cave-story-solaris/src/Input.cpp

72 lines
1.4 KiB
C++

#include "Input.h"
#include <stddef.h>
#include <string.h>
#include "SDL.h"
#include "WindowsWrapper.h"
#define JOYSTICK_DEADZONE 10000
SDL_Joystick *joystick; // This was probably a name that was given by Simon, but it fits the rest of Pixel's names so it's fine.
void ReleaseDirectInput()
{
// Close opened joystick (if exists)
if (joystick)
{
SDL_QuitSubSystem(SDL_INIT_JOYSTICK);
SDL_JoystickClose(joystick);
joystick = NULL;
}
}
BOOL InitDirectInput()
{
// Open first available joystick
SDL_InitSubSystem(SDL_INIT_JOYSTICK);
for (int i = 0; i < SDL_NumJoysticks(); i++)
{
joystick = SDL_JoystickOpen(i);
// Break as soon as a joystick is properly opened
if (joystick)
break;
}
return TRUE;
}
BOOL GetJoystickStatus(JOYSTICK_STATUS *pStatus)
{
// Clear status
memset(pStatus, 0, sizeof(JOYSTICK_STATUS));
if (joystick)
{
Sint16 x = SDL_JoystickGetAxis(joystick, 0);
Sint16 y = SDL_JoystickGetAxis(joystick, 1);
pStatus->bLeft = x <= -JOYSTICK_DEADZONE;
pStatus->bRight = x >= JOYSTICK_DEADZONE;
pStatus->bUp = y <= -JOYSTICK_DEADZONE;
pStatus->bDown = y >= JOYSTICK_DEADZONE;
int numButtons = SDL_JoystickNumButtons(joystick);
if (numButtons > 32)
numButtons = 32;
for (int button = 0; button < numButtons; button++)
pStatus->bButton[button] = SDL_JoystickGetButton(joystick, button) != 0;
return TRUE;
}
return FALSE;
}
BOOL ResetJoystickStatus()
{
return TRUE;
}