forked from bartvdbraak/blender
f2f2b6153a
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.
93 lines
2.2 KiB
C++
93 lines
2.2 KiB
C++
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file gameengine/GameLogic/SCA_JoystickManager.cpp
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* \ingroup gamelogic
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*/
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#include "SCA_JoystickSensor.h"
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#include "SCA_JoystickManager.h"
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#include "SCA_LogicManager.h"
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//#include <vector>
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#include "SCA_ISensor.h"
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//using namespace std;
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SCA_JoystickManager::SCA_JoystickManager(class SCA_LogicManager* logicmgr)
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: SCA_EventManager(logicmgr, JOY_EVENTMGR)
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{
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int i;
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for (i=0; i<JOYINDEX_MAX; i++) {
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m_joystick[i] = SCA_Joystick::GetInstance( i );
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}
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}
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SCA_JoystickManager::~SCA_JoystickManager()
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{
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int i;
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for (i=0; i<JOYINDEX_MAX; i++) {
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if (m_joystick[i])
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m_joystick[i]->ReleaseInstance();
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}
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}
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void SCA_JoystickManager::NextFrame(double curtime,double deltatime)
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{
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// We should always handle events in case we want to grab them with Python
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#ifdef WITH_SDL
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SCA_Joystick::HandleEvents(); /* Handle all SDL Joystick events */
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#endif
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if (m_sensors.Empty()) {
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return;
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}
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else {
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;
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SG_DList::iterator<SCA_JoystickSensor> it(m_sensors);
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for (it.begin();!it.end();++it)
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{
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SCA_JoystickSensor* joysensor = *it;
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if (!joysensor->IsSuspended())
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{
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joysensor->Activate(m_logicmgr);
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}
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}
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}
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}
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SCA_Joystick *SCA_JoystickManager::GetJoystickDevice( short int joyindex)
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{
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/*
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*Return the instance of SCA_Joystick for use
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*/
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return m_joystick[joyindex];
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}
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