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minetest-engine-multicraft2/src/client/joystick_controller.cpp

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/*
Minetest
Copyright (C) 2016 est31, <MTest31@outlook.com>
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<irr::SJoystickInfo> &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<KeyType::INTERNAL_ENUM_COUNT> 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