done with handling for gamepad's face buttons; next, handle r2 and l2 buttons

This commit is contained in:
2026-01-20 07:56:04 +00:00
parent 73d30bfb1f
commit ff33812b27

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@@ -5,7 +5,7 @@ struct
fun isInDeadZone (x, y) = fun isInDeadZone (x, y) =
x < 0.1 andalso x > ~0.1 andalso y < 0.1 andalso y > ~0.1 x < 0.1 andalso x > ~0.1 andalso y < 0.1 andalso y > ~0.1
(* todo: query L2 and R2, and handle them *) (* todo: also query L2 and R2, and handle them *)
fun axisToDir (x, y) = fun axisToDir (x, y) =
if isInDeadZone (x, y) then CENTRE if isInDeadZone (x, y) then CENTRE
else if abs x > abs y then if x > 0.0 then RIGHT else LEFT else if abs x > abs y then if x > 0.0 then RIGHT else LEFT
@@ -22,95 +22,144 @@ struct
orelse Input.getGamepadState 12 <> 0 orelse Input.getGamepadState 13 <> 0 orelse Input.getGamepadState 12 <> 0 orelse Input.getGamepadState 13 <> 0
orelse Input.getGamepadState 14 <> 0 orelse Input.getGamepadState 15 <> 0 orelse Input.getGamepadState 14 <> 0 orelse Input.getGamepadState 15 <> 0
local open InputMsg local
in val state =
{ crossPressed = ref false
, circlePressed = ref false
, squarePressed = ref false
, trianglePressed = ref false
, r1Pressed = ref false
, l1Pressed = ref false
}
open InputMsg
fun handleTrianglePressed (x, y) = fun handleTrianglePressed (x, y) =
let if !(#trianglePressed state) then
val chr = ()
case axisToDir (x, y) of else
CENTRE => #"a" let
| UP => #"e" val () = #trianglePressed state := true
| RIGHT => #"i" val chr =
| DOWN => #"m" case axisToDir (x, y) of
| LEFT => #"q" CENTRE => #"a"
| L2 => #"u" | UP => #"e"
| R2 => #"y" | RIGHT => #"i"
in | DOWN => #"m"
InputMailbox.append (CHAR_EVENT chr) | LEFT => #"q"
end | L2 => #"u"
| R2 => #"y"
in
InputMailbox.append (CHAR_EVENT chr)
end
fun handleCirclePressed (x, y) = fun handleCirclePressed (x, y) =
let if !(#circlePressed state) then
val chr = ()
case axisToDir (x, y) of else
CENTRE => #"b" let
| UP => #"f" val () = #circlePressed state := true
| RIGHT => #"j" val chr =
| DOWN => #"n" case axisToDir (x, y) of
| LEFT => #"r" CENTRE => #"b"
| L2 => #"v" | UP => #"f"
| R2 => #"z" | RIGHT => #"j"
in | DOWN => #"n"
InputMailbox.append (CHAR_EVENT chr) | LEFT => #"r"
end | L2 => #"v"
| R2 => #"z"
in
InputMailbox.append (CHAR_EVENT chr)
end
fun handleCrossPressed (x, y) = fun handleCrossPressed (x, y) =
case axisToDir (x, y) of if !(#crossPressed state) then
CENTRE => InputMailbox.append (CHAR_EVENT #"c") ()
| UP => InputMailbox.append (CHAR_EVENT #"g") else
| RIGHT => InputMailbox.append (CHAR_EVENT #"k") let
| DOWN => InputMailbox.append (CHAR_EVENT #"o") val () = #crossPressed state := true
| LEFT => InputMailbox.append (CHAR_EVENT #"s") in
| L2 => InputMailbox.append (CHAR_EVENT #"w") case axisToDir (x, y) of
| R2 => CENTRE => InputMailbox.append (CHAR_EVENT #"c")
(* todo: either shift or enter *) | UP => InputMailbox.append (CHAR_EVENT #"g")
raise Fail "glfw-gamepad.sml: 77\n" | 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"
end
fun handleSquarePressed (x, y) = fun handleSquarePressed (x, y) =
case axisToDir (x, y) of if !(#squarePressed state) then
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 else
let
val () = #squarePressed state := true
in
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
in
fun handleIfJoystickIsPresent () =
let
open InputMsg
(* query possible events for information *)
val xAxis = Input.getLeftJoystickXAxisState ()
val yAxis = Input.getLeftJoystickYAxisState ()
val crossPressed = Input.isCrossButtonPressed ()
val circlePressed = Input.isCircleButtonPressed ()
val squarePressed = Input.isSquareButtonPressed ()
val trianglePressed = Input.isTriangleButtonPressed ()
val r1Pressed = Input.isR1ButtonPressed ()
val l1Pressed = Input.isL1ButtonPressed ()
(* handle button events *)
val () =
if crossPressed = 0 then #crossPressed state := false
else if !(#crossPressed state) then ()
else handleCrossPressed (xAxis, yAxis)
val () =
if circlePressed = 0 then #circlePressed state := false
else if !(#circlePressed state) then ()
else handleCirclePressed (xAxis, yAxis)
val () =
if squarePressed = 0 then #squarePressed state := false
else if !(#squarePressed state) then ()
else handleSquarePressed (xAxis, yAxis)
val () =
if trianglePressed = 0 then #trianglePressed state := false
else if !(#trianglePressed state) then ()
else handleTrianglePressed (xAxis, yAxis)
val () =
if r1Pressed = 0 then #r1Pressed state := false
else if !(#r1Pressed state) then ()
else InputMailbox.append (CHAR_EVENT #" ")
val () =
if l1Pressed = 0 then #l1Pressed state := false
else if !(#l1Pressed state) then ()
else InputMailbox.append KEY_BACKSPACE
in
()
end
end
fun query () = fun query () =
if getGamepadState () then handleIfJoystickIsPresent () if getGamepadState () then handleIfJoystickIsPresent ()