Primitive support for gamepad camera movement
This was SVN commit r8844.
This commit is contained in:
parent
37c1c2e9b8
commit
40933c06e1
@ -173,3 +173,12 @@ hotkey.chat = Return ; Toggle chat window
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hotkey.profile.toggle = "F11" ; Enable/disable real-time profiler
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hotkey.profile.toggle = "F11" ; Enable/disable real-time profiler
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hotkey.profile.save = "Shift+F11" ; Save current profiler data to logs/profile.txt
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hotkey.profile.save = "Shift+F11" ; Save current profiler data to logs/profile.txt
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; EXPERIMENTAL: joystick/gamepad settings
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joystick.enable = false
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joystick.deadzone = 8192
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joystick.camera.pan.x = 0
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joystick.camera.pan.y = 1
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joystick.camera.rotate.x = 3
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joystick.camera.rotate.y = 2
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joystick.camera.zoom.in = 5
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joystick.camera.zoom.out = 4
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@ -42,6 +42,7 @@
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#include "ps/Game.h"
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#include "ps/Game.h"
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#include "ps/Globals.h"
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#include "ps/Globals.h"
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#include "ps/Hotkey.h"
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#include "ps/Hotkey.h"
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#include "ps/Joystick.h"
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#include "ps/Loader.h"
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#include "ps/Loader.h"
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#include "ps/LoaderThunks.h"
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#include "ps/LoaderThunks.h"
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#include "ps/Profile.h"
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#include "ps/Profile.h"
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@ -176,6 +177,12 @@ public:
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ViewZoomMin(0),
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ViewZoomMin(0),
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ViewZoomMax(0),
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ViewZoomMax(0),
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ViewZoomDefault(0),
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ViewZoomDefault(0),
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JoystickPanX(-1),
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JoystickPanY(-1),
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JoystickRotateX(-1),
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JoystickRotateY(-1),
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JoystickZoomIn(-1),
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JoystickZoomOut(-1),
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PosX(0, 0, 0.01f),
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PosX(0, 0, 0.01f),
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PosY(0, 0, 0.01f),
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PosY(0, 0, 0.01f),
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@ -264,6 +271,12 @@ public:
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float ViewZoomMin;
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float ViewZoomMin;
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float ViewZoomMax;
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float ViewZoomMax;
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float ViewZoomDefault;
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float ViewZoomDefault;
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int JoystickPanX;
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int JoystickPanY;
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int JoystickRotateX;
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int JoystickRotateY;
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int JoystickZoomIn;
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int JoystickZoomOut;
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////////////////////////////////////////
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////////////////////////////////////////
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// Camera Controls State
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// Camera Controls State
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@ -375,6 +388,13 @@ int CGameView::Initialize()
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CFG_GET_SYS_VAL("view.zoom.max", Float, m->ViewZoomMax);
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CFG_GET_SYS_VAL("view.zoom.max", Float, m->ViewZoomMax);
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CFG_GET_SYS_VAL("view.zoom.default", Float, m->ViewZoomDefault);
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CFG_GET_SYS_VAL("view.zoom.default", Float, m->ViewZoomDefault);
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CFG_GET_SYS_VAL("joystick.camera.pan.x", Int, m->JoystickPanX);
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CFG_GET_SYS_VAL("joystick.camera.pan.y", Int, m->JoystickPanY);
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CFG_GET_SYS_VAL("joystick.camera.rotate.x", Int, m->JoystickRotateX);
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CFG_GET_SYS_VAL("joystick.camera.rotate.y", Int, m->JoystickRotateY);
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CFG_GET_SYS_VAL("joystick.camera.zoom.in", Int, m->JoystickZoomIn);
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CFG_GET_SYS_VAL("joystick.camera.zoom.out", Int, m->JoystickZoomOut);
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CFG_GET_SYS_VAL("view.pos.smoothness", Float, m->PosX.m_Smoothness);
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CFG_GET_SYS_VAL("view.pos.smoothness", Float, m->PosX.m_Smoothness);
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CFG_GET_SYS_VAL("view.pos.smoothness", Float, m->PosY.m_Smoothness);
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CFG_GET_SYS_VAL("view.pos.smoothness", Float, m->PosY.m_Smoothness);
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CFG_GET_SYS_VAL("view.pos.smoothness", Float, m->PosZ.m_Smoothness);
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CFG_GET_SYS_VAL("view.pos.smoothness", Float, m->PosZ.m_Smoothness);
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@ -647,6 +667,22 @@ void CGameView::Update(float DeltaTime)
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if (HotkeyIsPressed("camera.down"))
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if (HotkeyIsPressed("camera.down"))
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moveForward -= m->ViewScrollSpeed * DeltaTime;
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moveForward -= m->ViewScrollSpeed * DeltaTime;
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if (g_Joystick.IsEnabled())
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{
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// This could all be improved with extra speed and sensitivity settings
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// (maybe use pow to allow finer control?), and inversion settings
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moveRightward += g_Joystick.GetAxisValue(m->JoystickPanX) * m->ViewScrollSpeed * DeltaTime;
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moveForward -= g_Joystick.GetAxisValue(m->JoystickPanY) * m->ViewScrollSpeed * DeltaTime;
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m->RotateX.AddSmoothly(g_Joystick.GetAxisValue(m->JoystickRotateX) * m->ViewRotateXSpeed * DeltaTime);
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m->RotateY.AddSmoothly(-g_Joystick.GetAxisValue(m->JoystickRotateY) * m->ViewRotateYSpeed * DeltaTime);
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// Use a +1 bias for zoom because I want this to work with trigger buttons that default to -1
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m->Zoom.AddSmoothly((g_Joystick.GetAxisValue(m->JoystickZoomIn) + 1.0f) / 2.0f * m->ViewZoomSpeed * DeltaTime);
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m->Zoom.AddSmoothly(-(g_Joystick.GetAxisValue(m->JoystickZoomOut) + 1.0f) / 2.0f * m->ViewZoomSpeed * DeltaTime);
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}
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if (moveRightward || moveForward)
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if (moveRightward || moveForward)
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{
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{
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// Break out of following mode when the user starts scrolling
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// Break out of following mode when the user starts scrolling
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@ -684,6 +684,35 @@ int SDL_EnableUNICODE(int UNUSED(enable))
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}
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}
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//----------------------------------------------------------------------------
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// joystick
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int SDL_NumJoysticks()
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{
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return 0;
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}
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int SDL_JoystickEventState(int UNUSED(state))
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{
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return 0;
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}
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SDL_Joystick* SDL_JoystickOpen(int UNUSED(device_index))
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{
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return NULL;
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}
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int SDL_JoystickNumAxes(SDL_Joystick* UNUSED(joystick))
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{
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return 0;
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}
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Sint16 SDL_JoystickGetAxis(SDL_Joystick* UNUSED(joystick), int UNUSED(axis))
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{
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return 0;
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}
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//----------------------------------------------------------------------------
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//----------------------------------------------------------------------------
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// app activation
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// app activation
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@ -33,6 +33,7 @@
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typedef u8 Uint8;
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typedef u8 Uint8;
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typedef u16 Uint16;
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typedef u16 Uint16;
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typedef i16 Sint16;
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typedef u32 Uint32;
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typedef u32 Uint32;
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@ -40,6 +41,7 @@ typedef u32 Uint32;
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#define SDL_INIT_VIDEO 0
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#define SDL_INIT_VIDEO 0
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#define SDL_INIT_AUDIO 0
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#define SDL_INIT_AUDIO 0
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#define SDL_INIT_TIMER 0
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#define SDL_INIT_TIMER 0
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#define SDL_INIT_JOYSTICK 0
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#define SDL_INIT_NOPARACHUTE 0
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#define SDL_INIT_NOPARACHUTE 0
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LIB_API int SDL_Init(Uint32 flags);
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LIB_API int SDL_Init(Uint32 flags);
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@ -139,6 +141,18 @@ LIB_API Uint8 SDL_GetMouseState(int* x, int* y);
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LIB_API Uint8* SDL_GetKeyState(int* num_keys);
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LIB_API Uint8* SDL_GetKeyState(int* num_keys);
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//
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// joystick
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//
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typedef void* SDL_Joystick;
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int SDL_NumJoysticks();
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int SDL_JoystickEventState(int state);
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SDL_Joystick* SDL_JoystickOpen(int device_index);
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int SDL_JoystickNumAxes(SDL_Joystick* joystick);
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Sint16 SDL_JoystickGetAxis(SDL_Joystick* joystick, int axis);
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//
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//
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// byte swapping
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// byte swapping
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//
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//
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@ -44,6 +44,7 @@
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#include "ps/Game.h"
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#include "ps/Game.h"
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#include "ps/Globals.h"
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#include "ps/Globals.h"
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#include "ps/Hotkey.h"
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#include "ps/Hotkey.h"
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#include "ps/Joystick.h"
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#include "ps/Loader.h"
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#include "ps/Loader.h"
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#include "ps/Overlay.h"
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#include "ps/Overlay.h"
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#include "ps/Profile.h"
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#include "ps/Profile.h"
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@ -528,6 +529,8 @@ static void InitInput()
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{
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{
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SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL);
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SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL);
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g_Joystick.Initialise();
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// register input handlers
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// register input handlers
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// This stack is constructed so the first added, will be the last
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// This stack is constructed so the first added, will be the last
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// one called. This is important, because each of the handlers
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// one called. This is important, because each of the handlers
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86
source/ps/Joystick.cpp
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86
source/ps/Joystick.cpp
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@ -0,0 +1,86 @@
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/* Copyright (C) 2010 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "precompiled.h"
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#include "Joystick.h"
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#include "lib/external_libraries/sdl.h"
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#include "ps/CLogger.h"
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#include "ps/ConfigDB.h"
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CJoystick g_Joystick;
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CJoystick::CJoystick() :
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m_Joystick(NULL), m_Deadzone(0)
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{
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}
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void CJoystick::Initialise()
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{
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bool joystickEnable = false;
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CFG_GET_USER_VAL("joystick.enable", Bool, joystickEnable);
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if (!joystickEnable)
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return;
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CFG_GET_USER_VAL("joystick.deadzone", Int, m_Deadzone);
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if (SDL_InitSubSystem(SDL_INIT_JOYSTICK) < 0)
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{
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LOGERROR(L"InitInput: failed to initialise joystick");
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return;
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}
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int numJoysticks = SDL_NumJoysticks();
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LOGMESSAGE(L"Found %d joystick(s)", numJoysticks);
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for (int i = 0; i < numJoysticks; ++i)
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LOGMESSAGE(L"Joystick %d: %s", i, SDL_JoystickName(i));
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if (numJoysticks)
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{
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SDL_JoystickEventState(SDL_ENABLE);
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// Always pick the first joystick, and assume that's the right one
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m_Joystick = SDL_JoystickOpen(0);
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}
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}
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bool CJoystick::IsEnabled()
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{
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return (m_Joystick != NULL);
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}
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float CJoystick::GetAxisValue(int axis)
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{
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if (!m_Joystick || axis < 0 || axis >= SDL_JoystickNumAxes(m_Joystick))
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return 0.f;
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int16_t val = SDL_JoystickGetAxis(m_Joystick, axis);
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// Normalize values into the range [-1, +1] excluding the deadzone around 0
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float norm;
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if (val > m_Deadzone)
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norm = (val - m_Deadzone) / (float)(32767 - m_Deadzone);
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else if (val < -m_Deadzone)
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norm = (val + m_Deadzone) / (float)(32767 - m_Deadzone);
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else
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norm = 0.f;
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return norm;
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}
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50
source/ps/Joystick.h
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50
source/ps/Joystick.h
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@ -0,0 +1,50 @@
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/* Copyright (C) 2010 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef INCLUDED_JOYSTICK
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#define INCLUDED_JOYSTICK
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#include "lib/external_libraries/sdl.h"
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class CJoystick
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{
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public:
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CJoystick();
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/**
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* Initialises joystick support.
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*/
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void Initialise();
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/**
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* Returns true if initialised and the joystick is present and enabled by configuration.
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*/
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bool IsEnabled();
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/**
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* Returns current value of the given joystick axis, in the range [-1, +1].
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*/
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float GetAxisValue(int axis);
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private:
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SDL_Joystick* m_Joystick;
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int m_Deadzone;
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};
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extern CJoystick g_Joystick;
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#endif // INCLUDED_JOYSTICK
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