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Viewing changes to zoetrope/input/gamepad.lua

  • Committer: Josh C
  • Date: 2013-08-25 00:32:21 UTC
  • Revision ID: josh@9ix.org-20130825003221-632jbug07yhqabuo
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-- Class: Gamepad
 
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-- This represents a single gamepad connected to the user's computer. This offers the 
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-- usual functions to check on the status of buttons; you can also inspect other
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-- controls, like analog joysticks, by checking properties like <axes> and <hats>.
 
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-- (Incidentally, a hat is used for things like a digital control pad.) 
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--
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-- Normally, gamepad buttons are indexed by number. This class also adds virtual buttons
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-- named 'left', 'right', 'up', 'down'. This consults the first two analog axes
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                obj.balls = {}
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                obj.hats = {}
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                if obj.number <= love.joystick.getJoystickCount() then
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                        -- if not love.joystick.isOpen(obj.number) then love.joystick.open(obj.number) end
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                        Joystick = love.joystick.getJoysticks()[obj.number]
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                        obj.name = Joystick:getName()
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                        obj.numAxes = Joystick:getAxisCount()
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                        obj.numButtons = Joystick:getButtonCount()
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                        obj.numHats = Joystick:getHatCount()
 
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                if obj.number <= love.joystick.getNumJoysticks() then
 
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                        if not love.joystick.isOpen(obj.number) then love.joystick.open(obj.number) end
 
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                        obj.name = love.joystick.getName(obj.number)
 
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                        obj.numAxes = love.joystick.getNumAxes(obj.number)
 
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                        obj.numBalls = love.joystick.getNumBalls(obj.number)
 
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                        obj.numButtons = love.joystick.getNumButtons(obj.number)
 
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                        obj.numHats = love.joystick.getNumHats(obj.number)
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                        -- set initial values for axes and balls
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                        -- hat values are strings so nil comparisons are safe
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                        for i = 1, obj.numAxes do
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                                obj.axes[i] = 0
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                        end
 
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                        for i = 1, obj.numBalls do
 
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                                obj.balls[i] = { x = 0, y = 0 }
 
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                        end
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                else
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                        obj.name = 'NO DEVICE CONNECTED'
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                        obj.numAxes = 0
 
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                        obj.numBalls = 0
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                        obj.numButtons = 0
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                        obj.numHats = 0
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                end
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                                return true
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                        end
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                end
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                return false
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        end,
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                                return true
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                        end
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                end
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                return false
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        end,
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        released = function (self, ...)
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                local buttons = {...}
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                for _, value in pairs(buttons) do
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                        if self._thisFrame[value] then
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                                return false
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                        end
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                end
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                return true
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        end,
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        justReleased = function (self, ...)
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                local buttons = {...}
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                for _, value in pairs(buttons) do
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                        if self._lastFrame[value] and not self._thisFrame[value] then
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                                return true
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                        end
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                end
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                return false
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        end,
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                for key, value in pairs(self._thisFrame) do
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                        if value then table.insert(result, key) end
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                end
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                return unpack(result)
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        end,
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                for key, value in pairs(self._thisFrame) do
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                        if value and not self._lastFrame[key] then table.insert(result, key) end
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                end
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                return unpack(result)
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        end,
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                for key, value in pairs(self._thisFrame) do
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                        if not value and self._lastFrame[key] then table.insert(result, key) end
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                end
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                return unpack(result)
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        end,
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                -- set values
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                for i = 1, self.numAxes do
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                        self.axes[i] = Joystick:getAxis(i)
 
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                        self.axes[i] = love.joystick.getAxis(self.number, i)
 
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                end
 
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                for i = 1, self.numBalls do
 
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                        self.balls[i].x, self.balls[i].y = love.joystick.getBall(self.number, i)
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                end
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                for i = 1, self.numHats do
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                        self.hats[i] = Joystick:getHat(i)
 
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                        self.hats[i] = love.joystick.getHat(self.number, i)
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                end
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                -- simulate digital controls
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                                end
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                        end
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                end
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                Sprite.endFrame(self)
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        end,
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