本文整理汇总了C++中JoyDPad::joyEvent方法的典型用法代码示例。如果您正苦于以下问题:C++ JoyDPad::joyEvent方法的具体用法?C++ JoyDPad::joyEvent怎么用?C++ JoyDPad::joyEvent使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类JoyDPad
的用法示例。
在下文中一共展示了JoyDPad::joyEvent方法的5个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: release
/**
* @brief Perform a release of all elements of a set. Stick and vdpad
* releases will be handled by the associated button or axis.
*/
void SetJoystick::release()
{
QHashIterator<int, JoyAxis*> iterAxes(axes);
while (iterAxes.hasNext())
{
JoyAxis *axis = iterAxes.next().value();
axis->clearPendingEvent();
axis->joyEvent(axis->getCurrentThrottledDeadValue(), true);
}
QHashIterator<int, JoyDPad*> iterDPads(hats);
while (iterDPads.hasNext())
{
JoyDPad *dpad = iterDPads.next().value();
dpad->clearPendingEvent();
dpad->joyEvent(0, true);
}
QHashIterator<int, JoyButton*> iterButtons(buttons);
while (iterButtons.hasNext())
{
JoyButton *button = iterButtons.next().value();
button->clearPendingEvent();
button->joyEvent(false, true);
}
}
示例2: release
void SetJoystick::release()
{
QHashIterator<int, JoyButton*> iter(buttons);
while (iter.hasNext())
{
JoyButton *button = iter.next().value();
button->joyEvent(false, true);
}
QHashIterator<int, JoyAxis*> iter2(axes);
while (iter2.hasNext())
{
JoyAxis *axis = iter2.next().value();
axis->joyEvent(axis->getCurrentThrottledDeadValue(), true);
}
QHashIterator<int, JoyDPad*> iter3(hats);
while (iter3.hasNext())
{
JoyDPad *dpad = iter3.next().value();
dpad->joyEvent(0, true);
}
}
示例3: secondInputPass
void InputDaemon::secondInputPass(QQueue<SDL_Event> *sdlEventQueue)
{
QHash<SDL_JoystickID, InputDevice*> activeDevices;
while (!sdlEventQueue->isEmpty())
{
SDL_Event event = sdlEventQueue->dequeue();
switch (event.type)
{
//qDebug() << QTime::currentTime() << " :";
case SDL_JOYBUTTONDOWN:
case SDL_JOYBUTTONUP:
{
#ifdef USE_SDL_2
InputDevice *joy = trackjoysticks.value(event.jbutton.which);
#else
InputDevice *joy = joysticks->value(event.jbutton.which);
#endif
if (joy)
{
SetJoystick* set = joy->getActiveSetJoystick();
JoyButton *button = set->getJoyButton(event.jbutton.button);
if (button)
{
//button->joyEvent(event.type == SDL_JOYBUTTONDOWN ? true : false);
button->queuePendingEvent(event.type == SDL_JOYBUTTONDOWN ? true : false);
if (!activeDevices.contains(event.jbutton.which))
{
activeDevices.insert(event.jbutton.which, joy);
}
}
}
#ifdef USE_SDL_2
else if (trackcontrollers.contains(event.jbutton.which))
{
GameController *gamepad = trackcontrollers.value(event.jbutton.which);
gamepad->rawButtonEvent(event.jbutton.button, event.type == SDL_JOYBUTTONDOWN ? true : false);
}
#endif
break;
}
case SDL_JOYAXISMOTION:
{
#ifdef USE_SDL_2
InputDevice *joy = trackjoysticks.value(event.jaxis.which);
#else
InputDevice *joy = joysticks->value(event.jaxis.which);
#endif
if (joy)
{
SetJoystick* set = joy->getActiveSetJoystick();
JoyAxis *axis = set->getJoyAxis(event.jaxis.axis);
if (axis)
{
//axis->joyEvent(event.jaxis.value);
axis->queuePendingEvent(event.jaxis.value);
if (!activeDevices.contains(event.jaxis.which))
{
activeDevices.insert(event.jaxis.which, joy);
}
}
joy->rawAxisEvent(event.jaxis.which, event.jaxis.value);
}
#ifdef USE_SDL_2
else if (trackcontrollers.contains(event.jaxis.which))
{
GameController *gamepad = trackcontrollers.value(event.jaxis.which);
gamepad->rawAxisEvent(event.jaxis.axis, event.jaxis.value);
}
#endif
break;
}
case SDL_JOYHATMOTION:
{
#ifdef USE_SDL_2
InputDevice *joy = trackjoysticks.value(event.jhat.which);
#else
InputDevice *joy = joysticks->value(event.jhat.which);
#endif
if (joy)
{
SetJoystick* set = joy->getActiveSetJoystick();
JoyDPad *dpad = set->getJoyDPad(event.jhat.hat);
if (dpad)
{
//dpad->joyEvent(event.jhat.value);
dpad->joyEvent(event.jhat.value);
if (!activeDevices.contains(event.jhat.which))
{
activeDevices.insert(event.jhat.which, joy);
//.........这里部分代码省略.........
示例4: setActiveSetNumber
void InputDevice::setActiveSetNumber(int index)
{
if ((index >= 0 && index < NUMBER_JOYSETS) && (index != active_set))
{
QList<bool> buttonstates;
QList<int> axesstates;
QList<int> dpadstates;
// Grab current states for all elements in old set
SetJoystick *current_set = joystick_sets.value(active_set);
SetJoystick *old_set = current_set;
for (int i = 0; i < current_set->getNumberButtons(); i++)
{
JoyButton *button = current_set->getJoyButton(i);
buttonstates.append(button->getButtonState());
}
for (int i = 0; i < current_set->getNumberAxes(); i++)
{
JoyAxis *axis = current_set->getJoyAxis(i);
axesstates.append(axis->getCurrentRawValue());
}
for (int i = 0; i < current_set->getNumberHats(); i++)
{
JoyDPad *dpad = current_set->getJoyDPad(i);
dpadstates.append(dpad->getCurrentDirection());
}
// Release all current pressed elements and change set number
joystick_sets.value(active_set)->release();
active_set = index;
// Activate all buttons in the switched set
current_set = joystick_sets.value(active_set);
for (int i = 0; i < current_set->getNumberButtons(); i++)
{
bool value = buttonstates.at(i);
bool tempignore = true;
JoyButton *button = current_set->getJoyButton(i);
JoyButton *oldButton = old_set->getJoyButton(i);
if (button->getChangeSetCondition() == JoyButton::SetChangeWhileHeld)
{
if (value)
{
if (oldButton->getChangeSetCondition() == JoyButton::SetChangeWhileHeld && oldButton->getWhileHeldStatus())
{
// Button from old set involved in a while held set
// change. Carry over to new set button to ensure
// set changes are done in the proper order.
button->setWhileHeldStatus(true);
}
else if (!button->getWhileHeldStatus())
{
// Ensure that set change events are performed if needed.
tempignore = false;
}
}
else
{
// Ensure that set change events are performed if needed.
button->setWhileHeldStatus(false);
//tempignore = false;
}
}
button->joyEvent(value, tempignore);
}
// Activate all axis buttons in the switched set
for (int i = 0; i < current_set->getNumberAxes(); i++)
{
int value = axesstates.at(i);
bool tempignore = true;
JoyAxis *axis = current_set->getJoyAxis(i);
JoyAxisButton *oldButton = old_set->getJoyAxis(i)->getAxisButtonByValue(value);
JoyAxisButton *button = axis->getAxisButtonByValue(value);
if (button && oldButton)
{
if (button->getChangeSetCondition() == JoyButton::SetChangeWhileHeld)
{
if (oldButton->getChangeSetCondition() == JoyButton::SetChangeWhileHeld && oldButton->getWhileHeldStatus())
{
// Button from old set involved in a while held set
// change. Carry over to new set button to ensure
// set changes are done in the proper order.
button->setWhileHeldStatus(true);
}
else if (!button->getWhileHeldStatus())
{
// Ensure that set change events are performed if needed.
tempignore = false;
}
}
}
else if (!button)
{
// Ensure that set change events are performed if needed.
axis->getPAxisButton()->setWhileHeldStatus(false);
//.........这里部分代码省略.........
示例5: run
InputDaemon::InputDaemon(QHash<SDL_JoystickID, InputDevice*> *joysticks, bool graphical, QObject *parent) :
#else
InputDaemon::InputDaemon(QHash<int, InputDevice*> *joysticks, bool graphical, QObject *parent) :
#endif
QObject(parent)
{
this->joysticks = joysticks;
this->stopped = false;
this->graphical = graphical;
eventWorker = new SDLEventReader(joysticks);
thread = new QThread();
eventWorker->moveToThread(thread);
if (graphical)
{
connect(thread, SIGNAL(started()), eventWorker, SLOT(performWork()));
connect(eventWorker, SIGNAL(eventRaised()), this, SLOT(run()));
thread->start();
}
refreshJoysticks();
}
InputDaemon::~InputDaemon()
{
if (eventWorker)
{
quit();
}
if (thread)
{
thread->quit();
thread->wait();
delete thread;
thread = 0;
}
}
void InputDaemon::run ()
{
SDL_Event event;
#ifdef USE_SDL_2
event.type = SDL_FIRSTEVENT;
#else
event.type = SDL_NOEVENT;
#endif
if (!stopped)
{
event = eventWorker->getCurrentEvent();
do
{
switch (event.type)
{
case SDL_JOYBUTTONDOWN:
{
#ifdef USE_SDL_2
InputDevice *joy = trackjoysticks.value(event.jbutton.which);
#else
InputDevice *joy = joysticks->value(event.jbutton.which);
#endif
if (joy)
{
SetJoystick* set = joy->getActiveSetJoystick();
JoyButton *button = set->getJoyButton(event.jbutton.button);
if (button)
{
button->joyEvent(true);
}
}
break;
}
case SDL_JOYBUTTONUP:
{
#ifdef USE_SDL_2
InputDevice *joy = trackjoysticks.value(event.jbutton.which);
#else
InputDevice *joy = joysticks->value(event.jbutton.which);
#endif
if (joy)
{
SetJoystick* set = joy->getActiveSetJoystick();
JoyButton *button = set->getJoyButton(event.jbutton.button);
if (button)
{
button->joyEvent(false);
}
}
break;
}
case SDL_JOYAXISMOTION:
//.........这里部分代码省略.........