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/* Battle Tanks Game
* Copyright (C) 2006-2009 Battle Tanks team
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* 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 General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
/*
* Additional rights can be granted beyond the GNU General Public License
* on the terms provided in the Exception. If you modify this file,
* you may extend this exception to your version of the file,
* but you are not obligated to do so. If you do not wish to provide this
* exception without modification, you must delete this exception statement
* from your version and license this file solely under the GPL without exception.
*/
#include "sdlx/sdlx.h"
#include "joyplayer.h"
#include "player_state.h"
#include "player_slot.h"
#include "mrt/logger.h"
#include "config.h"
#include "window.h"
JoyPlayer::JoyPlayer(const int idx): _idx(idx), _joy(idx) {
event_slot.assign(this, &JoyPlayer::on_event, Window->event_signal);
_name = sdlx::Joystick::getName(idx);
_bindings = SimpleJoyBindings(_name, _joy);
}
#define THRESHOLD 16384
void JoyPlayer::on_event(const SDL_Event &event) {
if (
((event.type == SDL_JOYBUTTONDOWN || event.type == SDL_JOYBUTTONUP) && event.jbutton.which == _idx) ||
(event.type == SDL_JOYAXISMOTION && event.jaxis.which == _idx) ||
(event.type == SDL_JOYHATMOTION && event.jhat.which == _idx)
) {
_bindings.update(_state, event);
}
}
void JoyPlayer::_updateState(PlayerSlot &slot, PlayerState &state, const float dt) {
state = _state;
}
void JoyPlayer::get_name(std::vector<std::string> &controls, const PlayerState &state) const {
if (state.fire) {
controls.push_back(_bindings.get_name(4));
}
if (state.alt_fire) {
controls.push_back(_bindings.get_name(5));
}
if (state.leave) {
controls.push_back(_bindings.get_name(6));
}
if (state.hint_control) {
controls.push_back(_bindings.get_name(7));
}
}
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