making xinput to actually work (tested with xbone gamepad)

This commit is contained in:
minjaesong
2019-02-09 18:33:54 +09:00
parent d891afa1cd
commit 1730ebd0d7
14 changed files with 207 additions and 65 deletions

View File

@@ -3,14 +3,11 @@ package net.torvald.terrarum.gamecontroller
import com.badlogic.gdx.Gdx
import com.badlogic.gdx.Input
import com.badlogic.gdx.InputAdapter
import com.badlogic.gdx.controllers.Controller
import com.badlogic.gdx.controllers.ControllerListener
import com.badlogic.gdx.controllers.Controllers
import com.badlogic.gdx.controllers.PovDirection
import com.badlogic.gdx.math.Vector3
import net.torvald.terrarum.AppLoader
import net.torvald.terrarum.AppLoader.printdbg
import net.torvald.terrarum.Terrarum
import net.torvald.terrarum.controller.TerrarumController
import net.torvald.terrarum.floorInt
import net.torvald.terrarum.gameactors.AVKey
import net.torvald.terrarum.gameworld.fmod
@@ -22,10 +19,12 @@ import net.torvald.terrarum.worlddrawer.WorldCamera
/**
* Created by minjaesong on 2015-12-31.
*/
class IngameController(val ingame: Ingame) : InputAdapter(), ControllerListener {
class IngameController(val ingame: Ingame) : InputAdapter() {
var hasController = true
val hasGamepad: Boolean
get() = gamepad != null
var gamepad: TerrarumController? = null
// these four values can also be accessed with GameContainer.<varname>
// e.g. gc.mouseTileX
@@ -45,7 +44,6 @@ class IngameController(val ingame: Ingame) : InputAdapter(), ControllerListener
init {
if (Controllers.getControllers().size == 0) {
hasController = false
printdbg(this, "Controller not found")
}
}
@@ -211,39 +209,4 @@ class IngameController(val ingame: Ingame) : InputAdapter(), ControllerListener
return true
}
override fun connected(p0: Controller?) {
hasController = true
}
override fun buttonUp(p0: Controller?, p1: Int): Boolean {
return false
}
override fun ySliderMoved(p0: Controller?, p1: Int, p2: Boolean): Boolean {
return false
}
override fun accelerometerMoved(p0: Controller?, p1: Int, p2: Vector3?): Boolean {
return false
}
override fun axisMoved(p0: Controller?, p1: Int, p2: Float): Boolean {
return false
}
override fun disconnected(p0: Controller?) {
hasController = false
}
override fun xSliderMoved(p0: Controller?, p1: Int, p2: Boolean): Boolean {
return false
}
override fun povMoved(p0: Controller?, p1: Int, p2: PovDirection?): Boolean {
return false
}
override fun buttonDown(p0: Controller?, p1: Int): Boolean {
return false
}
}