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b4362aa6a9
git-svn-id: https://svn.eduke32.com/eduke32@7968 1a8010ca-5511-0410-912e-c29ae57300e0
128 lines
3.1 KiB
C++
128 lines
3.1 KiB
C++
/*
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* joystick.c
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* MACT library -to- Build Port Joystick Glue
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*
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* by Hendricks266
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*
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* We needed raw joystick access for the Wii port.
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* We only had raw mouse and keyboard access.
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* I made raw joystick access.
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*
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*/
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//-------------------------------------------------------------------------
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/*
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Duke Nukem Copyright (C) 1996, 2003 3D Realms Entertainment
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This file is part of Duke Nukem 3D version 1.5 - Atomic Edition
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Duke Nukem 3D is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program 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.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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//-------------------------------------------------------------------------
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#include "compat.h"
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#include "joystick.h"
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#include "baselayer.h"
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#include "keyboard.h"
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#include "_control.h"
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int32_t JOYSTICK_GetButtons(void)
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{
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int32_t buttons;
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joyReadButtons(&buttons);
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if (joystick.numHats > 0)
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{
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int32_t hat = JOYSTICK_GetHat(0);
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if (hat != 0)
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buttons |= hat << min(MAXJOYBUTTONS, joystick.numButtons);
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}
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return buttons;
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}
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int32_t JOYSTICK_GetGameControllerButtons(void)
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{
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if (!joystick.isGameController)
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return 0;
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int32_t buttons;
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joyReadButtons(&buttons);
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return buttons;
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}
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int32_t JOYSTICK_ClearButton(int32_t b)
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{
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return (joystick.bits &= ~b);
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}
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void JOYSTICK_ClearGameControllerButton(int32_t b)
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{
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if (!joystick.isGameController)
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return;
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joystick.bits &= ~b;
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}
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void JOYSTICK_ClearAllButtons(void)
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{
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joystick.bits = 0;
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}
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int32_t JOYSTICK_GetHat(int32_t h)
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{
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if (h>=0 && h<joystick.numHats)
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{
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if (joystick.pHat[h] == -1)
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return (HAT_CENTERED);
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else
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{
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static const int32_t hatstate[] = { HAT_UP, HAT_RIGHTUP, HAT_RIGHT, HAT_RIGHTDOWN, HAT_DOWN, HAT_LEFTDOWN, HAT_LEFT, HAT_LEFTUP };
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int32_t val;
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// thanks SDL for this much more sensible method
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val = ((joystick.pHat[0] + 4500 / 2) % 36000) / 4500;
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if (val < 8)
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return hatstate[val];
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}
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}
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return 0;
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}
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void JOYSTICK_ClearHat(int32_t h)
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{
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if (h>=0 && h<joystick.numHats)
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joystick.pHat[h] = -1;
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}
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void JOYSTICK_ClearAllHats(void)
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{
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int32_t h;
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for (h=0; h<joystick.numHats; ++h)
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joystick.pHat[h] = -1;
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}
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int32_t JOYSTICK_GetAxis(int32_t a)
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{
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return ((a>=0 && a<joystick.numAxes)?joystick.pAxis[a]:0);
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}
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void JOYSTICK_ClearAxis(int32_t a)
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{
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if (a>=0 && a<joystick.numAxes)
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joystick.pAxis[a] = 0;
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}
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void JOYSTICK_ClearAllAxes(void)
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{
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int32_t a;
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for (a=0; a<joystick.numAxes; ++a)
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joystick.pAxis[a] = 0;
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}
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