6e8fbca745
match the genesis editor version 1.3.0.653.
170 lines
5.5 KiB
C++
170 lines
5.5 KiB
C++
/****************************************************************************
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Copyright (c) 2011-2013,WebJet Business Division,CYOU
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http://www.genesis-3d.com.cn
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#include "input/input_stdneb.h"
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#include "input/base/inputgamepadbase.h"
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namespace Input
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{
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__ImplementClass(Input::InputGamePadBase, 'IGPB', Input::InputHandler);
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using namespace Input;
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using namespace Util;
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//------------------------------------------------------------------------------
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/**
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*/
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InputGamePadBase::InputGamePadBase() :
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playerIndex(0),
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isConnected(false),
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buttonStates(NumButtons),
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axisValues(NumAxes, 0.0f),
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vibratorsDirty(false),
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lowFreqVibrator(0.0f),
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highFreqVibrator(0.0f),
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creatorThreadId(Threading::Thread::GetMyThreadId())
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{
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// empty
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}
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//------------------------------------------------------------------------------
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/**
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*/
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InputGamePadBase::~InputGamePadBase()
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{
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// empty
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}
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//------------------------------------------------------------------------------
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/**
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*/
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void
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InputGamePadBase::OnAttach(const GPtr<InputServerBase>& inputServer )
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{
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InputHandler::OnAttach(inputServer);
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// need to reset our state
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ButtonState initialButtonState;
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this->buttonStates.Fill(initialButtonState);
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this->axisValues.Fill(0.0f);
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}
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//------------------------------------------------------------------------------
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/**
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*/
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void
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InputGamePadBase::OnReset()
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{
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InputHandler::OnReset();
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// reset button states (should behave as if the player
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// suddenly released all buttons and triggers)
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IndexT i;
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for (i = 0; i < this->buttonStates.Size(); i++)
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{
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ButtonState& btnState = this->buttonStates[i];
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if (btnState.pressed)
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{
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btnState.up = true;
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}
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else
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{
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btnState.up = false;
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}
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btnState.down = false;
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btnState.pressed = false;
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}
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this->axisValues.Fill(0.0f);
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}
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//------------------------------------------------------------------------------
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/**
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*/
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String
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InputGamePadBase::ButtonAsString(Button btn)
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{
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switch (btn)
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{
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case DPadUpButton: return "DPadUpButton";
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case DPadDownButton: return "DPadDownButton";
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case DPadLeftButton: return "DPadLeftButton";
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case DPadRightButton: return "DPadRightButton";
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case StartButton: return "StartButton";
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case BackButton: return "BackButton";
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case LeftThumbButton: return "LeftThumbButton";
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case RightThumbButton: return "RightThumbButton";
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case LeftShoulderButton: return "LeftShoulderButton";
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case RightShoulderButton: return "RightShoulderButton";
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case AButton: return "AButton";
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case BButton: return "BButton";
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case XButton: return "XButton";
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case YButton: return "YButton";
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case HomeButton: return "HomeButton";
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case PlusButton: return "PlusButton";
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case MinusButton: return "MinusButton";
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case OneButton: return "OneButton";
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case TwoButton: return "TwoButton";
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case ZButton: return "ZButton";
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case CButton: return "CButton";
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case SelectButton: return "SelectButton";
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default:
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n_error("GamePadBase::ButtonAsString(): invalid button code!\n");
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return "";
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}
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}
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//------------------------------------------------------------------------------
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/**
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*/
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String
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InputGamePadBase::AxisAsString(Axis axis)
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{
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switch (axis)
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{
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case LeftTriggerAxis: return "LeftTriggerAxis";
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case RightTriggerAxis: return "RightTriggerAxis";
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case LeftThumbXAxis: return "LeftThumbXAxis";
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case LeftThumbYAxis: return "LeftThumbYAxis";
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case RightThumbXAxis: return "RightThumbXAxis";
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case RightThumbYAxis: return "RightThumbYAxis";
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default:
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n_error("GamePadBase::AxisAsString(): invalid axis code!\n");
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return "";
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}
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}
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//------------------------------------------------------------------------------
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/**
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This method should return the current state of the game pad
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as input events. It is up to a specific subclass to implement
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this method.
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*/
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Array<InputEvent>
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InputGamePadBase::GetStateAsInputEvents() const
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{
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Array<InputEvent> emptyArray;
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return emptyArray;
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}
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} // namespace Input
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