mirror of
https://github.com/libsdl-org/SDL.git
synced 2026-06-06 06:34:35 +00:00
Add gamepad support to woodeneye-008
This commit is contained in:
parent
7553d5892e
commit
5db327ac69
1 changed files with 78 additions and 2 deletions
|
|
@ -15,6 +15,7 @@
|
|||
typedef struct {
|
||||
SDL_MouseID mouse;
|
||||
SDL_KeyboardID keyboard;
|
||||
SDL_Gamepad *gamepad;
|
||||
double pos[3];
|
||||
double vel[3];
|
||||
unsigned int yaw;
|
||||
|
|
@ -60,6 +61,15 @@ static int whoseKeyboard(SDL_KeyboardID keyboard, const Player players[], int pl
|
|||
return -1;
|
||||
}
|
||||
|
||||
static int whoseGamepad(SDL_JoystickID gamepad, const Player players[], int players_len)
|
||||
{
|
||||
int i;
|
||||
for (i = 0; i < players_len; i++) {
|
||||
if (SDL_GetGamepadID(players[i].gamepad) == gamepad) return i;
|
||||
}
|
||||
return -1;
|
||||
}
|
||||
|
||||
static void shoot(int shooter, Player players[], int players_len)
|
||||
{
|
||||
int i, j;
|
||||
|
|
@ -288,6 +298,7 @@ static void initPlayers(Player *players, int len)
|
|||
players[i].wasd = 0;
|
||||
players[i].mouse = 0;
|
||||
players[i].keyboard = 0;
|
||||
players[i].gamepad = NULL;
|
||||
players[i].color[0] = (1 << (i / 2)) & 2 ? 0 : 0xff;
|
||||
players[i].color[1] = (1 << (i / 2)) & 1 ? 0 : 0xff;
|
||||
players[i].color[2] = (1 << (i / 2)) & 4 ? 0 : 0xff;
|
||||
|
|
@ -344,7 +355,7 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
|
|||
*appstate = as;
|
||||
}
|
||||
|
||||
if (!SDL_Init(SDL_INIT_VIDEO)) {
|
||||
if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMEPAD)) {
|
||||
return SDL_APP_FAILURE;
|
||||
}
|
||||
if (!SDL_CreateWindowAndRenderer("examples/demo/woodeneye-008", 640, 480, SDL_WINDOW_RESIZABLE, &as->window, &as->renderer)) {
|
||||
|
|
@ -386,6 +397,25 @@ SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event)
|
|||
}
|
||||
}
|
||||
break;
|
||||
case SDL_EVENT_GAMEPAD_REMOVED:
|
||||
for (i = 0; i < player_count; i++) {
|
||||
if (players[i].gamepad && (SDL_GetGamepadID(players[i].gamepad) == event->gdevice.which)) {
|
||||
SDL_CloseGamepad(players[i].gamepad);
|
||||
players[i].gamepad = NULL;
|
||||
}
|
||||
}
|
||||
break;
|
||||
case SDL_EVENT_GAMEPAD_ADDED:
|
||||
for (i = 0; i < player_count; i++) {
|
||||
if (players[i].gamepad == NULL) {
|
||||
players[i].gamepad = SDL_OpenGamepad(event->gdevice.which);
|
||||
if (!players[i].gamepad)
|
||||
SDL_Log("Failed to open gamepad ID %u: %s", (unsigned int) event->gdevice.which, SDL_GetError());
|
||||
else
|
||||
as->player_count = SDL_max(as->player_count, i + 1);
|
||||
}
|
||||
}
|
||||
break;
|
||||
case SDL_EVENT_MOUSE_MOTION: {
|
||||
SDL_MouseID id = event->motion.which;
|
||||
int index = whoseMouse(id, players, player_count);
|
||||
|
|
@ -446,6 +476,44 @@ SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event)
|
|||
}
|
||||
break;
|
||||
}
|
||||
case SDL_EVENT_GAMEPAD_AXIS_MOTION: {
|
||||
SDL_JoystickID id = event->gaxis.which;
|
||||
int index = whoseGamepad(id, players, player_count);
|
||||
if (index >= 0) {
|
||||
if (event->gaxis.axis == SDL_GAMEPAD_AXIS_LEFTX)
|
||||
players[index].yaw -= ((int)event->gaxis.value) * 0x00000800;
|
||||
if (event->gaxis.axis == SDL_GAMEPAD_AXIS_LEFTY)
|
||||
players[index].pitch = SDL_max(-0x40000000, SDL_min(0x40000000, players[index].pitch - ((int)event->gaxis.value) * 0x00000800));
|
||||
}
|
||||
break;
|
||||
}
|
||||
case SDL_EVENT_GAMEPAD_BUTTON_DOWN: {
|
||||
Uint8 button = event->gbutton.button;
|
||||
SDL_JoystickID id = event->gbutton.which;
|
||||
int index = whoseGamepad(id, players, player_count);
|
||||
if (index >= 0) {
|
||||
if (button == SDL_GAMEPAD_BUTTON_DPAD_UP) players[index].wasd |= 1;
|
||||
if (button == SDL_GAMEPAD_BUTTON_DPAD_LEFT) players[index].wasd |= 2;
|
||||
if (button == SDL_GAMEPAD_BUTTON_DPAD_DOWN) players[index].wasd |= 4;
|
||||
if (button == SDL_GAMEPAD_BUTTON_DPAD_RIGHT) players[index].wasd |= 8;
|
||||
if (button == SDL_GAMEPAD_BUTTON_SOUTH) players[index].wasd |= 16;
|
||||
if (button == SDL_GAMEPAD_BUTTON_EAST) shoot(index, players, player_count);
|
||||
}
|
||||
break;
|
||||
}
|
||||
case SDL_EVENT_GAMEPAD_BUTTON_UP: {
|
||||
Uint8 button = event->gbutton.button;
|
||||
SDL_JoystickID id = event->gbutton.which;
|
||||
int index = whoseGamepad(id, players, player_count);
|
||||
if (index >= 0) {
|
||||
if (button == SDL_GAMEPAD_BUTTON_DPAD_UP) players[index].wasd &= 30;
|
||||
if (button == SDL_GAMEPAD_BUTTON_DPAD_LEFT) players[index].wasd &= 29;
|
||||
if (button == SDL_GAMEPAD_BUTTON_DPAD_DOWN) players[index].wasd &= 27;
|
||||
if (button == SDL_GAMEPAD_BUTTON_DPAD_RIGHT) players[index].wasd &= 23;
|
||||
if (button == SDL_GAMEPAD_BUTTON_SOUTH) players[index].wasd &= 15;
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
return SDL_APP_CONTINUE;
|
||||
}
|
||||
|
|
@ -476,5 +544,13 @@ SDL_AppResult SDL_AppIterate(void *appstate)
|
|||
|
||||
void SDL_AppQuit(void *appstate, SDL_AppResult result)
|
||||
{
|
||||
AppState *as = appstate;
|
||||
Player *players = as->players;
|
||||
int player_count = as->player_count;
|
||||
int i;
|
||||
for (i = 0; i < player_count; i++) {
|
||||
if (players[i].gamepad)
|
||||
SDL_CloseGamepad(players[i].gamepad);
|
||||
}
|
||||
SDL_free(appstate); // just free the memory, SDL will clean up the window/renderer for us.
|
||||
}
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue