681 lines
20 KiB
C++
681 lines
20 KiB
C++
/*
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Minetest
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Copyright (C) 2016 est31, <MTest31@outlook.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 3.0 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#include "joystick_controller.h"
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#include "irrlichttypes_extrabloated.h"
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#include "keys.h"
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#include "keycode.h"
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#include "gui/mainmenumanager.h"
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#include "settings.h"
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#include "gettime.h"
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#include "porting.h"
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#include "renderingengine.h"
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#include "util/string.h"
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bool JoystickButtonCmb::isTriggered(const irr::SEvent::SJoystickEvent &ev) const
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{
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u32 buttons = ev.ButtonStates;
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buttons &= filter_mask;
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return buttons == compare_mask;
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}
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bool JoystickAxisCmb::isTriggered(const irr::SEvent::SJoystickEvent &ev) const
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{
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s16 ax_val = ev.Axis[axis_to_compare];
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return (ax_val * direction < -thresh);
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}
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// spares many characters
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#define JLO_B_PB(A, B, C) jlo.button_keys.emplace_back(A, B, C)
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#define JLO_A_PB(A, B, C, D) jlo.axis_keys.emplace_back(A, B, C, D)
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JoystickLayout create_default_layout()
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{
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JoystickLayout jlo;
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jlo.axes_deadzone = g_settings->getU16("joystick_deadzone");
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const JoystickAxisLayout axes[JA_COUNT] = {
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{0, 1}, // JA_SIDEWARD_MOVE
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{1, 1}, // JA_FORWARD_MOVE
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{3, 1}, // JA_FRUSTUM_HORIZONTAL
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{4, 1}, // JA_FRUSTUM_VERTICAL
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};
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memcpy(jlo.axes, axes, sizeof(jlo.axes));
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u32 sb = 1 << 7; // START button mask
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u32 fb = 1 << 3; // FOUR button mask
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u32 bm = sb | fb; // Mask for Both Modifiers
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// The back button means "ESC".
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JLO_B_PB(KeyType::ESC, 1 << 6, 1 << 6);
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// The start button counts as modifier as well as use key.
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// JLO_B_PB(KeyType::USE, sb, sb));
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// Accessible without start modifier button pressed
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// regardless whether four is pressed or not
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JLO_B_PB(KeyType::SNEAK, sb | 1 << 2, 1 << 2);
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// Accessible without four modifier button pressed
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// regardless whether start is pressed or not
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JLO_B_PB(KeyType::DIG, fb | 1 << 4, 1 << 4);
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JLO_B_PB(KeyType::PLACE, fb | 1 << 5, 1 << 5);
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// Accessible without any modifier pressed
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JLO_B_PB(KeyType::JUMP, bm | 1 << 0, 1 << 0);
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JLO_B_PB(KeyType::AUX1, bm | 1 << 1, 1 << 1);
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// Accessible with start button not pressed, but four pressed
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// TODO find usage for button 0
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JLO_B_PB(KeyType::DROP, bm | 1 << 1, fb | 1 << 1);
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JLO_B_PB(KeyType::HOTBAR_PREV, bm | 1 << 4, fb | 1 << 4);
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JLO_B_PB(KeyType::HOTBAR_NEXT, bm | 1 << 5, fb | 1 << 5);
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// Accessible with start button and four pressed
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// TODO find usage for buttons 0, 1 and 4, 5
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// Now about the buttons simulated by the axes
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// Movement buttons, important for vessels
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JLO_A_PB(KeyType::FORWARD, 1, 1, jlo.axes_deadzone);
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JLO_A_PB(KeyType::BACKWARD, 1, -1, jlo.axes_deadzone);
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JLO_A_PB(KeyType::LEFT, 0, 1, jlo.axes_deadzone);
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JLO_A_PB(KeyType::RIGHT, 0, -1, jlo.axes_deadzone);
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// Scroll buttons
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JLO_A_PB(KeyType::HOTBAR_PREV, 2, -1, jlo.axes_deadzone);
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JLO_A_PB(KeyType::HOTBAR_NEXT, 5, -1, jlo.axes_deadzone);
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return jlo;
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}
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JoystickLayout create_xbox_layout()
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{
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JoystickLayout jlo;
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jlo.axes_deadzone = 7000;
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const JoystickAxisLayout axes[JA_COUNT] = {
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{0, 1}, // JA_SIDEWARD_MOVE
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{1, 1}, // JA_FORWARD_MOVE
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{2, 1}, // JA_FRUSTUM_HORIZONTAL
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{3, 1}, // JA_FRUSTUM_VERTICAL
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};
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memcpy(jlo.axes, axes, sizeof(jlo.axes));
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// The back button means "ESC".
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JLO_B_PB(KeyType::ESC, 1 << 8, 1 << 8); // back
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JLO_B_PB(KeyType::ESC, 1 << 9, 1 << 9); // start
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// 4 Buttons
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JLO_B_PB(KeyType::JUMP, 1 << 0, 1 << 0); // A/green
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JLO_B_PB(KeyType::ESC, 1 << 1, 1 << 1); // B/red
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JLO_B_PB(KeyType::AUX1, 1 << 2, 1 << 2); // X/blue
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JLO_B_PB(KeyType::INVENTORY, 1 << 3, 1 << 3); // Y/yellow
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// Analog Sticks
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JLO_B_PB(KeyType::AUX1, 1 << 11, 1 << 11); // left
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JLO_B_PB(KeyType::SNEAK, 1 << 12, 1 << 12); // right
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// Triggers
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JLO_B_PB(KeyType::DIG, 1 << 6, 1 << 6); // lt
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JLO_B_PB(KeyType::PLACE, 1 << 7, 1 << 7); // rt
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JLO_B_PB(KeyType::HOTBAR_PREV, 1 << 4, 1 << 4); // lb
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JLO_B_PB(KeyType::HOTBAR_NEXT, 1 << 5, 1 << 5); // rb
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// D-PAD
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JLO_B_PB(KeyType::ZOOM, 1 << 15, 1 << 15); // up
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JLO_B_PB(KeyType::DROP, 1 << 13, 1 << 13); // left
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JLO_B_PB(KeyType::SCREENSHOT, 1 << 14, 1 << 14); // right
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JLO_B_PB(KeyType::FREEMOVE, 1 << 16, 1 << 16); // down
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// Movement buttons, important for vessels
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JLO_A_PB(KeyType::FORWARD, 1, 1, jlo.axes_deadzone);
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JLO_A_PB(KeyType::BACKWARD, 1, -1, jlo.axes_deadzone);
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JLO_A_PB(KeyType::LEFT, 0, 1, jlo.axes_deadzone);
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JLO_A_PB(KeyType::RIGHT, 0, -1, jlo.axes_deadzone);
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return jlo;
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}
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JoystickLayout create_dragonrise_gamecube_layout()
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{
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JoystickLayout jlo;
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jlo.axes_deadzone = 7000;
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const JoystickAxisLayout axes[JA_COUNT] = {
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// Control Stick
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{0, 1}, // JA_SIDEWARD_MOVE
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{1, 1}, // JA_FORWARD_MOVE
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// C-Stick
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{3, 1}, // JA_FRUSTUM_HORIZONTAL
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{4, 1}, // JA_FRUSTUM_VERTICAL
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};
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memcpy(jlo.axes, axes, sizeof(jlo.axes));
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// The center button
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JLO_B_PB(KeyType::ESC, 1 << 9, 1 << 9); // Start/Pause Button
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// Front right buttons
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JLO_B_PB(KeyType::JUMP, 1 << 2, 1 << 2); // A Button
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JLO_B_PB(KeyType::SNEAK, 1 << 3, 1 << 3); // B Button
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JLO_B_PB(KeyType::DROP, 1 << 0, 1 << 0); // Y Button
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JLO_B_PB(KeyType::AUX1, 1 << 1, 1 << 1); // X Button
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// Triggers
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JLO_B_PB(KeyType::DIG, 1 << 4, 1 << 4); // L Trigger
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JLO_B_PB(KeyType::PLACE, 1 << 5, 1 << 5); // R Trigger
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JLO_B_PB(KeyType::INVENTORY, 1 << 6, 1 << 6); // Z Button
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// D-Pad
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JLO_A_PB(KeyType::HOTBAR_PREV, 5, 1, jlo.axes_deadzone); // left
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JLO_A_PB(KeyType::HOTBAR_NEXT, 5, -1, jlo.axes_deadzone); // right
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// Axis are hard to actuate independantly, best to leave up and down unused.
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//JLO_A_PB(0, 6, 1, jlo.axes_deadzone); // up
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//JLO_A_PB(0, 6, -1, jlo.axes_deadzone); // down
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// Movements tied to Control Stick, important for vessels
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JLO_A_PB(KeyType::LEFT, 0, 1, jlo.axes_deadzone);
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JLO_A_PB(KeyType::RIGHT, 0, -1, jlo.axes_deadzone);
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JLO_A_PB(KeyType::FORWARD, 1, 1, jlo.axes_deadzone);
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JLO_A_PB(KeyType::BACKWARD, 1, -1, jlo.axes_deadzone);
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return jlo;
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}
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JoystickController::JoystickController() :
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doubling_dtime(g_settings->getFloat("repeat_joystick_button_time"))
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{
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for (float &i : m_past_pressed_time) {
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i = 0;
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}
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m_layout.axes_deadzone = 0;
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clear();
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}
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void JoystickController::onJoystickConnect(const std::vector<irr::SJoystickInfo> &joystick_infos)
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{
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s32 id = g_settings->getS32("joystick_id");
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std::string layout = g_settings->get("joystick_type");
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if (id < 0 || (u16)id >= joystick_infos.size()) {
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// TODO: auto detection
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id = 0;
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}
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if (id >= 0 && (u16)id < joystick_infos.size()) {
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if (layout.empty() || layout == "auto")
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setLayoutFromControllerName(joystick_infos[id].Name.c_str());
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else
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setLayoutFromControllerName(layout);
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}
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m_joystick_id = id;
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}
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void JoystickController::setLayoutFromControllerName(const std::string &name)
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{
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if (lowercase(name).find("xbox") != std::string::npos) {
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m_layout = create_xbox_layout();
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} else if (lowercase(name).find("dragonrise_gamecube") != std::string::npos) {
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m_layout = create_dragonrise_gamecube_layout();
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} else {
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m_layout = create_default_layout();
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}
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}
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bool JoystickController::handleEvent(const irr::SEvent::SJoystickEvent &ev)
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{
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if (ev.Joystick != m_joystick_id)
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return false;
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m_internal_time = porting::getTimeMs() / 1000.f;
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std::bitset<KeyType::INTERNAL_ENUM_COUNT> keys_pressed;
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// First generate a list of keys pressed
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for (const auto &button_key : m_layout.button_keys) {
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if (button_key.isTriggered(ev)) {
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keys_pressed.set(button_key.key);
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}
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}
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for (const auto &axis_key : m_layout.axis_keys) {
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if (axis_key.isTriggered(ev)) {
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keys_pressed.set(axis_key.key);
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}
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}
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// Then update the values
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for (size_t i = 0; i < KeyType::INTERNAL_ENUM_COUNT; i++) {
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if (keys_pressed[i]) {
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if (!m_past_keys_pressed[i] &&
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m_past_pressed_time[i] < m_internal_time - doubling_dtime) {
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m_past_keys_pressed[i] = true;
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m_past_pressed_time[i] = m_internal_time;
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}
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} else if (m_keys_down[i]) {
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m_keys_released[i] = true;
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}
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if (keys_pressed[i] && !(m_keys_down[i]))
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m_keys_pressed[i] = true;
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m_keys_down[i] = keys_pressed[i];
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}
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for (size_t i = 0; i < JA_COUNT; i++) {
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const JoystickAxisLayout &ax_la = m_layout.axes[i];
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m_axes_vals[i] = ax_la.invert * ev.Axis[ax_la.axis_id];
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}
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return true;
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}
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void JoystickController::clear()
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{
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m_keys_pressed.reset();
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m_keys_down.reset();
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m_past_keys_pressed.reset();
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m_keys_released.reset();
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memset(m_axes_vals, 0, sizeof(m_axes_vals));
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}
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float JoystickController::getAxisWithoutDead(JoystickAxis axis)
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{
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s16 v = m_axes_vals[axis];
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if (abs(v) < m_layout.axes_deadzone)
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return 0.0f;
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v += (v < 0 ? m_layout.axes_deadzone : -m_layout.axes_deadzone);
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return (float)v / ((float)(INT16_MAX - m_layout.axes_deadzone));
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}
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float JoystickController::getMovementDirection()
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{
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return atan2(getAxisWithoutDead(JA_SIDEWARD_MOVE), -getAxisWithoutDead(JA_FORWARD_MOVE));
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}
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float JoystickController::getMovementSpeed()
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{
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float speed = sqrt(pow(getAxisWithoutDead(JA_FORWARD_MOVE), 2) + pow(getAxisWithoutDead(JA_SIDEWARD_MOVE), 2));
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if (speed > 1.0f)
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speed = 1.0f;
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return speed;
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}
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#if defined(_IRR_COMPILE_WITH_SDL_DEVICE_)
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bool SDLGameController::m_active = false;
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bool SDLGameController::m_cursor_visible = false;
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void SDLGameController::handleMouseMovement(int x, int y)
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{
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IrrlichtDevice* device = RenderingEngine::get_raw_device();
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bool changed = false;
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u32 current_time = device->getTimer()->getRealTime();
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v2s32 mouse_pos = device->getCursorControl()->getPosition();
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int deadzone = g_settings->getU16("joystick_deadzone");
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if (x > deadzone || x < -deadzone) {
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s32 dt = current_time - m_mouse_time;
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mouse_pos.X += (x * dt / 30000);
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if (mouse_pos.X < 0)
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mouse_pos.X = 0;
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if (mouse_pos.X > device->getVideoDriver()->getScreenSize().Width)
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mouse_pos.X = device->getVideoDriver()->getScreenSize().Width;
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changed = true;
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}
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if (y > deadzone || y < -deadzone) {
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s32 dt = current_time - m_mouse_time;
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mouse_pos.Y += (y * dt / 30000);
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if (mouse_pos.Y < 0)
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mouse_pos.Y = 0;
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if (mouse_pos.Y > device->getVideoDriver()->getScreenSize().Height)
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mouse_pos.Y = device->getVideoDriver()->getScreenSize().Height;
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changed = true;
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}
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if (changed) {
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SEvent translated_event;
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translated_event.EventType = irr::EET_MOUSE_INPUT_EVENT;
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translated_event.MouseInput.Event = irr::EMIE_MOUSE_MOVED;
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translated_event.MouseInput.X = mouse_pos.X;
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translated_event.MouseInput.Y = mouse_pos.Y;
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translated_event.MouseInput.Control = false;
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translated_event.MouseInput.Shift = false;
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translated_event.MouseInput.ButtonStates = m_button_states;
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sendEvent(translated_event);
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device->getCursorControl()->setPosition(mouse_pos.X, mouse_pos.Y);
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}
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m_mouse_time = current_time;
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}
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void SDLGameController::handleTriggerLeft(s16 value)
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{
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IrrlichtDevice* device = RenderingEngine::get_raw_device();
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int deadzone = g_settings->getU16("joystick_deadzone");
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SEvent translated_event;
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translated_event.EventType = irr::EET_KEY_INPUT_EVENT;
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translated_event.KeyInput.Char = 0;
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translated_event.KeyInput.Key = getKeySetting("keymap_hotbar_previous").getKeyCode();
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translated_event.KeyInput.Shift = false;
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translated_event.KeyInput.Control = false;
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if (value <= deadzone && m_trigger_left_value > deadzone) {
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translated_event.KeyInput.PressedDown = false;
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sendEvent(translated_event);
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} else if (value > deadzone && m_trigger_left_value <= deadzone) {
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translated_event.KeyInput.PressedDown = true;
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sendEvent(translated_event);
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}
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m_trigger_left_value = value;
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}
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void SDLGameController::handleTriggerRight(s16 value)
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{
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IrrlichtDevice* device = RenderingEngine::get_raw_device();
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int deadzone = g_settings->getU16("joystick_deadzone");
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SEvent translated_event;
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translated_event.EventType = irr::EET_KEY_INPUT_EVENT;
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translated_event.KeyInput.Char = 0;
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translated_event.KeyInput.Key = getKeySetting("keymap_hotbar_next").getKeyCode();
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translated_event.KeyInput.Shift = false;
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translated_event.KeyInput.Control = false;
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if (value <= deadzone && m_trigger_right_value > deadzone) {
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translated_event.KeyInput.PressedDown = false;
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sendEvent(translated_event);
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} else if (value > deadzone && m_trigger_right_value <= deadzone) {
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translated_event.KeyInput.PressedDown = true;
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sendEvent(translated_event);
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}
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m_trigger_right_value = value;
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}
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void SDLGameController::handleMouseClickLeft(bool pressed)
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{
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IrrlichtDevice* device = RenderingEngine::get_raw_device();
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v2s32 mouse_pos = device->getCursorControl()->getPosition();
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if (pressed)
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m_button_states |= irr::EMBSM_LEFT;
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else
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m_button_states &= ~irr::EMBSM_LEFT;
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SEvent translated_event;
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translated_event.EventType = irr::EET_MOUSE_INPUT_EVENT;
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translated_event.MouseInput.Event = pressed ? irr::EMIE_LMOUSE_PRESSED_DOWN : irr::EMIE_LMOUSE_LEFT_UP;
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translated_event.MouseInput.X = mouse_pos.X;
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translated_event.MouseInput.Y = mouse_pos.Y;
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translated_event.MouseInput.Control = false;
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translated_event.MouseInput.Shift = false;
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translated_event.MouseInput.ButtonStates = m_button_states;
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sendEvent(translated_event);
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}
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void SDLGameController::handleMouseClickRight(bool pressed)
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{
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IrrlichtDevice* device = RenderingEngine::get_raw_device();
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v2s32 mouse_pos = device->getCursorControl()->getPosition();
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if (pressed)
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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
|