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-rw-r--r--controller.lua72
1 files changed, 32 insertions, 40 deletions
diff --git a/controller.lua b/controller.lua
index e5af48c..513af45 100644
--- a/controller.lua
+++ b/controller.lua
@@ -79,11 +79,11 @@ end
function Controller.createAxisName(axis, value)
local key = "axis:"..axis
if value == 0 then
- key = key.."_zero"
+ key = key.."0"
elseif value > 0 then
- key = key.."_pos"
+ key = key.."+"
else
- key = key.."_neg"
+ key = key.."-"
end
return key
end
@@ -97,15 +97,6 @@ function Controller.isAxis(key)
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
@@ -126,6 +117,29 @@ function Controller.setAxisState(joystick, key, state)
Controller.axes[joystick][key] = state
end
+-- Simulate pressing key on an axis
+function Controller.axisPress(joystick, axis, value)
+ local key = Controller.createAxisName(axis, value)
+ local set, action = Controller.testSets(key, joystick)
+ local state = Controller.getAxisState(joystick, key)
+ if not state then
+ print(joystick, set, action, key)
+ Controller.setAxisState(joystick, key, true)
+ Controller.controlpressed(set, action, key)
+ end
+end
+
+-- Simulate releasing key on an axis
+function Controller.axisRelease(joystick, axis, value)
+ local key = Controller.createAxisName(axis, value)
+ local set, action = Controller.testSets(key, joystick)
+ local state = Controller.getAxisState(joystick, key)
+ if state then
+ Controller.setAxisState(joystick, key,false)
+ Controller.controlreleased(set, action, key)
+ end
+end
+
-- Callbacks from LÖVE2D
-- Load gamepad mappings from db file and init module
function Controller.load()
@@ -136,42 +150,20 @@ end
-- Create new sets when new joystick is added
function Controller.joystickadded(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)
+ Controller.registerSet("axis:leftx-", "axis:leftx+", "axis:lefty-", "axis:lefty+", "a", "b", joystick)
end
-- Gamepad input callbacks
function Controller.gamepadaxis(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 value ~= 0 then
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
+ Controller.axisPress(joystick, axis, value)
else
- if state then
- Controller.setAxisState(joystick, key, false)
- Controller.controlreleased(set, action, key)
- end
+ Controller.axisRelease(joystick, axis, value)
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
+ Controller.axisRelease(joystick, axis, 1)
+ Controller.axisRelease(joystick, axis, -1)
end
end
function Controller.gamepadpressed(joystick, key)