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52 lines
2.1 KiB
C++
52 lines
2.1 KiB
C++
#ifndef NO_XBOX
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#include "ControllerInput.h"
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namespace VBA10
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{
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ControllerInput::ControllerInput(int index)
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: xboxPad(new CXBOXController(index))
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{
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ZeroMemory(&state, sizeof(ControllerState));
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}
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ControllerInput::~ControllerInput(void)
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{
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delete this->xboxPad;
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}
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const ControllerState *ControllerInput::GetControllerState(void)
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{
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return &this->state;
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}
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void ControllerInput::Update(void)
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{
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if(this->xboxPad->IsConnected())
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{
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XINPUT_STATE state = this->xboxPad->GetState();
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this->state.LeftPressed = ((state.Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_LEFT) || (state.Gamepad.sThumbLX < (-XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE)));
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this->state.RightPressed = ((state.Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_RIGHT) || (state.Gamepad.sThumbLX > (XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE)));
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this->state.UpPressed = ((state.Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_UP) || (state.Gamepad.sThumbLY > (XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE)));
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this->state.DownPressed = ((state.Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_DOWN) || (state.Gamepad.sThumbLY < (-XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE)));
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this->state.StartPressed = (state.Gamepad.wButtons & XINPUT_GAMEPAD_START);
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this->state.SelectPressed = (state.Gamepad.wButtons & XINPUT_GAMEPAD_BACK);
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this->state.APressed = (state.Gamepad.wButtons & XINPUT_GAMEPAD_B);
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this->state.BPressed = (state.Gamepad.wButtons & XINPUT_GAMEPAD_A);
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this->state.YPressed = (state.Gamepad.wButtons & XINPUT_GAMEPAD_X);
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this->state.XPressed = (state.Gamepad.wButtons & XINPUT_GAMEPAD_Y);
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this->state.LPressed = (state.Gamepad.wButtons & XINPUT_GAMEPAD_LEFT_SHOULDER);
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this->state.RPressed = (state.Gamepad.wButtons & XINPUT_GAMEPAD_RIGHT_SHOULDER);
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//this->state.TurboPressed = ((state.Gamepad.BCenterXTrigger > XINPUT_GAMEPAD_TRIGGER_THRESHOLD) || (state.Gamepad.bRightTrigger > XINPUT_GAMEPAD_TRIGGER_THRESHOLD));
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this->state.TurboTogglePressed = this->state.XPressed || this->state.YPressed;
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}else
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{
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ZeroMemory(&this->state, sizeof(ControllerState));
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}
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}
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}
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#endif |