Files
sml-projects/shell/glfw-gamepad.sml

178 lines
5.6 KiB
Standard ML

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: also 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
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) =
if !(#trianglePressed state) then
()
else
let
val () = #trianglePressed state := true
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) =
if !(#circlePressed state) then
()
else
let
val () = #circlePressed state := true
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) =
if !(#crossPressed state) then
()
else
let
val () = #crossPressed state := true
in
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"
end
fun handleSquarePressed (x, y) =
if !(#squarePressed state) then
()
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
let val () = InputMailbox.append (CHAR_EVENT #" ")
in #r1Pressed state := true
end
val () =
if l1Pressed = 0 then
#l1Pressed state := false
else if !(#l1Pressed state) then
()
else
let val () = InputMailbox.append KEY_BACKSPACE
in #l1Pressed state := true
end
in
()
end
end
fun query () =
if getGamepadState () then handleIfJoystickIsPresent ()
else (* nothing to do if no gamepad is present *) ()
end