Reputation: 161
I try to use SDL for map a joypad similar at xbox360 joypad. Now for use the button I use this code:
std::vector<bool> tempButtons;
for (int j = 0; j < SDL_JoystickNumButtons(joy); j++)
{
tempButtons.push_back(false);
}
m_buttonStates.push_back(tempButtons);
joy is the SDL_Joystick* and m_buttonStates is a vector. Unfortunately this function doesn't map the 4 button of the digital pad and I don't now why... this is my joypad: http://www.trust.com/it-it/all-products/17518-gxt-530-dual-stick-gamepad Thank you and sorry for my not very good english
Upvotes: 0
Views: 309
Reputation: 161
Thank you lago Silva, but after some test I resolved the problem with this code:
void InputHandler::Update() {
SDL_Event e;
while (SDL_PollEvent(&e)){
m_keyState = SDL_GetKeyboardState(NULL);
{
switch (e.type)
{
case SDL_QUIT:TheGame::Instance()->Quit(); break;
case SDL_KEYDOWN:KeyboardButtonDown(); break;
case SDL_KEYUP:KeyboardButtonUp(); break;
case SDL_JOYAXISMOTION:JoyAxisMotion(e); break;
case SDL_JOYBUTTONDOWN:JoyButtonDown(e); break;
case SDL_JOYBUTTONUP:JoyButtonUp(e); break;
case SDL_JOYHATMOTION:JoyHatMotion(e); break; //this is the code that I have implemented
case SDL_MOUSEBUTTONDOWN:MouseButtonDown(e); break;
case SDL_MOUSEBUTTONUP:MouseButtonUp(e); break;
case SDL_MOUSEMOTION:MouseMotion(e); break;
default:break;
}
}
}}
the code JoyHatMotion(e) call this function:
void InputHandler::JoyHatMotion(SDL_Event e){
int whichOne = e.jaxis.which;
switch (e.jhat.value)
{
case SDL_HAT_DOWN:m_joyHatValues[whichOne]->Sety(1); m_joyHatValues[whichOne]->Setx(0); break;
case SDL_HAT_CENTERED:m_joyHatValues[whichOne]->Setx(0); m_joyHatValues[whichOne]->Sety(0); break;
case SDL_HAT_LEFTDOWN:m_joyHatValues[whichOne]->Setx(-1); m_joyHatValues[whichOne]->Sety(1); break;
case SDL_HAT_LEFT:m_joyHatValues[whichOne]->Setx(-1); m_joyHatValues[whichOne]->Sety(0); break;
case SDL_HAT_LEFTUP:m_joyHatValues[whichOne]->Setx(-1); m_joyHatValues[whichOne]->Sety(-1); break;
case SDL_HAT_UP:m_joyHatValues[whichOne]->Setx(0); m_joyHatValues[whichOne]->Sety(-1); break;
case SDL_HAT_RIGHTUP:m_joyHatValues[whichOne]->Setx(1); m_joyHatValues[whichOne]->Sety(-1); break;
case SDL_HAT_RIGHT:m_joyHatValues[whichOne]->Setx(1); m_joyHatValues[whichOne]->Sety(0); break;
case SDL_HAT_RIGHTDOWN:m_joyHatValues[whichOne]->Setx(1); m_joyHatValues[whichOne]->Sety(1); break;
}}
note that m_joyHatValues is Vector2D*
class Vector2D{private:
float x;
float y;
public: Vector2D(float _x, float _y) :x(_x),y(_y){}
float Getx(){ return x; }
float Gety(){ return y; }
void Setx(float _x){ this->x = _x; }
void Sety(float _y){ this->y = _y; }
float Length(){ return sqrt((x*x) + (y*y)); } //la distanza dall'origine
Vector2D operator+(const Vector2D&v2)const{ return Vector2D(this->x + v2.x, this->y + v2.y); }
friend Vector2D operator+=(Vector2D& v1, const Vector2D& v2){ v1.x += v2.x; v1.y += v2.y; return v1; }
Vector2D operator- (const Vector2D&v2)const{ return Vector2D(this->x - v2.x, this->y - v2.y); }
friend Vector2D operator-=(Vector2D& v1, const Vector2D&v2){ v1.x -= v2.x; v1.y -= v2.y; return v1; }
Vector2D operator*(float scala){ return Vector2D(this->x*scala, this->y*scala); }
Vector2D& operator*=(float scala){ this->x *= scala; this->y *= scala; return *this; }
Vector2D operator/(float scala){ return Vector2D(this->x / scala, this->y / scala); }
Vector2D& operator/=(float scala){ this->x /= scala; this->y /= scala; return *this; }
void Normalize(); //porta la distanza a 0 moltiplicanto il vector2D per il suo reciproco
};
Upvotes: 1