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| author | Ray <[email protected]> | 2019-05-21 20:59:13 +0200 |
|---|---|---|
| committer | Ray <[email protected]> | 2019-05-21 20:59:13 +0200 |
| commit | b1806f660070ec5b54fe20bd266f8b33b3c3bc13 (patch) | |
| tree | b6c9103a7e88f0850436059afb932eded4618376 /src/core.c | |
| parent | 322cf34fe0666ee8ce6f4a8141be79272a86258c (diff) | |
| download | raylib-b1806f660070ec5b54fe20bd266f8b33b3c3bc13.tar.gz raylib-b1806f660070ec5b54fe20bd266f8b33b3c3bc13.zip | |
Add config SUPPORT_SSH_KEYBOARD_RPI
Allow to reconfigure stdin to read input keys, this process could lead to undesired effects. Use with care.
Disabled by default.
Diffstat (limited to 'src/core.c')
| -rw-r--r-- | src/core.c | 29 |
1 files changed, 21 insertions, 8 deletions
@@ -50,6 +50,11 @@ * #define SUPPORT_TOUCH_AS_MOUSE * Touch input and mouse input are shared. Mouse functions also return touch information. * +* #define SUPPORT_SSH_KEYBOARD_RPI (Raspberry Pi only) +* Reconfigure standard input to receive key inputs, works with SSH connection. +* WARNING: Reconfiguring standard input could lead to undesired effects, like breaking other running processes or +* blocking the device is not restored properly. Use with care. +* * #define SUPPORT_BUSY_WAIT_LOOP * Use busy wait loop for timing sync, if not defined, a high-resolution timer is setup and used * @@ -489,16 +494,19 @@ static EM_BOOL EmscriptenGamepadCallback(int eventType, const EmscriptenGamepadE #endif #if defined(PLATFORM_RPI) +#if defined(SUPPORT_SSH_KEYBOARD_RPI) +static void InitKeyboard(void); // Init raw keyboard system (standard input reading) +static void ProcessKeyboard(void); // Process keyboard events +static void RestoreKeyboard(void); // Restore keyboard system +#endif + static void InitEvdevInput(void); // Evdev inputs initialization static void EventThreadSpawn(char *device); // Identifies a input device and spawns a thread to handle it if needed static void *EventThread(void *arg); // Input device events reading thread -static void InitKeyboard(void); // Init raw keyboard system (standard input reading) -static void ProcessKeyboard(void); // Process keyboard events -static void RestoreKeyboard(void); // Restore keyboard system static void InitGamepad(void); // Init raw gamepad input static void *GamepadThread(void *arg); // Mouse reading thread -#endif +#endif // PLATFORM_RPI #if defined(_WIN32) // NOTE: We include Sleep() function signature here to avoid windows.h inclusion @@ -610,8 +618,10 @@ void InitWindow(int width, int height, const char *title) #if defined(PLATFORM_RPI) // Init raw input system InitEvdevInput(); // Evdev inputs initialization - InitKeyboard(); // Keyboard init InitGamepad(); // Gamepad init +#if defined(SUPPORT_SSH_KEYBOARD_RPI) + InitKeyboard(); // Keyboard init +#endif #endif #if defined(PLATFORM_WEB) @@ -3544,7 +3554,7 @@ static void PollInputEvents(void) } #endif -#if defined(PLATFORM_RPI) +#if defined(PLATFORM_RPI) && defined(SUPPORT_SSH_KEYBOARD_RPI) // NOTE: Keyboard reading could be done using input_event(s) reading or just read from stdin, // we now use both methods inside here. 2nd method is still used for legacy purposes (Allows for input trough SSH console) ProcessKeyboard(); @@ -4181,6 +4191,8 @@ static EM_BOOL EmscriptenGamepadCallback(int eventType, const EmscriptenGamepadE #endif #if defined(PLATFORM_RPI) + +#if defined(SUPPORT_SSH_KEYBOARD_RPI) // Initialize Keyboard system (using standard input) static void InitKeyboard(void) { @@ -4341,6 +4353,7 @@ static void RestoreKeyboard(void) // Reconfigure keyboard to default mode ioctl(STDIN_FILENO, KDSKBMODE, defaultKeyboardMode); } +#endif //SUPPORT_SSH_KEYBOARD_RPI // Initialise user input from evdev(/dev/input/event<N>) this means mouse, keyboard or gamepad devices static void InitEvdevInput(void) @@ -4739,7 +4752,7 @@ static void *EventThread(void *arg) // Gesture update if (gestureUpdate) { -#if defined(SUPPORT_GESTURES_SYSTEM) + #if defined(SUPPORT_GESTURES_SYSTEM) GestureEvent gestureEvent = { 0 }; gestureEvent.pointCount = 0; @@ -4761,7 +4774,7 @@ static void *EventThread(void *arg) gestureEvent.position[3] = touchPosition[3]; ProcessGestureEvent(gestureEvent); -#endif + #endif } } else |
