我正在尝试在自己的C ++程序中捕获键盘事件(更具体地说,是Ctrl + c命令)。我正在尝试通过SDL2中的通用键盘按键来进行此操作。
我在SO和Internet上找到了涉及使用SDL2处理键盘事件的链接。我这里列出了一些。
https://stackoverflow.com/questions/28105533/sdl2-joystick-dont-capture-pressed-event
https://lazyfoo.net/tutorials/SDL/04_key_presses/index.php
http://www.cplusplus.com/forum/windows/182214/
http://gigi.nullneuron.net/gigilabs/handling-keyboard-and-mouse-events-in-sdl2/
我认为引起问题的主要问题是,我同时也在使用Xbox风格的操纵杆。捕获操纵杆事件没有任何问题。我已经做了很长时间了。我在尝试使键盘上的任何东西引发事件时遇到问题。我尝试过if(event.type == SDL_KEYDOWN)
,然后检查它是哪个键,但是似乎什么也没返回。我觉得我需要定义一些宏来允许这样做,因为我一直在互联网上找到相同的解决方案。
我已经包含了我目前正在运行的整个脚本。
#include <boost/thread.hpp>
// Time library
#include <chrono>
// vector data structure
#include <vector>
// Thread-safe base variables
#include <atomic>
// std::cout
#include <iostream>
// Joystick library
#include <SDL2/SDL.h>
// Counters for printing
std::atomic_int printcounter{ 0 };
// This is every 3 * 1000 milliseconds
const int printer = 300;
// If an event is found, allow for printing.
std::atomic_bool eventupdate{ false };
// This function converts the raw joystick axis from the SDL library to proper double precision floating-point values.
double intToDouble(int input)
{
return (double) input / 32767.0 ;
}
// Prevent joystick values from going outside the physical limit
double clamp(double input)
{
return (input < -1.0) ? -1.0 : ( (input > 1.0) ? 1.0 : input);
}
// SDL library joystick deadband
const int JOYSTICK_DEAD_ZONE = 5000;
// These are the raw read in values from the joystick in XInput (XBox) mode.
//Normalized direction
int leftX = 0;
int leftY = 0;
int rightX = 0;
int rightY = 0;
int leftTrigger = -32768;
int rightTrigger = -32768;
// Button array
uint buttons[11] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
// Tbe pov hat is only 4 bits - 1, 2, 4, 8
int povhat = 0;
// These are the rectified joystick values
double leftstickx = 0;
double leftsticky = 0;
double rightstickx = 0;
double rightsticky = 0;
double lefttrigger = 0;
double righttrigger = 0;
// These are the rectified boolean buttons
bool leftstickbut = false;
bool rightstickbut = false;
bool xbutton = false;
bool ybutton = false;
bool abutton = false;
bool bbutton = false;
bool rightbut = false;
bool leftbut = false;
bool startbut = false;
bool backbut = false;
bool centbut = false;
// This is the boolean that controls running the robot.
std::atomic_bool quitrobot{false};
// Joystick values
static double joyvalues[6] = { 0, 0, 0, 0, 0, 0};
static bool joybuttons[11] = { false };
// Sleep function
void wait(int milliseconds)
{
boost::this_thread::sleep_for(boost::chrono::milliseconds{milliseconds});
}
// Now the main code
int main(int argc, char** argv)
{
// Now the robot goes through the looping code until a quit flag is set to true
while ( ! quitrobot)
{
// Now we look for an Xbox-style joystick
std::cout << "Looking for gamepad..." << std::endl;
while(true)
{
// Now the program waits until an Xbox-style joystick is plugged in.
// resetting SDL makes things more stable
SDL_Quit();
// restart SDL with the expectation that a jostick is required.
SDL_Init(SDL_INIT_JOYSTICK);
// SDL_HINT_GRAB_KEYBOARD
// check for a joystick
int res = SDL_NumJoysticks();
if (res > 0) { break; } // Here a joystick has been detected.
if (res < 0)
{
std::cout << "Joystick detection error: " << std::to_string(res) << std::endl;
}
// we don't want the program running super fast when detecting hardware.
wait(20);
}
// Now we check to make sure that the joystick is valid.
// Open the joystick for reading and store its handle in the joy variable
SDL_Joystick *joy = SDL_JoystickOpen(0);
if (joy == NULL) {
/* back to top of while loop */
continue;
}
// Get information about the joystick
const char *name = SDL_JoystickName(joy);
const int num_axes = SDL_JoystickNumAxes(joy);
const int num_buttons = SDL_JoystickNumButtons(joy);
const int num_hats = SDL_JoystickNumHats(joy);
printf("Now reading from joystick '%s' with:\n"
"%d axes\n"
"%d buttons\n"
"%d hats\n\n",
name,
num_axes,
num_buttons,
num_hats);
/* I'm using a logitech F350 wireless in X mode.
If num axis is 4, then gamepad is in D mode, so neutral drive and wait for X mode.
[SAFETY] This means 'D' becomes our robot-disable button.
This can be removed if that's not the goal. */
if (num_axes < 5) {
/* back to top of while loop */
continue;
}
// This is the read joystick and drive robot loop.
while(true)
{
// poll for disconnects or bad things
SDL_Event e;
if (SDL_PollEvent(&e)) {
// SDL generated quit command
if (e.type == SDL_QUIT) { break; }
// Checking for Ctrl+c on the keyboard
// SDL_Keymod modstates = SDL_GetModState();
// if (modstates & KMOD_CTRL)
// {
// One of the Ctrl keys are being held down
// std::cout << "Pressed Ctrl key." << std::endl;
// }
if(e.key.keysym.scancode == SDLK_RCTRL || e.key.keysym.scancode == SDLK_LCTRL || SDL_SCANCODE_RCTRL == e.key.keysym.scancode || e.key.keysym.scancode == SDL_SCANCODE_LCTRL)
{
std::cout << "Pressed QQQQ." << std::endl;
}
if (e.type == SDL_KEYDOWN)
{
switch(e.key.keysym.sym){
case SDLK_UP:
std::cout << "Pressed up." << std::endl;
break;
case SDLK_RCTRL:
std::cout << "Pressed up." << std::endl;
break;
case SDLK_LCTRL:
std::cout << "Pressed up." << std::endl;
break;
}
// Select surfaces based on key press
switch( e.key.keysym.sym )
{
case SDLK_UP:
std::cout << "Pressed Up." << std::endl;
break;
case SDLK_DOWN:
std::cout << "Pressed Up." << std::endl;
break;
case SDLK_LEFT:
std::cout << "Pressed Up." << std::endl;
break;
case SDLK_RIGHT:
std::cout << "Pressed Up." << std::endl;
break;
}
std::cout << "Pressed blah di blah blah please print me." << std::endl;
}
// Checking which joystick event occured
if (e.jdevice.type == SDL_JOYDEVICEREMOVED) { break; }
// Since joystick is not erroring out, we can
else if( e.type == SDL_JOYAXISMOTION )
{
//Motion on controller 0
if( e.jaxis.which == 0 )
{
// event happened
eventupdate = true;
// Left X axis
if( e.jaxis.axis == 0 )
{
// dead zone check
if( e.jaxis.value > -JOYSTICK_DEAD_ZONE && e.jaxis.value < JOYSTICK_DEAD_ZONE)
{
leftX = 0;
}
else
{
leftX = e.jaxis.value;
}
}
// Right Y axis
else if( e.jaxis.axis == 1 )
{
// dead zone check
if( e.jaxis.value > -JOYSTICK_DEAD_ZONE && e.jaxis.value < JOYSTICK_DEAD_ZONE)
{
leftY = 0;
}
else
{
leftY = e.jaxis.value;
}
}
// Left trigger
else if ( e.jaxis.axis == 2 )
{
// dead zone check
if( e.jaxis.value > -JOYSTICK_DEAD_ZONE && e.jaxis.value < JOYSTICK_DEAD_ZONE)
{
leftTrigger = 0;
}
else
{
leftTrigger = e.jaxis.value;
}
}
// Right X axis
else if( e.jaxis.axis == 3 )
{
// dead zone check
if( e.jaxis.value > -JOYSTICK_DEAD_ZONE && e.jaxis.value < JOYSTICK_DEAD_ZONE)
{
rightX = 0;
}
else
{
rightX = e.jaxis.value;
}
}
// Right Y axis
else if( e.jaxis.axis == 4 )
{
// dead zone check
if( e.jaxis.value > -JOYSTICK_DEAD_ZONE && e.jaxis.value < JOYSTICK_DEAD_ZONE)
{
rightY = 0;
}
else
{
rightY = e.jaxis.value;
}
}
// Right trigger
else if( e.jaxis.axis == 5 )
{
// dead zone check
if( e.jaxis.value > -JOYSTICK_DEAD_ZONE && e.jaxis.value < JOYSTICK_DEAD_ZONE)
{
rightTrigger = 0;
}
else
{
rightTrigger = e.jaxis.value;
}
}
}
}
else if ( e.type == SDL_JOYBUTTONUP || e.type == SDL_JOYBUTTONDOWN )
{
// now we are looking for button events.
if (e.jbutton.which == 0)
{
// event happened
eventupdate = true;
// buttons[e.jbutton.button] = e.jbutton.state;
if (e.jbutton.button == 0)
{
buttons[0] = e.jbutton.state;
}
if (e.jbutton.button == 1)
{
buttons[1] = e.jbutton.state;
}
if (e.jbutton.button == 2)
{
buttons[2] = e.jbutton.state;
}
if (e.jbutton.button == 3)
{
buttons[3] = e.jbutton.state;
}
if (e.jbutton.button == 4)
{
buttons[4] = e.jbutton.state;
}
if (e.jbutton.button == 5)
{
buttons[5] = e.jbutton.state;
}
if (e.jbutton.button == 6)
{
buttons[6] = e.jbutton.state;
}
if (e.jbutton.button == 7)
{
buttons[7] = e.jbutton.state;
}
if (e.jbutton.button == 8)
{
buttons[8] = e.jbutton.state;
}
if (e.jbutton.button == 9)
{
buttons[9] = e.jbutton.state;
}
if (e.jbutton.button == 10)
{
buttons[10] = e.jbutton.state;
}
if (e.jbutton.button == 11)
{
buttons[11] = e.jbutton.state;
}
}
}
else if ( e.type == SDL_JOYHATMOTION)
{
if (e.jhat.which == 0)
{
// event happened
eventupdate = true;
povhat = e.jhat.value;
}
}
}
// Now that we have read in the values directly from the joystick we need top convert the values properly.
leftstickx = clamp(intToDouble(leftX));
leftsticky = clamp(intToDouble(leftY));
rightstickx = clamp(intToDouble(rightX));
rightsticky = clamp(intToDouble(rightY));
lefttrigger = clamp(intToDouble(leftTrigger));
righttrigger = clamp(intToDouble(rightTrigger));
// rectify the buttons to become boolean values instead of integers.
abutton = buttons[0] > 0;
bbutton = buttons[1] > 0;
xbutton = buttons[2] > 0;
ybutton = buttons[3] > 0;
//
rightbut = buttons[4] > 0;
leftbut = buttons[5] > 0;
//
centbut = buttons[8] > 0;
startbut = buttons[7] > 0;
backbut = buttons[6] > 0;
//
leftstickbut = buttons[9] > 0;
rightstickbut = buttons[10] > 0;
// Transfer axis to the array.
joyvalues[0] = leftstickx;
joyvalues[1] = leftsticky;
joyvalues[2] = rightstickx;
joyvalues[3] = rightsticky;
joyvalues[4] = lefttrigger;
joyvalues[5] = righttrigger;
// We are using the "B" button to quit the program
if (bbutton)
{
quitrobot = true;
std::cout << "Shutting down program." << std::endl;
break;
}
if (eventupdate)
{
// This section of code is meant for running code that happens when SDL has detected an event.
// This code section can be used for something else as well.
if (e.key.keysym.sym == SDL_SCANCODE_RCTRL || e.key.keysym.sym == SDL_SCANCODE_LCTRL || e.key.keysym.sym == SDLK_LCTRL || e.key.keysym.sym == SDLK_RCTRL)
{
std::cout << "SDL Event: Ctrl pressed.\n" << std::endl;
}
// Simply print the event
eventupdate = false;
} else {}
if ( ! (printcounter = ((printcounter + 1) % printer)))
{
// const Uint8 *state = SDL_GetKeyboardState(NULL);
// if (state[SDL_SCANCODE_RETURN]) {
// printf("<RETURN> is pressed.\n");
// }
}
// Sleep the program for a short bit
wait(5);
}
// Reset SDL since the robot is no longer being actuated.
SDL_JoystickClose(joy);
// We get here only if the joystick has been disconnected.
std::cout << "Gamepad disconnected.\n" << std::endl;
}
// The program then completes.
return 0;
}
巨大的代码块中最重要的部分是第129至179行。我在尝试使键捕获正常工作时更加愚弄,但是我没有得到响应。其他地方都是操纵杆读数的逻辑(这对我来说是完美无缺的)。对于程序员可用的所有宏,我一直都在参考link。我无法捕获左控制按钮或右控制按钮。我也一直在尝试踢脚的方向键,但是这些键都没有用。我知道在进行测试时,还会有其他代码片段的残留。经过我的所有测试,我只是不确定如何捕获任何键盘键,更不用说Ctrl+c
。我不需要的打印语句都不会打印。
我能够使用库存GUI管理器和窗口管理器在Ubuntu 1804 LTS上运行代码。我感觉到该问题也可能与操作系统有关,即不允许SDL2捕获键盘,但我不知道该怎么做才能仅允许SDL2使用键盘或某些键。
由于我已经成功使用了平台专用的信号中断,所以我尝试不使用平台专用的代码。我的目标是简单地使按下的键某种组合导致程序终止。我认为,由于SDL2可以访问键盘上的所有键,因此我应该能够简单地>
TL; DR我正在尝试在自己的C ++程序中捕获键盘事件(更具体地说,是Ctrl + c命令)。我正在通过SDL2中的通用键盘按键来尝试此操作。 END TL;我发现了DR ...
除非您要从stdin中读取键盘输入,否则需要打开一个窗口并将其聚焦以获取SDL中的键事件。这是一个示例(请注意,对SDL_Init的调用使用SDL_INIT_VIDEO,并且其中包含一些用于渲染背景和处理调整大小事件的代码)。
#include <iostream>
#include <SDL2/SDL.h>
int main(int argc, char** argv)
{
if (SDL_Init(SDL_INIT_VIDEO) < 0) { // also initialises the events subsystem
std::cout << "Failed to init SDL.\n";
return -1;
}
SDL_Window *window = SDL_CreateWindow(
"Window", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
680, 480, SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE);
if(!window) {
std::cout << "Failed to create window.\n";
return -1;
}
// Create renderer and select the color for drawing.
SDL_Renderer* renderer = SDL_CreateRenderer(window, -1, 0);
SDL_SetRenderDrawColor(renderer, 200, 200, 200, 255);
while(true)
{
// Clear the entire screen and present.
SDL_RenderClear(renderer);
SDL_RenderPresent(renderer);
SDL_Event event;
while (SDL_PollEvent(&event))
{
if (event.type == SDL_QUIT) {
SDL_Quit();
return 0;
}
if(event.type == SDL_WINDOWEVENT) {
if (event.window.event == SDL_WINDOWEVENT_SIZE_CHANGED) {
int width = event.window.data1;
int height = event.window.data2;
std::cout << "resize event: " << width << "," << height << std::endl;
}
}
if (event.type == SDL_KEYDOWN) {
int key = event.key.keysym.sym;
if (key == SDLK_ESCAPE) {
SDL_Quit();
return 0;
}
std::cout << "key event: " << key << std::endl;
}
}
}
return 0;
}