blender/source/gameengine/GameLogic/Joystick/SCA_Joystick.h
Mitchell Stokes f2f2b6153a BGE: Adding a Python interface for handling joysticks without needing logic bricks. These new SCA_PythonJoystick objects can be accessed using bge.logic.joysticks, which is a list of joysticks. The length of the list is the number of maximum supported joysticks, and indexes that do not have a joystick available are set to None. This means joysticks can be checked for using something like:
if bge.logic.joysticks[0]:
    activate_player_one()

if bge.logic.joysticks[1]:
    activate_player_two()

etc..

The interface exposed by SCA_PythonJoystick is very similar to the joystick logic brick except for one key difference: axis values are normalized to a -1.0 to 1.0 range instead of -32767 to 32767, which is what the logic brick exposed.
2012-12-21 02:28:59 +00:00

204 lines
4.0 KiB
C++

/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): snailrose.
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file SCA_Joystick.h
* \ingroup gamelogic
*/
#ifndef __SCA_JOYSTICK_H__
#define __SCA_JOYSTICK_H__
#include "SCA_JoystickDefines.h"
#ifdef WITH_SDL
# include "SDL.h"
#endif
/**
* Basic Joystick class
* I will make this class a singleton because there should be only one joystick
* even if there are more than one scene using it and count how many scene are using it.
* The underlying joystick should only be removed when the last scene is removed
*/
class SCA_Joystick
{
static SCA_Joystick *m_instance[JOYINDEX_MAX];
static int m_joynum;
static int m_refCount;
class PrivateData;
#ifdef WITH_SDL
PrivateData *m_private;
#endif
int m_joyindex;
/**
*support for JOYAXIS_MAX axes (in pairs)
*/
int m_axis_array[JOYAXIS_MAX];
/**
*support for JOYHAT_MAX hats (each is a direction)
*/
int m_hat_array[JOYHAT_MAX];
/**
* Precision or range of the axes
*/
int m_prec;
/**
* max # of buttons avail
*/
int m_axismax;
int m_buttonmax;
int m_hatmax;
/** is the joystick initialized ?*/
bool m_isinit;
/** is triggered for each event type */
bool m_istrig_axis;
bool m_istrig_button;
bool m_istrig_hat;
#ifdef WITH_SDL
/**
* event callbacks
*/
void OnAxisMotion(SDL_Event *sdl_event);
void OnHatMotion(SDL_Event *sdl_event);
void OnButtonUp(SDL_Event *sdl_event);
void OnButtonDown(SDL_Event *sdl_event);
void OnNothing(SDL_Event *sdl_event);
#if 0 /* not used yet */
void OnBallMotion(SDL_Event *sdl_event) {}
#endif
#endif /* WITH_SDL */
/**
* Open the joystick
*/
bool CreateJoystickDevice(void);
/**
* Close the joystick
*/
void DestroyJoystickDevice(void);
/**
* fills the axis member values
*/
void pFillButtons(void);
/**
* returns m_axis_array
*/
int pAxisTest(int axisnum);
/**
* returns m_axis_array
*/
int pGetAxis(int axisnum, int udlr);
SCA_Joystick(short int index);
~SCA_Joystick();
public:
static SCA_Joystick *GetInstance(short int joyindex);
static void HandleEvents(void);
void ReleaseInstance();
/*
*/
bool aAxisPairIsPositive(int axis);
bool aAxisPairDirectionIsPositive(int axis, int dir); /* function assumes joysticks are in axis pairs */
bool aAxisIsPositive(int axis_single); /* check a single axis only */
bool aAnyButtonPressIsPositive(void);
bool aButtonPressIsPositive(int button);
bool aButtonReleaseIsPositive(int button);
bool aHatIsPositive(int hatnum, int dir);
/**
* precision is default '3200' which is overridden by input
*/
void cSetPrecision(int val);
int GetAxisPosition(int index) {
return m_axis_array[index];
}
int GetHat(int index) {
return m_hat_array[index];
}
int GetThreshold(void) {
return m_prec;
}
bool IsTrigAxis(void) {
return m_istrig_axis;
}
bool IsTrigButton(void) {
return m_istrig_button;
}
bool IsTrigHat(void) {
return m_istrig_hat;
}
/**
* returns the # of...
*/
int GetNumberOfAxes(void);
int GetNumberOfButtons(void);
int GetNumberOfHats(void);
/**
* Test if the joystick is connected
*/
int Connected(void);
/**
* Name of the joytsick
*/
const char *GetName();
};
#endif