/traderous

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1 by Josh C
zoetrope 1.4
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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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-- and the first hat of the gamepad (if they exist) to set these.
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--
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-- A gamepad is only recognized if it is plugged in when LOVE starts up. There's no way
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-- to tell if the user has unplugged it after that; it just acts inert. A gamepad object
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-- with no connected hardware at startup will exist and respond to calls like <pressed()>,
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-- but it will always return false. You can tell it's unplugged because its active property
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-- will be false, and its name will always be 'NO DEVICE CONNECTED'.
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--
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-- Extends:
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--		<Sprite>
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Gamepad = Sprite:extend
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{
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	-- Property: number
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	-- The index of the gamepad, starting at 1.
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	-- Property: name
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	-- The name of the gamepad, e.g. "XBox Controller".
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	-- Property: numAxes
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	-- The number of available axes, e.g. for analog controls.
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	-- Property: numBalls
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	-- The number of available balls.
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	-- Property: numButtons
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	-- The number of available buttons.
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	-- Property: numHats
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	-- The number of available hats, e.g. digital movement controls.
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	-- Property: axes
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	-- The state of all analog axes on the gamepad, indexed by number.
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	-- Values range from -1 to 1, where 0 is completely neutral.
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	-- Property: balls
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	-- The amount of motion by a each ball on the gamepad, indexed by number.
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	-- Not sure what the range of values is here.
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	-- Property: hats
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	-- The state of each hat on the gamepad, indexed by number. Each one has
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	-- one of these values: https://love2d.org/wiki/JoystickConstant
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	-- Property: deadZone
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	-- Any motion by an analog control (from 0 to 1) less than this value is
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	-- ignored when simulating digital controls.
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	deadZone = 0.1,
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	-- private property: _thisFrame
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	-- what keys are pressed this frame
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	-- if you are interested in this, use allPressed() instead
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	_thisFrame = {},
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	-- private property: _lastFrame
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	-- what buttons were pressed last frame
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	_lastFrame = {},
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	new = function (self, obj)
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		obj = self:extend(obj)
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		assert(type(obj.number) == 'number', 'must set a gamepad number')
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		obj.axes = {}
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		obj.balls = {}
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		obj.hats = {}
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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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		love.joystickpressed = Gamepad._dispatchPress
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		love.joystickreleased = Gamepad._dispatchRelease
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		if obj.onNew then obj:onNew() end
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		return obj
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	end,
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	-- Method: pressed
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	-- Are *any* of the buttons passed held down this frame?
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	--
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	-- Arguments:
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	--		button numbers passed as individual arguments
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	--
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	-- Returns:
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	-- 		boolean
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	pressed = 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 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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	-- Method: justPressed
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	-- Are *any* of the buttons passed pressed for the first time this frame?
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	--
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	-- Arguments:
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	--		button numbers passed as individual arguments
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	--
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	-- Returns:
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	-- 		boolean
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	justPressed = 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] and not self._lastFrame[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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	-- Method: released
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	-- Are *all* of the buttons passed not held down this frame?
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	--
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	-- Arguments:
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	--		button numbers passed as individual arguments
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	--
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	-- Returns:
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	-- 		boolean
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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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	-- Method: justReleased
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	-- Are *any* of the buttons passed released after being held last frame?
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	--
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	-- Arguments:
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	--		button numbers passed as individual arguments
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	--
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	-- Returns:
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	-- 		boolean
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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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	-- Method: allPressed
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	-- Returns all buttons currently pressed this frame.
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	--
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	-- Arguments:
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	--		none
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	--
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	-- Returns:
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	--		string button descriptions; if nothing is pressed, nil
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	allPressed = function (self)
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		local result = {}
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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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	-- Method: allJustPressed
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	-- Returns all buttons just pressed this frame.
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	--
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	-- Arguments:
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	--		none
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	--
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	-- Returns:
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	--		string button descriptions; if nothing is just pressed, nil
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	allJustPressed = function (self)
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		local result = {}
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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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	-- Method: allJustReleased
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	-- Returns all buttons just released this frame.
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	--
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	-- Arguments:
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	--		none
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	--
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	-- Returns:
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	--		string button descriptions; if nothing is just pressed, nil
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	allJustReleased = function (self)
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		local result = {}
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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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	buttonPressed = function (self, button)
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		self._thisFrame[button] = true
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	end,
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	buttonReleased = function (self, button)
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		self._thisFrame[button] = false
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	end,
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	endFrame = function (self, elapsed)
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		-- move button values to the previous frame
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		for key, value in pairs(self._thisFrame) do
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			self._lastFrame[key] = value
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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] = 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] = love.joystick.getHat(self.number, i)
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		end
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		-- simulate digital controls
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		self._thisFrame['up'] = false
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		self._thisFrame['down'] = false
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		self._thisFrame['left'] = false
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		self._thisFrame['right'] = false
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		if self.numHats > 0 then
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			local hat = self.hats[1]
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			if hat == 'u' then
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				self._thisFrame['up'] = true
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			elseif hat == 'd' then
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				self._thisFrame['down'] = true
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			elseif hat == 'l' then
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				self._thisFrame['left'] = true
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			elseif hat == 'r' then
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				self._thisFrame['right'] = true
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			elseif hat == 'lu' then
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				self._thisFrame['up'] = true
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				self._thisFrame['left'] = true
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			elseif hat == 'ru' then
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				self._thisFrame['up'] = true
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				self._thisFrame['right'] = true
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			elseif hat == 'ld' then
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				self._thisFrame['down'] = true
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				self._thisFrame['left'] = true
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			elseif hat == 'rd' then
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				self._thisFrame['down'] = true
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				self._thisFrame['right'] = true
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			end
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		end
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		if self.numAxes > 1 then
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			local xAxis = self.axes[1]
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			local yAxis = self.axes[2]
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			if math.abs(xAxis) > self.deadZone then
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				if xAxis < 0 then
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					self._thisFrame['left'] = true
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				else
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					self._thisFrame['right'] = true
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				end
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			end
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			if math.abs(yAxis) > self.deadZone then
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				if yAxis < 0 then
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					self._thisFrame['up'] = true
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				else
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					self._thisFrame['down'] = true
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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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	-- private method: _dispatchPress
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	-- receives a Love joystickpressed callback and hands it off
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	-- to the appropriate gamepad.
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	_dispatchPress = function (number, button)
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		if the.gamepads[number] then
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			the.gamepads[number]:buttonPressed(button)
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		end
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	end,
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	-- private method: _dispatchRelease
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	-- receives a Love joystickreleased callback and hands it off
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	-- to the appropriate gamepad.
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	_dispatchRelease = function (number, button)
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		if the.gamepads[number] then
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			the.gamepads[number]:buttonReleased(button)
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		end
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	end
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}