blender/source/gameengine/GameLogic/SCA_JoystickManager.cpp
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

93 lines
2.2 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): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file gameengine/GameLogic/SCA_JoystickManager.cpp
* \ingroup gamelogic
*/
#include "SCA_JoystickSensor.h"
#include "SCA_JoystickManager.h"
#include "SCA_LogicManager.h"
//#include <vector>
#include "SCA_ISensor.h"
//using namespace std;
SCA_JoystickManager::SCA_JoystickManager(class SCA_LogicManager* logicmgr)
: SCA_EventManager(logicmgr, JOY_EVENTMGR)
{
int i;
for (i=0; i<JOYINDEX_MAX; i++) {
m_joystick[i] = SCA_Joystick::GetInstance( i );
}
}
SCA_JoystickManager::~SCA_JoystickManager()
{
int i;
for (i=0; i<JOYINDEX_MAX; i++) {
if (m_joystick[i])
m_joystick[i]->ReleaseInstance();
}
}
void SCA_JoystickManager::NextFrame(double curtime,double deltatime)
{
// We should always handle events in case we want to grab them with Python
#ifdef WITH_SDL
SCA_Joystick::HandleEvents(); /* Handle all SDL Joystick events */
#endif
if (m_sensors.Empty()) {
return;
}
else {
;
SG_DList::iterator<SCA_JoystickSensor> it(m_sensors);
for (it.begin();!it.end();++it)
{
SCA_JoystickSensor* joysensor = *it;
if (!joysensor->IsSuspended())
{
joysensor->Activate(m_logicmgr);
}
}
}
}
SCA_Joystick *SCA_JoystickManager::GetJoystickDevice( short int joyindex)
{
/*
*Return the instance of SCA_Joystick for use
*/
return m_joystick[joyindex];
}