2 // gamepad.cpp - Host joystick handling (using SDL)
5 // (C) 2013 Underground Software
7 // JLH = James Hammons <jlhamm@acm.org>
10 // --- ---------- -------------------------------------------------------------
11 // JLH 01/05/2013 Created this file
18 // Class member initialization
19 /*static*/ int Gamepad::numJoysticks = 0;
20 /*static*/ SDL_Joystick * Gamepad::pad[8];
21 /*static*/ int Gamepad::numButtons[8];
22 /*static*/ int Gamepad::numHats[8];
23 /*static*/ int Gamepad::numAxes[8];
24 /*static*/ bool Gamepad::button[8][256];
25 /*static*/ uint8_t Gamepad::hat[8][32];
26 /*static*/ int32_t Gamepad::axis[8][32];
29 Gamepad::Gamepad(void)//: numJoysticks(0)
35 Gamepad::~Gamepad(void)
37 DeallocateJoysticks();
41 void Gamepad::AllocateJoysticks(void)
43 // DeallocateJoysticks();
44 numJoysticks = SDL_NumJoysticks();
50 for(int i=0; i<numJoysticks; i++)
52 pad[i] = SDL_JoystickOpen(i);
53 numButtons[i] = numHats[i] = 0;
57 numButtons[i] = SDL_JoystickNumButtons(pad[i]);
58 numHats[i] = SDL_JoystickNumHats(pad[i]);
59 numAxes[i] = SDL_JoystickNumAxes(pad[i]);
63 WriteLog("Gamepad: Found %u joystick%s.\n", numJoysticks, (numJoysticks == 1 ? "" : "s"));
67 void Gamepad::DeallocateJoysticks(void)
69 for(int i=0; i<numJoysticks; i++)
70 SDL_JoystickClose(pad[i]);
74 bool Gamepad::GetState(int joystickID, int buttonID)
76 uint8_t hatMask[8] = { 1, 2, 4, 8, 16, 32, 64, 128 };
78 if (buttonID & JOY_BUTTON)
81 int buttonNum = (buttonID & JOY_BUTTON_MASK);
82 return button[joystickID][buttonNum];
84 else if (buttonID & JOY_HAT)
87 int hatNumber = (buttonID & JOY_HATNUM_MASK) >> 3;
88 uint8_t hatDirection = hatMask[buttonID & JOY_HATBUT_MASK];
89 return (hat[joystickID][hatNumber] & hatDirection ? true : false);
91 else if (buttonID & JOY_AXIS)
93 int axisNum = (buttonID & JOY_AXISNUM_MASK) >> 1;
94 int direction = (buttonID & JOY_AXISDIR_MASK);
96 if (axis[joystickID][axisNum] != 0)
98 if (axis[joystickID][axisNum] > 16000 && (direction == 0))
101 if (axis[joystickID][axisNum] < -16000 && (direction == 1))
106 // Default == failure
111 int Gamepad::CheckButtonPressed(void)
113 // This translates the hat direction to a mask index.
114 int hatNum[16] = { -1, 0, 1, -1, 2, -1, -1, -1,
115 3, -1, -1, -1, -1, -1, -1, -1 };
117 // Return single button ID being pressed (if any)
118 for(int i=0; i<numJoysticks; i++)
120 for(int j=0; j<numButtons[i]; j++)
123 return (JOY_BUTTON | j);
126 for(int j=0; j<numHats[i]; j++)
129 return (JOY_HAT | hatNum[hat[i][j]]);
132 for(int j=0; j<numAxes[i]; j++)
134 // We encode these as axis # (in bits 1-15), up or down in bit 0.
135 // if (axis[i][j] > 0)
136 if (axis[i][j] > 32000)
137 return (JOY_AXIS | (j << 1) | 0);
139 // if (axis[i][j] < 0)
140 if (axis[i][j] < -32000)
141 return (JOY_AXIS | (j << 1) | 1);
149 int Gamepad::GetButtonID(void)
151 // Return single button ID being pressed (if any)
156 int Gamepad::GetJoystickID(void)
158 // Return joystick ID of button being pressed (if any)
163 void Gamepad::Update(void)
165 // SDL_PollEvent(&event);
166 SDL_JoystickUpdate();
168 for(int i=0; i<numJoysticks; i++)
170 for(int j=0; j<numButtons[i]; j++)
171 button[i][j] = SDL_JoystickGetButton(pad[i], j);
173 for(int j=0; j<numHats[i]; j++)
174 hat[i][j] = SDL_JoystickGetHat(pad[i], j);
176 for(int j=0; j<numAxes[i]; j++)
177 axis[i][j] = SDL_JoystickGetAxis(pad[i], j);
183 // Need to test this. It may be that the only time joysticks are detected is
184 // when the program is first run. That would suck.
185 // Well, it turns out that SDL doesn't do hot plugging. :-(
186 void Gamepad::CheckConsistency(void)
188 int currentNumJoysticks = SDL_NumJoysticks();
190 // Check to see if the # of joysticks reported by SDL changed
191 if (currentNumJoysticks == numJoysticks)
194 // Either one or more joysticks were plugged in, or removed. Fix up our
195 // internal states to reflect this.