168 lines
5.3 KiB
Standard ML
168 lines
5.3 KiB
Standard ML
structure GlfwGamepad =
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struct
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datatype joystick_dir = UP | LEFT | DOWN | RIGHT | CENTRE | L2 | R2
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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 getGamepadState () =
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Input.getGamepadState 0 <> 0 orelse Input.getGamepadState 1 <> 0
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orelse Input.getGamepadState 2 <> 0 orelse Input.getGamepadState 3 <> 0
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orelse Input.getGamepadState 4 <> 0 orelse Input.getGamepadState 5 <> 0
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orelse Input.getGamepadState 6 <> 0 orelse Input.getGamepadState 7 <> 0
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orelse Input.getGamepadState 8 <> 0 orelse Input.getGamepadState 9 <> 0
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orelse Input.getGamepadState 10 <> 0 orelse Input.getGamepadState 11 <> 0
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orelse Input.getGamepadState 12 <> 0 orelse Input.getGamepadState 13 <> 0
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orelse Input.getGamepadState 14 <> 0 orelse Input.getGamepadState 15 <> 0
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local
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val state =
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{ crossPressed = ref false
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, circlePressed = ref false
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, squarePressed = ref false
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, trianglePressed = ref false
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, r1Pressed = ref false
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, l1Pressed = ref false
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}
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open InputMsg
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fun handleTrianglePressed (x, y) =
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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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CENTRE => #"a"
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| UP => #"e"
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| RIGHT => #"i"
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| DOWN => #"m"
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| LEFT => #"q"
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| L2 => #"u"
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| R2 => #"y"
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in
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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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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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CENTRE => #"b"
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| UP => #"f"
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| RIGHT => #"j"
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| DOWN => #"n"
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| LEFT => #"r"
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| L2 => #"v"
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| R2 => #"z"
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in
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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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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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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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| DOWN => InputMailbox.append (CHAR_EVENT #"o")
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| LEFT => InputMailbox.append (CHAR_EVENT #"s")
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| L2 => InputMailbox.append (CHAR_EVENT #"w")
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| R2 =>
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(* todo: either shift or enter *)
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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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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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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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| DOWN => InputMailbox.append (CHAR_EVENT #"p")
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| LEFT => InputMailbox.append (CHAR_EVENT #"t")
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| L2 => InputMailbox.append (CHAR_EVENT #"x")
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| R2 =>
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(* todo: either shift or enter *)
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raise Fail "glfw-gamepad.sml: 87\n"
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end
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in
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fun handleIfJoystickIsPresent () =
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let
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open InputMsg
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(* query possible events for information *)
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val xAxis = Input.getLeftJoystickXAxisState ()
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val yAxis = Input.getLeftJoystickYAxisState ()
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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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val trianglePressed = Input.isTriangleButtonPressed ()
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val r1Pressed = Input.isR1ButtonPressed ()
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val l1Pressed = Input.isL1ButtonPressed ()
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(* handle button events *)
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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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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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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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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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val () =
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if r1Pressed = 0 then #r1Pressed state := false
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else if !(#r1Pressed state) then ()
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else InputMailbox.append (CHAR_EVENT #" ")
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val () =
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if l1Pressed = 0 then #l1Pressed state := false
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else if !(#l1Pressed state) then ()
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else InputMailbox.append KEY_BACKSPACE
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in
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()
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end
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end
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fun query () =
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if getGamepadState () then handleIfJoystickIsPresent ()
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else (* nothing to do if no gamepad is present *) ()
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end
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