Files
libakgl/src/controller.c
Andrew Kesterson 943bf4324e Let a control map listen to any keyboard, and fix the dead arrow keys
The sidescroller's controls did nothing. `akgl_controller_handle_event` matched
`event->key.which == curmap->kbid` exactly, with no way to say "whatever
keyboard the player is typing on", so the game did the obvious thing and bound
`SDL_GetKeyboards()[0]`.

That cannot work. The id a key event *carries* is chosen by the video backend
and is not required to be an id `SDL_GetKeyboards()` reports. On X11 without
XInput2 every key event carries `SDL_GLOBAL_KEYBOARD_ID`, which is 0, while
`SDL_AddKeyboard` registers the attached keyboard as `SDL_DEFAULT_KEYBOARD_ID`,
which is 1; with XInput2 the events carry the physical slave device's
`sourceid` while `SDL_GetKeyboards()[0]` may be the master. Either way the map
matched nothing and every key press was dropped.

A `kbid` or `jsid` of 0 now matches any device of that kind. 0 is safe to spend:
SDL documents `which` as 0 when the source is unknown or virtual, and joystick
ids start at 1, so no real device is 0. A non-zero id still matches only that
device, which is what keeps two local players on two keyboards apart, and there
is a test for that half too. `util/charviewer.c` already passed 0 and depended
on the old behaviour by accident; it works under XInput2 now as well.

Two reasons this shipped, both closed:

- Every test in tests/controller.c dispatched an event whose id equalled the id
  the map was bound with, so none of them could see it.
- The sidescroller's smoke test called the control handlers directly instead of
  dispatching events, so it passed against a control map that matched nothing.
  It now pushes synthetic events through akgl_controller_handle_event from a
  deliberately non-zero device id and fails if the press does not arrive.
  Verified by breaking the binding and watching the run exit non-zero.

`test_controller_wildcard_device_ids` was written first and failed against the
unfixed library with "a map bound to keyboard 0 ignored a key press from device
11", which is the whole reason to trust it now that it passes.

The controls were documented, in one sentence. Chapter 19 has a proper table of
them, and chapter 15 explains why not to reach for SDL_GetKeyboards(). The
header said the match was exact and now says what it does.

Co-Authored-By: Claude Code <noreply@anthropic.com>
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-01 21:23:13 -04:00

631 lines
23 KiB
C

/**
* @file controller.c
* @brief Implements the controller subsystem.
*/
#include <SDL3/SDL.h>
#include <akerror.h>
#include <akgl/heap.h>
#include <akgl/registry.h>
#include <akgl/game.h>
#include <akgl/controller.h>
akgl_ControlMap akgl_controlmaps[AKGL_MAX_CONTROL_MAPS];
/*
* Keystrokes waiting for akgl_controller_poll_key() and
* akgl_controller_poll_keystroke(). Filled by akgl_controller_handle_event()
* before it consults the control maps, so a key that also drives an actor is
* still delivered to a polling caller.
*
* head is the next slot to read, count is how many are waiting. Both index a
* fixed array rather than a queue object, which is the whole point: a host that
* never polls cannot make this grow.
*/
static akgl_Keystroke keybuffer[AKGL_CONTROLLER_KEY_BUFFER];
static int keybuffer_head = 0;
static int keybuffer_count = 0;
/*
* Whether the newest entry is a key press that has not been given its composed
* text yet. SDL reports one keystroke as two events -- the key going down, and
* then the text it composed to, if it composed to anything -- so the text that
* arrives next belongs to the press that arrived last. Without this flag a
* press dropped by a full buffer would hand its text to whatever older press
* happened to still be sitting at the end of the ring.
*/
static bool keybuffer_awaiting_text = false;
/**
* @brief Length in bytes of the UTF-8 sequence @p src begins with, or 0.
*
* 0 both for a byte that cannot start a sequence and for a sequence the string
* ends in the middle of. SDL should hand over neither, and reading past a
* terminator to find out otherwise is not a risk worth taking for input that
* arrives from a keyboard driver.
*
* @param src UTF-8 text, NUL terminated. Required.
*/
static size_t utf8_sequence_length(const char *src)
{
unsigned char lead = (unsigned char)src[0];
size_t len = 0;
size_t i = 0;
if ( lead < 0x80 ) {
return 1;
} else if ( (lead & 0xe0) == 0xc0 ) {
len = 2;
} else if ( (lead & 0xf0) == 0xe0 ) {
len = 3;
} else if ( (lead & 0xf8) == 0xf0 ) {
len = 4;
} else {
return 0;
}
for ( i = 1; i < len; i++ ) {
// A NUL fails this too, which is what stops the scan at the end of a
// truncated string instead of past it.
if ( ((unsigned char)src[i] & 0xc0) != 0x80 ) {
return 0;
}
}
return len;
}
/**
* @brief Copy as much of @p src as fits in @p dest without splitting a character.
*
* SDL hands over whatever the platform composed, which for an input method can
* be several characters at once, and the ring entry holds one. Truncating on a
* byte boundary would leave a partial UTF-8 sequence that nothing downstream
* can render, so this stops at the last code point that fits whole.
*
* @param dest Receives the prefix, always NUL terminated. Required.
* @param destsize Bytes available in @p dest, terminator included.
* @param src UTF-8 text to copy. Required.
*/
static void copy_utf8_prefix(char *dest, size_t destsize, const char *src)
{
size_t used = 0;
size_t len = 0;
dest[0] = '\0';
while ( src[used] != '\0' ) {
len = utf8_sequence_length(&src[used]);
if ( len == 0 ) {
// Not valid UTF-8 from here on. Keep what is already known good.
break;
}
if ( (used + len) >= destsize ) {
break;
}
memcpy(&dest[used], &src[used], len);
used += len;
}
dest[used] = '\0';
}
/**
* @brief Record one key press, discarding it if the buffer is already full.
*
* Dropping the newest rather than overwriting the oldest is deliberate. A
* caller reading a line of input wants the characters that were typed first;
* overwriting would hand it the tail of what the user typed and silently lose
* the head.
*
* The entry starts with no text. Whatever the press composes to arrives as a
* separate event and is attached by keybuffer_attach_text().
*/
static void keybuffer_push_key(SDL_Keycode key, SDL_Keymod mod)
{
int tail = 0;
if ( keybuffer_count >= AKGL_CONTROLLER_KEY_BUFFER ) {
keybuffer_awaiting_text = false;
return;
}
tail = (keybuffer_head + keybuffer_count) % AKGL_CONTROLLER_KEY_BUFFER;
keybuffer[tail].key = key;
keybuffer[tail].mod = mod;
keybuffer[tail].text[0] = '\0';
keybuffer_count += 1;
keybuffer_awaiting_text = true;
}
/**
* @brief Give composed text to the press it belongs to, or buffer it alone.
*
* An entry with no keycode is not a degenerate case to be avoided: an input
* method or a dead key finishes a character with no key press of its own, and a
* line editor wants that character. akgl_controller_poll_keystroke() reports it;
* akgl_controller_poll_key(), which has no keycode to give, discards it.
*/
static void keybuffer_attach_text(const char *text)
{
int newest = 0;
if ( (keybuffer_awaiting_text == true) && (keybuffer_count > 0) ) {
newest = (keybuffer_head + keybuffer_count - 1) % AKGL_CONTROLLER_KEY_BUFFER;
copy_utf8_prefix(keybuffer[newest].text, AKGL_CONTROLLER_KEYSTROKE_TEXT, text);
keybuffer_awaiting_text = false;
return;
}
if ( keybuffer_count >= AKGL_CONTROLLER_KEY_BUFFER ) {
return;
}
newest = (keybuffer_head + keybuffer_count) % AKGL_CONTROLLER_KEY_BUFFER;
keybuffer[newest].key = 0;
keybuffer[newest].mod = 0;
copy_utf8_prefix(keybuffer[newest].text, AKGL_CONTROLLER_KEYSTROKE_TEXT, text);
keybuffer_count += 1;
}
/**
* @brief Take the oldest entry, whatever it carries.
*
* @param dest Receives the entry. Required.
* @return `true` when an entry was taken, `false` when the buffer was empty.
*/
static bool keybuffer_take(akgl_Keystroke *dest)
{
if ( keybuffer_count == 0 ) {
return false;
}
memcpy(dest, &keybuffer[keybuffer_head], sizeof(akgl_Keystroke));
keybuffer_head = (keybuffer_head + 1) % AKGL_CONTROLLER_KEY_BUFFER;
keybuffer_count -= 1;
if ( keybuffer_count == 0 ) {
// Nothing is left for a text event to attach itself to.
keybuffer_awaiting_text = false;
}
return true;
}
akerr_ErrorContext *akgl_controller_list_keyboards(void)
{
int count;
SDL_KeyboardID *keyboards = SDL_GetKeyboards(&count);
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, keyboards, AKERR_NULLPOINTER, "%s", SDL_GetError());
// The array is SDL's to allocate and ours to free -- that is the contract on
// every SDL_Get*s() enumeration. Released in CLEANUP so the loop can fail
// without taking the array with it.
ATTEMPT {
for (int i = 0; i < count; i++) {
const char *name = SDL_GetKeyboardNameForID(keyboards[i]);
SDL_Log("Keyboard %d: ID %u, Name: %s\n", i, keyboards[i], name);
}
} CLEANUP {
SDL_free(keyboards);
keyboards = NULL;
} PROCESS(errctx) {
} FINISH(errctx, true);
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *akgl_controller_open_gamepads(void)
{
int count = 0;
int i = 0;
SDL_JoystickID *gamepads = NULL;
SDL_Gamepad *gamepad = NULL;
bool openfailed = false;
PREPARE_ERROR(errctx);
if ( SDL_HasGamepad() ) {
gamepads = SDL_GetGamepads(&count);
if ( count > 0 ) {
// SDL_free in CLEANUP, not after the loop. A gamepad that failed to
// open used to return straight out of here and take the enumeration
// array with it.
ATTEMPT {
FAIL_ZERO_BREAK(errctx, gamepads, AKERR_NULLPOINTER, "%s", SDL_GetError());
for ( i = 0; i < count ; i++ ) {
gamepad = SDL_OpenGamepad(gamepads[i]);
if ( gamepad == NULL ) {
openfailed = true;
break;
}
SDL_Log("Gamepad %d is %s", i, SDL_GetGamepadNameForID(gamepads[i]));
}
// Reported after the loop rather than inside it: a
// FAIL_ZERO_BREAK in there would break the loop, not the block.
FAIL_NONZERO_BREAK(errctx, openfailed, AKERR_NULLPOINTER, "%s", SDL_GetError());
} CLEANUP {
if ( gamepads != NULL ) {
SDL_free(gamepads);
gamepads = NULL;
}
} PROCESS(errctx) {
} FINISH(errctx, true);
} else {
// SDL_GetGamepads allocates even when it reports none.
if ( gamepads != NULL ) {
SDL_free(gamepads);
gamepads = NULL;
}
SDL_Log("No gamepads enumerated");
}
} else {
SDL_Log("No gamepads connected");
}
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *akgl_controller_handle_event(void *appstate, SDL_Event *event)
{
int i = 0;
int j = 0;
int eventButtonComboMatch = 0;
akgl_ControlMap *curmap = NULL;
akgl_Control *curcontrol = NULL;
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, appstate, AKERR_NULLPOINTER, "NULL appstate");
FAIL_ZERO_RETURN(errctx, event, AKERR_NULLPOINTER, "NULL event");
// Before the control maps, not after: a key bound to an actor is still a
// key an interpreter polling with akgl_controller_poll_key() wants to see,
// and the scan below returns as soon as a binding claims the event.
if ( event->type == SDL_EVENT_KEY_DOWN ) {
keybuffer_push_key(event->key.key, event->key.mod);
} else if ( event->type == SDL_EVENT_TEXT_INPUT ) {
// The character SDL composed for the press recorded a moment ago. A
// keycode cannot express it: the layout, the shift state, a compose key
// and a dead key all have their say between the two events.
keybuffer_attach_text(event->text.text);
}
ATTEMPT {
for ( i = 0 ; i < AKGL_MAX_CONTROL_MAPS; i++ ) {
curmap = &akgl_controlmaps[i];
if ( curmap->target == NULL ) {
continue;
}
//SDL_Log("Control map %d maps to actor %s", i, curmap->target->name);
//SDL_Log("event from keyboard %d", event->key.which);
for ( j = 0; j < AKGL_MAX_CONTROLS; j++ ) {
curcontrol = &curmap->controls[j];
//SDL_Log("button/key is processed by controlmap %d control %d", i, j);
//SDL_Log("event %d -> control on %d off %d", event->type, curcontrol->event_on, curcontrol->event_off);
// This controlmap processes this control
/*
* A map bound to device 0 hears every device of that kind.
*
* Binding a specific id is what keeps two local players on two
* keyboards apart, so it stays -- but a game with one player
* cannot ask for "the keyboard" any other way. SDL_GetKeyboards()
* reports what is attached; the id a key event actually carries
* is chosen by the video backend, and on X11 it is
* SDL_GLOBAL_KEYBOARD_ID (0) without XInput2 and the physical
* slave device's sourceid with it. Neither is the
* SDL_DEFAULT_KEYBOARD_ID of 1 that SDL registers when XInput2 is
* missing, so a game that bound SDL_GetKeyboards()[0] got a map
* that matched nothing and controls that did nothing.
*
* 0 is the right spelling for "any": SDL documents `which` as 0
* when the source is unknown or virtual, and joystick ids start
* at 1, so no real device is 0 and nothing is given up.
*/
eventButtonComboMatch = (
((event->type == SDL_EVENT_GAMEPAD_BUTTON_DOWN ||
event->type == SDL_EVENT_GAMEPAD_BUTTON_UP) &&
(curmap->jsid == 0 || event->gbutton.which == curmap->jsid) &&
event->gbutton.button == curcontrol->button) ||
((event->type == SDL_EVENT_KEY_DOWN ||
event->type == SDL_EVENT_KEY_UP) &&
(curmap->kbid == 0 || event->key.which == curmap->kbid) &&
event->key.key == curcontrol->key)
);
if ( event->type == curcontrol->event_on && eventButtonComboMatch) {
CATCH(errctx, curcontrol->handler_on(curmap->target, event));
goto _akgl_controller_handle_event_success;
} else if ( event->type == curcontrol->event_off && eventButtonComboMatch ) {
CATCH(errctx, curcontrol->handler_off(curmap->target, event));
goto _akgl_controller_handle_event_success;
}
}
}
_akgl_controller_handle_event_success:
} CLEANUP {
} PROCESS(errctx) {
} FINISH(errctx, true);
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *akgl_controller_handle_button_down(void *appstate, SDL_Event *event)
{
akgl_Actor *player = NULL;
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, appstate, AKERR_NULLPOINTER, "NULL appstate");
FAIL_ZERO_RETURN(errctx, event, AKERR_NULLPOINTER, "NULL event");
player = SDL_GetPointerProperty(AKGL_REGISTRY_ACTOR, "player", NULL);
FAIL_ZERO_RETURN(errctx, player, AKERR_NULLPOINTER, "Player actor does not exist");
if ( event->gbutton.button == SDL_GAMEPAD_BUTTON_DPAD_DOWN ||
event->key.key == SDLK_DOWN ) {
SDL_Log("Processing dpad down : state %d", player->state);
AKGL_BITMASK_ADD(player->state, AKGL_ACTOR_STATE_MOVING_DOWN);
if ( !player->movement_controls_face ) {
AKGL_BITMASK_DEL(player->state, AKGL_ACTOR_STATE_FACE_ALL);
AKGL_BITMASK_ADD(player->state, AKGL_ACTOR_STATE_FACE_DOWN);
}
SDL_Log("New state : %d", player->state);
} else if ( event->gbutton.button == SDL_GAMEPAD_BUTTON_DPAD_UP ||
event->key.key == SDLK_UP ) {
SDL_Log("Processing dpad up");
AKGL_BITMASK_ADD(player->state, AKGL_ACTOR_STATE_MOVING_UP);
if ( !player->movement_controls_face ) {
AKGL_BITMASK_DEL(player->state, AKGL_ACTOR_STATE_FACE_ALL);
AKGL_BITMASK_ADD(player->state, AKGL_ACTOR_STATE_FACE_UP);
}
SDL_Log("New state : %d", player->state);
} else if ( event->gbutton.button == SDL_GAMEPAD_BUTTON_DPAD_LEFT ||
event->key.key == SDLK_LEFT ) {
SDL_Log("Processing dpad left");
AKGL_BITMASK_ADD(player->state, AKGL_ACTOR_STATE_MOVING_LEFT);
if ( !player->movement_controls_face ) {
AKGL_BITMASK_DEL(player->state, AKGL_ACTOR_STATE_FACE_ALL);
AKGL_BITMASK_ADD(player->state, AKGL_ACTOR_STATE_FACE_LEFT);
}
SDL_Log("New state : %d", player->state);
} else if ( event->gbutton.button == SDL_GAMEPAD_BUTTON_DPAD_RIGHT ||
event->key.key == SDLK_RIGHT ) {
SDL_Log("Processing dpad right");
AKGL_BITMASK_ADD(player->state, AKGL_ACTOR_STATE_MOVING_RIGHT);
if ( !player->movement_controls_face ) {
AKGL_BITMASK_DEL(player->state, AKGL_ACTOR_STATE_FACE_ALL);
AKGL_BITMASK_ADD(player->state, AKGL_ACTOR_STATE_FACE_RIGHT);
}
SDL_Log("New state : %d", player->state);
}
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *akgl_controller_handle_button_up(void *appstate, SDL_Event *event)
{
akgl_Actor *player = NULL;
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, appstate, AKERR_NULLPOINTER, "NULL appstate");
FAIL_ZERO_RETURN(errctx, event, AKERR_NULLPOINTER, "NULL event");
player = SDL_GetPointerProperty(AKGL_REGISTRY_ACTOR, "player", NULL);
FAIL_ZERO_RETURN(errctx, player, AKERR_NULLPOINTER, "Player actor does not exist");
if ( event->gbutton.button == SDL_GAMEPAD_BUTTON_DPAD_DOWN ||
event->key.key == SDLK_DOWN ) {
SDL_Log("processing down release");
AKGL_BITMASK_DEL(player->state, AKGL_ACTOR_STATE_MOVING_DOWN);
player->curSpriteFrameId = 0;
SDL_Log("New state : %d", player->state);
} else if ( event->gbutton.button == SDL_GAMEPAD_BUTTON_DPAD_UP ||
event->key.key == SDLK_UP ) {
SDL_Log("processing up release");
AKGL_BITMASK_DEL(player->state, AKGL_ACTOR_STATE_MOVING_UP);
player->curSpriteFrameId = 0;
SDL_Log("New state : %d", player->state);
} else if ( event->gbutton.button == SDL_GAMEPAD_BUTTON_DPAD_RIGHT ||
event->key.key == SDLK_RIGHT) {
SDL_Log("processing right release");
AKGL_BITMASK_DEL(player->state, AKGL_ACTOR_STATE_MOVING_RIGHT);
player->curSpriteFrameId = 0;
SDL_Log("New state : %d", player->state);
} else if ( event->gbutton.button == SDL_GAMEPAD_BUTTON_DPAD_LEFT ||
event->key.key == SDLK_LEFT ) {
SDL_Log("processing left release");
AKGL_BITMASK_DEL(player->state, AKGL_ACTOR_STATE_MOVING_LEFT);
player->curSpriteFrameId = 0;
SDL_Log("New state : %d", player->state);
}
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *akgl_controller_handle_added(void *appstate, SDL_Event *event)
{
SDL_JoystickID which;
SDL_Gamepad *gamepad = NULL;
char *mapping = NULL;
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, appstate, AKERR_NULLPOINTER, "NULL appstate");
FAIL_ZERO_RETURN(errctx, event, AKERR_NULLPOINTER, "NULL event");
which = event->gbutton.which;
gamepad = SDL_GetGamepadFromID(which);
if (!gamepad) {
SDL_Log("Gamepad #%u add, but not opened: %s", (unsigned int) which, SDL_GetError());
gamepad = SDL_OpenGamepad(which);
SDL_Log("Gamepad #%u opened: %s", (unsigned int) which, SDL_GetError());
mapping = SDL_GetGamepadMapping(gamepad);
if ( mapping == NULL ) {
SDL_Log("Gamepad #%u has no mapping!", (unsigned int) which);
} else if ( mapping != NULL ) {
SDL_Log("Gamepad #%u mapping : %s", (unsigned int) which, mapping);
SDL_free(mapping);
}
} else {
SDL_Log("Gamepad #%u ('%s') added", (unsigned int) which, SDL_GetGamepadName(gamepad));
}
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *akgl_controller_handle_removed(void *appstate, SDL_Event *event)
{
SDL_JoystickID which;
SDL_Gamepad *gamepad = NULL;
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, appstate, AKERR_NULLPOINTER, "NULL appstate");
FAIL_ZERO_RETURN(errctx, event, AKERR_NULLPOINTER, "NULL event");
which = event->gbutton.which;
gamepad = SDL_GetGamepadFromID(which);
if (gamepad) {
SDL_CloseGamepad(gamepad); /* the joystick was unplugged. */
}
SDL_Log("Gamepad #%u removed", (unsigned int) which);
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *akgl_controller_pushmap(int controlmapid, akgl_Control *control)
{
int newmapid = 0;
PREPARE_ERROR(errctx);
ATTEMPT {
FAIL_ZERO_BREAK(errctx, control, AKERR_NULLPOINTER, "NULL Control");
FAIL_NONZERO_BREAK(errctx, ((controlmapid < 0) || (controlmapid >= AKGL_MAX_CONTROL_MAPS)), AKERR_OUTOFBOUNDS, "Control map id %d is outside 0..%d", controlmapid, (AKGL_MAX_CONTROL_MAPS - 1));
newmapid = akgl_controlmaps[controlmapid].nextMap;
FAIL_ZERO_BREAK(errctx, (AKGL_MAX_CONTROLS - newmapid), AKERR_OUTOFBOUNDS, "Control map ID %d is full", controlmapid);
memcpy((void *)&akgl_controlmaps[controlmapid].controls[newmapid], control, sizeof(akgl_Control));
akgl_controlmaps[controlmapid].nextMap = newmapid + 1;
} CLEANUP {
} PROCESS(errctx) {
} FINISH(errctx, true);
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *akgl_controller_default(int controlmapid, char *actorname, int kbid, int jsid)
{
akgl_ControlMap *controlmap;
akgl_Control control;
PREPARE_ERROR(errctx);
ATTEMPT {
// set up the control map
FAIL_NONZERO_BREAK(errctx, ((controlmapid < 0) || (controlmapid >= AKGL_MAX_CONTROL_MAPS)), AKERR_OUTOFBOUNDS, "Control map id %d is outside 0..%d", controlmapid, (AKGL_MAX_CONTROL_MAPS - 1));
memset((void *)&control, 0x00, sizeof(akgl_Control));
controlmap = &akgl_controlmaps[controlmapid];
controlmap->kbid = kbid;
controlmap->jsid = jsid;
controlmap->target = SDL_GetPointerProperty(AKGL_REGISTRY_ACTOR, actorname, NULL);
FAIL_ZERO_BREAK(errctx, controlmap->target, AKGL_ERR_REGISTRY, "Actor %s not found in registry", actorname);
// ---- KEYBOARD CONTROLS ----
// Move down
control.key = SDLK_DOWN;
control.event_on = SDL_EVENT_KEY_DOWN;
control.event_off = SDL_EVENT_KEY_UP;
control.handler_on = &akgl_actor_cmhf_down_on;
control.handler_off = &akgl_actor_cmhf_down_off;
CATCH(errctx, akgl_controller_pushmap(controlmapid, &control));
// Move up
control.key = SDLK_UP;
control.event_on = SDL_EVENT_KEY_DOWN;
control.event_off = SDL_EVENT_KEY_UP;
control.handler_on = &akgl_actor_cmhf_up_on;
control.handler_off = &akgl_actor_cmhf_up_off;
CATCH(errctx, akgl_controller_pushmap(controlmapid, &control));
// Move left
control.key = SDLK_LEFT;
control.event_on = SDL_EVENT_KEY_DOWN;
control.event_off = SDL_EVENT_KEY_UP;
control.handler_on = &akgl_actor_cmhf_left_on;
control.handler_off = &akgl_actor_cmhf_left_off;
CATCH(errctx, akgl_controller_pushmap(controlmapid, &control));
// Move right
control.key = SDLK_RIGHT;
control.event_on = SDL_EVENT_KEY_DOWN;
control.event_off = SDL_EVENT_KEY_UP;
control.handler_on = &akgl_actor_cmhf_right_on;
control.handler_off = &akgl_actor_cmhf_right_off;
CATCH(errctx, akgl_controller_pushmap(controlmapid, &control));
control.key = 0;
// ----- GAMEPAD CONTROLS
// Move down
control.button = SDL_GAMEPAD_BUTTON_DPAD_DOWN;
control.event_on = SDL_EVENT_GAMEPAD_BUTTON_DOWN;
control.event_off = SDL_EVENT_GAMEPAD_BUTTON_UP;
control.handler_on = &akgl_actor_cmhf_down_on;
control.handler_off = &akgl_actor_cmhf_down_off;
CATCH(errctx, akgl_controller_pushmap(controlmapid, &control));
// Move up
control.button = SDL_GAMEPAD_BUTTON_DPAD_UP;
control.event_on = SDL_EVENT_GAMEPAD_BUTTON_DOWN;
control.event_off = SDL_EVENT_GAMEPAD_BUTTON_UP;
control.handler_on = &akgl_actor_cmhf_up_on;
control.handler_off = &akgl_actor_cmhf_up_off;
CATCH(errctx, akgl_controller_pushmap(controlmapid, &control));
// Move left
control.button = SDL_GAMEPAD_BUTTON_DPAD_LEFT;
control.event_on = SDL_EVENT_GAMEPAD_BUTTON_DOWN;
control.event_off = SDL_EVENT_GAMEPAD_BUTTON_UP;
control.handler_on = &akgl_actor_cmhf_left_on;
control.handler_off = &akgl_actor_cmhf_left_off;
CATCH(errctx, akgl_controller_pushmap(controlmapid, &control));
// Move right
control.button = SDL_GAMEPAD_BUTTON_DPAD_RIGHT;
control.event_on = SDL_EVENT_GAMEPAD_BUTTON_DOWN;
control.event_off = SDL_EVENT_GAMEPAD_BUTTON_UP;
control.handler_on = &akgl_actor_cmhf_right_on;
control.handler_off = &akgl_actor_cmhf_right_off;
CATCH(errctx, akgl_controller_pushmap(controlmapid, &control));
} CLEANUP {
} PROCESS(errctx) {
} FINISH(errctx, true);
// The SUCCEED_RETURN used to sit at the end of the ATTEMPT block, which
// returned past CLEANUP and left this function with no return statement at
// all on the path that falls out of FINISH.
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *akgl_controller_poll_key(int *keycode, bool *available)
{
akgl_Keystroke keystroke;
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, keycode, AKERR_NULLPOINTER, "NULL keycode destination");
FAIL_ZERO_RETURN(errctx, available, AKERR_NULLPOINTER, "NULL availability destination");
// An empty buffer is the ordinary case, not a failure: the caller is asking
// whether a key is waiting, and the answer is no.
*keycode = 0;
*available = false;
while ( keybuffer_take(&keystroke) == true ) {
if ( keystroke.key == 0 ) {
// Composed text with no key behind it. This form has no way to
// report it, so it is dropped rather than handed back as key 0.
continue;
}
*keycode = (int)keystroke.key;
*available = true;
break;
}
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *akgl_controller_poll_keystroke(akgl_Keystroke *dest, bool *available)
{
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, dest, AKERR_NULLPOINTER, "NULL keystroke destination");
FAIL_ZERO_RETURN(errctx, available, AKERR_NULLPOINTER, "NULL availability destination");
memset(dest, 0x00, sizeof(akgl_Keystroke));
*available = keybuffer_take(dest);
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *akgl_controller_flush_keys(void)
{
PREPARE_ERROR(errctx);
keybuffer_head = 0;
keybuffer_count = 0;
keybuffer_awaiting_text = false;
SUCCEED_RETURN(errctx);
}