Renamed SDL events for clarity

Fixes https://github.com/libsdl-org/SDL/issues/6877
This commit is contained in:
Sam Lantinga
2023-01-23 17:54:09 -08:00
parent 74697bc351
commit 7b50bae524
101 changed files with 1375 additions and 862 deletions

View File

@@ -560,26 +560,26 @@ void loop(void *arg)
SDL_PumpEvents();
/* Process all currently pending events */
while (SDL_PeepEvents(&event, 1, SDL_GETEVENT, SDL_FIRSTEVENT, SDL_LASTEVENT) == 1) {
while (SDL_PeepEvents(&event, 1, SDL_GETEVENT, SDL_EVENT_FIRST, SDL_EVENT_LAST) == 1) {
switch (event.type) {
case SDL_GAMEPADADDED:
case SDL_EVENT_GAMEPAD_ADDED:
SDL_Log("Gamepad device %" SDL_PRIu32 " added.\n", event.cdevice.which);
AddGamepad(event.cdevice.which, SDL_TRUE);
break;
case SDL_GAMEPADREMOVED:
case SDL_EVENT_GAMEPAD_REMOVED:
SDL_Log("Gamepad device %" SDL_PRIu32 " removed.\n", event.cdevice.which);
DelGamepad(event.cdevice.which);
break;
case SDL_GAMEPADTOUCHPADDOWN:
case SDL_GAMEPADTOUCHPADMOTION:
case SDL_GAMEPADTOUCHPADUP:
case SDL_EVENT_GAMEPAD_TOUCHPAD_DOWN:
case SDL_EVENT_GAMEPAD_TOUCHPAD_MOTION:
case SDL_EVENT_GAMEPAD_TOUCHPAD_UP:
SDL_Log("Gamepad %" SDL_PRIu32 " touchpad %" SDL_PRIs32 " finger %" SDL_PRIs32 " %s %.2f, %.2f, %.2f\n",
event.ctouchpad.which,
event.ctouchpad.touchpad,
event.ctouchpad.finger,
(event.type == SDL_GAMEPADTOUCHPADDOWN ? "pressed at" : (event.type == SDL_GAMEPADTOUCHPADUP ? "released at" : "moved to")),
(event.type == SDL_EVENT_GAMEPAD_TOUCHPAD_DOWN ? "pressed at" : (event.type == SDL_EVENT_GAMEPAD_TOUCHPAD_UP ? "released at" : "moved to")),
event.ctouchpad.x,
event.ctouchpad.y,
event.ctouchpad.pressure);
@@ -587,7 +587,7 @@ void loop(void *arg)
#define VERBOSE_SENSORS
#ifdef VERBOSE_SENSORS
case SDL_GAMEPADSENSORUPDATE:
case SDL_EVENT_GAMEPAD_SENSOR_UPDATE:
SDL_Log("Gamepad %" SDL_PRIu32 " sensor %s: %.2f, %.2f, %.2f (%" SDL_PRIu64 ")\n",
event.csensor.which,
GetSensorName((SDL_SensorType)event.csensor.sensor),
@@ -600,7 +600,7 @@ void loop(void *arg)
#define VERBOSE_AXES
#ifdef VERBOSE_AXES
case SDL_GAMEPADAXISMOTION:
case SDL_EVENT_GAMEPAD_AXIS_MOTION:
if (event.caxis.value <= (-SDL_JOYSTICK_AXIS_MAX / 2) || event.caxis.value >= (SDL_JOYSTICK_AXIS_MAX / 2)) {
SetGamepad(event.caxis.which);
}
@@ -608,44 +608,44 @@ void loop(void *arg)
break;
#endif /* VERBOSE_AXES */
case SDL_GAMEPADBUTTONDOWN:
case SDL_GAMEPADBUTTONUP:
if (event.type == SDL_GAMEPADBUTTONDOWN) {
case SDL_EVENT_GAMEPAD_BUTTON_DOWN:
case SDL_EVENT_GAMEPAD_BUTTON_UP:
if (event.type == SDL_EVENT_GAMEPAD_BUTTON_DOWN) {
SetGamepad(event.cbutton.which);
}
SDL_Log("Gamepad %" SDL_PRIu32 " button %s %s\n", event.cbutton.which, SDL_GetGamepadStringForButton((SDL_GamepadButton)event.cbutton.button), event.cbutton.state ? "pressed" : "released");
/* Cycle PS5 trigger effects when the microphone button is pressed */
if (event.type == SDL_GAMEPADBUTTONDOWN &&
if (event.type == SDL_EVENT_GAMEPAD_BUTTON_DOWN &&
event.cbutton.button == SDL_GAMEPAD_BUTTON_MISC1 &&
SDL_GetGamepadType(gamepad) == SDL_GAMEPAD_TYPE_PS5) {
CyclePS5TriggerEffect();
}
break;
case SDL_JOYBATTERYUPDATED:
case SDL_EVENT_JOYSTICK_BATTERY_UPDATED:
SDL_Log("Gamepad %" SDL_PRIu32 " battery state changed to %s\n", event.jbattery.which, power_level_strings[event.jbattery.level + 1]);
break;
case SDL_MOUSEBUTTONDOWN:
case SDL_EVENT_MOUSE_BUTTONDOWN:
if (virtual_joystick) {
VirtualGamepadMouseDown(event.button.x, event.button.y);
}
break;
case SDL_MOUSEBUTTONUP:
case SDL_EVENT_MOUSE_BUTTONUP:
if (virtual_joystick) {
VirtualGamepadMouseUp(event.button.x, event.button.y);
}
break;
case SDL_MOUSEMOTION:
case SDL_EVENT_MOUSE_MOTION:
if (virtual_joystick) {
VirtualGamepadMouseMotion(event.motion.x, event.motion.y);
}
break;
case SDL_KEYDOWN:
case SDL_EVENT_KEY_DOWN:
if (event.key.keysym.sym >= SDLK_0 && event.key.keysym.sym <= SDLK_9) {
if (gamepad) {
int player_index = (event.key.keysym.sym - SDLK_0);
@@ -666,7 +666,7 @@ void loop(void *arg)
break;
}
SDL_FALLTHROUGH;
case SDL_QUIT:
case SDL_EVENT_QUIT:
done = SDL_TRUE;
break;
default: