//----------------------------------------------------------------------------- // Module creation functions. //----------------------------------------------------------------------------- function inputTest::create( %this ) { } function inputTest::destroy( %this ) { } function inputTest::initClient( %this ) { %this.queueExec("/scripts/customProfiles.cs"); %this.queueExec("/scripts/inputMonitor.cs"); %this.queueExec("/scripts/gui/inputMonitor.gui"); %this.queueExec("/scripts/joystickSettings.cs"); %this.queueExec("/scripts/gui/joystickSettings.gui"); %this.queueExec("/scripts/menuButtons.cs"); } function onSDLDeviceConnected(%sdlIndex, %deviceName, %deviceType) { echo("onSDLDeviceConnected(" @ %sdlIndex @ ", \"" @ %deviceName @ "\", \"" @ %deviceType @ "\") - Called"); // Note: This is called before the device is automatically processed to allow // overrides, so refreshing the gui needs to happen after the device has been opened if (JoystickSettingsDlg.isAwake()) JoystickSettingsDlg.schedule(250, "updateDevices"); if (InputMonitorDlg.isAwake()) InputMonitorDlg.schedule(250, "updateDevicesLine"); } function onSDLDeviceDisconnected(%sdlIndex) { echo("onSDLDeviceDisconnected(" @ %sdlIndex @ ") - Called"); if (JoystickSettingsDlg.isAwake()) JoystickSettingsDlg.schedule(250, "updateDevices"); if (InputMonitorDlg.isAwake()) InputMonitorDlg.schedule(250, "updateDevicesLine"); } function listAllGCMappings() { // Lists all game controller device mappings that are currently installed %numMappings = SDLInputManager::GameControllerNumMappings(); for (%i = 0; %i < %numMappings; %i++) echo(SDLInputManager::GameControllerMappingForIndex(%i)); }