Example #1
0
func (i *input) update(window *glfw.Window, scale int) error {
	for g, e := range glfwKeyCodeToKey {
		i.keyPressed[e] = window.GetKey(g) == glfw.Press
	}
	for g, e := range glfwMouseButtonToMouseButton {
		i.mouseButtonPressed[e] = window.GetMouseButton(g) == glfw.Press
	}
	x, y := window.GetCursorPos()
	i.cursorX = int(math.Floor(x)) / scale
	i.cursorY = int(math.Floor(y)) / scale
	for id := glfw.Joystick(0); id < glfw.Joystick(len(i.gamepads)); id++ {
		if !glfw.JoystickPresent(id) {
			continue
		}
		axes32 := glfw.GetJoystickAxes(id)
		i.gamepads[id].axisNum = len(axes32)
		for a := 0; a < len(i.gamepads[id].axes); a++ {
			if len(axes32) <= a {
				i.gamepads[id].axes[a] = 0
				continue
			}
			i.gamepads[id].axes[a] = float64(axes32[a])
		}
		buttons := glfw.GetJoystickButtons(id)
		i.gamepads[id].buttonNum = len(buttons)
		for b := 0; b < len(i.gamepads[id].buttonPressed); b++ {
			if len(buttons) <= b {
				i.gamepads[id].buttonPressed[b] = false
				continue
			}
			i.gamepads[id].buttonPressed[b] = glfw.Action(buttons[b]) == glfw.Press
		}
	}
	return nil
}
Example #2
0
func readJoystick(joy glfw.Joystick, turbo bool) [8]bool {
	var result [8]bool
	if !glfw.JoystickPresent(joy) {
		return result
	}
	axes := glfw.GetJoystickAxes(joy)
	buttons := glfw.GetJoystickButtons(joy)
	result[nes.ButtonA] = buttons[0] == 1 || (turbo && buttons[2] == 1)
	result[nes.ButtonB] = buttons[1] == 1 || (turbo && buttons[3] == 1)
	result[nes.ButtonSelect] = buttons[6] == 1
	result[nes.ButtonStart] = buttons[7] == 1
	result[nes.ButtonUp] = axes[1] < -0.5
	result[nes.ButtonDown] = axes[1] > 0.5
	result[nes.ButtonLeft] = axes[0] < -0.5
	result[nes.ButtonRight] = axes[0] > 0.5
	return result
}
Example #3
0
// inputUpdate handles input actions that are dependent on the delta between frames.
// (e.g. how much you move depends on the time delta since the last update)
func inputUpdate(w *glfw.Window, delta float32) {
	for key, cb := range activeKeyboard.keyBindings {
		if w.GetKey(key) == glfw.Press && cb != nil {
			cb(delta)
		}
	}

	// if the joystick is still connected, then we do the joystick polling
	// TODO: for now, we're just working with Joystick1 as hardcoded
	if glfw.JoystickPresent(glfw.Joystick1) {
		buttons := glfw.GetJoystickButtons(glfw.Joystick1)
		axes := glfw.GetJoystickAxes(glfw.Joystick1)

		//groggy.Logsf("DEBUG", "inputUpdate: %d %d %d %d %d   %d %d %d %d %d   %d %d %d %d ", buttons[0], buttons[1], buttons[2], buttons[3], buttons[4],
		// buttons[5], buttons[6], buttons[7], buttons[8], buttons[9],
		//	buttons[10], buttons[11], buttons[12], buttons[13])

		// process the buttons
		for buttonId, cb := range activeJoystick.buttonBindings {
			if buttons[buttonId] > 0 && cb != nil {
				cb(delta)
			}
		}

		// process the axis values
		for _, mapping := range activeJoystick.axisBindings {
			if mapping.Callback == nil {
				continue
			}

			v := axes[mapping.Id]
			if v >= mapping.Min && v <= mapping.Max {
				scale := mapping.Max - mapping.Min
				if mapping.NegativeMapping {
					// use the Max value here since NegativeMapping implies a negative ranage for the mapping
					v = (float32(math.Abs(float64(v))) - float32(math.Abs(float64(mapping.Max)))) / scale
				} else {
					v = (v - mapping.Min) / scale
				}
				mapping.Callback(delta * v)
			}
		} // axisBindings

	}
}
Example #4
0
func (e *EventHandler) JoystickAxes(joystick Joystick) []float32 {
	return glfw.GetJoystickAxes(glfw.Joystick(joystick))
}