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/*  Starshatter: The Open Source Project
    Copyright (c) 2021-2022, Starshatter: The Open Source Project Contributors
    Copyright (c) 2011-2012, Starshatter OpenSource Distribution Contributors
    Copyright (c) 1997-2006, Destroyer Studios LLC.

    AUTHOR:       John DiCamillo


    OVERVIEW
    ========
    MultiController Input class
*/

#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;
}