Esempio n. 1
0
void GamepadSample::updateGamepad(float elapsedTime, Gamepad* gamepad, unsigned int player)
{
    char s[128];
    sprintf(s, "Player: %d - %s\nButtons: ", player, gamepad->getName());
    _status += s;
    for (int i = 0; i < 20; ++i)
    {
        if (gamepad->isButtonDown((Gamepad::ButtonMapping)i))
        {
            sprintf(s, "%s ", getStringFromButtonMapping((Gamepad::ButtonMapping)i));
            _status += s;
        }
    }
    _status += "\n";
    for (unsigned int j = 0; j < gamepad->getJoystickCount(); ++j)
    {
        Vector2 joystick;
        gamepad->getJoystickValues(j, &joystick);
        sprintf(s, "Joystick %d: (%f, %f)\n", j, joystick.x, joystick.y);
        _status += s;
    }
    for (unsigned int k = 0; k < gamepad->getTriggerCount(); ++k)
    {
        sprintf(s, "Trigger %d: %f\n", k, gamepad->getTriggerValue(k));
        _status += s;
    }
    _status += "\n";
}
Esempio n. 2
0
void GamepadSample::updateGamepad(float elapsedTime, Gamepad* gamepad, unsigned int player)
{
    char s[128];
    sprintf(s, "Player: %d - VendorID: %d, %s, Product ID: %d, %s\nButtons: ", 
                player, 
                gamepad->getVendorId(), gamepad->getVendorString(),
                gamepad->getProductId(), gamepad->getProductString());
    _status += s;
    for (int j = 0; j < 20; ++j)
    {
        if (gamepad->isButtonDown((Gamepad::ButtonMapping)j))
        {
            sprintf(s, "%s ", getStringFromButtonMapping((Gamepad::ButtonMapping)j));
            _status += s;
        }
    }
    _status += "\n";
    for (unsigned int j = 0; j < gamepad->getJoystickCount(); ++j)
    {
        Vector2 joystick;
        gamepad->getJoystickValues(j, &joystick);
        sprintf(s, "Joystick %d: (%f, %f)\n", j, joystick.x, joystick.y);
        _status += s;
    }
    for (unsigned int j = 0; j < gamepad->getTriggerCount(); ++j)
    {
        sprintf(s, "Trigger %d: %f\n", j, gamepad->getTriggerValue(j));
        _status += s;
    }
    _status += "\n";
}