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+/* Starshatter OpenSource Distribution
+ Copyright (c) 1997-2004, Destroyer Studios LLC.
+ All Rights Reserved.
+
+ Redistribution and use in source and binary forms, with or without
+ modification, are permitted provided that the following conditions are met:
+
+ * Redistributions of source code must retain the above copyright notice,
+ this list of conditions and the following disclaimer.
+ * Redistributions in binary form must reproduce the above copyright notice,
+ this list of conditions and the following disclaimer in the documentation
+ and/or other materials provided with the distribution.
+ * Neither the name "Destroyer Studios" nor the names of its contributors
+ may be used to endorse or promote products derived from this software
+ without specific prior written permission.
+
+ THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
+ AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
+ IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
+ ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
+ LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
+ CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
+ SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
+ INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
+ CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
+ ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
+ POSSIBILITY OF SUCH DAMAGE.
+
+ SUBSYSTEM: nGenEx.lib
+ FILE: MultiController.cpp
+ AUTHOR: John DiCamillo
+
+
+ OVERVIEW
+ ========
+ MultiController Input class
+*/
+
+#include "MemDebug.h"
+#include "MultiController.h"
+
+// +--------------------------------------------------------------------+
+
+MultiController::MultiController()
+: x(0), y(0), z(0), p(0), r(0), w(0), c(0), p1(0), r1(0), w1(0), t(0)
+{
+ for (int i = 0; i < MotionController::MaxActions; i++)
+ action[i] = 0;
+
+ nctrl = 0;
+ for (int i = 0; i < 4; i++)
+ ctrl[i] = 0;
+}
+
+MultiController::~MultiController()
+{
+ for (int i = 0; i < 4; i++)
+ delete ctrl[i];
+}
+
+// +--------------------------------------------------------------------+
+
+void
+MultiController::AddController(MotionController* c)
+{
+ if (nctrl < 4 && c)
+ ctrl[nctrl++] = c;
+}
+
+void
+MultiController::MapKeys(KeyMapEntry* mapping, int nkeys)
+{
+ for (int i = 0; i < nctrl; i++)
+ ctrl[i]->MapKeys(mapping, nkeys);
+}
+
+int
+MultiController::GetSwapYawRoll() const
+{
+ if (nctrl)
+ return ctrl[0]->GetSwapYawRoll();
+
+ return 0;
+}
+
+void
+MultiController::SwapYawRoll(int swap)
+{
+ for (int i = 0; i < nctrl; i++)
+ ctrl[i]->SwapYawRoll(swap);
+}
+
+// +--------------------------------------------------------------------+
+
+inline void clamp(double& x) { if (x<-1)x=-1; else if (x>1)x=1; }
+
+void
+MultiController::Acquire()
+{
+ t = x = y = z = p = r = w = c = 0;
+
+ for (int i = 0; i < MotionController::MaxActions; i++)
+ action[i] = 0;
+
+ for (int i = 0; i < nctrl; i++) {
+ ctrl[i]->Acquire();
+
+ x += ctrl[i]->X();
+ y += ctrl[i]->Y();
+ z += ctrl[i]->Z();
+
+ r += ctrl[i]->Roll();
+ p += ctrl[i]->Pitch();
+ w += ctrl[i]->Yaw();
+ c += ctrl[i]->Center();
+ t += ctrl[i]->Throttle();
+
+ for (int a = 0; a < MotionController::MaxActions; a++)
+ action[a] += ctrl[i]->Action(a);
+ }
+
+ clamp(x);
+ clamp(y);
+ clamp(z);
+ clamp(r);
+ clamp(p);
+ clamp(w);
+ clamp(t);
+}
+
+// +--------------------------------------------------------------------+
+
+void
+MultiController::SetThrottle(double throttle)
+{
+ for (int i = 0; i < nctrl; i++)
+ ctrl[i]->SetThrottle(throttle);
+}
+
+// +--------------------------------------------------------------------+
+
+int
+MultiController::ActionMap(int key)
+{
+ for (int i = 0; i < nctrl; i++) {
+ int result = ctrl[i]->ActionMap(key);
+
+ if (result)
+ return result;
+ }
+
+ return 0;
+}
+