/* Minetest Copyright (C) 2016 est31, This program is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 3.0 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */ #include "joystick_controller.h" #include "irrlichttypes_extrabloated.h" #include "keys.h" #include "keycode.h" #include "gui/mainmenumanager.h" #include "settings.h" #include "gettime.h" #include "porting.h" #include "renderingengine.h" #include "util/string.h" bool JoystickButtonCmb::isTriggered(const irr::SEvent::SJoystickEvent &ev) const { u32 buttons = ev.ButtonStates; buttons &= filter_mask; return buttons == compare_mask; } bool JoystickAxisCmb::isTriggered(const irr::SEvent::SJoystickEvent &ev) const { s16 ax_val = ev.Axis[axis_to_compare]; return (ax_val * direction < -thresh); } // spares many characters #define JLO_B_PB(A, B, C) jlo.button_keys.emplace_back(A, B, C) #define JLO_A_PB(A, B, C, D) jlo.axis_keys.emplace_back(A, B, C, D) JoystickLayout create_default_layout() { JoystickLayout jlo; jlo.axes_deadzone = g_settings->getU16("joystick_deadzone"); const JoystickAxisLayout axes[JA_COUNT] = { {0, 1}, // JA_SIDEWARD_MOVE {1, 1}, // JA_FORWARD_MOVE {3, 1}, // JA_FRUSTUM_HORIZONTAL {4, 1}, // JA_FRUSTUM_VERTICAL }; memcpy(jlo.axes, axes, sizeof(jlo.axes)); u32 sb = 1 << 7; // START button mask u32 fb = 1 << 3; // FOUR button mask u32 bm = sb | fb; // Mask for Both Modifiers // The back button means "ESC". JLO_B_PB(KeyType::ESC, 1 << 6, 1 << 6); // The start button counts as modifier as well as use key. // JLO_B_PB(KeyType::USE, sb, sb)); // Accessible without start modifier button pressed // regardless whether four is pressed or not JLO_B_PB(KeyType::SNEAK, sb | 1 << 2, 1 << 2); // Accessible without four modifier button pressed // regardless whether start is pressed or not JLO_B_PB(KeyType::DIG, fb | 1 << 4, 1 << 4); JLO_B_PB(KeyType::PLACE, fb | 1 << 5, 1 << 5); // Accessible without any modifier pressed JLO_B_PB(KeyType::JUMP, bm | 1 << 0, 1 << 0); JLO_B_PB(KeyType::AUX1, bm | 1 << 1, 1 << 1); // Accessible with start button not pressed, but four pressed // TODO find usage for button 0 JLO_B_PB(KeyType::DROP, bm | 1 << 1, fb | 1 << 1); JLO_B_PB(KeyType::HOTBAR_PREV, bm | 1 << 4, fb | 1 << 4); JLO_B_PB(KeyType::HOTBAR_NEXT, bm | 1 << 5, fb | 1 << 5); // Accessible with start button and four pressed // TODO find usage for buttons 0, 1 and 4, 5 // Now about the buttons simulated by the axes // Movement buttons, important for vessels JLO_A_PB(KeyType::FORWARD, 1, 1, jlo.axes_deadzone); JLO_A_PB(KeyType::BACKWARD, 1, -1, jlo.axes_deadzone); JLO_A_PB(KeyType::LEFT, 0, 1, jlo.axes_deadzone); JLO_A_PB(KeyType::RIGHT, 0, -1, jlo.axes_deadzone); // Scroll buttons JLO_A_PB(KeyType::HOTBAR_PREV, 2, -1, jlo.axes_deadzone); JLO_A_PB(KeyType::HOTBAR_NEXT, 5, -1, jlo.axes_deadzone); return jlo; } JoystickLayout create_xbox_layout() { JoystickLayout jlo; jlo.axes_deadzone = 7000; const JoystickAxisLayout axes[JA_COUNT] = { {0, 1}, // JA_SIDEWARD_MOVE {1, 1}, // JA_FORWARD_MOVE {2, 1}, // JA_FRUSTUM_HORIZONTAL {3, 1}, // JA_FRUSTUM_VERTICAL }; memcpy(jlo.axes, axes, sizeof(jlo.axes)); // The back button means "ESC". JLO_B_PB(KeyType::ESC, 1 << 8, 1 << 8); // back JLO_B_PB(KeyType::ESC, 1 << 9, 1 << 9); // start // 4 Buttons JLO_B_PB(KeyType::JUMP, 1 << 0, 1 << 0); // A/green JLO_B_PB(KeyType::ESC, 1 << 1, 1 << 1); // B/red JLO_B_PB(KeyType::AUX1, 1 << 2, 1 << 2); // X/blue JLO_B_PB(KeyType::INVENTORY, 1 << 3, 1 << 3); // Y/yellow // Analog Sticks JLO_B_PB(KeyType::AUX1, 1 << 11, 1 << 11); // left JLO_B_PB(KeyType::SNEAK, 1 << 12, 1 << 12); // right // Triggers JLO_B_PB(KeyType::DIG, 1 << 6, 1 << 6); // lt JLO_B_PB(KeyType::PLACE, 1 << 7, 1 << 7); // rt JLO_B_PB(KeyType::HOTBAR_PREV, 1 << 4, 1 << 4); // lb JLO_B_PB(KeyType::HOTBAR_NEXT, 1 << 5, 1 << 5); // rb // D-PAD JLO_B_PB(KeyType::ZOOM, 1 << 15, 1 << 15); // up JLO_B_PB(KeyType::DROP, 1 << 13, 1 << 13); // left JLO_B_PB(KeyType::SCREENSHOT, 1 << 14, 1 << 14); // right JLO_B_PB(KeyType::FREEMOVE, 1 << 16, 1 << 16); // down // Movement buttons, important for vessels JLO_A_PB(KeyType::FORWARD, 1, 1, jlo.axes_deadzone); JLO_A_PB(KeyType::BACKWARD, 1, -1, jlo.axes_deadzone); JLO_A_PB(KeyType::LEFT, 0, 1, jlo.axes_deadzone); JLO_A_PB(KeyType::RIGHT, 0, -1, jlo.axes_deadzone); return jlo; } JoystickLayout create_dragonrise_gamecube_layout() { JoystickLayout jlo; jlo.axes_deadzone = 7000; const JoystickAxisLayout axes[JA_COUNT] = { // Control Stick {0, 1}, // JA_SIDEWARD_MOVE {1, 1}, // JA_FORWARD_MOVE // C-Stick {3, 1}, // JA_FRUSTUM_HORIZONTAL {4, 1}, // JA_FRUSTUM_VERTICAL }; memcpy(jlo.axes, axes, sizeof(jlo.axes)); // The center button JLO_B_PB(KeyType::ESC, 1 << 9, 1 << 9); // Start/Pause Button // Front right buttons JLO_B_PB(KeyType::JUMP, 1 << 2, 1 << 2); // A Button JLO_B_PB(KeyType::SNEAK, 1 << 3, 1 << 3); // B Button JLO_B_PB(KeyType::DROP, 1 << 0, 1 << 0); // Y Button JLO_B_PB(KeyType::AUX1, 1 << 1, 1 << 1); // X Button // Triggers JLO_B_PB(KeyType::DIG, 1 << 4, 1 << 4); // L Trigger JLO_B_PB(KeyType::PLACE, 1 << 5, 1 << 5); // R Trigger JLO_B_PB(KeyType::INVENTORY, 1 << 6, 1 << 6); // Z Button // D-Pad JLO_A_PB(KeyType::HOTBAR_PREV, 5, 1, jlo.axes_deadzone); // left JLO_A_PB(KeyType::HOTBAR_NEXT, 5, -1, jlo.axes_deadzone); // right // Axis are hard to actuate independantly, best to leave up and down unused. //JLO_A_PB(0, 6, 1, jlo.axes_deadzone); // up //JLO_A_PB(0, 6, -1, jlo.axes_deadzone); // down // Movements tied to Control Stick, important for vessels JLO_A_PB(KeyType::LEFT, 0, 1, jlo.axes_deadzone); JLO_A_PB(KeyType::RIGHT, 0, -1, jlo.axes_deadzone); JLO_A_PB(KeyType::FORWARD, 1, 1, jlo.axes_deadzone); JLO_A_PB(KeyType::BACKWARD, 1, -1, jlo.axes_deadzone); return jlo; } JoystickController::JoystickController() : doubling_dtime(g_settings->getFloat("repeat_joystick_button_time")) { for (float &i : m_past_pressed_time) { i = 0; } m_layout.axes_deadzone = 0; clear(); } void JoystickController::onJoystickConnect(const std::vector &joystick_infos) { s32 id = g_settings->getS32("joystick_id"); std::string layout = g_settings->get("joystick_type"); if (id < 0 || (u16)id >= joystick_infos.size()) { // TODO: auto detection id = 0; } if (id >= 0 && (u16)id < joystick_infos.size()) { if (layout.empty() || layout == "auto") setLayoutFromControllerName(joystick_infos[id].Name.c_str()); else setLayoutFromControllerName(layout); } m_joystick_id = id; } void JoystickController::setLayoutFromControllerName(const std::string &name) { if (lowercase(name).find("xbox") != std::string::npos) { m_layout = create_xbox_layout(); } else if (lowercase(name).find("dragonrise_gamecube") != std::string::npos) { m_layout = create_dragonrise_gamecube_layout(); } else { m_layout = create_default_layout(); } } bool JoystickController::handleEvent(const irr::SEvent::SJoystickEvent &ev) { if (ev.Joystick != m_joystick_id) return false; m_internal_time = porting::getTimeMs() / 1000.f; std::bitset keys_pressed; // First generate a list of keys pressed for (const auto &button_key : m_layout.button_keys) { if (button_key.isTriggered(ev)) { keys_pressed.set(button_key.key); } } for (const auto &axis_key : m_layout.axis_keys) { if (axis_key.isTriggered(ev)) { keys_pressed.set(axis_key.key); } } // Then update the values for (size_t i = 0; i < KeyType::INTERNAL_ENUM_COUNT; i++) { if (keys_pressed[i]) { if (!m_past_keys_pressed[i] && m_past_pressed_time[i] < m_internal_time - doubling_dtime) { m_past_keys_pressed[i] = true; m_past_pressed_time[i] = m_internal_time; } } else if (m_keys_down[i]) { m_keys_released[i] = true; } if (keys_pressed[i] && !(m_keys_down[i])) m_keys_pressed[i] = true; m_keys_down[i] = keys_pressed[i]; } for (size_t i = 0; i < JA_COUNT; i++) { const JoystickAxisLayout &ax_la = m_layout.axes[i]; m_axes_vals[i] = ax_la.invert * ev.Axis[ax_la.axis_id]; } return true; } void JoystickController::clear() { m_keys_pressed.reset(); m_keys_down.reset(); m_past_keys_pressed.reset(); m_keys_released.reset(); memset(m_axes_vals, 0, sizeof(m_axes_vals)); } float JoystickController::getAxisWithoutDead(JoystickAxis axis) { s16 v = m_axes_vals[axis]; if (abs(v) < m_layout.axes_deadzone) return 0.0f; v += (v < 0 ? m_layout.axes_deadzone : -m_layout.axes_deadzone); return (float)v / ((float)(INT16_MAX - m_layout.axes_deadzone)); } float JoystickController::getMovementDirection() { return atan2(getAxisWithoutDead(JA_SIDEWARD_MOVE), -getAxisWithoutDead(JA_FORWARD_MOVE)); } float JoystickController::getMovementSpeed() { float speed = sqrt(pow(getAxisWithoutDead(JA_FORWARD_MOVE), 2) + pow(getAxisWithoutDead(JA_SIDEWARD_MOVE), 2)); if (speed > 1.0f) speed = 1.0f; return speed; } #if defined(_IRR_COMPILE_WITH_SDL_DEVICE_) bool SDLGameController::m_active = false; bool SDLGameController::m_cursor_visible = false; void SDLGameController::handleMouseMovement(int x, int y) { IrrlichtDevice* device = RenderingEngine::get_raw_device(); bool changed = false; u32 current_time = device->getTimer()->getRealTime(); v2s32 mouse_pos = device->getCursorControl()->getPosition(); int deadzone = g_settings->getU16("joystick_deadzone"); if (x > deadzone || x < -deadzone) { s32 dt = current_time - m_mouse_time; mouse_pos.X += (x * dt / 30000); if (mouse_pos.X < 0) mouse_pos.X = 0; if (mouse_pos.X > device->getVideoDriver()->getScreenSize().Width) mouse_pos.X = device->getVideoDriver()->getScreenSize().Width; changed = true; } if (y > deadzone || y < -deadzone) { s32 dt = current_time - m_mouse_time; mouse_pos.Y += (y * dt / 30000); if (mouse_pos.Y < 0) mouse_pos.Y = 0; if (mouse_pos.Y > device->getVideoDriver()->getScreenSize().Height) mouse_pos.Y = device->getVideoDriver()->getScreenSize().Height; changed = true; } if (changed) { SEvent translated_event; translated_event.EventType = irr::EET_MOUSE_INPUT_EVENT; translated_event.MouseInput.Event = irr::EMIE_MOUSE_MOVED; translated_event.MouseInput.X = mouse_pos.X; translated_event.MouseInput.Y = mouse_pos.Y; translated_event.MouseInput.Control = false; translated_event.MouseInput.Shift = false; translated_event.MouseInput.ButtonStates = m_button_states; sendEvent(translated_event); device->getCursorControl()->setPosition(mouse_pos.X, mouse_pos.Y); } m_mouse_time = current_time; } void SDLGameController::handleTriggerLeft(s16 value) { IrrlichtDevice* device = RenderingEngine::get_raw_device(); int deadzone = g_settings->getU16("joystick_deadzone"); SEvent translated_event; translated_event.EventType = irr::EET_KEY_INPUT_EVENT; translated_event.KeyInput.Char = 0; translated_event.KeyInput.Key = getKeySetting("keymap_hotbar_previous").getKeyCode(); translated_event.KeyInput.Shift = false; translated_event.KeyInput.Control = false; if (value <= deadzone && m_trigger_left_value > deadzone) { translated_event.KeyInput.PressedDown = false; sendEvent(translated_event); } else if (value > deadzone && m_trigger_left_value <= deadzone) { translated_event.KeyInput.PressedDown = true; sendEvent(translated_event); } m_trigger_left_value = value; } void SDLGameController::handleTriggerRight(s16 value) { IrrlichtDevice* device = RenderingEngine::get_raw_device(); int deadzone = g_settings->getU16("joystick_deadzone"); SEvent translated_event; translated_event.EventType = irr::EET_KEY_INPUT_EVENT; translated_event.KeyInput.Char = 0; translated_event.KeyInput.Key = getKeySetting("keymap_hotbar_next").getKeyCode(); translated_event.KeyInput.Shift = false; translated_event.KeyInput.Control = false; if (value <= deadzone && m_trigger_right_value > deadzone) { translated_event.KeyInput.PressedDown = false; sendEvent(translated_event); } else if (value > deadzone && m_trigger_right_value <= deadzone) { translated_event.KeyInput.PressedDown = true; sendEvent(translated_event); } m_trigger_right_value = value; } void SDLGameController::handleMouseClickLeft(bool pressed) { IrrlichtDevice* device = RenderingEngine::get_raw_device(); v2s32 mouse_pos = device->getCursorControl()->getPosition(); if (pressed) m_button_states |= irr::EMBSM_LEFT; else m_button_states &= ~irr::EMBSM_LEFT; SEvent translated_event; translated_event.EventType = irr::EET_MOUSE_INPUT_EVENT; translated_event.MouseInput.Event = pressed ? irr::EMIE_LMOUSE_PRESSED_DOWN : irr::EMIE_LMOUSE_LEFT_UP; translated_event.MouseInput.X = mouse_pos.X; translated_event.MouseInput.Y = mouse_pos.Y; translated_event.MouseInput.Control = false; translated_event.MouseInput.Shift = false; translated_event.MouseInput.ButtonStates = m_button_states; sendEvent(translated_event); } void SDLGameController::handleMouseClickRight(bool pressed) { IrrlichtDevice* device = RenderingEngine::get_raw_device(); v2s32 mouse_pos = device->getCursorControl()->getPosition(); if (pressed) m_button_states |= irr::EMBSM_RIGHT; else m_button_states &= ~irr::EMBSM_RIGHT; SEvent translated_event; translated_event.EventType = irr::EET_MOUSE_INPUT_EVENT; translated_event.MouseInput.Event = pressed ? irr::EMIE_RMOUSE_PRESSED_DOWN : irr::EMIE_RMOUSE_LEFT_UP; translated_event.MouseInput.X = mouse_pos.X; translated_event.MouseInput.Y = mouse_pos.Y; translated_event.MouseInput.Control = false; translated_event.MouseInput.Shift = false; translated_event.MouseInput.ButtonStates = m_button_states; sendEvent(translated_event); } void SDLGameController::handleButton(const SEvent &event) { irr::EKEY_CODE key = KEY_UNKNOWN; switch (event.SDLControllerButtonEvent.Button) { case SDL_CONTROLLER_BUTTON_A: key = getKeySetting("keymap_jump").getKeyCode(); break; case SDL_CONTROLLER_BUTTON_B: key = getKeySetting("keymap_sneak").getKeyCode(); break; case SDL_CONTROLLER_BUTTON_X: key = getKeySetting("keymap_special1").getKeyCode(); break; case SDL_CONTROLLER_BUTTON_Y: key = getKeySetting("keymap_minimap").getKeyCode(); break; case SDL_CONTROLLER_BUTTON_BACK: key = getKeySetting("keymap_chat").getKeyCode(); break; case SDL_CONTROLLER_BUTTON_GUIDE: break; case SDL_CONTROLLER_BUTTON_START: key = KEY_ESCAPE; break; case SDL_CONTROLLER_BUTTON_LEFTSTICK: key = getKeySetting("keymap_camera_mode").getKeyCode(); break; case SDL_CONTROLLER_BUTTON_RIGHTSTICK: key = KEY_LBUTTON; break; case SDL_CONTROLLER_BUTTON_LEFTSHOULDER: key = KEY_LBUTTON; break; case SDL_CONTROLLER_BUTTON_RIGHTSHOULDER: key = KEY_RBUTTON; break; case SDL_CONTROLLER_BUTTON_DPAD_UP: key = getKeySetting("keymap_rangeselect").getKeyCode(); break; case SDL_CONTROLLER_BUTTON_DPAD_DOWN: key = getKeySetting("keymap_drop").getKeyCode(); break; case SDL_CONTROLLER_BUTTON_DPAD_LEFT: key = KEY_ESCAPE; break; case SDL_CONTROLLER_BUTTON_DPAD_RIGHT: key = getKeySetting("keymap_inventory").getKeyCode(); break; case SDL_CONTROLLER_BUTTON_MISC1: case SDL_CONTROLLER_BUTTON_PADDLE1: case SDL_CONTROLLER_BUTTON_PADDLE2: case SDL_CONTROLLER_BUTTON_PADDLE3: case SDL_CONTROLLER_BUTTON_PADDLE4: case SDL_CONTROLLER_BUTTON_TOUCHPAD: break; } if (key != KEY_UNKNOWN) { SEvent translated_event; translated_event.EventType = irr::EET_KEY_INPUT_EVENT; translated_event.KeyInput.Char = 0; translated_event.KeyInput.Key = key; translated_event.KeyInput.PressedDown = event.SDLControllerButtonEvent.Pressed; translated_event.KeyInput.Shift = false; translated_event.KeyInput.Control = false; sendEvent(translated_event); } } void SDLGameController::handleButtonInMenu(const SEvent &event) { irr::EKEY_CODE key = KEY_UNKNOWN; // Just used game mapping for escape key for now switch (event.SDLControllerButtonEvent.Button) { case SDL_CONTROLLER_BUTTON_A: case SDL_CONTROLLER_BUTTON_B: case SDL_CONTROLLER_BUTTON_X: case SDL_CONTROLLER_BUTTON_Y: case SDL_CONTROLLER_BUTTON_BACK: case SDL_CONTROLLER_BUTTON_GUIDE: break; case SDL_CONTROLLER_BUTTON_START: key = KEY_ESCAPE; break; case SDL_CONTROLLER_BUTTON_LEFTSTICK: case SDL_CONTROLLER_BUTTON_RIGHTSTICK: case SDL_CONTROLLER_BUTTON_LEFTSHOULDER: case SDL_CONTROLLER_BUTTON_RIGHTSHOULDER: case SDL_CONTROLLER_BUTTON_DPAD_UP: case SDL_CONTROLLER_BUTTON_DPAD_DOWN: break; case SDL_CONTROLLER_BUTTON_DPAD_LEFT: key = KEY_ESCAPE; break; case SDL_CONTROLLER_BUTTON_DPAD_RIGHT: case SDL_CONTROLLER_BUTTON_MISC1: case SDL_CONTROLLER_BUTTON_PADDLE1: case SDL_CONTROLLER_BUTTON_PADDLE2: case SDL_CONTROLLER_BUTTON_PADDLE3: case SDL_CONTROLLER_BUTTON_PADDLE4: case SDL_CONTROLLER_BUTTON_TOUCHPAD: break; } if (key != KEY_UNKNOWN) { SEvent translated_event; translated_event.EventType = irr::EET_KEY_INPUT_EVENT; translated_event.KeyInput.Char = 0; translated_event.KeyInput.Key = key; translated_event.KeyInput.PressedDown = event.SDLControllerButtonEvent.Pressed; translated_event.KeyInput.Shift = false; translated_event.KeyInput.Control = false; sendEvent(translated_event); } } void SDLGameController::handlePlayerMovement(int x, int y) { int deadzone = g_settings->getU16("joystick_deadzone"); m_move_sideward = x; if (m_move_sideward < deadzone && m_move_sideward > -deadzone) m_move_sideward = 0; else m_active = true; m_move_forward = y; if (m_move_forward < deadzone && m_move_forward > -deadzone) m_move_forward = 0; else m_active = true; } void SDLGameController::handleCameraOrientation(int x, int y) { int deadzone = g_settings->getU16("joystick_deadzone"); m_camera_yaw = x; if (m_camera_yaw < deadzone && m_camera_yaw > -deadzone) m_camera_yaw = 0; else m_active = true; m_camera_pitch = y; if (m_camera_pitch < deadzone && m_camera_pitch > -deadzone) m_camera_pitch = 0; else m_active = true; } void SDLGameController::sendEvent(const SEvent &event) { m_active = true; m_is_fake_event = true; IrrlichtDevice* device = RenderingEngine::get_raw_device(); device->postEventFromUser(event); m_is_fake_event = false; } void SDLGameController::translateEvent(const SEvent &event) { if (event.EventType == irr::EET_SDL_CONTROLLER_BUTTON_EVENT) { if (isMenuActive()) { if (event.SDLControllerButtonEvent.Button == SDL_CONTROLLER_BUTTON_LEFTSTICK || event.SDLControllerButtonEvent.Button == SDL_CONTROLLER_BUTTON_LEFTSHOULDER) { handleMouseClickLeft(event.SDLControllerButtonEvent.Pressed); } else if (event.SDLControllerButtonEvent.Button == SDL_CONTROLLER_BUTTON_LEFTSHOULDER) { handleMouseClickRight(event.SDLControllerButtonEvent.Pressed); } else { handleButtonInMenu(event); } } else { if (event.SDLControllerButtonEvent.Button == SDL_CONTROLLER_BUTTON_RIGHTSTICK || event.SDLControllerButtonEvent.Button == SDL_CONTROLLER_BUTTON_LEFTSHOULDER) { handleMouseClickLeft(event.SDLControllerButtonEvent.Pressed); } else if (event.SDLControllerButtonEvent.Button == SDL_CONTROLLER_BUTTON_LEFTSHOULDER) { handleMouseClickRight(event.SDLControllerButtonEvent.Pressed); } else { handleButton(event); } } } else if (event.EventType == irr::EET_SDL_CONTROLLER_AXIS_EVENT) { const s16* value = event.SDLControllerAxisEvent.Value; if (isMenuActive()) { handleMouseMovement(value[SDL_CONTROLLER_AXIS_LEFTX], value[SDL_CONTROLLER_AXIS_LEFTY]); } else { handleTriggerLeft(value[SDL_CONTROLLER_AXIS_TRIGGERLEFT]); handleTriggerRight(value[SDL_CONTROLLER_AXIS_TRIGGERRIGHT]); handlePlayerMovement(value[SDL_CONTROLLER_AXIS_LEFTX], value[SDL_CONTROLLER_AXIS_LEFTY]); handleCameraOrientation(value[SDL_CONTROLLER_AXIS_RIGHTX], value[SDL_CONTROLLER_AXIS_RIGHTY]); } } } #endif