implemented l2 and r2 mostly (except for some to-do items mentioned in comments)
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@@ -70,6 +70,14 @@ float getLeftJoystickYAxisState() {
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}
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}
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float getL2State() {
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return axes[2];
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}
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float getR2State() {
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return axes[5];
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}
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int isCrossButtonPressed() {
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return state.buttons[GLFW_GAMEPAD_BUTTON_CROSS];
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}
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@@ -74,4 +74,9 @@ struct
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_import "isR1ButtonPressed" public : unit -> int;
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val isL1ButtonPressed =
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_import "isL1ButtonPressed" public : unit -> int;
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val getR2State =
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_import "getR2State" public : unit -> Real32.real;
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val getL2State =
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_import "getL2State" public : unit -> Real32.real;
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end
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@@ -5,12 +5,37 @@ struct
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fun isInDeadZone (x, y) =
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x < 0.1 andalso x > ~0.1 andalso y < 0.1 andalso y > ~0.1
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(* todo: also query L2 and R2, and handle them *)
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fun axisToDir (x, y) =
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if isInDeadZone (x, y) then CENTRE
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else if abs x > abs y then if x > 0.0 then RIGHT else LEFT
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else if y > 0.0 then DOWN
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else UP
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fun axisToDir (x, y, l2, r2) =
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if isInDeadZone (x, y) then
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(* analogue is in dead zone, so only query L2 and R2 *)
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if r2 < 0.3 andalso l2 < 0.3 then
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CENTRE
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else if abs r2 > abs l2 then
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R2
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else
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L2
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else
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let
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val ax = abs x
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val ay = abs y
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val al2 = abs l2
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val ar2 = abs r2
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in
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if ax > ay andalso ax > al2 andalso ax > ar2 then
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if x > 0.0 then
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RIGHT
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else
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LEFT
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else if ay > ax andalso ay > al2 andalso ay > ar2 then
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if y > 0.0 then
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DOWN
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else
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UP
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else if al2 > ax andalso al2 > ay andalso al2 > ar2 then
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L2
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else
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R2
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end
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fun getGamepadState () =
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Input.getGamepadState 0 <> 0 orelse Input.getGamepadState 1 <> 0
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@@ -34,14 +59,14 @@ struct
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open InputMsg
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fun handleTrianglePressed (x, y) =
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fun handleTrianglePressed (x, y, l2, r2) =
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if !(#trianglePressed state) then
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()
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else
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let
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val () = #trianglePressed state := true
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val chr =
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case axisToDir (x, y) of
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case axisToDir (x, y, l2, r2) of
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CENTRE => #"a"
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| UP => #"e"
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| RIGHT => #"i"
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@@ -53,14 +78,14 @@ struct
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InputMailbox.append (CHAR_EVENT chr)
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end
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fun handleCirclePressed (x, y) =
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fun handleCirclePressed (x, y, l2, r2) =
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if !(#circlePressed state) then
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()
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else
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let
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val () = #circlePressed state := true
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val chr =
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case axisToDir (x, y) of
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case axisToDir (x, y, l2, r2) of
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CENTRE => #"b"
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| UP => #"f"
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| RIGHT => #"j"
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@@ -72,14 +97,14 @@ struct
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InputMailbox.append (CHAR_EVENT chr)
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end
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fun handleCrossPressed (x, y) =
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fun handleCrossPressed (x, y, l2, r2) =
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if !(#crossPressed state) then
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()
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else
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let
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val () = #crossPressed state := true
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in
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case axisToDir (x, y) of
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case axisToDir (x, y, l2, r2) of
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CENTRE => InputMailbox.append (CHAR_EVENT #"c")
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| UP => InputMailbox.append (CHAR_EVENT #"g")
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| RIGHT => InputMailbox.append (CHAR_EVENT #"k")
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@@ -91,14 +116,14 @@ struct
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raise Fail "glfw-gamepad.sml: 77\n"
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end
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fun handleSquarePressed (x, y) =
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fun handleSquarePressed (x, y, l2, r2) =
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if !(#squarePressed state) then
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()
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else
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let
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val () = #squarePressed state := true
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in
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case axisToDir (x, y) of
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case axisToDir (x, y, l2, r2) of
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CENTRE => InputMailbox.append (CHAR_EVENT #"d")
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| UP => InputMailbox.append (CHAR_EVENT #"h")
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| RIGHT => InputMailbox.append (CHAR_EVENT #"l")
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@@ -118,6 +143,9 @@ struct
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val xAxis = Input.getLeftJoystickXAxisState ()
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val yAxis = Input.getLeftJoystickYAxisState ()
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val r2 = (Input.getR2State () + 1.0) / 2.0
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val l2 = (Input.getL2State () + 1.0) / 2.0
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val crossPressed = Input.isCrossButtonPressed ()
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val circlePressed = Input.isCircleButtonPressed ()
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val squarePressed = Input.isSquareButtonPressed ()
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@@ -130,22 +158,22 @@ struct
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val () =
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if crossPressed = 0 then #crossPressed state := false
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else if !(#crossPressed state) then ()
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else handleCrossPressed (xAxis, yAxis)
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else handleCrossPressed (xAxis, yAxis, l2, r2)
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val () =
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if circlePressed = 0 then #circlePressed state := false
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else if !(#circlePressed state) then ()
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else handleCirclePressed (xAxis, yAxis)
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else handleCirclePressed (xAxis, yAxis, l2, r2)
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val () =
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if squarePressed = 0 then #squarePressed state := false
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else if !(#squarePressed state) then ()
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else handleSquarePressed (xAxis, yAxis)
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else handleSquarePressed (xAxis, yAxis, l2, r2)
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val () =
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if trianglePressed = 0 then #trianglePressed state := false
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else if !(#trianglePressed state) then ()
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else handleTrianglePressed (xAxis, yAxis)
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else handleTrianglePressed (xAxis, yAxis, l2, r2)
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val () =
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if r1Pressed = 0 then
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