示例#1
0
int joystickGetAxes(lua_State *L) {
	
	love_joystick *self = luaobj_checkudata(L, 1, CLASS_TYPE);
	
	int numAxesCheck = lua_gettop(L);
	for (int i = 2; i <= numAxesCheck; i++) {
		
		int axisId = luaL_checkinteger(L, i);
		
		if( axisId < 5 ) { // Circle Axes
			
			circlePosition circleData;
			hidCircleRead(&circleData);

			if( axisId == 1 ) lua_pushinteger(L, circleData.dx);
			if( axisId == 2 ) lua_pushinteger(L, circleData.dy);
			
			circlePosition cStickData;
			irrstCstickRead(&cStickData);

			if( axisId == 3 ) lua_pushinteger(L, cStickData.dx);
			if( axisId == 4 ) lua_pushinteger(L, cStickData.dy);

		} else if( axisId < 8 ) { // Gyro Axes
			
			HIDUSER_EnableGyroscope();
			angularRate gyroData;
			hidGyroRead(&gyroData);
			
			if( axisId == 5 ) lua_pushinteger(L, gyroData.x);
			if( axisId == 6 ) lua_pushinteger(L, gyroData.y);
			if( axisId == 7 ) lua_pushinteger(L, gyroData.z);
			
		} else if ( axisId < 11 ) { // Accelloremeter Axes
		
			HIDUSER_EnableAccelerometer();
			accelVector accelData;
			hidAccelRead(&accelData);

			if( axisId == 8 ) lua_pushinteger(L, accelData.x);
			if( axisId == 9 ) lua_pushinteger(L, accelData.y);
			if( axisId == 10 ) lua_pushinteger(L, accelData.z);
		
		} else {
			luaError(L, "AxisId out of bounds");
		}
		
	}
	
	return numAxesCheck-1;
	
}
示例#2
0
static void ctr_joypad_poll(void)
{
   uint32_t state_tmp;
   circlePosition state_tmp_left_analog, state_tmp_right_analog;
   touchPosition state_tmp_touch;

   hidScanInput();

   state_tmp = hidKeysHeld();
   hidCircleRead(&state_tmp_left_analog);
   irrstCstickRead(&state_tmp_right_analog);
   hidTouchRead(&state_tmp_touch);

   pad_state = 0;
   pad_state |= (state_tmp & KEY_DLEFT) ? (UINT64_C(1) << RETRO_DEVICE_ID_JOYPAD_LEFT) : 0;
   pad_state |= (state_tmp & KEY_DDOWN) ? (UINT64_C(1) << RETRO_DEVICE_ID_JOYPAD_DOWN) : 0;
   pad_state |= (state_tmp & KEY_DRIGHT) ? (UINT64_C(1) << RETRO_DEVICE_ID_JOYPAD_RIGHT) : 0;
   pad_state |= (state_tmp & KEY_DUP) ? (UINT64_C(1) << RETRO_DEVICE_ID_JOYPAD_UP) : 0;
   pad_state |= (state_tmp & KEY_START) ? (UINT64_C(1) << RETRO_DEVICE_ID_JOYPAD_START) : 0;
   pad_state |= (state_tmp & KEY_SELECT) ? (UINT64_C(1) << RETRO_DEVICE_ID_JOYPAD_SELECT) : 0;
   pad_state |= (state_tmp & KEY_X) ? (UINT64_C(1) << RETRO_DEVICE_ID_JOYPAD_X) : 0;
   pad_state |= (state_tmp & KEY_Y) ? (UINT64_C(1) << RETRO_DEVICE_ID_JOYPAD_Y) : 0;
   pad_state |= (state_tmp & KEY_B) ? (UINT64_C(1) << RETRO_DEVICE_ID_JOYPAD_B) : 0;
   pad_state |= (state_tmp & KEY_A) ? (UINT64_C(1) << RETRO_DEVICE_ID_JOYPAD_A) : 0;
   pad_state |= (state_tmp & KEY_R) ? (UINT64_C(1) << RETRO_DEVICE_ID_JOYPAD_R) : 0;
   pad_state |= (state_tmp & KEY_L) ? (UINT64_C(1) << RETRO_DEVICE_ID_JOYPAD_L) : 0;
   pad_state |= (state_tmp & KEY_ZR) ? (UINT64_C(1) << RETRO_DEVICE_ID_JOYPAD_R2) : 0;
   pad_state |= (state_tmp & KEY_ZL) ? (UINT64_C(1) << RETRO_DEVICE_ID_JOYPAD_L2) : 0;

   analog_state[0][RETRO_DEVICE_INDEX_ANALOG_LEFT] [RETRO_DEVICE_ID_ANALOG_X]  =  ctr_joypad_fix_range(state_tmp_left_analog.dx);
   analog_state[0][RETRO_DEVICE_INDEX_ANALOG_LEFT] [RETRO_DEVICE_ID_ANALOG_Y]  = -ctr_joypad_fix_range(state_tmp_left_analog.dy);
   analog_state[0][RETRO_DEVICE_INDEX_ANALOG_RIGHT] [RETRO_DEVICE_ID_ANALOG_X] =  ctr_joypad_fix_range(state_tmp_right_analog.dx);
   analog_state[0][RETRO_DEVICE_INDEX_ANALOG_RIGHT] [RETRO_DEVICE_ID_ANALOG_Y] = -ctr_joypad_fix_range(state_tmp_right_analog.dy);

   BIT64_CLEAR(lifecycle_state, RARCH_MENU_TOGGLE);

   if((state_tmp & KEY_TOUCH) && (state_tmp_touch.py > 120))
      BIT64_SET(lifecycle_state, RARCH_MENU_TOGGLE);

   /* panic button */
   if((state_tmp & KEY_START) &&
      (state_tmp & KEY_SELECT) &&
      (state_tmp & KEY_L) &&
      (state_tmp & KEY_R))
      command_event(CMD_EVENT_QUIT, NULL);

}
示例#3
0
void updateControls(player_s* p)
{
	circlePosition cpad;
	circlePosition cstick;
	
	hidCircleRead(&cpad);
	irrstCstickRead(&cstick);

	rotatePlayer(p, vect3Df((abs(cstick.dy)<5)?0:(-cstick.dy*0.001f), (abs(cstick.dx)<5)?0:(cstick.dx*0.001f), 0.0f));

	if(abs(cpad.dx) > 15 || abs(cpad.dy) > 15) //dead zone
	{
		float factor = 0.0015f;

		if(p->flying)factor*=2;
		else if(!p->object.contact)factor*=0.06f;
		else updatePlayerWalk(p, cpad.dy*factor*2, cpad.dx*factor);

		movePlayer(p, vect3Df(cpad.dx*factor, 0.0f, -cpad.dy*factor));
	}

	if(keysDown()&KEY_ZL)
	{
		// "USE" key
		vect3Df_s u = moveCameraVector(&p->camera, vect3Df(0.0f, 0.0f, -1.0f), true);
		timedButton_s* tb = collideRayTimedButtons(p->object.position, u, TILESIZE_FLOAT*2);
		if(tb)
		{
			activateTimedButton(tb);
		}else{
			OBB_s* o = collideRayBoxes(p->object.position, u, TILESIZE_FLOAT*4);
			if(o)
			{
				gravityGunObject = o;
			}
		}
	}

	if(keysDown()&KEY_ZR)
	{
		// JUMP key
		if(p->object.contact)
		{
			p->object.speed.y += 0.6f;			
		}
	}

	if(gravityGunObject)
	{
		if(!(keysHeld()&KEY_ZL))
		{
			gravityGunObject = NULL;
			md2InstanceChangeAnimation(&p->gunInstance, 0, false);
			md2InstanceChangeAnimation(&p->gunInstance, 1, true);
		}else{
			const vect3Df_s u = moveCameraVector(&p->camera, vect3Df(0.0f, 0.0f, -5.0f), true);
			const vect3Df_s t = vaddf(u, p->object.position);
			const vect3Df_s v = vmulf(vsubf(t, gravityGunObject->position), 1.75f);
			setObbVelocity(gravityGunObject, v);
			md2InstanceChangeAnimation(&p->gunInstance, 2, false);
		}
	}else if(p->gunInstance.currentAnim == 2){
		md2InstanceChangeAnimation(&p->gunInstance, 0, false);
		md2InstanceChangeAnimation(&p->gunInstance, 1, true);
	}
}