improved somewhat joystick loading from config, and added debug logging to help find what's wrong with minibjorn's
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/branches/irrlicht@3318 178a84e3-b1eb-0310-8ba1-8eac791a3b58
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@ -148,8 +148,12 @@ void DeviceManager::checkForGamePad(const int sdl_id)
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{
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std::string name = SDL_JoystickName(sdl_id);
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std::cout << "trying to find gamepad " << name.c_str() << std::endl;
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for(unsigned int n=0; n<m_gamepad_amount; n++)
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{
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std::cout << "gamepad " << n << " is named " << m_gamepads[n].m_name.c_str() << std::endl;
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if(m_gamepads[n].m_name == name)
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{
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m_gamepads[n].open(sdl_id);
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@ -157,6 +161,7 @@ void DeviceManager::checkForGamePad(const int sdl_id)
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}
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}
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std::cout << "couldn't find" << std::endl;
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add(new GamePadDevice(sdl_id));
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}
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@ -17,8 +17,10 @@ InputDevice::InputDevice()
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// -----------------------------------------------------------------------------
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void InputDevice::serialize(std::ofstream& stream)
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{
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std::cout << "writing a gamepad named " << m_name.c_str() << std::endl;
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if (m_type == DT_KEYBOARD) stream << "<keyboard ";
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else if (m_type == DT_GAMEPAD) stream << "<gamepad name=\"" << m_name << "\" ";
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else if (m_type == DT_GAMEPAD) stream << "<gamepad name=\"" << m_name.c_str() << "\" ";
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else std::cerr << "Warning, unknown input device type, skipping it\n";
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stream << "owner=\"" << m_player << "\">\n\n";
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@ -167,11 +169,13 @@ GamePadDevice::GamePadDevice(irr::io::IrrXMLReader* xml)
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GamePadDevice::GamePadDevice(int sdlIndex)
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{
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m_type = DT_GAMEPAD;
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m_name = SDL_JoystickName(sdlIndex);
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m_deadzone = DEADZONE_JOYSTICK;
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open(sdlIndex);
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m_name = SDL_JoystickName(sdlIndex);
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std::cout << "creating a device named " << m_name.c_str() << "\n";
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loadDefaults();
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} // GamePadDevice
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// -----------------------------------------------------------------------------
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@ -29,12 +29,13 @@ class InputDevice
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{
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protected:
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DeviceType m_type;
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std::string m_name; // if device has a name; unused for keyboards since SDL can't tell keyboards apart
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KeyBinding m_bindings[PA_COUNT];
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std::string m_player;
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public:
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std::string m_name; // if device has a name; unused for keyboards since SDL can't tell keyboards apart
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InputDevice();
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DeviceType getType() const { return m_type; };
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@ -60,7 +61,6 @@ class GamePadDevice : public InputDevice
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void resetAxisDirection(const int axis, Input::AxisDirection direction, const int player);
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public:
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SDL_Joystick *m_sdlJoystick;
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std::string m_name;
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int m_deadzone;
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int m_index;
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Input::AxisDirection *m_prevAxisDirections;
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@ -67,17 +67,22 @@ m_mode(BOOTSTRAP), m_mouse_val_x(0), m_mouse_val_y(0)
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m_device_manager->add( default_device );
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m_device_manager->serialize();
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}
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// Prepare a list of connected joysticks.
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const int numSticks = SDL_NumJoysticks();
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std::cout << "SDL detects " << numSticks << " gamepads" << std::endl;
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// TODO - detect if device is currently known and has an entry in the config
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// the constructor below should only be used if not
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for (int i = 0; i < numSticks; i++)
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else
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{
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m_device_manager->checkForGamePad(i);
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// Prepare a list of connected joysticks.
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const int numSticks = SDL_NumJoysticks();
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std::cout << "SDL detects " << numSticks << " gamepads" << std::endl;
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// TODO - detect if device is currently known and has an entry in the config
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// the constructor below should only be used if not
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for (int i = 0; i < numSticks; i++)
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{
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m_device_manager->checkForGamePad(i);
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}
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// FIXME - for testing purposes (immediately save any new device we might meet)
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m_device_manager->serialize();
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}
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}
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