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- #include <iostream>
- #include "input/Controller.h"
- Controller::Axis::Axis() : positive(0), negative(0) {
- }
- Controller::Controller() : keyToButton(0), gamepadToButton(0)/*activeController(GLFW_JOYSTICK_1)*/ {
- }
- bool Controller::mapKey(int key, int button) {
- if(key < 0 || key >= keyToButton.getLength()) {
- return true;
- }
- button++;
- if(button < 0 || button >= buttons.getLength()) {
- return true;
- }
- keyToButton[key] = button;
- return false;
- }
- bool Controller::mapGamepad(int gamepad, int button) {
- if(gamepad < 0 || gamepad >= gamepadToButton.getLength()) {
- return true;
- }
- button++;
- if(button < 0 || button >= buttons.getLength()) {
- return true;
- }
- gamepadToButton[gamepad] = button;
- return false;
- }
- bool Controller::mapAxis(int axis, int positiveButton, int negativeButton) {
- if(axis < 0 || axis >= axisToButton.getLength()) {
- return true;
- }
- positiveButton++;
- if(positiveButton < 0 || positiveButton >= buttons.getLength()) {
- return true;
- }
- negativeButton++;
- if(negativeButton < 0 || negativeButton >= buttons.getLength()) {
- return true;
- }
- axisToButton[axis].positive = positiveButton;
- axisToButton[axis].negative = negativeButton;
- return false;
- }
- void Controller::press(int key) {
- if(key < 0 || key >= keyToButton.getLength()) {
- return;
- }
- buttons[keyToButton[key]].press();
- }
- void Controller::release(int key) {
- if(key < 0 || key >= keyToButton.getLength()) {
- return;
- }
- buttons[keyToButton[key]].release();
- }
- void Controller::tick() {
- for(Button& b : buttons) {
- b.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;
- }*/
- int Controller::getButtonAmount() const {
- return buttons.getLength();
- }
- const char* Controller::getName(int button) const {
- static constexpr const char* buttonNames[BUTTON_AMOUNT] = {
- "Unknown", "A", "B", "X", "Y", "L", "R", "Start", "Select", "Left", "Right", "Up", "Down"
- };
- return buttonNames[(button + 1) & getRangeMask(button + 1)];
- }
- bool Controller::isDown(int button) const {
- return buttons[(button + 1) & getRangeMask(button + 1)].isDown();
- }
- int Controller::getDownTime(int button) const {
- return buttons[(button + 1) & getRangeMask(button + 1)].getDownTime();
- }
- bool Controller::isUp(int button) const {
- return buttons[(button + 1) & getRangeMask(button + 1)].isUp();
- }
- int Controller::getUpTime(int button) const {
- return buttons[(button + 1) & getRangeMask(button + 1)].getUpTime();
- }
- int Controller::getRangeMask(int button) const {
- return -(button >= 0 && button < buttons.getLength());
- }
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