progress implementing SML-side handling of controller

This commit is contained in:
2026-01-20 07:10:15 +00:00
parent f2bffc4b6b
commit 73d30bfb1f
5 changed files with 126 additions and 32 deletions

118
shell/glfw-gamepad.sml Normal file
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structure GlfwGamepad =
struct
datatype joystick_dir = UP | LEFT | DOWN | RIGHT | CENTRE | L2 | R2
fun isInDeadZone (x, y) =
x < 0.1 andalso x > ~0.1 andalso y < 0.1 andalso y > ~0.1
(* todo: query L2 and R2, and handle them *)
fun axisToDir (x, y) =
if isInDeadZone (x, y) then CENTRE
else if abs x > abs y then if x > 0.0 then RIGHT else LEFT
else if y > 0.0 then DOWN
else UP
fun getGamepadState () =
Input.getGamepadState 0 <> 0 orelse Input.getGamepadState 1 <> 0
orelse Input.getGamepadState 2 <> 0 orelse Input.getGamepadState 3 <> 0
orelse Input.getGamepadState 4 <> 0 orelse Input.getGamepadState 5 <> 0
orelse Input.getGamepadState 6 <> 0 orelse Input.getGamepadState 7 <> 0
orelse Input.getGamepadState 8 <> 0 orelse Input.getGamepadState 9 <> 0
orelse Input.getGamepadState 10 <> 0 orelse Input.getGamepadState 11 <> 0
orelse Input.getGamepadState 12 <> 0 orelse Input.getGamepadState 13 <> 0
orelse Input.getGamepadState 14 <> 0 orelse Input.getGamepadState 15 <> 0
local open InputMsg
in
fun handleTrianglePressed (x, y) =
let
val chr =
case axisToDir (x, y) of
CENTRE => #"a"
| UP => #"e"
| RIGHT => #"i"
| DOWN => #"m"
| LEFT => #"q"
| L2 => #"u"
| R2 => #"y"
in
InputMailbox.append (CHAR_EVENT chr)
end
fun handleCirclePressed (x, y) =
let
val chr =
case axisToDir (x, y) of
CENTRE => #"b"
| UP => #"f"
| RIGHT => #"j"
| DOWN => #"n"
| LEFT => #"r"
| L2 => #"v"
| R2 => #"z"
in
InputMailbox.append (CHAR_EVENT chr)
end
fun handleCrossPressed (x, y) =
case axisToDir (x, y) of
CENTRE => InputMailbox.append (CHAR_EVENT #"c")
| UP => InputMailbox.append (CHAR_EVENT #"g")
| RIGHT => InputMailbox.append (CHAR_EVENT #"k")
| DOWN => InputMailbox.append (CHAR_EVENT #"o")
| LEFT => InputMailbox.append (CHAR_EVENT #"s")
| L2 => InputMailbox.append (CHAR_EVENT #"w")
| R2 =>
(* todo: either shift or enter *)
raise Fail "glfw-gamepad.sml: 77\n"
fun handleSquarePressed (x, y) =
case axisToDir (x, y) of
CENTRE => InputMailbox.append (CHAR_EVENT #"d")
| UP => InputMailbox.append (CHAR_EVENT #"h")
| RIGHT => InputMailbox.append (CHAR_EVENT #"l")
| DOWN => InputMailbox.append (CHAR_EVENT #"p")
| LEFT => InputMailbox.append (CHAR_EVENT #"t")
| L2 => InputMailbox.append (CHAR_EVENT #"x")
| R2 =>
(* todo: either shift or enter *)
raise Fail "glfw-gamepad.sml: 87\n"
end
fun handleIfJoystickIsPresent () =
let
open InputMsg
val xAxis = Input.getLeftJoystickXAxisState ()
val yAxis = Input.getLeftJoystickYAxisState ()
val crossPrressed = Input.isCrossButtonPressed ()
val circlePressed = Input.isCircleButtonPressed ()
val squarePressed = Input.isSquareButtonPressed ()
val trianglePressed = Input.isTriangleButtonPressed ()
val r1Pressed = Input.isR1ButtonPressed ()
val l1Pressed = Input.isL1ButtonPressed ()
in
if crossPrressed <> 0 then
(* pressing two buttons at the same time is a no-op *)
if
circlePressed <> 0 orelse squarePressed <> 0
orelse trianglePressed <> 0 orelse r1Pressed <> 0
orelse l1Pressed <> 0
then ()
else handleCrossPressed (xAxis, yAxis)
else if circlePressed <> 0 then
if
squarePressed <> 0 orelse trianglePressed <> 0 orelse r1Pressed <> 0
orelse l1Pressed <> 0
then ()
else handleCirclePressed (xAxis, yAxis)
else
()
end
fun query () =
if getGamepadState () then handleIfJoystickIsPresent ()
else (* nothing to do if no gamepad is present *) ()
end