skunkworks-c/src/gamepad.c

56 lines
1.3 KiB
C

#include "gamepad.h"
#include "GLFW/glfw3.h"
#include "error.h"
#include "string.h"
struct sw_gamepad sw_gamepads[SW_MAX_GAMEPADS];
void sw_gamepad_static_init() {
memset(sw_gamepads, 0, sizeof(sw_gamepads));
}
void sw_gamepad_tick() {
#ifdef __EMSCRIPTEN__
i32 i, j, count;
const f32 *axes;
const unsigned char *buttons;
for(i = 0; i < SW_MAX_GAMEPADS; ++i) {
if(glfwJoystickPresent(i)) {
axes = glfwGetJoystickAxes(i, &count);
count = i32_min(count, SW_MAX_GAMEPAD_AXES);
for(j = 0; j < count; ++j) {
sw_gamepads[i].axes[j] = axes[j];
}
buttons = glfwGetJoystickButtons(i, &count);
count = i32_min(count, SW_MAX_GAMEPAD_BUTTONS);
for(j = 0; j < SW_MAX_GAMEPAD_BUTTONS; ++j) {
sw_gamepads[i].button_pressed[j] =
!sw_gamepads[i].button_pressed[j] && buttons[j];
sw_gamepads[i].button_down[j] = buttons[j];
}
}
}
#else /* __EMSCRIPTEN__ */
i32 i, j;
GLFWgamepadstate state;
for(i = 0; i < SW_MAX_GAMEPADS; ++i) {
if(glfwGetGamepadState(i, &state)) {
for(j = 0; j < SW_MAX_GAMEPAD_AXES; ++j) {
sw_gamepads[i].axes[j] = state.axes[j];
}
for(j = 0; j < SW_MAX_GAMEPAD_BUTTONS; ++j) {
bool down = state.buttons[j];
sw_gamepads[i].button_pressed[j] =
!sw_gamepads[i].button_pressed[j] && down;
sw_gamepads[i].button_down[j] = down;
}
}
}
#endif /* __EMSCRIPTEN__ */
}