diff options
author | Aki <nthirtyone@gmail.com> | 2016-08-15 22:08:38 +0200 |
---|---|---|
committer | Aki <nthirtyone@gmail.com> | 2016-08-15 22:08:38 +0200 |
commit | 2726d4fbc41b77840c5fdfe510be6f5c9ebd501f (patch) | |
tree | 517681c9e7caa2379d6a78fd48885d8dc8c32f3b | |
parent | 37fa93429a841c78fde4510250bd47bb6da9727e (diff) | |
download | roflnauts-2726d4fbc41b77840c5fdfe510be6f5c9ebd501f.zip roflnauts-2726d4fbc41b77840c5fdfe510be6f5c9ebd501f.tar.gz roflnauts-2726d4fbc41b77840c5fdfe510be6f5c9ebd501f.tar.bz2 |
Gamepad Axis support
-rw-r--r-- | controller.lua | 94 |
1 files changed, 91 insertions, 3 deletions
diff --git a/controller.lua b/controller.lua index a3f04f2..e5af48c 100644 --- a/controller.lua +++ b/controller.lua @@ -7,6 +7,8 @@ -- Namespace Controller = {} Controller.sets = {} +Controller.axes = {} +Controller.deadzone = .3 -- Declared to avoid calling nil. Be sure to define yours after this line is performed. function Controller.controlpressed(set, action, key) end @@ -64,11 +66,66 @@ function Controller.isDown(set, action) if set.joystick == nil then return love.keyboard.isDown(set[action]) else - return set.joystick:isGamepadDown(set[action]) + if not Controller.isAxis(set[action]) then + return set.joystick:isGamepadDown(set[action]) + else + return Controller.getAxisState(set.joystick, set[action]) + end end end end +-- Return key name from given axis and value +function Controller.createAxisName(axis, value) + local key = "axis:"..axis + if value == 0 then + key = key.."_zero" + elseif value > 0 then + key = key.."_pos" + else + key = key.."_neg" + end + return key +end + +-- Checks if given key is an axis +function Controller.isAxis(key) + if string.find(key, "axis:") then + return true + else + return false + end +end + +-- Check if given axis key is flagged as zero +function Controller.isZeroAxis(key) + if string.find(key, "_zero") then + return true + else + return false + end +end + +-- Checks state of key assigned to axis of given joystick +function Controller.getAxisState(joystick, key) + if Controller.axes[joystick] then + local state = Controller.axes[joystick][key] + if state ~= nil then + return state + else + return false + end + end +end + +-- Sets state of key assigned to axis of given joystick +function Controller.setAxisState(joystick, key, state) + if Controller.axes[joystick] == nil then + Controller.axes[joystick] = {} + end + Controller.axes[joystick][key] = state +end + -- Callbacks from LÖVE2D -- Load gamepad mappings from db file and init module function Controller.load() @@ -79,12 +136,43 @@ end -- Create new sets when new joystick is added function Controller.joystickadded(joystick) - Controller.registerSet("dpleft", "dpright", "dpup", "dpdown", "a", "b", joystick) + --Controller.registerSet("dpleft", "dpright", "dpup", "dpdown", "a", "b", joystick) + Controller.registerSet("axis:leftx_neg", "axis:leftx_pos", "axis:lefty_neg", "axis:lefty_pos", "a", "b", joystick) end -- Gamepad input callbacks function Controller.gamepadaxis(joystick, axis, value) - print(joystick, axis, value) + local key = Controller.createAxisName(axis, value) + if not Controller.isZeroAxis(key) then + local set, action = Controller.testSets(key, joystick) + local state = Controller.getAxisState(joystick, key) + if math.abs(value) > Controller.deadzone then + if not state then + print(joystick, set, action, key) + Controller.setAxisState(joystick, key, true) + Controller.controlpressed(set, action, key) + end + else + if state then + Controller.setAxisState(joystick, key, false) + Controller.controlreleased(set, action, key) + end + end + else + local pos, neg = Controller.createAxisName(axis, 1), Controller.createAxisName(axis, -1) + if Controller.getAxisState(joystick, pos) then + local key = pos + local set, action = Controller.testSets(key, joystick) + Controller.setAxisState(joystick, key, false) + Controller.controlreleased(set, action, key) + end + if Controller.getAxisState(joystick, neg) then + local key = neg + local set, action = Controller.testSets(key, joystick) + Controller.setAxisState(joystick, key, false) + Controller.controlreleased(set, action, key) + end + end end function Controller.gamepadpressed(joystick, key) local set, action = Controller.testSets(key, joystick) |