mirror of
https://github.com/NoelFB/blah.git
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191 lines
4.3 KiB
C++
191 lines
4.3 KiB
C++
#include <blah/input/virtual_stick.h>
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#include <blah/core/time.h>
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#include <blah/core/log.h>
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using namespace Blah;
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VirtualStick::VirtualStick()
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{
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this->m_i_deadzone = 0;
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}
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VirtualStick::VirtualStick(float iDeadzone)
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{
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this->m_i_deadzone = iDeadzone;
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}
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VirtualStick& VirtualStick::add_keys(Key left, Key right, Key up, Key down)
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{
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if (m_keys_len >= Input::max_virtual_nodes)
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BLAH_ERROR("VirtualStick Keys out of bounds!");
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else
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{
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m_keys[m_keys_len].init(left, right, up, down);
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m_keys_len++;
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}
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return *this;
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}
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VirtualStick& VirtualStick::add_buttons(int gamepad_id, Button left, Button right, Button up, Button down)
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{
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if (m_buttons_len >= Input::max_virtual_nodes)
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BLAH_ERROR("VirtualStick Buttons out of bounds!");
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else
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{
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m_buttons[m_buttons_len].init(gamepad_id, left, right, up, down);
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m_buttons_len++;
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}
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return *this;
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}
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VirtualStick& VirtualStick::add_axes(int gamepad_id, Axis horizontal, Axis vertical, float deadzone)
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{
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if (m_axes_len >= Input::max_virtual_nodes)
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BLAH_ERROR("VirtualStick Axes out of bounds!");
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else
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{
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m_axes[m_axes_len].init(gamepad_id, horizontal, vertical, deadzone);
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m_axes_len++;
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}
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return *this;
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}
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VirtualStick& VirtualStick::repeat(float repeat_delay, float repeat_interval)
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{
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this->m_repeat_delay = repeat_delay;
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this->m_repeat_interval = repeat_interval;
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return *this;
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}
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VirtualStick& VirtualStick::press_buffer(float duration)
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{
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m_press_buffer = duration;
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return *this;
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}
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VirtualStick& VirtualStick::release_buffer(float duration)
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{
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m_release_buffer = duration;
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return *this;
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}
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void VirtualStick::update()
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{
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m_last_value = m_value;
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m_value = Vec2::zero;
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for (int i = 0; i < m_keys_len; i++)
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{
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m_keys[i].update();
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if (m_value == Vec2::zero)
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m_value = m_keys[i].value;
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}
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for (int i = 0; i < m_buttons_len; i++)
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{
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m_buttons[i].update();
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if (m_value == Vec2::zero)
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m_value = m_buttons[i].value;
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}
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for (int i = 0; i < m_axes_len; i++)
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{
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m_axes[i].update();
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if (m_value == Vec2::zero)
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m_value = m_axes[i].value;
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}
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//Valuei
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m_last_value_i = m_value_i;
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if (m_value.x > m_i_deadzone)
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m_value_i.x = 1;
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else if (m_value.x < -m_i_deadzone)
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m_value_i.x = -1;
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else
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m_value_i.x = 0;
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if (m_value.y > m_i_deadzone)
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m_value_i.y = 1;
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else if (m_value.y < -m_i_deadzone)
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m_value_i.y = -1;
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else
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m_value_i.y = 0;
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//pressed?
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m_pressed = false;
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if (m_value_i != Point::zero && m_last_value_i != m_value_i)
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{
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m_pressed = true;
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m_last_press_time = m_repeat_press_time = Time::elapsed;
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}
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else if (m_value_i == m_last_value_i && m_value_i != Point::zero)
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{
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if (Time::elapsed - m_last_press_time <= m_press_buffer)
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m_pressed = true;
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else if (m_repeat_interval > 0 && Time::elapsed >= m_repeat_press_time + m_repeat_delay)
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{
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int prev = (int)((Time::previous_elapsed - m_repeat_press_time - m_repeat_delay) / m_repeat_interval);
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int cur = (int)((Time::elapsed - m_repeat_press_time - m_repeat_delay) / m_repeat_interval);
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m_pressed = prev < cur;
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}
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}
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//released?
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if (m_last_value_i != Point::zero && m_value_i != m_last_value_i)
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{
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m_released = true;
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m_last_release_time = Time::elapsed;
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}
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else if (Time::elapsed - m_last_release_time <= m_release_buffer)
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m_released = true;
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else
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m_released = false;
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}
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void VirtualStick::KeysNode::init(Key left, Key right, Key up, Key down)
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{
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this->left = left;
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this->right = right;
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this->up = up;
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this->down = down;
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}
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void VirtualStick::KeysNode::update()
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{
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value.x = Input::axis_check(value.x, left, right);
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value.y = Input::axis_check(value.y, up, down);
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}
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void VirtualStick::ButtonsNode::init(int gamepad_id, Button left, Button right, Button up, Button down)
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{
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this->gamepad_id = gamepad_id;
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this->left = left;
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this->right = right;
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this->up = up;
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this->down = down;
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}
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void VirtualStick::ButtonsNode::update()
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{
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value.x = Input::axis_check(value.x, gamepad_id, left, right);
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value.y = Input::axis_check(value.y, gamepad_id, up, down);
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}
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void VirtualStick::AxesNode::init(int gamepad_id, Axis horizontal, Axis vertical, float deadzone)
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{
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this->gamepad_id = gamepad_id;
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this->horizontal = horizontal;
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this->vertical = vertical;
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this->deadzone = deadzone;
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}
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void VirtualStick::AxesNode::update()
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{
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value.x = Input::axis_check(gamepad_id, horizontal);
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value.y = Input::axis_check(gamepad_id, vertical);
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if (value.length() < deadzone)
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value = Vec2::zero;
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} |