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Aquaria/BBGE/ActionStatus.cpp
fgenesis c943759ce1 Getting closer to mutliple inputs actually working
Split logic and state from ActionMapper into another class,
of which one exists per input set.
2016-07-17 22:25:24 +02:00

103 lines
2.3 KiB
C++

#include "ActionStatus.h"
#include "Core.h"
#include "ActionSet.h"
ActionButtonStatus::ActionButtonStatus()
: joystickID(-1)
{
memset(status, 0, sizeof(status));
memset(changed, 0, sizeof(changed));
}
void ActionButtonStatus::import(const ActionSet& as)
{
joystickID = as.joystickID;
unsigned char found[ACTION_BUTTON_ENUM_SIZE];
memset(found, 0, sizeof(found));
for(size_t i = 0; i < as.inputSet.size(); ++i)
{
const ActionInput& inp = as.inputSet[i];
for(int j = 0; j < INP_COMBINED_SIZE; ++j)
found[inp.all[j]] = 1;
}
toQuery.clear();
for(int k = 1; k < sizeof(found); ++k) // ignore [0]
if(found[k])
toQuery.push_back(k);
update();
}
void ActionButtonStatus::update()
{
_queryAllStatus();
}
void ActionButtonStatus::_queryAllStatus()
{
//memset(status, 0, sizeof(status));
//memset(changed, 0, sizeof(changed));
// k==0 is always 0
//for(size_t i = 0; i < toQuery.size(); ++i)
for(int k = 1; k < ACTION_BUTTON_ENUM_SIZE; ++k)
{
//const int k = toQuery[i];
bool state = _queryStatus(k);
changed[k] = !!status[k] != state;
status[k] = state;
}
}
bool ActionButtonStatus::_queryStatus(int k) const
{
bool keyState = false;
if (k > 0 && k < KEY_MAXARRAY)
{
keyState = core->getKeyState(k);
}
else if (k == MOUSE_BUTTON_LEFT)
{
keyState = core->mouse.buttons.left == DOWN;
}
else if (k == MOUSE_BUTTON_RIGHT)
{
keyState = core->mouse.buttons.right == DOWN;
}
else if (k == MOUSE_BUTTON_MIDDLE)
{
keyState = core->mouse.buttons.middle == DOWN;
}
else if (k >= MOUSE_BUTTON_EXTRA_START && k < MOUSE_BUTTON_EXTRA_END)
{
keyState = core->mouse.buttons.extra[k - MOUSE_BUTTON_EXTRA_START];
}
else if (k >= JOY_BUTTON_0 && k < JOY_BUTTON_END)
{
Joystick *j = core->getJoystick(joystickID);
if(j && j->isEnabled())
keyState = j->getButton(k - JOY_BUTTON_0);
}
else if (k >= JOY_AXIS_0_POS && k < JOY_AXIS_END_POS)
{
Joystick *j = core->getJoystick(joystickID);
if(j && j->isEnabled())
{
float ax = j->getAxisUncalibrated(k - JOY_AXIS_0_POS);
keyState = ax > JOY_AXIS_THRESHOLD;
}
}
else if (k >= JOY_AXIS_0_NEG && k < JOY_AXIS_END_NEG)
{
Joystick *j = core->getJoystick(joystickID);
if(j && j->isEnabled())
{
float ax = j->getAxisUncalibrated(k - JOY_AXIS_0_NEG);
keyState = ax < -JOY_AXIS_THRESHOLD;
}
}
return keyState;
}