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//-----------------------------------------------------------------------------
// Name: joystick.cpp
// Developer: Wolfire Games LLC
// Description:
// License: Read below
//-----------------------------------------------------------------------------
//
// Copyright 2022 Wolfire Games LLC
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
//
//-----------------------------------------------------------------------------
#include "joystick.h"
#include <Logging/logdata.h>
#include <sstream>
#include <map>
#include <algorithm>
#include <cstdlib>
#include <cmath>
Joystick::Joystick(float look_sensitivity) :
look_sensitivity_(look_sensitivity),
deadzone(0.1f),
button_input_buffer_count(0)
{
}
bool Joystick::HandleInputChange( ControllerInput::Input input, float val, uint32_t sequence_id ) {
float depth = val;
std::ostringstream oss;
switch(input) {
case ControllerInput::L_STICK_XN:
case ControllerInput::L_STICK_XP:
case ControllerInput::L_STICK_YN:
case ControllerInput::L_STICK_YP:
case ControllerInput::R_STICK_XN:
case ControllerInput::R_STICK_XP:
case ControllerInput::R_STICK_YN:
case ControllerInput::R_STICK_YP:
case ControllerInput::L_TRIGGER:
case ControllerInput::R_TRIGGER:
depth = NormalizeJoystick(std::fabs(val));
break;
default:
break;
}
bool ret_val = false;
if(depth > 0.0f) {
AddInputBufferItem(input, depth, sequence_id);
ret_val = true;
}
std::pair<BindingMap::iterator, BindingMap::iterator> iter_pair = binding_.equal_range(input);
if(iter_pair.first != binding_.end()) {
for(BindingMap::iterator iter = iter_pair.first; iter != iter_pair.second; ++iter) {
SetButtonDown(iter->second, depth);
}
}
return ret_val;
}
void Joystick::ProcessBinding( ControllerInput::Input input, const std::string command) {
binding_.insert(std::pair<ControllerInput::Input, std::string>(input, command));
}
float Joystick::GetButtonDown( const std::string &name ) const {
ButtonMap::const_iterator iter(buttons_down_.find(name));
if(iter != buttons_down_.end()){
return iter->second;
} else {
return false;
}
}
void Joystick::SetButtonDown( const std::string &name, float depth ) {
ButtonMap::iterator iter(buttons_down_.find(name));
if(iter != buttons_down_.end()){
iter->second = depth;
} else {
buttons_down_.insert(std::pair<std::string, bool>(name, depth));
}
}
void Joystick::ClearBinding() {
binding_.clear();
}
void Joystick::AddInputBufferItem(ControllerInput::Input input, float depth, uint32_t sequence_id)
{
if( button_input_buffer_count >= button_input_buffer_size ) {
for( unsigned i = 1; i < button_input_buffer_count; i++ ) {
button_input_buffer[i-1] = button_input_buffer[i];
}
button_input_buffer_count--;
}
button_input_buffer[button_input_buffer_count].s_id = sequence_id;
button_input_buffer[button_input_buffer_count].input = input;
button_input_buffer[button_input_buffer_count].depth = depth;
button_input_buffer_count++;
}
std::vector<Joystick::JoystickPress> Joystick::GetJoystickInputs()
{
std::vector<Joystick::JoystickPress> presses;
presses.resize(button_input_buffer_count);
for( unsigned i = 0; i < button_input_buffer_count; i++ ) {
presses[i] = button_input_buffer[i];
}
return presses;
}
float Joystick::NormalizeJoystick(float value) {
// Do not let kDeadzone become 32767.0f, or divide by 0 will occur
const float kDeadzone = std::min(32767.0f * deadzone, 32000.0f); // Not actually a constant, but sort of
// Deadzone
if(value < kDeadzone && value > -kDeadzone) {
return 0;
}
// Subtract deadzone from value and divisor
value -= kDeadzone;
float axis = 0.0f;
axis = pow(value / (32767.0f - kDeadzone), 2.0f);
// Clamp each axis to {-1,1}
if (axis < -1.0f) {
axis = -1.0f;
}
if (axis > 1.0f) {
axis = 1.0f;
}
return axis;
}
const float KeyState::kDepthThreshold = 0.5f;
KeyState::KeyState()
: count(0)
, depth_count(0)
, depth(0)
{ }
bool KeyState::operator!=(const KeyState & other) const {
return count != other.count || depth != other.depth || depth != other.depth_count;
}
PlayerInput::PlayerInput() :
enabled(true),
remote_controlled(false)
{ }
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