#include #include #include #include "input/Controller.h" Controller::ButtonState::ButtonState() : downTime(0), justReleased(false) { } Controller::Controller() : activeController(GLFW_JOYSTICK_1) { } void Controller::tick() { if(!glfwJoystickPresent(activeController) && findController()) { std::cout << "cannot find any controller - resetting buttons\n"; reset(); return; } int buttonCount = 0; const u8* buttonMap = glfwGetJoystickButtons(activeController, &buttonCount); int axisCount = 0; const float* axisMap = glfwGetJoystickAxes(activeController, &axisCount); if(buttonCount < 10 || axisCount < 2) { std::cout << "cannot find any supported controller - resetting buttons\n"; std::cout << "buttons found: " << buttonCount << "\n"; std::cout << "axes found: " << axisCount << "\n"; reset(); return; } increment(Button::A, buttonMap, 1); increment(Button::B, buttonMap, 2); increment(Button::X, buttonMap, 0); increment(Button::Y, buttonMap, 3); increment(Button::L, buttonMap, 4); increment(Button::R, buttonMap, 5); increment(Button::SELECT, buttonMap, 8); increment(Button::START, buttonMap, 9); increment(Button::LEFT, axisMap[0] < -0.5f); increment(Button::RIGHT, axisMap[0] > 0.5f); increment(Button::UP, axisMap[1] < -0.5f); increment(Button::DOWN, axisMap[1] > 0.5f); } bool Controller::findController() { for(uint i = GLFW_JOYSTICK_1; i <= GLFW_JOYSTICK_LAST; i++) { if(glfwJoystickPresent(i)) { activeController = i; return false; } } return true; } void Controller::reset() { for(ButtonState& b : buttons) { b.downTime = 0; } } void Controller::increment(uint button, const u8* mapping, uint index) { increment(button, mapping[index] != GLFW_RELEASE); } void Controller::increment(uint button, bool notReleased) { buttons[button].justReleased = (buttons[button].downTime > 0 && !notReleased && !buttons[button].justReleased); bool b = notReleased || buttons[button].justReleased; buttons[button].downTime = buttons[button].downTime * b + b; } uint Controller::getButtonAmount() const { return buttons.getLength(); } const char* Controller::getName(uint button) const { static constexpr const char* buttonNames[] = { "A", "B", "X", "Y", "L", "R", "Select", "Start", "Left", "Right", "Up", "Down" }; return buttonNames[button]; } uint Controller::getDownTime(uint button) const { return buttons[button].downTime; } bool Controller::isDown(uint button) const { return buttons[button].downTime > 0; } bool Controller::wasReleased(uint button) const { return buttons[button].justReleased; }