| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145 |
- #include "GamepadSample.h"
- #if defined(ADD_SAMPLE)
- ADD_SAMPLE("Input", "Gamepads", GamepadSample, 3);
- #endif
- GamepadSample::GamepadSample() : _font(NULL), _gamepad(NULL)
- {
- }
- void GamepadSample::initialize()
- {
- setMultiTouch(true);
- _gamepad = getGamepad(0);
- // This is needed because the virtual gamepad is shared between all samples.
- // SamplesGame always ensures the virtual gamepad is disabled when a sample is exited.
- if (_gamepad && _gamepad->isVirtual())
- _gamepad->getForm()->setEnabled(true);
- _font = Font::create("res/common/arial.gpb");
- _status = "Looking for gamepads...";
- }
- void GamepadSample::finalize()
- {
- SAFE_RELEASE(_font);
- }
- void GamepadSample::updateGamepad(float elapsedTime, Gamepad* gamepad, unsigned int player)
- {
- char s[128];
- sprintf(s, "Player: %d - VendorID: %d, %s, Product ID: %d, %s\nButtons: ",
- player,
- gamepad->getVendorId(), gamepad->getVendorString(),
- gamepad->getProductId(), gamepad->getProductString());
- _status += s;
- for (int j = 0; j < 20; ++j)
- {
- if (gamepad->isButtonDown((Gamepad::ButtonMapping)j))
- {
- sprintf(s, "%s ", getStringFromButtonMapping((Gamepad::ButtonMapping)j));
- _status += s;
- }
- }
- _status += "\n";
- for (unsigned int j = 0; j < gamepad->getJoystickCount(); ++j)
- {
- Vector2 joystick;
- gamepad->getJoystickValues(j, &joystick);
- sprintf(s, "Joystick %d: (%f, %f)\n", j, joystick.x, joystick.y);
- _status += s;
- }
- for (unsigned int j = 0; j < gamepad->getTriggerCount(); ++j)
- {
- sprintf(s, "Trigger %d: %f\n", j, gamepad->getTriggerValue(j));
- _status += s;
- }
- _status += "\n";
- }
- void GamepadSample::update(float elapsedTime)
- {
- _status = "";
- if (_gamepad)
- updateGamepad(elapsedTime, _gamepad, 1);
- }
- void GamepadSample::render(float elapsedTime)
- {
- clear(CLEAR_COLOR_DEPTH, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0);
- drawFrameRate(_font, Vector4(0, 0.5f, 1, 1), 5, 1, getFrameRate());
- _font->start();
- _font->drawText(_status.c_str(), 5, 25, Vector4::one());
- _font->finish();
- _gamepad->draw();
- }
- void GamepadSample::gamepadEvent(Gamepad::GamepadEvent evt, Gamepad* gamepad)
- {
- switch(evt)
- {
- case Gamepad::CONNECTED_EVENT:
- case Gamepad::DISCONNECTED_EVENT:
- _gamepad = getGamepad(0);
- // This is needed because the virtual gamepad is shared between all samples.
- // SamplesGame always ensures the virtual gamepad is disabled when a sample is exited.
- if (_gamepad && _gamepad->isVirtual())
- _gamepad->getForm()->setEnabled(true);
- break;
- }
- }
- const char* GamepadSample::getStringFromButtonMapping(Gamepad::ButtonMapping mapping)
- {
- switch (mapping)
- {
- case Gamepad::BUTTON_A:
- return "A";
- case Gamepad::BUTTON_B:
- return "B";
- case Gamepad::BUTTON_C:
- return "C";
- case Gamepad::BUTTON_X:
- return "X";
- case Gamepad::BUTTON_Y:
- return "Y";
- case Gamepad::BUTTON_Z:
- return "Z";
- case Gamepad::BUTTON_MENU1:
- return "MENU1";
- case Gamepad::BUTTON_MENU2:
- return "MENU2";
- case Gamepad::BUTTON_MENU3:
- return "MENU3";
- case Gamepad::BUTTON_MENU4:
- return "MENU4";
- case Gamepad::BUTTON_L1:
- return "L1";
- case Gamepad::BUTTON_L2:
- return "L2";
- case Gamepad::BUTTON_L3:
- return "L3";
- case Gamepad::BUTTON_R1:
- return "R1";
- case Gamepad::BUTTON_R2:
- return "R2";
- case Gamepad::BUTTON_R3:
- return "R3";
- case Gamepad::BUTTON_UP:
- return "UP";
- case Gamepad::BUTTON_DOWN:
- return "DOWN";
- case Gamepad::BUTTON_LEFT:
- return "LEFT";
- case Gamepad::BUTTON_RIGHT:
- return "RIGHT";
- default:
- return "";
- }
- }
|