cave-story-solaris/src/Input.cpp
cuckydev c84f49f1dc wip
2019-01-16 22:48:21 -05:00

78 lines
1.7 KiB
C++

#include "Types.h"
#include "CommonDefines.h"
#include <stdint.h>
#include <SDL_gamecontroller.h>
#include "WindowsWrapper.h"
#include "Input.h"
#include "Tags.h"
#define JOYSTICK_DEADZONE 0x2000
SDL_GameController *joystick; //This may be 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_GameControllerClose(joystick);
joystick = nullptr;
}
}
bool InitDirectInput()
{
//Load mappings
char path[PATH_LENGTH];
sprintf(path, "%s/%s", gDataPath, "gamecontrollerdb.txt");
SDL_GameControllerAddMappingsFromFile(path);
//Open first available joystick
for (int i = 0; i < SDL_NumJoysticks(); ++i)
{
if (SDL_IsGameController(i))
{
joystick = SDL_GameControllerOpen(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)
{
int32_t x = SDL_GameControllerGetAxis(joystick, SDL_CONTROLLER_AXIS_LEFTX);
int32_t y = SDL_GameControllerGetAxis(joystick, SDL_CONTROLLER_AXIS_LEFTY);
pStatus->bLeft = x <= -JOYSTICK_DEADZONE;
pStatus->bRight = x >= JOYSTICK_DEADZONE;
pStatus->bUp = y <= -JOYSTICK_DEADZONE;
pStatus->bDown = y >= JOYSTICK_DEADZONE;
int numButtons = SDL_JoystickNumButtons(SDL_GameControllerGetJoystick(joystick));
if (numButtons > 32)
numButtons = 32;
for (int button = 0; button < numButtons; button++)
pStatus->bButton[button] = SDL_GameControllerGetButton(joystick, (SDL_GameControllerButton)button) != 0;
return true;
}
return false;
}
bool ResetJoystickStatus()
{
return true;
}