some cleanup
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/branches/irrlicht@3321 178a84e3-b1eb-0310-8ba1-8eac791a3b58
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@ -510,85 +510,9 @@ void InputManager::input()
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}
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if(value < 0)
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{
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/* // TODO - bring back those weird axis tricks. would be cool if
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// they could happen inside the GamePadDevice class, for encapsulation
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if (m_stick_infos[ev.jaxis.which]->m_prevAxisDirections[ev.jaxis.axis] == Input::AD_POSITIVE)
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{
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input(Input::IT_STICKMOTION, !m_mode ? 0 : stickIndex, ev.jaxis.axis, Input::AD_POSITIVE, 0);
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}
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*/
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input(Input::IT_STICKMOTION, ev.jaxis.which, ev.jaxis.axis, Input::AD_NEGATIVE, value);
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//m_stick_infos[ev.jaxis.which]->m_prevAxisDirections[ev.jaxis.axis] = Input::AD_NEGATIVE;
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}
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else
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{
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/* TODO - bring back those weird axis tricks. would be cool if
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// they could happen inside the GamePadDevice class, for encapsulation
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if (m_stick_infos[ev.jaxis.which]->m_prevAxisDirections[ev.jaxis.axis] == Input::AD_NEGATIVE)
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{
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input(Input::IT_STICKMOTION, !m_mode ? 0 : stickIndex, ev.jaxis.axis, Input::AD_NEGATIVE, 0);
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}
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*/
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// TODO - set stickIndex
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input(Input::IT_STICKMOTION, ev.jaxis.which, ev.jaxis.axis, Input::AD_POSITIVE, value);
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//m_stick_infos[ev.jaxis.which]->m_prevAxisDirections[ev.jaxis.axis] = Input::AD_POSITIVE;
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}
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/* TODO - bring gamepad back in, with new InputDevice interface
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stickIndex = m_stick_infos[ev.jaxis.which]->m_index;
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// If the joystick axis exceeds the deadzone report the input.
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// In menu mode (mode = MENU = 0) the joystick number is reported
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// to be zero in all cases. This has the neat effect that all
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// joysticks can be used to control the menu.*/
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#if 0
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if(ev.jaxis.value <= -m_stick_infos[ev.jaxis.which]->m_deadzone)
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{
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if (m_stick_infos[ev.jaxis.which]
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->m_prevAxisDirections[ev.jaxis.axis] == Input::AD_POSITIVE)
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{
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input(Input::IT_STICKMOTION, !m_mode ? 0 : stickIndex,
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ev.jaxis.axis, Input::AD_POSITIVE, 0);
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}
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input(Input::IT_STICKMOTION, !m_mode ? 0 : stickIndex,
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ev.jaxis.axis, Input::AD_NEGATIVE, -ev.jaxis.value);
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m_stick_infos[ev.jaxis.which]->m_prevAxisDirections[ev.jaxis.axis]
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= Input::AD_NEGATIVE;
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}
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else if(ev.jaxis.value >= m_stick_infos[ev.jaxis.which]->m_deadzone)
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{
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if (m_stick_infos[ev.jaxis.which]
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->m_prevAxisDirections[ev.jaxis.axis] == Input::AD_NEGATIVE)
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{
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input(Input::IT_STICKMOTION, !m_mode ? 0 : stickIndex,
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ev.jaxis.axis, Input::AD_NEGATIVE, 0);
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}
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input(Input::IT_STICKMOTION, !m_mode ? 0 : stickIndex,
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ev.jaxis.axis, Input::AD_POSITIVE, ev.jaxis.value);
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m_stick_infos[ev.jaxis.which]->m_prevAxisDirections[ev.jaxis.axis]
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= Input::AD_POSITIVE;
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}
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else
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{
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// Axis stands still: This is reported once for digital axes and
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// can be called multipled times for analog ones. Uses the
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// previous direction in which the axis was triggered to
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// determine which one has to be brought into the released
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// state. This allows us to regard two directions of an axis
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// as completely independent input variants (as if they where
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// two buttons).
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if (m_stick_infos[ev.jaxis.which]
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->m_prevAxisDirections[ev.jaxis.axis] == Input::AD_NEGATIVE)
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input(Input::IT_STICKMOTION, !m_mode ? 0 : stickIndex,
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ev.jaxis.axis, Input::AD_NEGATIVE, 0);
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else if (m_stick_infos[ev.jaxis.which]
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->m_prevAxisDirections[ev.jaxis.axis] == Input::AD_POSITIVE)
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input(Input::IT_STICKMOTION, !m_mode ? 0 : stickIndex,
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ev.jaxis.axis, Input::AD_POSITIVE, 0);
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m_stick_infos[ev.jaxis.which]->m_prevAxisDirections[ev.jaxis.axis] = Input::AD_NEUTRAL;
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}
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#endif
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}
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break;
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case SDL_JOYBUTTONUP:
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