controller and mouse support

This commit is contained in:
2024-09-13 12:12:31 +01:00
parent 9e7ba471ae
commit fa76489449
5 changed files with 91 additions and 16 deletions

View File

@@ -77,29 +77,33 @@ int main(int argc, char* argv[])
if (engine->input.exit || engine->input.activeKeys[SDLK_ESCAPE])
{
quit();
}
}
if (engine->input.activeKeys[SDLK_d])
if (engine->input.activeKeys[SDLK_d] || engine->input.controllers[0].buttons[SDL_CONTROLLER_BUTTON_DPAD_RIGHT] || engine->input.controllers[0].leftStickX > 8000)
{
animations->setAnimation("walk_right");
sprite->move({ 1, 0 });
}
if (engine->input.activeKeys[SDLK_a])
if (engine->input.activeKeys[SDLK_a] || engine->input.controllers[0].buttons[SDL_CONTROLLER_BUTTON_DPAD_LEFT] || engine->input.controllers[0].leftStickX < -8000)
{
animations->setAnimation("walk_left");
sprite->move({ -1, 0 });
}
if (engine->input.activeKeys[SDLK_w])
if (engine->input.activeKeys[SDLK_w] || engine->input.controllers[0].buttons[SDL_CONTROLLER_BUTTON_DPAD_UP] || engine->input.controllers[0].leftStickY < -8000)
{
animations->setAnimation("walk_back");
sprite->move({ 0, -1 });
}
if (engine->input.activeKeys[SDLK_s])
if (engine->input.activeKeys[SDLK_s] || engine->input.controllers[0].buttons[SDL_CONTROLLER_BUTTON_DPAD_DOWN] || engine->input.controllers[0].leftStickY > 8000)
{
animations->setAnimation("walk_front");
sprite->move({ 0, 1 });
}
if (!engine->input.activeKeys[SDLK_d] && !engine->input.activeKeys[SDLK_a] && !engine->input.activeKeys[SDLK_w] && !engine->input.activeKeys[SDLK_s])
if (!engine->input.activeKeys[SDLK_d] && !engine->input.activeKeys[SDLK_a] && !engine->input.activeKeys[SDLK_w] && !engine->input.activeKeys[SDLK_s]
&& !engine->input.controllers[0].buttons[SDL_CONTROLLER_BUTTON_DPAD_RIGHT] && !engine->input.controllers[0].buttons[SDL_CONTROLLER_BUTTON_DPAD_LEFT]
&& !engine->input.controllers[0].buttons[SDL_CONTROLLER_BUTTON_DPAD_UP] && !engine->input.controllers[0].buttons[SDL_CONTROLLER_BUTTON_DPAD_DOWN]
&& engine->input.controllers[0].leftStickX == 0 && engine->input.controllers[0].leftStickY == 0)
{
animations->setAnimation("idle");
}
@@ -113,7 +117,7 @@ int main(int argc, char* argv[])
// Draw sprite
animations->draw(engine->renderer);
// Update screen
// Update screen
engine->render();
}
return 0;

View File

@@ -1,20 +1,56 @@
#include "input.h"
Input::Input()
{
SDL_Init(SDL_INIT_JOYSTICK);
exit = false;
}
void Input::update()
{
while (SDL_PollEvent(&event))
{
if (event.type == SDL_KEYDOWN)
{
activeKeys[event.key.keysym.sym] = true;
}
else if (event.type == SDL_KEYUP)
switch (event.type)
{
case SDL_CONTROLLERBUTTONDOWN:
controllers[event.cbutton.which].buttons[event.cbutton.button] = true;
break;
case SDL_CONTROLLERBUTTONUP:
controllers[event.cbutton.which].buttons[event.cbutton.button] = false;
break;
case SDL_MOUSEBUTTONDOWN:
mouse.buttons[event.button.button] = true;
break;
case SDL_MOUSEBUTTONUP:
mouse.buttons[event.button.button] = false;
break;
case SDL_KEYDOWN:
activeKeys[event.key.keysym.sym] = true;
break;
case SDL_KEYUP:
activeKeys.erase(event.key.keysym.sym);
}
else if (event.type == SDL_QUIT)
{
break;
case SDL_CONTROLLERDEVICEADDED:
controllers[SDL_NumJoysticks() - 1] = {
SDL_GameControllerOpen(SDL_NumJoysticks() - 1),
SDL_GameControllerName(SDL_GameControllerOpen(SDL_NumJoysticks() - 1))
};
printf("Controller added: %s\n", controllers[SDL_NumJoysticks() - 1].name.c_str());
break;
case SDL_QUIT:
exit = true;
break;
}
for (auto& controller : controllers)
{
controller.second.leftStickX = SDL_GameControllerGetAxis(controller.second.controller, SDL_CONTROLLER_AXIS_LEFTX);
controller.second.leftStickY = SDL_GameControllerGetAxis(controller.second.controller, SDL_CONTROLLER_AXIS_LEFTY);
controller.second.rightStickX = SDL_GameControllerGetAxis(controller.second.controller, SDL_CONTROLLER_AXIS_RIGHTX);
controller.second.rightStickY = SDL_GameControllerGetAxis(controller.second.controller, SDL_CONTROLLER_AXIS_RIGHTY);
controller.second.leftTrigger = SDL_GameControllerGetAxis(controller.second.controller, SDL_CONTROLLER_AXIS_TRIGGERLEFT);
controller.second.rightTrigger = SDL_GameControllerGetAxis(controller.second.controller, SDL_CONTROLLER_AXIS_TRIGGERRIGHT);
}
SDL_GetMouseState(&mouse.x, &mouse.y);
mouse.wheel = event.wheel.y;
}
}