raze-gles/source/mact/src/joystick.cpp
hendricks266 b4362aa6a9 Implement controller defaults
git-svn-id: https://svn.eduke32.com/eduke32@7968 1a8010ca-5511-0410-912e-c29ae57300e0
2019-09-20 16:07:14 +02:00

128 lines
3.1 KiB
C++

/*
* joystick.c
* MACT library -to- Build Port Joystick Glue
*
* by Hendricks266
*
* We needed raw joystick access for the Wii port.
* We only had raw mouse and keyboard access.
* I made raw joystick access.
*
*/
//-------------------------------------------------------------------------
/*
Duke Nukem Copyright (C) 1996, 2003 3D Realms Entertainment
This file is part of Duke Nukem 3D version 1.5 - Atomic Edition
Duke Nukem 3D is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
//-------------------------------------------------------------------------
#include "compat.h"
#include "joystick.h"
#include "baselayer.h"
#include "keyboard.h"
#include "_control.h"
int32_t JOYSTICK_GetButtons(void)
{
int32_t buttons;
joyReadButtons(&buttons);
if (joystick.numHats > 0)
{
int32_t hat = JOYSTICK_GetHat(0);
if (hat != 0)
buttons |= hat << min(MAXJOYBUTTONS, joystick.numButtons);
}
return buttons;
}
int32_t JOYSTICK_GetGameControllerButtons(void)
{
if (!joystick.isGameController)
return 0;
int32_t buttons;
joyReadButtons(&buttons);
return buttons;
}
int32_t JOYSTICK_ClearButton(int32_t b)
{
return (joystick.bits &= ~b);
}
void JOYSTICK_ClearGameControllerButton(int32_t b)
{
if (!joystick.isGameController)
return;
joystick.bits &= ~b;
}
void JOYSTICK_ClearAllButtons(void)
{
joystick.bits = 0;
}
int32_t JOYSTICK_GetHat(int32_t h)
{
if (h>=0 && h<joystick.numHats)
{
if (joystick.pHat[h] == -1)
return (HAT_CENTERED);
else
{
static const int32_t hatstate[] = { HAT_UP, HAT_RIGHTUP, HAT_RIGHT, HAT_RIGHTDOWN, HAT_DOWN, HAT_LEFTDOWN, HAT_LEFT, HAT_LEFTUP };
int32_t val;
// thanks SDL for this much more sensible method
val = ((joystick.pHat[0] + 4500 / 2) % 36000) / 4500;
if (val < 8)
return hatstate[val];
}
}
return 0;
}
void JOYSTICK_ClearHat(int32_t h)
{
if (h>=0 && h<joystick.numHats)
joystick.pHat[h] = -1;
}
void JOYSTICK_ClearAllHats(void)
{
int32_t h;
for (h=0; h<joystick.numHats; ++h)
joystick.pHat[h] = -1;
}
int32_t JOYSTICK_GetAxis(int32_t a)
{
return ((a>=0 && a<joystick.numAxes)?joystick.pAxis[a]:0);
}
void JOYSTICK_ClearAxis(int32_t a)
{
if (a>=0 && a<joystick.numAxes)
joystick.pAxis[a] = 0;
}
void JOYSTICK_ClearAllAxes(void)
{
int32_t a;
for (a=0; a<joystick.numAxes; ++a)
joystick.pAxis[a] = 0;
}