Example #1
0
CButtonMapping::CButtonMapping(IButtonMapper* buttonMapper, IButtonMap* buttonMap, IKeymap* keymap) :
  m_buttonMapper(buttonMapper),
  m_buttonMap(buttonMap),
  m_keymap(keymap),
  m_lastAction(0),
  m_frameCount(0)
{
  assert(m_buttonMapper != nullptr);
  assert(m_buttonMap != nullptr);

  // Make sure axes mapped to Select are centered before they can be mapped.
  // This ensures that they are not immediately mapped to the first button.
  if (m_keymap)
  {
    using namespace GAME;

    CControllerManager& controllerManager = CServiceBroker::GetGameControllerManager();
    ControllerPtr controller = controllerManager.GetController(m_keymap->ControllerID());

    const auto& features = controller->Features();
    for (const auto& feature : features)
    {
      bool bIsSelectAction = false;

      const auto &actions = m_keymap->GetActions(CJoystickUtils::MakeKeyName(feature.Name())).actions;
      if (!actions.empty() && actions.begin()->actionId == ACTION_SELECT_ITEM)
        bIsSelectAction = true;

      if (!bIsSelectAction)
        continue;

      CDriverPrimitive primitive;
      if (!m_buttonMap->GetScalar(feature.Name(), primitive))
        continue;

      if (primitive.Type() != PRIMITIVE_TYPE::SEMIAXIS)
        continue;

      // Set initial config, as detection will fail because axis is already activated
      AxisConfiguration axisConfig;
      axisConfig.bKnown = true;
      axisConfig.center = primitive.Center();
      axisConfig.range = primitive.Range();

      GetAxis(primitive.Index(), static_cast<float>(primitive.Center()), axisConfig).SetEmitted(primitive);
    }
  }
}