From 1dd89a142db19cc933d11ffc66f3dd9d7452cdff Mon Sep 17 00:00:00 2001 From: Aki Date: Mon, 15 Aug 2016 22:33:01 +0200 Subject: Merged some functions; clean-up --- controller.lua | 72 ++++++++++++++++++++++++++-------------------------------- 1 file changed, 32 insertions(+), 40 deletions(-) (limited to 'controller.lua') 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) -- cgit v1.1