hopefully fixed Arthur's issue + more code work towards gamepad support

git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/branches/irrlicht@3563 178a84e3-b1eb-0310-8ba1-8eac791a3b58
This commit is contained in:
auria 2009-05-31 01:27:21 +00:00
parent 11703a68bd
commit 1f7ec5ae58
6 changed files with 67 additions and 29 deletions

View File

@ -374,13 +374,19 @@ namespace StateManager
// -----------------------------------------------------------------------------
void gotSensedInput(Input* sensedInput)
{
getCurrentScreen()->dismissModalDialog();
input_manager->setMode(InputManager::MENU);
RibbonGridWidget* devices = getCurrentScreen()->getWidget<RibbonGridWidget>("devices");
assert( devices != NULL );
if(sensedInput->type == Input::IT_KEYBOARD && devices->getSelectionName() == "keyboard")
const bool keyboard = sensedInput->type == Input::IT_KEYBOARD && devices->getSelectionName() == "keyboard";
const bool gamepad = sensedInput->type == (Input::IT_STICKMOTION || sensedInput->type == Input::IT_STICKBUTTON) &&
devices->getSelectionName().find("gamepad") != std::string::npos;
if(!keyboard && !gamepad) return;
getCurrentScreen()->dismissModalDialog();
input_manager->setMode(InputManager::MENU);
if(keyboard)
{
std::cout << "received some keyboard input\n";
@ -390,8 +396,7 @@ namespace StateManager
// refresh display
initInput(NULL, "init");
}
else if(sensedInput->type == Input::IT_STICKMOTION || sensedInput->type == Input::IT_STICKBUTTON
&& devices->getSelectionName().find("gamepad") != std::string::npos)
else if(gamepad)
{
std::cout << "received some gamepad input\n";

View File

@ -393,7 +393,7 @@ void Screen::processAction(const int action, const unsigned int value, Input::In
{
const bool pressedDown = value > MAX_VALUE*2/3;
if(!pressedDown) return;
if(!pressedDown && type == Input::IT_STICKMOTION) return;
switch(action)
{
@ -402,7 +402,7 @@ void Screen::processAction(const int action, const unsigned int value, Input::In
{
// simulate a key press
irr::SEvent::SKeyInput evt;
evt.PressedDown = true;
evt.PressedDown = pressedDown;
evt.Key = KEY_LEFT;
irr::SEvent wrapper;
wrapper.KeyInput = evt;
@ -433,7 +433,7 @@ void Screen::processAction(const int action, const unsigned int value, Input::In
{
// simulate a key press
irr::SEvent::SKeyInput evt;
evt.PressedDown = true;
evt.PressedDown = pressedDown;
evt.Key = KEY_RIGHT;
irr::SEvent wrapper;
wrapper.KeyInput = evt;
@ -480,7 +480,7 @@ void Screen::processAction(const int action, const unsigned int value, Input::In
{
// simulate a key press
irr::SEvent::SKeyInput evt;
evt.PressedDown = true;
evt.PressedDown = pressedDown;
evt.Key = KEY_UP;
irr::SEvent wrapper;
wrapper.KeyInput = evt;
@ -527,7 +527,7 @@ void Screen::processAction(const int action, const unsigned int value, Input::In
{
// simulate a key press
irr::SEvent::SKeyInput evt;
evt.PressedDown = true;
evt.PressedDown = pressedDown;
evt.Key = KEY_DOWN;
irr::SEvent wrapper;
wrapper.KeyInput = evt;
@ -554,23 +554,25 @@ void Screen::processAction(const int action, const unsigned int value, Input::In
break;
case PA_RESCUE:
StateManager::escapePressed();
if(pressedDown)
StateManager::escapePressed();
break;
case PA_FIRE:
if(type == Input::IT_STICKBUTTON)
{
/*
std::cout << "sending event, pressedDown=" << pressedDown << "\n";
// simulate a 'enter' key press. doesn't seem to work
irr::SEvent::SKeyInput evt;
evt.PressedDown = true;
evt.Key = KEY_RETURN;
evt.PressedDown = pressedDown;
evt.Key = KEY_SPACE; // KEY_RETURN
irr::SEvent wrapper;
wrapper.KeyInput = evt;
wrapper.EventType = EET_KEY_INPUT_EVENT;
GUIEngine::getDevice()->postEventFromUser(wrapper);
*/
/*
irr::SEvent::SGUIEvent evt;
evt.EventType = EGET_BUTTON_CLICKED;
evt.Element = GUIEngine::getGUIEnv()->getFocus();
@ -581,6 +583,7 @@ void Screen::processAction(const int action, const unsigned int value, Input::In
// GUIEngine::getDevice()->postEventFromUser(wrapper);
this->OnEvent(wrapper);
// std::cout << "posting event to simulate 'enter'\n";
*/
}
break;

View File

@ -67,13 +67,13 @@ bool DeviceManager::checkForGamePad(const int irr_id)
if(m_gamepads[n].m_name == name)
{
std::cout << "--> that's the one currently connected\n";
m_gamepads[n].open(irr_id, m_gamepads[n].m_name, m_irrlicht_gamepads[irr_id].Axes );
m_gamepads[n].open(irr_id, m_gamepads[n].m_name, m_irrlicht_gamepads[irr_id].Axes, m_irrlicht_gamepads[irr_id].Buttons);
return false;
}
}
std::cout << "couldn't find this joystick, so creating a new one" << std::endl;
add(new GamePadDevice(irr_id, m_irrlicht_gamepads[irr_id].Name.c_str(), m_irrlicht_gamepads[irr_id].Axes ));
add(new GamePadDevice(irr_id, m_irrlicht_gamepads[irr_id].Name.c_str(), m_irrlicht_gamepads[irr_id].Axes, m_irrlicht_gamepads[irr_id].Buttons ));
return true;
}
// -----------------------------------------------------------------------------

View File

@ -182,30 +182,37 @@ GamePadDevice::GamePadDevice(irr::io::IrrXMLReader* xml)
std::cerr << "Warning, joystick without name in config file, making it undetectable\n";
}
else m_name = name_string;
for(int n=0; n<SEvent::SJoystickEvent::NUMBER_OF_BUTTONS; n++)
m_buttonPressed[n] = false;
}
// -----------------------------------------------------------------------------
/** Constructor for GamePadDevice from a connected gamepad for which no configuration existed
* (defaults will be used)
* \param sdlIndex Index of stick.
*/
GamePadDevice::GamePadDevice(const int irrIndex, const std::string name, const int axis_count)
GamePadDevice::GamePadDevice(const int irrIndex, const std::string name, const int axis_count, const int btnAmount)
{
m_type = DT_GAMEPAD;
m_deadzone = DEADZONE_JOYSTICK;
m_prevAxisDirections = NULL;
open(irrIndex, name, axis_count);
open(irrIndex, name, axis_count, btnAmount);
m_name = name;
loadDefaults();
for(int n=0; n<SEvent::SJoystickEvent::NUMBER_OF_BUTTONS; n++)
m_buttonPressed[n] = false;
} // GamePadDevice
// -----------------------------------------------------------------------------
void GamePadDevice::open(const int irrIndex, const std::string name, const int axis_count)
void GamePadDevice::open(const int irrIndex, const std::string name, const int axis_count, const int btnCount)
{
m_axis_count = axis_count;
m_prevAxisDirections = new Input::AxisDirection[axis_count];
std::cout << "(i) This gamepad has " << axis_count << " axes\n";
m_button_count = btnCount;
std::cout << "(i) This gamepad has " << axis_count << " axes and " << m_button_count << " buttons\n";
for (int i = 0; i < axis_count; i++)
m_prevAxisDirections[i] = Input::AD_NEUTRAL;
@ -263,6 +270,15 @@ void GamePadDevice::loadDefaults()
*/
}
// -----------------------------------------------------------------------------
bool GamePadDevice::isButtonPressed(const int i)
{
return m_buttonPressed[i];
}
void GamePadDevice::setButtonPressed(const int i, bool isButtonPressed)
{
m_buttonPressed[i] = isButtonPressed;
}
// -----------------------------------------------------------------------------
void GamePadDevice::editBinding(const PlayerAction action, const Input::InputType type, const int id, Input::AxisDirection direction)
{
m_bindings[action].type = type;

View File

@ -64,10 +64,12 @@ public:
class GamePadDevice : public InputDevice
{
void resetAxisDirection(const int axis, Input::AxisDirection direction, const int player);
bool m_buttonPressed[SEvent::SJoystickEvent::NUMBER_OF_BUTTONS];
public:
int m_deadzone;
int m_index;
int m_axis_count;
int m_button_count;
Input::AxisDirection *m_prevAxisDirections;
/** checks if this key belongs to this belongs. if yes, sets action and returns true; otherwise returns false.
@ -77,13 +79,16 @@ public:
void editBinding(const PlayerAction action, const Input::InputType type, const int id,
Input::AxisDirection direction=Input::AD_NEUTRAL);
void open(const int irrIndex, const std::string name, const int axis_count);
void open(const int irrIndex, const std::string name, const int axis_count, const int btnCount);
void loadDefaults();
GamePadDevice(const int irrIndex, const std::string name, const int axis_number);
GamePadDevice(const int irrIndex, const std::string name, const int axis_number, const int btnAmount);
GamePadDevice(irr::io::IrrXMLReader* xml);
bool isButtonPressed(const int i);
void setButtonPressed(const int i, bool isButtonPressed);
~GamePadDevice();
};

View File

@ -262,8 +262,11 @@ void InputManager::input(Input::InputType type, int deviceID, int btnID, int axi
else
{
// reset timer when released
if( abs(value) == 0 && type == Input::IT_KEYBOARD)
if( abs(value) == 0 && (/*type == Input::IT_KEYBOARD ||*/ type == Input::IT_STICKBUTTON) )
{
if(type == Input::IT_STICKBUTTON) std::cout << "resetting because type == Input::IT_STICKBUTTON\n";
else std::cout << "resetting for another reason\n";
m_timer_in_use = false;
m_timer = 0;
}
@ -318,7 +321,7 @@ bool InputManager::input(const SEvent& event)
printf("axis motion: gamepad_id=%d axis=%d value=%d\n",
event.JoystickEvent.Joystick, axis_id, value);
}
// FIXME - AD_NEGATIVE/AD_POSITIVE are probably useless since value contains that info too
if(value < 0)
input(Input::IT_STICKMOTION, event.JoystickEvent.Joystick , axis_id, Input::AD_NEGATIVE, value);
@ -326,10 +329,16 @@ bool InputManager::input(const SEvent& event)
input(Input::IT_STICKMOTION, event.JoystickEvent.Joystick, axis_id, Input::AD_POSITIVE, value);
}
GamePadDevice* gp = getDeviceList()->getGamePadFromIrrID(event.JoystickEvent.Joystick);
// Buttons - FIXME, instead of checking all of them, ask the bindings which ones to poll
for(int i=0; i<SEvent::SJoystickEvent::NUMBER_OF_BUTTONS; i++)
for(int i=0; i<gp->m_button_count; i++)
{
input(Input::IT_STICKBUTTON, event.JoystickEvent.Joystick, i, 0, event.JoystickEvent.IsButtonPressed(i) ? MAX_VALUE : 0);
const bool isButtonPressed = event.JoystickEvent.IsButtonPressed(i);
if(gp->isButtonPressed(i) || isButtonPressed)
input(Input::IT_STICKBUTTON, event.JoystickEvent.Joystick, i, 0, isButtonPressed ? MAX_VALUE : 0);
gp->setButtonPressed(i, isButtonPressed);
}
}