/*
|
|
* Copyright (C) 2020 Christopher J. Howard
|
|
*
|
|
* This file is part of Antkeeper source code.
|
|
*
|
|
* Antkeeper source code 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 3 of the License, or
|
|
* (at your option) any later version.
|
|
*
|
|
* Antkeeper source code 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 Antkeeper source code. If not, see <http://www.gnu.org/licenses/>.
|
|
*/
|
|
|
|
#include "game-controller.hpp"
|
|
#include "event/input-events.hpp"
|
|
#include "event/event-dispatcher.hpp"
|
|
#include <cmath>
|
|
|
|
game_controller::game_controller():
|
|
connected(true)
|
|
{}
|
|
|
|
void game_controller::press(game_controller_button button)
|
|
{
|
|
if (!input_device::event_dispatcher)
|
|
{
|
|
return;
|
|
}
|
|
|
|
game_controller_button_pressed_event event;
|
|
event.game_controller = this;
|
|
event.button = button;
|
|
|
|
input_device::event_dispatcher->queue(event);
|
|
}
|
|
|
|
void game_controller::release(game_controller_button button)
|
|
{
|
|
if (!input_device::event_dispatcher)
|
|
{
|
|
return;
|
|
}
|
|
|
|
game_controller_button_released_event event;
|
|
event.game_controller = this;
|
|
event.button = button;
|
|
|
|
input_device::event_dispatcher->queue(event);
|
|
}
|
|
|
|
void game_controller::move(game_controller_axis axis, float value)
|
|
{
|
|
if (!input_device::event_dispatcher)
|
|
{
|
|
return;
|
|
}
|
|
|
|
game_controller_axis_moved_event event;
|
|
event.game_controller = this;
|
|
event.axis = axis;
|
|
event.value = value;
|
|
|
|
input_device::event_dispatcher->queue(event);
|
|
}
|
|
|
|
void game_controller::connect(bool reconnected)
|
|
{
|
|
connected = true;
|
|
|
|
game_controller_connected_event event;
|
|
event.game_controller = this;
|
|
event.reconnected = reconnected;
|
|
|
|
input_device::event_dispatcher->queue(event);
|
|
}
|
|
|
|
void game_controller::disconnect()
|
|
{
|
|
connected = false;
|
|
|
|
game_controller_disconnected_event event;
|
|
event.game_controller = this;
|
|
|
|
input_device::event_dispatcher->queue(event);
|
|
}
|