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Merge pull request #459 from johnjohto/fix-generic-joystick-input
Handle generic joystick input
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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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