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/* See LICENSE file for copyright and license details. */
#include "common.h"
int
libgamepad_next_event(struct libgamepad_device *device, struct libgamepad_input_event *eventp)
{
int r;
struct input_event ev;
if (!device->internals->require_sync) {
r = libevdev_next_event(device->internals->dev, LIBEVDEV_READ_FLAG_NORMAL, &ev);
if (r < 0) {
errno = -r;
return -1;
}
} else {
r = libevdev_next_event(device->internals->dev, LIBEVDEV_READ_FLAG_SYNC, &ev);
if (r == -EAGAIN) {
device->internals->require_sync = 0; /* yes, this is how it is document */
return 0;
} else if (r < 0) {
errno = -r;
return -1;
}
if (r != LIBEVDEV_READ_STATUS_SYNC) /* just to be safe */
device->internals->require_sync = 0;
}
eventp->sync_event = (r == LIBEVDEV_READ_STATUS_SYNC);
eventp->code = ev.code;
eventp->value = ev.value;
eventp->time.tv_sec = ev.input_event_sec;
eventp->time.tv_usec = ev.input_event_usec;
switch (ev.type) {
case EV_KEY:
eventp->type = LIBGAMEPAD_BUTTON;
return 1;
case EV_ABS:
eventp->type = LIBGAMEPAD_ABSOLUTE_AXIS;
return 1;
case EV_REL:
eventp->type = LIBGAMEPAD_RELATIVE_AXIS;
return 1;
case EV_SYN:
if (ev.code == SYN_DROPPED)
device->internals->require_sync = 1;
return 0;
default:
return 0;
}
}
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