq_maxmsg = 1024;
attr.mq_msgsize = 2; //just using an integer here
mq = mq_open(MQNAME, O_CREAT|O_RDWR , 0644, &attr); //openning the bullshit
perror("mq_open\n");
if (mq == (mqd_t)-1)
{
//interesting to cast this type over -1
perror("mq_open\n");
return -1;
}
status = mq_getattr(mq, &attr);
if (status)
{
perror("mq_getattr()");
return -1;
}
//~ mq_setattr(mq,&attr,NULL); //SETTING THE ATTRIBUTES OF THE MESSAGE QUEUE
mq_send(mq, "L", 2, 1); //make sure to cast this thing here
perror("set attr\n");
if (SDL_Init( SDL_INIT_JOYSTICK|SDL_INIT_VIDEO ) < 0) //SDL_INIT_VIDEO | //ONLY TRYING TO INITIALIZE THE JOY STICK SYSTEM
{
fprintf(stderr, "Couldn't initialize SDL: %s\n", SDL_GetError());
exit(1);
}
else
{
while(mainGameLoopConditional)
{
usleep(1); //sleep you bastard
while(SDL_PollEvent(&event))
{
switch(event.type)
{
//putting the mouse shit in here
case SDL_MOUSEMOTION: {
OnMouseMove(Event->motion.x,Event->motion.y,Event->motion.xrel,Event->motion.yrel,(Event->motion.state&SDL_BUTTON(SDL_BUTTON_LEFT))!=0,(Event->motion.state&SDL_BUTTON(SDL_BUTTON_RIGHT))!=0,(Event->motion.state&SDL_BUTTON(SDL_BUTTON_MIDDLE))!=0);
break;
}
case SDL_MOUSEBUTTONDOWN: {
switch(Event->button.button) {
case SDL_BUTTON_LEFT: {
OnLButtonDown(Event->button.x,Event->button.y);
break;
}
case SDL_BUTTON_RIGHT: {
OnRButtonDown(Event->button.x,Event->button.y);
break;
}
case SDL_BUTTON_MIDDLE: {
OnMButtonDown(Event->button.x,Event->button.y);
break;
}
}
break;
}
case SDL_MOUSEBUTTONUP: {
switch(Event->button.button) {
case SDL_BUTTON_LEFT: {
OnLButtonUp(Event->button.x,Event->button.y);
break;
}
case SDL_BUTTON_RIGHT: {
OnRButtonUp(Event->button.x,Event->button.y);
break;
}
case SDL_BUTTON_MIDDLE: {
OnMButtonUp(Event->button.x,Event->button.y);
break;
}
}
break;
}
case SDL_KEYDOWN:
{
/* handle keyboard stuff here */
break;
}
case SDL_QUIT:
{
/* Set whatever flags are necessary to */
/* end the main game loop here */
mainGameLoopConditional = false; //exit out of the game loop
break;
}
}
}
}//main game loop
SDL_JoystickClose(joystick);
}
mq_close(mq); //close the file descriptor
SDL_Quit();
return 0;
}
//GRAVE YARD BELOW
//~ case SDL_KEYDOWN:
//~ /* keyboard stuff */
//~ while( SDL_PollEvent( &event ) )
//~ {
//~ /* We are only worried about SDL_KEYDOWN and SDL_KEYUP events */
//~ switch( event.type )
//~ {
//~ case SDL_KEYDOWN:
//~ printf( "Key press detected\n" );
//~ break;
//~
//~ case SDL_KEYUP:
//~ printf( "Key release detected\n" );
//~ break;
//~
//~ default:
//~ break;
//~ }
//~ }
//~ break;