/*static*/ SDL_Joystick * Gamepad::pad[8];
/*static*/ int Gamepad::numButtons[8];
/*static*/ int Gamepad::numHats[8];
+/*static*/ int Gamepad::numAxes[8];
/*static*/ bool Gamepad::button[8][256];
/*static*/ uint8_t Gamepad::hat[8][32];
+/*static*/ int32_t Gamepad::axis[8][32];
Gamepad::Gamepad(void)//: numJoysticks(0)
{
numButtons[i] = SDL_JoystickNumButtons(pad[i]);
numHats[i] = SDL_JoystickNumHats(pad[i]);
+ numAxes[i] = SDL_JoystickNumAxes(pad[i]);
}
}
uint8_t hatDirection = hatMask[buttonID & JOY_HATBUT_MASK];
return (hat[joystickID][hatNumber] & hatDirection ? true : false);
}
+ else if (buttonID & JOY_AXIS)
+ {
+ int axisNum = (buttonID & JOY_AXISNUM_MASK) >> 1;
+ int direction = (buttonID & JOY_AXISDIR_MASK);
+
+ if (axis[joystickID][axisNum] != 0)
+ {
+ if (axis[joystickID][axisNum] > 0 && (direction == 0))
+ return true;
+
+ if (axis[joystickID][axisNum] < 0 && (direction == 1))
+ return true;
+ }
+ }
// Default == failure
return false;
if (hat[i][j])
return (JOY_HAT | hatNum[hat[i][j]]);
}
+
+ for(int j=0; j<numAxes[i]; j++)
+ {
+ // We encode these as axis # (in bits 1-15), up or down in bit 0.
+// if (axis[i][j] > 0)
+ if (axis[i][j] > 32000)
+ return (JOY_AXIS | (j << 1) | 0);
+
+// if (axis[i][j] < 0)
+ if (axis[i][j] < -32000)
+ return (JOY_AXIS | (j << 1) | 1);
+ }
}
return -1;
for(int j=0; j<numHats[i]; j++)
hat[i][j] = SDL_JoystickGetHat(pad[i], j);
+
+ for(int j=0; j<numAxes[i]; j++)
+ axis[i][j] = SDL_JoystickGetAxis(pad[i], j);
}
}