Files
vba10/ControllerInput.cpp

52 lines
2.0 KiB
C++

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