add SQL_JOYBATTERYUPDATED , OnJoyBatteryUpdated
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@ -25,14 +25,17 @@ namespace Ryujinx.SDL2.Common
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public static Action<Action> MainThreadDispatcher { get; set; }
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private const uint SdlInitFlags = SDL_INIT_EVENTS | SDL_INIT_GAMECONTROLLER | SDL_INIT_JOYSTICK | SDL_INIT_AUDIO | SDL_INIT_VIDEO;
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private const uint SdlInitFlags = SDL_INIT_EVENTS | SDL_INIT_GAMECONTROLLER | SDL_INIT_JOYSTICK |
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SDL_INIT_AUDIO | SDL_INIT_VIDEO;
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private bool _isRunning;
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private uint _refereceCount;
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private Thread _worker;
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private const uint SQL_JOYBATTERYUPDATED = 1543;
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public event Action<int, int> OnJoyStickConnected;
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public event Action<int> OnJoystickDisconnected;
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public event Action<int, SDL_JoystickPowerLevel> OnJoyBatteryUpdated;
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private ConcurrentDictionary<uint, Action<SDL_Event>> _registeredWindowHandlers;
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@ -78,12 +81,14 @@ namespace Ryujinx.SDL2.Common
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// First ensure that we only enable joystick events (for connected/disconnected).
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if (SDL_GameControllerEventState(SDL_IGNORE) != SDL_IGNORE)
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{
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Logger.Error?.PrintMsg(LogClass.Application, "Couldn't change the state of game controller events.");
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Logger.Error?.PrintMsg(LogClass.Application,
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"Couldn't change the state of game controller events.");
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}
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if (SDL_JoystickEventState(SDL_ENABLE) < 0)
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{
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Logger.Error?.PrintMsg(LogClass.Application, $"Failed to enable joystick event polling: {SDL_GetError()}");
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Logger.Error?.PrintMsg(LogClass.Application,
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$"Failed to enable joystick event polling: {SDL_GetError()}");
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}
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// Disable all joysticks information, we don't need them no need to flood the event queue for that.
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@ -143,7 +148,12 @@ namespace Ryujinx.SDL2.Common
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OnJoystickDisconnected?.Invoke(evnt.cbutton.which);
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}
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else if (evnt.type is SDL_EventType.SDL_WINDOWEVENT or SDL_EventType.SDL_MOUSEBUTTONDOWN or SDL_EventType.SDL_MOUSEBUTTONUP)
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else if ((uint)evnt.type == SQL_JOYBATTERYUPDATED)
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{
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OnJoyBatteryUpdated?.Invoke(evnt.cbutton.which, (SDL_JoystickPowerLevel)evnt.user.code);
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}
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else if (evnt.type is SDL_EventType.SDL_WINDOWEVENT or SDL_EventType.SDL_MOUSEBUTTONDOWN
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or SDL_EventType.SDL_MOUSEBUTTONUP)
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{
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if (_registeredWindowHandlers.TryGetValue(evnt.window.windowID, out Action<SDL_Event> handler))
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{
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