Moved CycleKeySequence into separate class instead of having it bundled with CycleKeyButtonEvent, removed CycleKeyRefButtonEvent, stuck issues when multiple buttons are pressed is still present
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121
src/buttonevent/cycle_key_sequence.cpp
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121
src/buttonevent/cycle_key_sequence.cpp
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/*
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** Xbox360 USB Gamepad Userspace Driver
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** Copyright (C) 2011 Ingo Ruhnke <grumbel@gmx.de>
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "buttonevent/cycle_key_sequence.hpp"
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#include <stdexcept>
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#include "raise_exception.hpp"
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CycleKeySequencePtr
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CycleKeySequence::from_range(std::vector<std::string>::const_iterator beg,
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std::vector<std::string>::const_iterator end)
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{
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Keys keys;
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for(std::vector<std::string>::const_iterator i = beg; i != end; ++i)
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{
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keys.push_back(UIEventSequence::from_string(*i));
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}
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if (keys.empty())
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{
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raise_exception(std::runtime_error, "no keys found");
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}
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else
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{
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return CycleKeySequencePtr(new CycleKeySequence(keys));
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}
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}
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CycleKeySequence::CycleKeySequence(const Keys& keys) :
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m_keys(keys),
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m_inited(false),
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m_current_key(0),
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m_last_key(0)
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{
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assert(!m_keys.empty());
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}
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void
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CycleKeySequence::init(UInput& uinput, int slot, bool extra_devices)
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{
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if (!m_inited)
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{
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for(Keys::iterator i = m_keys.begin(); i != m_keys.end(); ++i)
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{
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i->init(uinput, slot, extra_devices);
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}
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m_inited = true;
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}
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}
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void
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CycleKeySequence::send(UInput& uinput, bool value)
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{
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int send_key = has_current_key() ? m_current_key : m_last_key;
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m_keys[send_key].send(uinput, value);
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m_last_key = send_key;
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m_current_key = -1;
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}
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void
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CycleKeySequence::next_key()
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{
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if (has_current_key())
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{
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if (m_current_key == static_cast<int>(m_keys.size() - 1))
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{
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m_current_key = 0;
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}
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else
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{
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m_current_key += 1;
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}
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}
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else
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{
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m_current_key = m_last_key;
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next_key();
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}
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}
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void
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CycleKeySequence::prev_key()
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{
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if (has_current_key())
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{
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if (m_current_key == 0)
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{
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m_current_key = static_cast<int>(m_keys.size() - 1);
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}
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else
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{
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m_current_key -= 1;
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}
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}
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else
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{
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m_current_key = m_last_key;
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prev_key();
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}
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}
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/* EOF */
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67
src/buttonevent/cycle_key_sequence.hpp
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67
src/buttonevent/cycle_key_sequence.hpp
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@ -0,0 +1,67 @@
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/*
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** Xbox360 USB Gamepad Userspace Driver
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** Copyright (C) 2011 Ingo Ruhnke <grumbel@gmx.de>
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef HEADER_XBOXDRV_BUTTONEVENT_CYCLE_KEY_SEQUENCE_HPP
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#define HEADER_XBOXDRV_BUTTONEVENT_CYCLE_KEY_SEQUENCE_HPP
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#include <boost/shared_ptr.hpp>
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#include <vector>
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#include "ui_event_sequence.hpp"
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class CycleKeySequence;
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typedef boost::shared_ptr<CycleKeySequence> CycleKeySequencePtr;
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class CycleKeySequence
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{
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public:
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static CycleKeySequencePtr from_range(std::vector<std::string>::const_iterator beg,
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std::vector<std::string>::const_iterator end);
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private:
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typedef std::vector<UIEventSequence> Keys;
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Keys m_keys;
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bool m_inited;
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/** the position of the cursor in the sequence, if -1, it is unset */
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int m_current_key;
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/** the last key that was send out */
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int m_last_key;
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public:
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CycleKeySequence(const Keys& keys);
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bool has_current_key() const { return m_current_key != -1; }
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void next_key();
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void prev_key();
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void init(UInput& uinput, int slot, bool extra_devices);
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void send(UInput& uinput, bool value);
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private:
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CycleKeySequence(const CycleKeySequence&);
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CycleKeySequence& operator=(const CycleKeySequence&);
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};
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#endif
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/* EOF */
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