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225 lines
7.0 KiB
225 lines
7.0 KiB
#include "controls/devices/game_controller.h" |
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#ifndef USE_SDL1 |
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#include <cstddef> |
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#include "controls/controller_motion.h" |
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#include "controls/devices/joystick.h" |
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#include "stubs.h" |
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#include "sdl_ptrs.h" |
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// Defined in SourceX/controls/plctrls.cpp |
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extern "C" bool sgbControllerActive; |
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namespace devilution { |
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std::vector<GameController> *const GameController::controllers_ = new std::vector<GameController>; |
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ControllerButton GameController::ToControllerButton(const SDL_Event &event) |
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{ |
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switch (event.type) { |
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case SDL_CONTROLLERAXISMOTION: |
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switch (event.caxis.axis) { |
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case SDL_CONTROLLER_AXIS_TRIGGERLEFT: |
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if (event.caxis.value < 8192) { // 25% pressed |
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trigger_left_is_down_ = false; |
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} |
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if (event.caxis.value > 16384 && !trigger_left_is_down_) { // 50% pressed |
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trigger_left_is_down_ = true; |
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return ControllerButton_AXIS_TRIGGERLEFT; |
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} |
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return ControllerButton_NONE; |
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case SDL_CONTROLLER_AXIS_TRIGGERRIGHT: |
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if (event.caxis.value < 8192) { // 25% pressed |
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trigger_right_is_down_ = false; |
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} |
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if (event.caxis.value > 16384 && !trigger_right_is_down_) { // 50% pressed |
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trigger_right_is_down_ = true; |
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return ControllerButton_AXIS_TRIGGERRIGHT; |
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} |
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return ControllerButton_NONE; |
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} |
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break; |
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case SDL_CONTROLLERBUTTONDOWN: |
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case SDL_CONTROLLERBUTTONUP: |
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switch (event.cbutton.button) { |
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case SDL_CONTROLLER_BUTTON_A: |
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return ControllerButton_BUTTON_A; |
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case SDL_CONTROLLER_BUTTON_B: |
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return ControllerButton_BUTTON_B; |
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case SDL_CONTROLLER_BUTTON_X: |
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return ControllerButton_BUTTON_X; |
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case SDL_CONTROLLER_BUTTON_Y: |
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return ControllerButton_BUTTON_Y; |
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case SDL_CONTROLLER_BUTTON_LEFTSTICK: |
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return ControllerButton_BUTTON_LEFTSTICK; |
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case SDL_CONTROLLER_BUTTON_RIGHTSTICK: |
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return ControllerButton_BUTTON_RIGHTSTICK; |
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case SDL_CONTROLLER_BUTTON_LEFTSHOULDER: |
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return ControllerButton_BUTTON_LEFTSHOULDER; |
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case SDL_CONTROLLER_BUTTON_RIGHTSHOULDER: |
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return ControllerButton_BUTTON_RIGHTSHOULDER; |
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case SDL_CONTROLLER_BUTTON_START: |
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return ControllerButton_BUTTON_START; |
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case SDL_CONTROLLER_BUTTON_BACK: |
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return ControllerButton_BUTTON_BACK; |
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case SDL_CONTROLLER_BUTTON_DPAD_UP: |
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return ControllerButton_BUTTON_DPAD_UP; |
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case SDL_CONTROLLER_BUTTON_DPAD_DOWN: |
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return ControllerButton_BUTTON_DPAD_DOWN; |
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case SDL_CONTROLLER_BUTTON_DPAD_LEFT: |
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return ControllerButton_BUTTON_DPAD_LEFT; |
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case SDL_CONTROLLER_BUTTON_DPAD_RIGHT: |
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return ControllerButton_BUTTON_DPAD_RIGHT; |
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default: |
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break; |
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} |
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default: |
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break; |
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} |
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return ControllerButton_NONE; |
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} |
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SDL_GameControllerButton GameController::ToSdlGameControllerButton(ControllerButton button) const |
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{ |
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if (button == ControllerButton_AXIS_TRIGGERLEFT || button == ControllerButton_AXIS_TRIGGERRIGHT) |
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UNIMPLEMENTED(); |
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switch (button) { |
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case ControllerButton_BUTTON_A: |
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return SDL_CONTROLLER_BUTTON_A; |
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case ControllerButton_BUTTON_B: |
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return SDL_CONTROLLER_BUTTON_B; |
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case ControllerButton_BUTTON_X: |
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return SDL_CONTROLLER_BUTTON_X; |
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case ControllerButton_BUTTON_Y: |
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return SDL_CONTROLLER_BUTTON_Y; |
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case ControllerButton_BUTTON_BACK: |
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return SDL_CONTROLLER_BUTTON_BACK; |
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case ControllerButton_BUTTON_START: |
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return SDL_CONTROLLER_BUTTON_START; |
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case ControllerButton_BUTTON_LEFTSTICK: |
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return SDL_CONTROLLER_BUTTON_LEFTSTICK; |
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case ControllerButton_BUTTON_RIGHTSTICK: |
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return SDL_CONTROLLER_BUTTON_RIGHTSTICK; |
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case ControllerButton_BUTTON_LEFTSHOULDER: |
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return SDL_CONTROLLER_BUTTON_LEFTSHOULDER; |
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case ControllerButton_BUTTON_RIGHTSHOULDER: |
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return SDL_CONTROLLER_BUTTON_RIGHTSHOULDER; |
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case ControllerButton_BUTTON_DPAD_UP: |
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return SDL_CONTROLLER_BUTTON_DPAD_UP; |
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case ControllerButton_BUTTON_DPAD_DOWN: |
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return SDL_CONTROLLER_BUTTON_DPAD_DOWN; |
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case ControllerButton_BUTTON_DPAD_LEFT: |
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return SDL_CONTROLLER_BUTTON_DPAD_LEFT; |
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case ControllerButton_BUTTON_DPAD_RIGHT: |
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return SDL_CONTROLLER_BUTTON_DPAD_RIGHT; |
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default: |
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return SDL_CONTROLLER_BUTTON_INVALID; |
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} |
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} |
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bool GameController::IsPressed(ControllerButton button) const |
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{ |
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const SDL_GameControllerButton gc_button = ToSdlGameControllerButton(button); |
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return gc_button != SDL_CONTROLLER_BUTTON_INVALID && SDL_GameControllerGetButton(sdl_game_controller_, gc_button); |
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} |
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bool GameController::ProcessAxisMotion(const SDL_Event &event) |
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{ |
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if (event.type != SDL_CONTROLLERAXISMOTION) |
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return false; |
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switch (event.caxis.axis) { |
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case SDL_CONTROLLER_AXIS_LEFTX: |
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leftStickXUnscaled = event.caxis.value; |
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leftStickNeedsScaling = true; |
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break; |
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case SDL_CONTROLLER_AXIS_LEFTY: |
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leftStickYUnscaled = -event.caxis.value; |
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leftStickNeedsScaling = true; |
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break; |
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case SDL_CONTROLLER_AXIS_RIGHTX: |
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rightStickXUnscaled = event.caxis.value; |
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rightStickNeedsScaling = true; |
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break; |
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case SDL_CONTROLLER_AXIS_RIGHTY: |
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rightStickYUnscaled = -event.caxis.value; |
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rightStickNeedsScaling = true; |
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break; |
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default: |
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return false; |
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} |
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return true; |
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} |
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void GameController::Add(int joystick_index) |
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{ |
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SDL_Log("Opening game controller for joystick at index %d", joystick_index); |
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GameController result; |
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result.sdl_game_controller_ = SDL_GameControllerOpen(joystick_index); |
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if (result.sdl_game_controller_ == NULL) { |
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SDL_Log("%s", SDL_GetError()); |
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SDL_ClearError(); |
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return; |
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} |
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SDL_Joystick *const sdl_joystick = SDL_GameControllerGetJoystick(result.sdl_game_controller_); |
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result.instance_id_ = SDL_JoystickInstanceID(sdl_joystick); |
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controllers_->push_back(result); |
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const SDL_JoystickGUID guid = SDL_JoystickGetGUID(sdl_joystick); |
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SDLUniquePtr<char> mapping{SDL_GameControllerMappingForGUID(guid)}; |
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SDL_Log("Opened game controller with mapping:\n%s", mapping.get()); |
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} |
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void GameController::Remove(SDL_JoystickID instance_id) |
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{ |
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SDL_Log("Removing game controller with instance id %d", instance_id); |
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for (std::size_t i = 0; i < controllers_->size(); ++i) { |
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const GameController &controller = (*controllers_)[i]; |
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if (controller.instance_id_ != instance_id) |
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continue; |
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controllers_->erase(controllers_->begin() + i); |
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sgbControllerActive = !controllers_->empty(); |
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return; |
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} |
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SDL_Log("Game controller not found with instance id: %d", instance_id); |
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} |
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GameController *GameController::Get(SDL_JoystickID instance_id) |
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{ |
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for (std::size_t i = 0; i < controllers_->size(); ++i) { |
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GameController &controller = (*controllers_)[i]; |
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if (controller.instance_id_ == instance_id) |
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return &controller; |
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} |
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return NULL; |
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} |
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GameController *GameController::Get(const SDL_Event &event) |
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{ |
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switch (event.type) { |
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case SDL_CONTROLLERAXISMOTION: |
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return Get(event.caxis.which); |
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case SDL_CONTROLLERBUTTONDOWN: |
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case SDL_CONTROLLERBUTTONUP: |
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return Get(event.jball.which); |
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default: |
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return NULL; |
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} |
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} |
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const std::vector<GameController> &GameController::All() |
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{ |
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return *controllers_; |
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} |
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bool GameController::IsPressedOnAnyController(ControllerButton button) |
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{ |
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for (std::size_t i = 0; i < controllers_->size(); ++i) |
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if ((*controllers_)[i].IsPressed(button)) |
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return true; |
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return false; |
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} |
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} // namespace devilution |
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#endif
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