-use geometry::{Angle, Point};
-use {hashmap, point};
+use geometry::{Angle, ToAngle, Point};
+use sdl2::GameControllerSubsystem;
use sdl2::HapticSubsystem;
-use sdl2::JoystickSubsystem;
+use sdl2::controller::{GameController, Axis as SDLAxis, Button as SDLButton};
use sdl2::event::Event;
use sdl2::haptic::Haptic;
-use sdl2::joystick::Joystick;
use std::cell::RefCell;
use std::collections::HashMap;
use std::rc::Rc;
use time::{Duration, prelude::*};
+use {hashmap, point};
-#[derive(Debug, Default)]
+#[derive(Debug)]
pub struct Button {
- id: u8,
+ id: SDLButton,
pub time_pressed: Duration,
pub time_released: Duration,
pub is_pressed: bool,
}
impl Button {
- fn update(&mut self, device: &Joystick, dt: Duration) {
+ 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 as u32) {
- Ok(true) => {
+ 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
}
- Ok(false) => {
+ false => {
if self.was_pressed {
self.time_released = 0.seconds();
}
self.time_released += dt;
false
}
- Err(_) => { panic!("invalid button {}", self.id) }
}
}
}
-#[derive(Debug, Default)]
+#[derive(Debug)]
pub struct Axis {
- id: u8,
+ id: SDLAxis,
pub val: f32,
}
impl Axis {
#[allow(dead_code)]
- fn update(&mut self, device: &Joystick, _dt: Duration) {
- self.val = match device.axis(self.id as u32) {
- Ok(val) => val as f32 / 32768.0,
- Err(_) => panic!("invalid axis {}", self.id),
- }
+ fn update(&mut self, device: &GameController, _dt: Duration) {
+ self.val = device.axis(self.id) as f32 / 32768.0;
}
}
-#[derive(Debug, Default)]
+#[derive(Debug)]
pub struct Stick {
- idx: u8,
- idy: u8,
+ id: (SDLAxis, SDLAxis),
pub x: f32,
pub y: f32,
pub a: Angle,
}
impl Stick {
- fn update(&mut self, device: &Joystick, _dt: Duration) {
- self.x = match device.axis(self.idx as u32) {
- Ok(val) => val as f32 / 32768.0,
- Err(_) => panic!("invalid x axis {}", self.idx),
- };
- self.y = match device.axis(self.idy as u32) {
- Ok(val) => val as f32 / 32768.0,
- Err(_) => panic!("invalid y axis {}", self.idy),
- };
+ 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();
}
}
#[derive(Eq, PartialEq, Hash)]
-enum DeviceControls {
- AxisLX,
- AxisLY,
- AxisRX,
- AxisRY,
- AxisL2,
- AxisR2,
- ButtonA,
- ButtonB,
- ButtonY,
- ButtonX,
- ButtonSelect,
- ButtonStart,
- ButtonHome,
- ButtonL3,
- ButtonR3,
- ButtonL1,
- ButtonR1,
- ButtonL2,
- ButtonR2,
- ButtonUp,
- ButtonDown,
- ButtonLeft,
- ButtonRight,
-}
-use self::DeviceControls::*;
-
-#[derive(Eq, PartialEq, Hash)]
enum ActionControls {
MovementX,
MovementY,
//#[derive(Debug)]
pub struct Controller {
- pub device: Joystick,
+ pub device: GameController,
haptic: Option<Rc<RefCell<Haptic>>>,
pub mov: Stick,
}
impl Controller {
- pub fn new(device: Joystick, haptic: Option<Rc<RefCell<Haptic>>>) -> Self {
- let action_map = get_action_mapping();
- let device_map = get_device_mapping(&device.name());
+ pub fn new(device: GameController, haptic: Option<Rc<RefCell<Haptic>>>) -> Self {
+ let map = get_action_mapping();
let mut ctrl = Controller {
device,
haptic,
- mov: Default::default(),
- aim: Default::default(),
- jump: Default::default(),
- start: Default::default(),
- shoot: Default::default(),
+ 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(&action_map, &device_map);
+ ctrl.set_mapping(&map);
ctrl
}
- fn set_mapping(&mut self, action: &HashMap<ActionControls, DeviceControls>, device: &HashMap<DeviceControls, u8>) {
- self.mov.idx = *action.get(&MovementX).map(|i| device.get(i)).flatten().unwrap();
- self.mov.idy = *action.get(&MovementY).map(|i| device.get(i)).flatten().unwrap();
- self.aim.idx = *action.get(&AimX).map(|i| device.get(i)).flatten().unwrap();
- self.aim.idy = *action.get(&AimY).map(|i| device.get(i)).flatten().unwrap();
- self.jump.id = *action.get(&Jump).map(|i| device.get(i)).flatten().unwrap();
- self.shoot.id = *action.get(&Shoot).map(|i| device.get(i)).flatten().unwrap();
- self.start.id = *action.get(&Start).map(|i| device.get(i)).flatten().unwrap();
+ 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) {
}
}
-fn get_action_mapping() -> HashMap<ActionControls, DeviceControls> {
- hashmap!(
- MovementX => AxisLX,
- MovementY => AxisLY,
- AimX => AxisRX,
- AimY => AxisRY,
- Jump => ButtonA,
- Shoot => ButtonR1,
- Start => ButtonStart
- )
+struct ActionMapping {
+ axes: HashMap<ActionControls, SDLAxis>,
+ buttons: HashMap<ActionControls, SDLButton>,
}
-fn get_device_mapping(device_name: &str) -> HashMap<DeviceControls, u8> {
- match device_name {
- "Sony PLAYSTATION(R)3 Controller" => hashmap!(
- AxisLX => 0,
- AxisLY => 1,
- AxisRX => 3,
- AxisRY => 4,
- AxisL2 => 2,
- AxisR2 => 5,
- ButtonA => 0,
- ButtonB => 1,
- ButtonY => 3,
- ButtonX => 2,
- ButtonSelect => 8,
- ButtonStart => 9,
- ButtonHome => 10,
- ButtonL3 => 11,
- ButtonR3 => 12,
- ButtonL1 => 4,
- ButtonR1 => 5,
- ButtonL2 => 6,
- ButtonR2 => 7,
- ButtonUp => 13,
- ButtonDown => 14,
- ButtonLeft => 15,
- ButtonRight => 16
+fn get_action_mapping() -> ActionMapping {
+ ActionMapping {
+ axes: hashmap!(
+ MovementX => SDLAxis::LeftX,
+ MovementY => SDLAxis::LeftY,
+ AimX => SDLAxis::RightX,
+ AimY => SDLAxis::RightY
),
- _ => panic!("No controller mapping for device '{}'", device_name)
+ buttons: hashmap!(
+ Jump => SDLButton::A,
+ Shoot => SDLButton::RightShoulder,
+ Start => SDLButton::Start
+ )
}
}
//#[derive(Debug)]
pub struct ControllerManager {
- pub joystick: JoystickSubsystem,
+ pub subsystem: GameControllerSubsystem,
haptic: Rc<HapticSubsystem>,
pub controllers: HashMap<u32, Rc<RefCell<Controller>>>,
}
impl ControllerManager {
- pub fn new(joystick: JoystickSubsystem, haptic: HapticSubsystem) -> Self {
- joystick.set_event_state(true);
+ pub fn new(subsystem: GameControllerSubsystem, haptic: HapticSubsystem) -> Self {
+ subsystem.set_event_state(true);
let mut c = ControllerManager {
- joystick,
+ subsystem,
haptic: Rc::new(haptic),
controllers: HashMap::new(),
};
}
fn init(&mut self) {
- for i in 0..self.joystick.num_joysticks().unwrap() {
+ for i in 0..self.subsystem.num_joysticks().unwrap() {
self.add_device(i);
}
}
pub fn handle_event(&mut self, event: &Event) {
match event {
- Event::JoyDeviceAdded { which, .. } => { self.add_device(*which) }
- Event::JoyDeviceRemoved { which, .. } => { self.remove_device(*which) }
- // Event::JoyButtonDown { which, button_idx, .. } => { println!("device {} button {} down!", which, button_idx) }
- // Event::JoyButtonUp { which, button_idx, .. } => { println!("device {} button {} up!", which, button_idx) }
- // Event::JoyAxisMotion { which, axis_idx, .. } => { println!("device {} axis motion {}!", which, axis_idx) }
+ Event::ControllerDeviceAdded { which, .. } => { self.add_device(*which) }
+ Event::ControllerDeviceRemoved { which, .. } => { self.remove_device(*which) }
+ // 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) }
_ => {}
}
}
fn add_device(&mut self, id: u32) {
println!("device added ({})!", id);
- let mut device = self.joystick.open(id).unwrap();
+ let mut device = self.subsystem.open(id).unwrap();
println!("opened {}", device.name());
/*