]> Shamusworld >> Repos - virtualjaguar/blobdiff - src/gui/gamepad.cpp
Added analog axis support to Gamepad module.
[virtualjaguar] / src / gui / gamepad.cpp
index 6ca2329a02cf20ab737bdca253cdc37bb7552f43..84307f8ea612e996d9ebcad2a58293efae2e7e23 100644 (file)
 /*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)
@@ -54,6 +56,7 @@ void Gamepad::AllocateJoysticks(void)
                {
                        numButtons[i] = SDL_JoystickNumButtons(pad[i]);
                        numHats[i] = SDL_JoystickNumHats(pad[i]);
+                       numAxes[i] = SDL_JoystickNumAxes(pad[i]);
                }
        }
 
@@ -76,7 +79,6 @@ bool Gamepad::GetState(int joystickID, int buttonID)
        {
                // Handle SDL button
                int buttonNum = (buttonID & JOY_BUTTON_MASK);
-//             SDL_JoystickGetButton(pad[joystickID]);
                return button[joystickID][buttonNum];
        }
        else if (buttonID & JOY_HAT)
@@ -84,10 +86,22 @@ bool Gamepad::GetState(int joystickID, int buttonID)
                // Handle SDL hats
                int hatNumber = (buttonID & JOY_HATNUM_MASK) >> 3;
                uint8_t hatDirection = hatMask[buttonID & JOY_HATBUT_MASK];
-//             uint8 direction = SDL_JoystickGetHat(pad[joystickID], hatNumber);
-//             return (
                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;
@@ -114,6 +128,18 @@ int Gamepad::CheckButtonPressed(void)
                        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;
@@ -146,6 +172,9 @@ void Gamepad::Update(void)
 
                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);
        }
 }
 
@@ -153,6 +182,7 @@ void Gamepad::Update(void)
 #if 0
 // Need to test this. It may be that the only time joysticks are detected is
 // when the program is first run. That would suck.
+// Well, it turns out that SDL doesn't do hot plugging. :-(
 void Gamepad::CheckConsistency(void)
 {
        int currentNumJoysticks = SDL_NumJoysticks();