-use std::collections::HashMap;
-use std::cell::RefCell;
-use sdl2::haptic::Haptic;
+use geometry::{Angle, ToAngle, Point};
+use sdl2::GameControllerSubsystem;
use sdl2::HapticSubsystem;
-pub use sdl2::GameControllerSubsystem;
+use sdl2::controller::{GameController, Axis as SDLAxis, Button as SDLButton};
use sdl2::event::Event;
-use sdl2::controller::GameController;
+use sdl2::haptic::Haptic;
+use std::cell::RefCell;
+use std::collections::HashMap;
use std::rc::Rc;
+use time::{Duration, prelude::*};
+use {hashmap, point};
-//#[derive(Debug)]
-pub struct ControllerManager {
- pub ctrl: GameControllerSubsystem,
- haptic: Rc<HapticSubsystem>,
- pub controllers: HashMap<u32, Rc<RefCell<Controller>>>,
+#[derive(Debug)]
+pub struct Button {
+ id: SDLButton,
+ pub time_pressed: Duration,
+ pub time_released: Duration,
+ pub is_pressed: bool,
+ pub was_pressed: bool,
+ pub toggle: bool,
+}
+
+impl Button {
+ pub fn new(id: SDLButton) -> Self {
+ Button {
+ id,
+ time_pressed: Duration::zero(),
+ time_released: Duration::zero(),
+ is_pressed: false,
+ was_pressed: false,
+ toggle: false,
+ }
+ }
+
+ fn update(&mut self, device: &GameController, dt: Duration) {
+ self.was_pressed = self.is_pressed;
+ self.is_pressed = match device.button(self.id) {
+ true => {
+ if !self.was_pressed {
+ self.time_pressed = 0.seconds();
+ self.toggle = !self.toggle;
+ }
+ self.time_pressed += dt;
+ true
+ }
+ false => {
+ if self.was_pressed {
+ self.time_released = 0.seconds();
+ }
+ self.time_released += dt;
+ false
+ }
+ }
+ }
+}
+
+#[derive(Debug)]
+pub struct Axis {
+ id: SDLAxis,
+ pub val: f32,
+}
+
+impl Axis {
+ #[allow(dead_code)]
+ fn update(&mut self, device: &GameController, _dt: Duration) {
+ self.val = device.axis(self.id) as f32 / 32768.0;
+ }
+}
+
+#[derive(Debug)]
+pub struct Stick {
+ id: (SDLAxis, SDLAxis),
+ pub x: f32,
+ pub y: f32,
+ pub a: Angle,
+}
+
+impl Stick {
+ pub fn new(idx: SDLAxis, idy: SDLAxis) -> Self {
+ Stick {
+ id: (idx, idy),
+ x: 0.0,
+ y: 0.0,
+ a: 0.radians(),
+ }
+ }
+
+ fn update(&mut self, device: &GameController, _dt: Duration) {
+ self.x = device.axis(self.id.0) as f32 / 32768.0;
+ self.y = device.axis(self.id.1) as f32 / 32768.0;
+ self.a = point!(self.x as f64, self.y as f64).to_angle();
+ }
+
+ #[inline(always)] #[allow(dead_code)] pub fn up(&self) -> bool { self.y < -0.99 }
+ #[inline(always)] #[allow(dead_code)] pub fn down(&self) -> bool { self.y > 0.99 }
+ #[inline(always)] #[allow(dead_code)] pub fn left(&self) -> bool { self.x < -0.99 }
+ #[inline(always)] #[allow(dead_code)] pub fn right(&self) -> bool { self.x > 0.99 }
+
+ pub fn to_axis_point(&self) -> Point<f64> {
+ point!(self.x as f64, self.y as f64)
+ }
+
+ pub fn to_point(&self) -> Point<f64> {
+ let p = point!(self.x as f64, self.y as f64);
+ if p.length() > 1.0 {
+ p.normalized()
+ } else {
+ p
+ }
+ }
+}
+
+impl From<&Stick> for Point<f64> {
+ fn from(item: &Stick) -> Self {
+ Self {
+ x: item.x as f64,
+ y: item.y as f64,
+ }
+ }
+}
+
+impl From<&Stick> for (f64, f64) {
+ fn from(item: &Stick) -> Self {
+ (item.x as f64, item.y as f64)
+ }
+}
+
+#[derive(Eq, PartialEq, Hash)]
+enum ActionControls {
+ MovementX,
+ MovementY,
+ AimX,
+ AimY,
+ Jump,
+ Shoot,
+ Start,
}
+use self::ActionControls::*;
//#[derive(Debug)]
pub struct Controller {
- pub ctrl: GameController,
+ pub device: GameController,
haptic: Option<Rc<RefCell<Haptic>>>,
+
+ pub mov: Stick,
+ pub aim: Stick,
+ pub jump: Button,
+ pub start: Button,
+ pub shoot: Button,
+}
+
+impl Controller {
+ pub fn new(device: GameController, haptic: Option<Rc<RefCell<Haptic>>>) -> Self {
+ let map = get_action_mapping();
+ let mut ctrl = Controller {
+ device,
+ haptic,
+ mov: Stick::new(*map.axes.get(&MovementX).unwrap(), *map.axes.get(&MovementY).unwrap()),
+ aim: Stick::new(*map.axes.get(&AimX).unwrap(), *map.axes.get(&AimY).unwrap()),
+ jump: Button::new(*map.buttons.get(&Jump).unwrap()),
+ start: Button::new(*map.buttons.get(&Start).unwrap()),
+ shoot: Button::new(*map.buttons.get(&Shoot).unwrap()),
+ };
+ ctrl.set_mapping(&map);
+ ctrl
+ }
+
+ fn set_mapping(&mut self, map: &ActionMapping) {
+ self.mov.id.0 = *map.axes.get(&MovementX).unwrap();
+ self.mov.id.1 = *map.axes.get(&MovementY).unwrap();
+ self.aim.id.0 = *map.axes.get(&AimX).unwrap();
+ self.aim.id.1 = *map.axes.get(&AimY).unwrap();
+ self.jump.id = *map.buttons.get(&Jump).unwrap();
+ self.shoot.id = *map.buttons.get(&Shoot).unwrap();
+ self.start.id = *map.buttons.get(&Start).unwrap();
+ }
+
+ pub fn update(&mut self, dt: Duration) {
+ self.mov.update(&self.device, dt);
+ self.aim.update(&self.device, dt);
+ self.jump.update(&self.device, dt);
+ self.shoot.update(&self.device, dt);
+ self.start.update(&self.device, dt);
+ }
+
+ /// strength [0 - 1]
+ pub fn rumble(&self, strength: f32, duration: Duration) {
+ if let Some(h) = &self.haptic {
+ h.borrow_mut().rumble_play(strength, duration.whole_milliseconds() as u32);
+ }
+ }
+}
+
+struct ActionMapping {
+ axes: HashMap<ActionControls, SDLAxis>,
+ buttons: HashMap<ActionControls, SDLButton>,
+}
+
+fn get_action_mapping() -> ActionMapping {
+ ActionMapping {
+ axes: hashmap!(
+ MovementX => SDLAxis::LeftX,
+ MovementY => SDLAxis::LeftY,
+ AimX => SDLAxis::RightX,
+ AimY => SDLAxis::RightY
+ ),
+ buttons: hashmap!(
+ Jump => SDLButton::A,
+ Shoot => SDLButton::RightShoulder,
+ Start => SDLButton::Start
+ )
+ }
+}
+
+//#[derive(Debug)]
+pub struct ControllerManager {
+ pub subsystem: GameControllerSubsystem,
+ haptic: Rc<HapticSubsystem>,
+ pub controllers: HashMap<u32, Rc<RefCell<Controller>>>,
}
impl ControllerManager {
- pub fn new(ctrl: GameControllerSubsystem, haptic: HapticSubsystem) -> Self {
+ pub fn new(subsystem: GameControllerSubsystem, haptic: HapticSubsystem) -> Self {
+ subsystem.set_event_state(true);
let mut c = ControllerManager {
- ctrl,
+ subsystem,
haptic: Rc::new(haptic),
controllers: HashMap::new(),
};
}
fn init(&mut self) {
- for i in 0..self.ctrl.num_joysticks().unwrap() {
+ for i in 0..self.subsystem.num_joysticks().unwrap() {
self.add_device(i);
}
}
+ pub fn update(&mut self, dt: Duration) {
+ self.controllers.iter().for_each(|(_, v)| v.borrow_mut().update(dt));
+ }
+
pub fn handle_event(&mut self, event: &Event) {
match event {
Event::ControllerDeviceAdded { which, .. } => { self.add_device(*which) }
Event::ControllerDeviceRemoved { which, .. } => { self.remove_device(*which) }
- Event::ControllerDeviceRemapped { which, .. } => { println!("device remapped ({})!", *which) }
- Event::ControllerButtonDown { button, .. } => { println!("button {} down!", button.string()) }
- Event::ControllerButtonUp { button, .. } => { println!("button {} up!", button.string()) }
- Event::ControllerAxisMotion { axis, .. } => { println!("axis motion {}!", axis.string()) }
+ // Event::ControllerButtonDown { which, button_idx, .. } => { println!("device {} button {} down!", which, button_idx) }
+ // Event::ControllerButtonUp { which, button_idx, .. } => { println!("device {} button {} up!", which, button_idx) }
+ // Event::ControllerAxisMotion { which, axis_idx, .. } => { println!("device {} axis motion {}!", which, axis_idx) }
_ => {}
}
}
- pub fn add_device(&mut self, id: u32) {
+ fn add_device(&mut self, id: u32) {
println!("device added ({})!", id);
- let mut ctrl = self.ctrl.open(id).unwrap();
- println!("opened {}", ctrl.name());
+ let mut device = self.subsystem.open(id).unwrap();
+ println!("opened {}", device.name());
/*
note about set_rumble (for dualshock 3 at least):
the active range for the low frequency is from 65536/4 to 65536 and escalates in large steps throughout the range
the active range for the high frequency is from 256 to 65536 and effect is the same throughout the whole range
*/
- let haptic = match ctrl.set_rumble(0, 256, 100) {
+ let haptic = match device.set_rumble(0, 256, 100) {
Ok(_) => self.haptic.open_from_joystick_id(id).ok(),
Err(_) => None
};
return;
}
- let detached = self.controllers.values().find(|c| !c.borrow().ctrl.attached());
+ let detached = self.controllers.values().find(|c| !c.borrow().device.attached());
match detached {
Some(c) => {
let mut c = c.borrow_mut();
- c.ctrl = ctrl;
+ c.device = device;
c.haptic = haptic.map(|h| Rc::new(RefCell::new(h)));
}
None => {
- let c = Rc::new(RefCell::new(Controller {ctrl, haptic: haptic.map(|h| Rc::new(RefCell::new(h)))}));
+ let c = Rc::new(RefCell::new(Controller::new(device, haptic.map(|h| Rc::new(RefCell::new(h))))));
self.controllers.insert(id, c);
}
};
}
- pub fn remove_device(&mut self, id: i32) {
+ fn remove_device(&mut self, id: i32) {
println!("device removed ({})!", id);
// TODO
}
}
-
-impl Controller {
- /// strength [0 - 1]
- pub fn rumble(&self, strength: f32, duration_ms: u32) {
- if let Some(h) = &self.haptic {
- h.borrow_mut().rumble_play(strength, duration_ms);
- }
- }
-}