mirror of
https://github.com/bryanthaboi/gen1recomp.git
synced 2026-08-12 00:10:56 +02:00
Handle generic joystick input
Unmapped handheld controllers emit joystick events, leaving the launcher cursor and in-game input inactive.
This commit is contained in:
@@ -331,6 +331,30 @@ function love.gamepadaxis(joystick, axis, value)
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Game:gamepadaxis(joystick, axis, value)
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end
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function love.joystickpressed(joystick, button)
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if editorMode then return end
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if Importer then return Importer:joystickpressed(joystick, button) end
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Game:joystickpressed(joystick, button)
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end
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function love.joystickreleased(joystick, button)
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if editorMode then return end
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if Importer then return Importer:joystickreleased(joystick, button) end
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Game:joystickreleased(joystick, button)
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end
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function love.joystickaxis(joystick, axis, value)
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if editorMode then return end
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if Importer then return Importer:joystickaxis(joystick, axis, value) end
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Game:joystickaxis(joystick, axis, value)
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end
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function love.joystickhat(joystick, hat, direction)
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if editorMode then return end
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if Importer then return Importer:joystickhat(joystick, hat, direction) end
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Game:joystickhat(joystick, hat, direction)
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end
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function love.joystickremoved(joystick)
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if editorMode then return end
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if Importer then return end
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@@ -491,6 +491,25 @@ function Game:gamepadaxis(joystick, axis, value)
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Input:gamepadaxis(joystick, axis, value)
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end
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function Game:joystickpressed(joystick, button)
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TouchControls:noteGamepad()
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Input:joystickpressed(joystick, button)
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end
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function Game:joystickreleased(joystick, button)
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Input:joystickreleased(joystick, button)
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end
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function Game:joystickaxis(joystick, axis, value)
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if math.abs(value) > 0.5 then TouchControls:noteGamepad() end
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Input:joystickaxis(joystick, axis, value)
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end
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function Game:joystickhat(joystick, hat, direction)
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if direction ~= "c" then TouchControls:noteGamepad() end
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Input:joystickhat(joystick, hat, direction)
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end
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-- Window focus/visibility flips: a release due while unfocused/hidden can
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-- be swallowed by the OS. Reset on both edges -- gaining focus with a
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-- physically held key won't re-fire keypressed, so trusting leftover
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@@ -39,6 +39,20 @@ local DEFAULT_GAMEPAD_BINDINGS = {
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local STICK_ON = 0.5
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local STICK_OFF = 0.3
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-- Generic SDL joysticks expose the left stick as the first two numbered
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-- axes and the D-pad as a hat. This is common on Linux handhelds whose
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-- controller has no game-controller database entry.
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local RAW_BUTTON_BINDINGS = {
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[1] = "a", [2] = "b",
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[7] = "select", [8] = "start", [9] = "select", [10] = "start",
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}
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local HAT_DIRECTIONS = {
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u = { "up" }, d = { "down" }, l = { "left" }, r = { "right" },
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lu = { "left", "up" }, ru = { "right", "up" },
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ld = { "left", "down" }, rd = { "right", "down" },
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}
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function Input:init()
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self:applyBindings(nil)
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self:reset()
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@@ -79,6 +93,7 @@ function Input:reset()
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self.sources = {}
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self.stickAxis = { x = 0, y = 0 }
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self.stickDir = nil
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self.hatDirs = {}
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end
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-- Multiple physical sources (W + Up, d-pad + stick, etc.) can claim the
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@@ -179,6 +194,16 @@ function Input:gamepadreleased(joystick, button)
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end
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end
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function Input:joystickpressed(joystick, button)
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local btn = RAW_BUTTON_BINDINGS[button]
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if btn then press(self, btn, "joy:" .. button) end
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end
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function Input:joystickreleased(joystick, button)
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local btn = RAW_BUTTON_BINDINGS[button]
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if btn then release(self, btn, "joy:" .. button) end
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end
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-- left stick treated as a continuous held direction, same 4-way rule as
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-- the touch swipe d-pad: whichever axis has the larger magnitude wins.
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function Input:gamepadaxis(joystick, axis, value)
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@@ -214,6 +239,26 @@ function Input:gamepadaxis(joystick, axis, value)
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end
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end
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function Input:joystickaxis(joystick, axis, value)
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if axis == 1 then
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self:gamepadaxis(joystick, "leftx", value)
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elseif axis == 2 then
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self:gamepadaxis(joystick, "lefty", value)
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end
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end
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function Input:joystickhat(joystick, hat, direction)
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local source = "hat:" .. hat
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for _, btn in ipairs(self.hatDirs[hat] or {}) do
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release(self, btn, source)
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end
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local dirs = HAT_DIRECTIONS[direction] or {}
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for _, btn in ipairs(dirs) do
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press(self, btn, source)
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end
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self.hatDirs[hat] = dirs
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end
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function Input:isDown(btn)
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return self.state[btn] or false
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end
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@@ -540,6 +540,7 @@ function RomImporter.new(onComplete, opts)
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_padCursorActive = false,
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_padAxis = { leftx = 0, lefty = 0, righty = 0 },
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_padDir = {},
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_rawHatDirs = {},
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_padInited = false,
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}, RomImporter)
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@@ -1184,6 +1185,36 @@ function RomImporter:gamepadaxis(_, axis, value)
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end
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end
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function RomImporter:joystickpressed(joystick, button)
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if button == 1 then self:gamepadpressed(joystick, "a") end
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end
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function RomImporter:joystickreleased(joystick, button)
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if button == 1 then self:gamepadreleased(joystick, "a") end
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end
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function RomImporter:joystickaxis(joystick, axis, value)
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if axis == 1 then
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self:gamepadaxis(joystick, "leftx", value)
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elseif axis == 2 then
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self:gamepadaxis(joystick, "lefty", value)
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end
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end
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function RomImporter:joystickhat(_, hat, direction)
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for _, dir in ipairs(self._rawHatDirs[hat] or {}) do
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self._padDir[dir] = nil
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end
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local dirs = ({
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u = { "dpup" }, d = { "dpdown" }, l = { "dpleft" }, r = { "dpright" },
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lu = { "dpleft", "dpup" }, ru = { "dpright", "dpup" },
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ld = { "dpleft", "dpdown" }, rd = { "dpright", "dpdown" },
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})[direction] or {}
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for _, dir in ipairs(dirs) do self._padDir[dir] = true end
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self._rawHatDirs[hat] = dirs
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if #dirs > 0 then self:_activatePadCursor() end
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end
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-- Player pressed Play on a game whose ROM is imported: hand off to boot.
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function RomImporter:play(version)
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if self.workState == "working" then return end
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+3
-1
@@ -50,7 +50,9 @@ local CALLBACK_NAMES = {
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"keypressed", "keyreleased", "textinput",
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"mousepressed", "mousereleased", "mousemoved", "wheelmoved",
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"touchpressed", "touchmoved", "touchreleased",
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"gamepadpressed", "gamepadreleased", "gamepadaxis", "joystickremoved",
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"gamepadpressed", "gamepadreleased", "gamepadaxis",
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"joystickpressed", "joystickreleased", "joystickaxis", "joystickhat",
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"joystickremoved",
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"focus", "visible", "resize", "filedropped", "directorydropped",
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"errorhandler", "threaderror", "lowmemory",
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}
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@@ -46,6 +46,51 @@ Input:step()
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check(Input:wasPressed("left"), "stick flick edges wasPressed")
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check(not Input:isDown("left"), "stick flick does not stick isDown")
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-- Linux handhelds without an SDL game-controller mapping send raw joystick
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-- axes and D-pad hats instead of gamepad events.
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Input:reset()
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Input:joystickaxis(nil, 1, -0.9)
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Input:step()
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check(Input:isDown("left"), "raw joystick left axis holds left")
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Input:joystickaxis(nil, 1, 0)
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check(not Input:isDown("left"), "raw joystick axis release clears left")
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Input:reset()
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Input:joystickhat(nil, 1, "u")
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Input:step()
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check(Input:isDown("up"), "raw joystick hat holds up")
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Input:joystickhat(nil, 1, "c")
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check(not Input:isDown("up"), "raw joystick hat release clears up")
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Input:reset()
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Input:joystickpressed(nil, 1)
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Input:step()
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check(Input:isDown("a"), "raw joystick primary button presses A")
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-- The launcher has a separate virtual cursor, so prove generic joystick
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-- events reach its left-stick and D-pad state too.
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local RomImporter = require("src.import.RomImporter")
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local importer = setmetatable({
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_padCursor = { x = 0, y = 0 }, _padCursorActive = false,
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_padAxis = { leftx = 0, lefty = 0, righty = 0 },
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_padDir = {}, _rawHatDirs = {}, _padInited = true,
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}, RomImporter)
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local clicked = false
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function importer:mousepressed(_, _, button)
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clicked = button == 1
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end
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importer:joystickaxis(nil, 1, -0.8)
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check(importer._padAxis.leftx == -0.8,
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"raw joystick left axis reaches the launcher cursor")
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importer:joystickhat(nil, 1, "r")
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check(importer._padDir.dpright,
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"raw joystick hat reaches the launcher cursor")
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importer:joystickhat(nil, 1, "c")
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check(not importer._padDir.dpright,
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"raw joystick hat release clears the launcher cursor")
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importer:joystickpressed(nil, 1)
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check(clicked, "raw joystick primary button clicks the launcher cursor")
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-- Drivers that only inject pressQueue still get a one-step hold.
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Input:reset()
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table.insert(Input.pressQueue, "down")
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