Fixing line endings

This commit is contained in:
Brad Davis 2015-10-19 10:00:16 -07:00
parent edd2ce27f8
commit 22602fb6f6
4 changed files with 1006 additions and 1006 deletions

View file

@ -1,218 +1,218 @@
import QtQuick 2.3
import QtQuick.Controls 1.2
import QtQuick.Layouts 1.0
import QtQuick.Dialogs 1.0
import "controller"
import "controls" as HifiControls
import "styles"
HifiControls.VrDialog {
id: root
HifiConstants { id: hifi }
title: "Controller Test"
resizable: true
contentImplicitWidth: clientArea.implicitWidth
contentImplicitHeight: clientArea.implicitHeight
backgroundColor: "beige"
property var actions: Controller.Actions
property var standard: Controller.Standard
property var hydra: null
property var testMapping: null
property var xbox: null
Component.onCompleted: {
enabled = true
var xboxRegex = /^X360Controller/;
var hydraRegex = /^Hydra/;
for (var prop in Controller.Hardware) {
if(xboxRegex.test(prop)) {
root.xbox = Controller.Hardware[prop]
print("found xbox")
continue
}
if (hydraRegex.test(prop)) {
root.hydra = Controller.Hardware[prop]
print("found hydra")
continue
}
}
}
Column {
id: clientArea
spacing: 12
x: root.clientX
y: root.clientY
Row {
spacing: 8
Button {
text: "Standard Mapping"
onClicked: {
var mapping = Controller.newMapping("Default");
mapping.from(standard.LX).to(actions.TranslateX);
mapping.from(standard.LY).to(actions.TranslateZ);
mapping.from(standard.RY).to(actions.Pitch);
mapping.from(standard.RX).to(actions.Yaw);
mapping.from(standard.DU).scale(0.5).to(actions.LONGITUDINAL_FORWARD);
mapping.from(standard.DD).scale(0.5).to(actions.LONGITUDINAL_BACKWARD);
mapping.from(standard.DL).scale(0.5).to(actions.LATERAL_LEFT);
mapping.from(standard.DR).scale(0.5).to(actions.LATERAL_RIGHT);
mapping.from(standard.X).to(actions.VERTICAL_DOWN);
mapping.from(standard.Y).to(actions.VERTICAL_UP);
mapping.from(standard.RT).scale(0.1).to(actions.BOOM_IN);
mapping.from(standard.LT).scale(0.1).to(actions.BOOM_OUT);
mapping.from(standard.B).to(actions.ACTION1);
mapping.from(standard.A).to(actions.ACTION2);
mapping.from(standard.RB).to(actions.SHIFT);
mapping.from(standard.Back).to(actions.TOGGLE_MUTE);
mapping.from(standard.Start).to(actions.CONTEXT_MENU);
Controller.enableMapping("Default");
enabled = false;
text = "Standard Built"
}
}
Button {
text: root.xbox ? "XBox Mapping" : "XBox not found"
property bool built: false
enabled: root.xbox && !built
onClicked: {
var mapping = Controller.newMapping();
mapping.from(xbox.A).to(standard.A);
mapping.from(xbox.B).to(standard.B);
mapping.from(xbox.X).to(standard.X);
mapping.from(xbox.Y).to(standard.Y);
mapping.from(xbox.Up).to(standard.DU);
mapping.from(xbox.Down).to(standard.DD);
mapping.from(xbox.Left).to(standard.DL);
mapping.from(xbox.Right).to(standard.Right);
mapping.from(xbox.LB).to(standard.LB);
mapping.from(xbox.RB).to(standard.RB);
mapping.from(xbox.LS).to(standard.LS);
mapping.from(xbox.RS).to(standard.RS);
mapping.from(xbox.Start).to(standard.Start);
mapping.from(xbox.Back).to(standard.Back);
mapping.from(xbox.LY).to(standard.LY);
mapping.from(xbox.LX).to(standard.LX);
mapping.from(xbox.RY).to(standard.RY);
mapping.from(xbox.RX).to(standard.RX);
mapping.from(xbox.LT).to(standard.LT);
mapping.from(xbox.RT).to(standard.RT);
mapping.enable();
built = false;
text = "XBox Built"
}
}
Button {
text: root.hydra ? "Hydra Mapping" : "Hydra Not Found"
property bool built: false
enabled: root.hydra && !built
onClicked: {
var mapping = Controller.newMapping();
mapping.from(hydra.LY).invert().to(standard.LY);
mapping.from(hydra.LX).to(standard.LX);
mapping.from(hydra.RY).invert().to(standard.RY);
mapping.from(hydra.RX).to(standard.RX);
mapping.from(hydra.LT).to(standard.LT);
mapping.from(hydra.RT).to(standard.RT);
mapping.enable();
built = false;
text = "Hydra Built"
}
}
Button {
text: "Test Mapping"
onClicked: {
var mapping = Controller.newMapping();
// Inverting a value
mapping.from(hydra.RY).invert().to(standard.RY);
mapping.from(hydra.RX).to(standard.RX);
mapping.from(hydra.LY).to(standard.LY);
mapping.from(hydra.LX).to(standard.LX);
// Assigning a value from a function
// mapping.from(function() { return Math.sin(Date.now() / 250); }).to(standard.RX);
// Constrainting a value to -1, 0, or 1, with a deadzone
// mapping.from(xbox.LY).deadZone(0.5).constrainToInteger().to(standard.LY);
mapping.makeAxis(standard.LB, standard.RB).to(actions.Yaw);
// mapping.from(actions.Yaw).clamp(0, 1).invert().to(actions.YAW_RIGHT);
// mapping.from(actions.Yaw).clamp(-1, 0).to(actions.YAW_LEFT);
// mapping.modifier(keyboard.Ctrl).scale(2.0)
// mapping.from(keyboard.A).to(actions.TranslateLeft)
// mapping.from(keyboard.A, keyboard.Shift).to(actions.TurnLeft)
// mapping.from(keyboard.A, keyboard.Shift, keyboard.Ctrl).scale(2.0).to(actions.TurnLeft)
// // First loopbacks
// // Then non-loopbacks by constraint level (number of inputs)
// mapping.from(xbox.RX).deadZone(0.2).to(xbox.RX)
// mapping.from(standard.RB, standard.LB, keyboard.Shift).to(actions.TurnLeft)
// mapping.from(keyboard.A, keyboard.Shift).to(actions.TurnLeft)
// mapping.from(keyboard.W).when(keyboard.Shift).to(actions.Forward)
testMapping = mapping;
enabled = false
text = "Built"
}
}
Button {
text: "Enable Mapping"
onClicked: root.testMapping.enable()
}
Button {
text: "Disable Mapping"
onClicked: root.testMapping.disable()
}
Button {
text: "Enable Mapping"
onClicked: print(Controller.getValue(root.xbox.LY));
}
}
Row {
Xbox { device: root.standard; label: "Standard"; width: 360 }
}
Row {
spacing: 8
Xbox { device: root.xbox; label: "XBox"; width: 360 }
Hydra { device: root.hydra; width: 360 }
}
// Row {
// spacing: 8
// ScrollingGraph {
// controlId: Controller.Actions.Yaw
// label: "Yaw"
// min: -3.0
// max: 3.0
// size: 128
// }
//
// ScrollingGraph {
// controlId: Controller.Actions.YAW_LEFT
// label: "Yaw Left"
// min: -3.0
// max: 3.0
// size: 128
// }
//
// ScrollingGraph {
// controlId: Controller.Actions.YAW_RIGHT
// label: "Yaw Right"
// min: -3.0
// max: 3.0
// size: 128
// }
// }
}
} // dialog
import QtQuick 2.3
import QtQuick.Controls 1.2
import QtQuick.Layouts 1.0
import QtQuick.Dialogs 1.0
import "controller"
import "controls" as HifiControls
import "styles"
HifiControls.VrDialog {
id: root
HifiConstants { id: hifi }
title: "Controller Test"
resizable: true
contentImplicitWidth: clientArea.implicitWidth
contentImplicitHeight: clientArea.implicitHeight
backgroundColor: "beige"
property var actions: Controller.Actions
property var standard: Controller.Standard
property var hydra: null
property var testMapping: null
property var xbox: null
Component.onCompleted: {
enabled = true
var xboxRegex = /^X360Controller/;
var hydraRegex = /^Hydra/;
for (var prop in Controller.Hardware) {
if(xboxRegex.test(prop)) {
root.xbox = Controller.Hardware[prop]
print("found xbox")
continue
}
if (hydraRegex.test(prop)) {
root.hydra = Controller.Hardware[prop]
print("found hydra")
continue
}
}
}
Column {
id: clientArea
spacing: 12
x: root.clientX
y: root.clientY
Row {
spacing: 8
Button {
text: "Standard Mapping"
onClicked: {
var mapping = Controller.newMapping("Default");
mapping.from(standard.LX).to(actions.TranslateX);
mapping.from(standard.LY).to(actions.TranslateZ);
mapping.from(standard.RY).to(actions.Pitch);
mapping.from(standard.RX).to(actions.Yaw);
mapping.from(standard.DU).scale(0.5).to(actions.LONGITUDINAL_FORWARD);
mapping.from(standard.DD).scale(0.5).to(actions.LONGITUDINAL_BACKWARD);
mapping.from(standard.DL).scale(0.5).to(actions.LATERAL_LEFT);
mapping.from(standard.DR).scale(0.5).to(actions.LATERAL_RIGHT);
mapping.from(standard.X).to(actions.VERTICAL_DOWN);
mapping.from(standard.Y).to(actions.VERTICAL_UP);
mapping.from(standard.RT).scale(0.1).to(actions.BOOM_IN);
mapping.from(standard.LT).scale(0.1).to(actions.BOOM_OUT);
mapping.from(standard.B).to(actions.ACTION1);
mapping.from(standard.A).to(actions.ACTION2);
mapping.from(standard.RB).to(actions.SHIFT);
mapping.from(standard.Back).to(actions.TOGGLE_MUTE);
mapping.from(standard.Start).to(actions.CONTEXT_MENU);
Controller.enableMapping("Default");
enabled = false;
text = "Standard Built"
}
}
Button {
text: root.xbox ? "XBox Mapping" : "XBox not found"
property bool built: false
enabled: root.xbox && !built
onClicked: {
var mapping = Controller.newMapping();
mapping.from(xbox.A).to(standard.A);
mapping.from(xbox.B).to(standard.B);
mapping.from(xbox.X).to(standard.X);
mapping.from(xbox.Y).to(standard.Y);
mapping.from(xbox.Up).to(standard.DU);
mapping.from(xbox.Down).to(standard.DD);
mapping.from(xbox.Left).to(standard.DL);
mapping.from(xbox.Right).to(standard.Right);
mapping.from(xbox.LB).to(standard.LB);
mapping.from(xbox.RB).to(standard.RB);
mapping.from(xbox.LS).to(standard.LS);
mapping.from(xbox.RS).to(standard.RS);
mapping.from(xbox.Start).to(standard.Start);
mapping.from(xbox.Back).to(standard.Back);
mapping.from(xbox.LY).to(standard.LY);
mapping.from(xbox.LX).to(standard.LX);
mapping.from(xbox.RY).to(standard.RY);
mapping.from(xbox.RX).to(standard.RX);
mapping.from(xbox.LT).to(standard.LT);
mapping.from(xbox.RT).to(standard.RT);
mapping.enable();
built = false;
text = "XBox Built"
}
}
Button {
text: root.hydra ? "Hydra Mapping" : "Hydra Not Found"
property bool built: false
enabled: root.hydra && !built
onClicked: {
var mapping = Controller.newMapping();
mapping.from(hydra.LY).invert().to(standard.LY);
mapping.from(hydra.LX).to(standard.LX);
mapping.from(hydra.RY).invert().to(standard.RY);
mapping.from(hydra.RX).to(standard.RX);
mapping.from(hydra.LT).to(standard.LT);
mapping.from(hydra.RT).to(standard.RT);
mapping.enable();
built = false;
text = "Hydra Built"
}
}
Button {
text: "Test Mapping"
onClicked: {
var mapping = Controller.newMapping();
// Inverting a value
mapping.from(hydra.RY).invert().to(standard.RY);
mapping.from(hydra.RX).to(standard.RX);
mapping.from(hydra.LY).to(standard.LY);
mapping.from(hydra.LX).to(standard.LX);
// Assigning a value from a function
// mapping.from(function() { return Math.sin(Date.now() / 250); }).to(standard.RX);
// Constrainting a value to -1, 0, or 1, with a deadzone
// mapping.from(xbox.LY).deadZone(0.5).constrainToInteger().to(standard.LY);
mapping.makeAxis(standard.LB, standard.RB).to(actions.Yaw);
// mapping.from(actions.Yaw).clamp(0, 1).invert().to(actions.YAW_RIGHT);
// mapping.from(actions.Yaw).clamp(-1, 0).to(actions.YAW_LEFT);
// mapping.modifier(keyboard.Ctrl).scale(2.0)
// mapping.from(keyboard.A).to(actions.TranslateLeft)
// mapping.from(keyboard.A, keyboard.Shift).to(actions.TurnLeft)
// mapping.from(keyboard.A, keyboard.Shift, keyboard.Ctrl).scale(2.0).to(actions.TurnLeft)
// // First loopbacks
// // Then non-loopbacks by constraint level (number of inputs)
// mapping.from(xbox.RX).deadZone(0.2).to(xbox.RX)
// mapping.from(standard.RB, standard.LB, keyboard.Shift).to(actions.TurnLeft)
// mapping.from(keyboard.A, keyboard.Shift).to(actions.TurnLeft)
// mapping.from(keyboard.W).when(keyboard.Shift).to(actions.Forward)
testMapping = mapping;
enabled = false
text = "Built"
}
}
Button {
text: "Enable Mapping"
onClicked: root.testMapping.enable()
}
Button {
text: "Disable Mapping"
onClicked: root.testMapping.disable()
}
Button {
text: "Enable Mapping"
onClicked: print(Controller.getValue(root.xbox.LY));
}
}
Row {
Xbox { device: root.standard; label: "Standard"; width: 360 }
}
Row {
spacing: 8
Xbox { device: root.xbox; label: "XBox"; width: 360 }
Hydra { device: root.hydra; width: 360 }
}
// Row {
// spacing: 8
// ScrollingGraph {
// controlId: Controller.Actions.Yaw
// label: "Yaw"
// min: -3.0
// max: 3.0
// size: 128
// }
//
// ScrollingGraph {
// controlId: Controller.Actions.YAW_LEFT
// label: "Yaw Left"
// min: -3.0
// max: 3.0
// size: 128
// }
//
// ScrollingGraph {
// controlId: Controller.Actions.YAW_RIGHT
// label: "Yaw Right"
// min: -3.0
// max: 3.0
// size: 128
// }
// }
}
} // dialog

File diff suppressed because it is too large Load diff

View file

@ -1,207 +1,207 @@
//
// Joystick.cpp
// input-plugins/src/input-plugins
//
// Created by Stephen Birarda on 2014-09-23.
// Copyright 2014 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include "Joystick.h"
#include <limits>
#include <glm/glm.hpp>
const float CONTROLLER_THRESHOLD = 0.3f;
#ifdef HAVE_SDL2
const float MAX_AXIS = 32768.0f;
Joystick::Joystick(SDL_JoystickID instanceId, const QString& name, SDL_GameController* sdlGameController) :
InputDevice(name),
_sdlGameController(sdlGameController),
_sdlJoystick(SDL_GameControllerGetJoystick(_sdlGameController)),
_instanceId(instanceId)
{
}
#endif
Joystick::~Joystick() {
closeJoystick();
}
void Joystick::closeJoystick() {
#ifdef HAVE_SDL2
SDL_GameControllerClose(_sdlGameController);
#endif
}
void Joystick::update(float deltaTime, bool jointsCaptured) {
for (auto axisState : _axisStateMap) {
if (fabsf(axisState.second) < CONTROLLER_THRESHOLD) {
_axisStateMap[axisState.first] = 0.0f;
}
}
}
void Joystick::focusOutEvent() {
_axisStateMap.clear();
_buttonPressedMap.clear();
};
#ifdef HAVE_SDL2
void Joystick::handleAxisEvent(const SDL_ControllerAxisEvent& event) {
SDL_GameControllerAxis axis = (SDL_GameControllerAxis) event.axis;
_axisStateMap[makeInput((controller::StandardAxisChannel)axis).getChannel()] = (float)event.value / MAX_AXIS;
}
void Joystick::handleButtonEvent(const SDL_ControllerButtonEvent& event) {
auto input = makeInput((controller::StandardButtonChannel)event.button);
bool newValue = event.state == SDL_PRESSED;
if (newValue) {
_buttonPressedMap.insert(input.getChannel());
} else {
_buttonPressedMap.erase(input.getChannel());
}
}
#endif
void Joystick::registerToUserInputMapper(UserInputMapper& mapper) {
// Grab the current free device ID
_deviceID = mapper.getFreeDeviceID();
auto proxy = std::make_shared<UserInputMapper::DeviceProxy>(_name);
proxy->getButton = [this] (const UserInputMapper::Input& input, int timestamp) -> bool { return this->getButton(input.getChannel()); };
proxy->getAxis = [this] (const UserInputMapper::Input& input, int timestamp) -> float { return this->getAxis(input.getChannel()); };
proxy->getAvailabeInputs = [this] () -> QVector<UserInputMapper::InputPair> {
QVector<UserInputMapper::InputPair> availableInputs;
// Buttons
availableInputs.append(UserInputMapper::InputPair(makeInput(controller::A), "A"));
availableInputs.append(UserInputMapper::InputPair(makeInput(controller::B), "B"));
availableInputs.append(UserInputMapper::InputPair(makeInput(controller::X), "X"));
availableInputs.append(UserInputMapper::InputPair(makeInput(controller::Y), "Y"));
// DPad
availableInputs.append(UserInputMapper::InputPair(makeInput(controller::DU), "DU"));
availableInputs.append(UserInputMapper::InputPair(makeInput(controller::DD), "DD"));
availableInputs.append(UserInputMapper::InputPair(makeInput(controller::DL), "DL"));
availableInputs.append(UserInputMapper::InputPair(makeInput(controller::DR), "DR"));
// Bumpers
availableInputs.append(UserInputMapper::InputPair(makeInput(controller::LB), "LB"));
availableInputs.append(UserInputMapper::InputPair(makeInput(controller::RB), "RB"));
// Stick press
availableInputs.append(UserInputMapper::InputPair(makeInput(controller::LS), "LS"));
availableInputs.append(UserInputMapper::InputPair(makeInput(controller::RS), "RS"));
// Center buttons
availableInputs.append(UserInputMapper::InputPair(makeInput(controller::START), "Start"));
availableInputs.append(UserInputMapper::InputPair(makeInput(controller::BACK), "Back"));
// Analog sticks
availableInputs.append(UserInputMapper::InputPair(makeInput(controller::LY), "LY"));
availableInputs.append(UserInputMapper::InputPair(makeInput(controller::LX), "LX"));
availableInputs.append(UserInputMapper::InputPair(makeInput(controller::RY), "RY"));
availableInputs.append(UserInputMapper::InputPair(makeInput(controller::RX), "RX"));
// Triggers
availableInputs.append(UserInputMapper::InputPair(makeInput(controller::LT), "LT"));
availableInputs.append(UserInputMapper::InputPair(makeInput(controller::RT), "RT"));
// Aliases, PlayStation style names
availableInputs.append(UserInputMapper::InputPair(makeInput(controller::LB), "L1"));
availableInputs.append(UserInputMapper::InputPair(makeInput(controller::RB), "R1"));
availableInputs.append(UserInputMapper::InputPair(makeInput(controller::LT), "L2"));
availableInputs.append(UserInputMapper::InputPair(makeInput(controller::RT), "R2"));
availableInputs.append(UserInputMapper::InputPair(makeInput(controller::LS), "L3"));
availableInputs.append(UserInputMapper::InputPair(makeInput(controller::RS), "R3"));
availableInputs.append(UserInputMapper::InputPair(makeInput(controller::BACK), "Select"));
availableInputs.append(UserInputMapper::InputPair(makeInput(controller::A), "Cross"));
availableInputs.append(UserInputMapper::InputPair(makeInput(controller::B), "Circle"));
availableInputs.append(UserInputMapper::InputPair(makeInput(controller::X), "Square"));
availableInputs.append(UserInputMapper::InputPair(makeInput(controller::Y), "Triangle"));
availableInputs.append(UserInputMapper::InputPair(makeInput(controller::DU), "Up"));
availableInputs.append(UserInputMapper::InputPair(makeInput(controller::DD), "Down"));
availableInputs.append(UserInputMapper::InputPair(makeInput(controller::DL), "Left"));
availableInputs.append(UserInputMapper::InputPair(makeInput(controller::DR), "Right"));
return availableInputs;
};
proxy->resetDeviceBindings = [this, &mapper] () -> bool {
mapper.removeAllInputChannelsForDevice(_deviceID);
this->assignDefaultInputMapping(mapper);
return true;
};
mapper.registerDevice(_deviceID, proxy);
}
void Joystick::assignDefaultInputMapping(UserInputMapper& mapper) {
#if 0
#ifdef HAVE_SDL2
const float JOYSTICK_MOVE_SPEED = 1.0f;
const float DPAD_MOVE_SPEED = 0.5f;
const float JOYSTICK_YAW_SPEED = 0.5f;
const float JOYSTICK_PITCH_SPEED = 0.25f;
const float BOOM_SPEED = 0.1f;
// Y axes are flipped (up is negative)
// Left Joystick: Movement, strafing
mapper.addInputChannel(UserInputMapper::TRANSLATE_Z, makeInput(controller::LY), JOYSTICK_MOVE_SPEED);
mapper.addInputChannel(UserInputMapper::TRANSLATE_X, makeInput(controller::LX), JOYSTICK_MOVE_SPEED);
// Right Joystick: Camera orientation
mapper.addInputChannel(UserInputMapper::YAW, makeInput(controller::RX), JOYSTICK_YAW_SPEED);
mapper.addInputChannel(UserInputMapper::PITCH, makeInput(controller::RY), JOYSTICK_PITCH_SPEED);
// Dpad movement
mapper.addInputChannel(UserInputMapper::LONGITUDINAL_FORWARD, makeInput(controller::DU), DPAD_MOVE_SPEED);
mapper.addInputChannel(UserInputMapper::LONGITUDINAL_BACKWARD, makeInput(controller::DD), DPAD_MOVE_SPEED);
mapper.addInputChannel(UserInputMapper::LATERAL_RIGHT, makeInput(controller::DR), DPAD_MOVE_SPEED);
mapper.addInputChannel(UserInputMapper::LATERAL_LEFT, makeInput(controller::DL), DPAD_MOVE_SPEED);
// Button controls
mapper.addInputChannel(UserInputMapper::VERTICAL_UP, makeInput(controller::Y), DPAD_MOVE_SPEED);
mapper.addInputChannel(UserInputMapper::VERTICAL_DOWN, makeInput(controller::X), DPAD_MOVE_SPEED);
// Zoom
mapper.addInputChannel(UserInputMapper::BOOM_IN, makeInput(controller::RT), BOOM_SPEED);
mapper.addInputChannel(UserInputMapper::BOOM_OUT, makeInput(controller::LT), BOOM_SPEED);
// Hold front right shoulder button for precision controls
// Left Joystick: Movement, strafing
mapper.addInputChannel(UserInputMapper::TRANSLATE_Z, makeInput(controller::LY), makeInput(controller::RB), JOYSTICK_MOVE_SPEED / 2.0f);
mapper.addInputChannel(UserInputMapper::TRANSLATE_X, makeInput(controller::LY), makeInput(controller::RB), JOYSTICK_MOVE_SPEED / 2.0f);
// Right Joystick: Camera orientation
mapper.addInputChannel(UserInputMapper::YAW, makeInput(controller::RX), makeInput(controller::RB), JOYSTICK_YAW_SPEED / 2.0f);
mapper.addInputChannel(UserInputMapper::PITCH, makeInput(controller::RY), makeInput(controller::RB), JOYSTICK_PITCH_SPEED / 2.0f);
// Dpad movement
mapper.addInputChannel(UserInputMapper::LONGITUDINAL_FORWARD, makeInput(controller::DU), makeInput(controller::RB), DPAD_MOVE_SPEED / 2.0f);
mapper.addInputChannel(UserInputMapper::LONGITUDINAL_BACKWARD, makeInput(controller::DD), makeInput(controller::RB), DPAD_MOVE_SPEED / 2.0f);
mapper.addInputChannel(UserInputMapper::LATERAL_RIGHT, makeInput(controller::DR), makeInput(controller::RB), DPAD_MOVE_SPEED / 2.0f);
mapper.addInputChannel(UserInputMapper::LATERAL_LEFT, makeInput(controller::DL), makeInput(controller::RB), DPAD_MOVE_SPEED / 2.0f);
// Button controls
mapper.addInputChannel(UserInputMapper::VERTICAL_UP, makeInput(controller::Y), makeInput(controller::RB), DPAD_MOVE_SPEED / 2.0f);
mapper.addInputChannel(UserInputMapper::VERTICAL_DOWN, makeInput(controller::X), makeInput(controller::RB), DPAD_MOVE_SPEED / 2.0f);
// Zoom
mapper.addInputChannel(UserInputMapper::BOOM_IN, makeInput(controller::RT), makeInput(controller::RB), BOOM_SPEED / 2.0f);
mapper.addInputChannel(UserInputMapper::BOOM_OUT, makeInput(controller::LT), makeInput(controller::RB), BOOM_SPEED / 2.0f);
mapper.addInputChannel(UserInputMapper::SHIFT, makeInput(controller::RB));
mapper.addInputChannel(UserInputMapper::ACTION1, makeInput(controller::B));
mapper.addInputChannel(UserInputMapper::ACTION2, makeInput(controller::A));
#endif
#endif
//
// Joystick.cpp
// input-plugins/src/input-plugins
//
// Created by Stephen Birarda on 2014-09-23.
// Copyright 2014 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include "Joystick.h"
#include <limits>
#include <glm/glm.hpp>
const float CONTROLLER_THRESHOLD = 0.3f;
#ifdef HAVE_SDL2
const float MAX_AXIS = 32768.0f;
Joystick::Joystick(SDL_JoystickID instanceId, const QString& name, SDL_GameController* sdlGameController) :
InputDevice(name),
_sdlGameController(sdlGameController),
_sdlJoystick(SDL_GameControllerGetJoystick(_sdlGameController)),
_instanceId(instanceId)
{
}
#endif
Joystick::~Joystick() {
closeJoystick();
}
void Joystick::closeJoystick() {
#ifdef HAVE_SDL2
SDL_GameControllerClose(_sdlGameController);
#endif
}
void Joystick::update(float deltaTime, bool jointsCaptured) {
for (auto axisState : _axisStateMap) {
if (fabsf(axisState.second) < CONTROLLER_THRESHOLD) {
_axisStateMap[axisState.first] = 0.0f;
}
}
}
void Joystick::focusOutEvent() {
_axisStateMap.clear();
_buttonPressedMap.clear();
};
#ifdef HAVE_SDL2
void Joystick::handleAxisEvent(const SDL_ControllerAxisEvent& event) {
SDL_GameControllerAxis axis = (SDL_GameControllerAxis) event.axis;
_axisStateMap[makeInput((controller::StandardAxisChannel)axis).getChannel()] = (float)event.value / MAX_AXIS;
}
void Joystick::handleButtonEvent(const SDL_ControllerButtonEvent& event) {
auto input = makeInput((controller::StandardButtonChannel)event.button);
bool newValue = event.state == SDL_PRESSED;
if (newValue) {
_buttonPressedMap.insert(input.getChannel());
} else {
_buttonPressedMap.erase(input.getChannel());
}
}
#endif
void Joystick::registerToUserInputMapper(UserInputMapper& mapper) {
// Grab the current free device ID
_deviceID = mapper.getFreeDeviceID();
auto proxy = std::make_shared<UserInputMapper::DeviceProxy>(_name);
proxy->getButton = [this] (const UserInputMapper::Input& input, int timestamp) -> bool { return this->getButton(input.getChannel()); };
proxy->getAxis = [this] (const UserInputMapper::Input& input, int timestamp) -> float { return this->getAxis(input.getChannel()); };
proxy->getAvailabeInputs = [this] () -> QVector<UserInputMapper::InputPair> {
QVector<UserInputMapper::InputPair> availableInputs;
// Buttons
availableInputs.append(UserInputMapper::InputPair(makeInput(controller::A), "A"));
availableInputs.append(UserInputMapper::InputPair(makeInput(controller::B), "B"));
availableInputs.append(UserInputMapper::InputPair(makeInput(controller::X), "X"));
availableInputs.append(UserInputMapper::InputPair(makeInput(controller::Y), "Y"));
// DPad
availableInputs.append(UserInputMapper::InputPair(makeInput(controller::DU), "DU"));
availableInputs.append(UserInputMapper::InputPair(makeInput(controller::DD), "DD"));
availableInputs.append(UserInputMapper::InputPair(makeInput(controller::DL), "DL"));
availableInputs.append(UserInputMapper::InputPair(makeInput(controller::DR), "DR"));
// Bumpers
availableInputs.append(UserInputMapper::InputPair(makeInput(controller::LB), "LB"));
availableInputs.append(UserInputMapper::InputPair(makeInput(controller::RB), "RB"));
// Stick press
availableInputs.append(UserInputMapper::InputPair(makeInput(controller::LS), "LS"));
availableInputs.append(UserInputMapper::InputPair(makeInput(controller::RS), "RS"));
// Center buttons
availableInputs.append(UserInputMapper::InputPair(makeInput(controller::START), "Start"));
availableInputs.append(UserInputMapper::InputPair(makeInput(controller::BACK), "Back"));
// Analog sticks
availableInputs.append(UserInputMapper::InputPair(makeInput(controller::LY), "LY"));
availableInputs.append(UserInputMapper::InputPair(makeInput(controller::LX), "LX"));
availableInputs.append(UserInputMapper::InputPair(makeInput(controller::RY), "RY"));
availableInputs.append(UserInputMapper::InputPair(makeInput(controller::RX), "RX"));
// Triggers
availableInputs.append(UserInputMapper::InputPair(makeInput(controller::LT), "LT"));
availableInputs.append(UserInputMapper::InputPair(makeInput(controller::RT), "RT"));
// Aliases, PlayStation style names
availableInputs.append(UserInputMapper::InputPair(makeInput(controller::LB), "L1"));
availableInputs.append(UserInputMapper::InputPair(makeInput(controller::RB), "R1"));
availableInputs.append(UserInputMapper::InputPair(makeInput(controller::LT), "L2"));
availableInputs.append(UserInputMapper::InputPair(makeInput(controller::RT), "R2"));
availableInputs.append(UserInputMapper::InputPair(makeInput(controller::LS), "L3"));
availableInputs.append(UserInputMapper::InputPair(makeInput(controller::RS), "R3"));
availableInputs.append(UserInputMapper::InputPair(makeInput(controller::BACK), "Select"));
availableInputs.append(UserInputMapper::InputPair(makeInput(controller::A), "Cross"));
availableInputs.append(UserInputMapper::InputPair(makeInput(controller::B), "Circle"));
availableInputs.append(UserInputMapper::InputPair(makeInput(controller::X), "Square"));
availableInputs.append(UserInputMapper::InputPair(makeInput(controller::Y), "Triangle"));
availableInputs.append(UserInputMapper::InputPair(makeInput(controller::DU), "Up"));
availableInputs.append(UserInputMapper::InputPair(makeInput(controller::DD), "Down"));
availableInputs.append(UserInputMapper::InputPair(makeInput(controller::DL), "Left"));
availableInputs.append(UserInputMapper::InputPair(makeInput(controller::DR), "Right"));
return availableInputs;
};
proxy->resetDeviceBindings = [this, &mapper] () -> bool {
mapper.removeAllInputChannelsForDevice(_deviceID);
this->assignDefaultInputMapping(mapper);
return true;
};
mapper.registerDevice(_deviceID, proxy);
}
void Joystick::assignDefaultInputMapping(UserInputMapper& mapper) {
#if 0
#ifdef HAVE_SDL2
const float JOYSTICK_MOVE_SPEED = 1.0f;
const float DPAD_MOVE_SPEED = 0.5f;
const float JOYSTICK_YAW_SPEED = 0.5f;
const float JOYSTICK_PITCH_SPEED = 0.25f;
const float BOOM_SPEED = 0.1f;
// Y axes are flipped (up is negative)
// Left Joystick: Movement, strafing
mapper.addInputChannel(UserInputMapper::TRANSLATE_Z, makeInput(controller::LY), JOYSTICK_MOVE_SPEED);
mapper.addInputChannel(UserInputMapper::TRANSLATE_X, makeInput(controller::LX), JOYSTICK_MOVE_SPEED);
// Right Joystick: Camera orientation
mapper.addInputChannel(UserInputMapper::YAW, makeInput(controller::RX), JOYSTICK_YAW_SPEED);
mapper.addInputChannel(UserInputMapper::PITCH, makeInput(controller::RY), JOYSTICK_PITCH_SPEED);
// Dpad movement
mapper.addInputChannel(UserInputMapper::LONGITUDINAL_FORWARD, makeInput(controller::DU), DPAD_MOVE_SPEED);
mapper.addInputChannel(UserInputMapper::LONGITUDINAL_BACKWARD, makeInput(controller::DD), DPAD_MOVE_SPEED);
mapper.addInputChannel(UserInputMapper::LATERAL_RIGHT, makeInput(controller::DR), DPAD_MOVE_SPEED);
mapper.addInputChannel(UserInputMapper::LATERAL_LEFT, makeInput(controller::DL), DPAD_MOVE_SPEED);
// Button controls
mapper.addInputChannel(UserInputMapper::VERTICAL_UP, makeInput(controller::Y), DPAD_MOVE_SPEED);
mapper.addInputChannel(UserInputMapper::VERTICAL_DOWN, makeInput(controller::X), DPAD_MOVE_SPEED);
// Zoom
mapper.addInputChannel(UserInputMapper::BOOM_IN, makeInput(controller::RT), BOOM_SPEED);
mapper.addInputChannel(UserInputMapper::BOOM_OUT, makeInput(controller::LT), BOOM_SPEED);
// Hold front right shoulder button for precision controls
// Left Joystick: Movement, strafing
mapper.addInputChannel(UserInputMapper::TRANSLATE_Z, makeInput(controller::LY), makeInput(controller::RB), JOYSTICK_MOVE_SPEED / 2.0f);
mapper.addInputChannel(UserInputMapper::TRANSLATE_X, makeInput(controller::LY), makeInput(controller::RB), JOYSTICK_MOVE_SPEED / 2.0f);
// Right Joystick: Camera orientation
mapper.addInputChannel(UserInputMapper::YAW, makeInput(controller::RX), makeInput(controller::RB), JOYSTICK_YAW_SPEED / 2.0f);
mapper.addInputChannel(UserInputMapper::PITCH, makeInput(controller::RY), makeInput(controller::RB), JOYSTICK_PITCH_SPEED / 2.0f);
// Dpad movement
mapper.addInputChannel(UserInputMapper::LONGITUDINAL_FORWARD, makeInput(controller::DU), makeInput(controller::RB), DPAD_MOVE_SPEED / 2.0f);
mapper.addInputChannel(UserInputMapper::LONGITUDINAL_BACKWARD, makeInput(controller::DD), makeInput(controller::RB), DPAD_MOVE_SPEED / 2.0f);
mapper.addInputChannel(UserInputMapper::LATERAL_RIGHT, makeInput(controller::DR), makeInput(controller::RB), DPAD_MOVE_SPEED / 2.0f);
mapper.addInputChannel(UserInputMapper::LATERAL_LEFT, makeInput(controller::DL), makeInput(controller::RB), DPAD_MOVE_SPEED / 2.0f);
// Button controls
mapper.addInputChannel(UserInputMapper::VERTICAL_UP, makeInput(controller::Y), makeInput(controller::RB), DPAD_MOVE_SPEED / 2.0f);
mapper.addInputChannel(UserInputMapper::VERTICAL_DOWN, makeInput(controller::X), makeInput(controller::RB), DPAD_MOVE_SPEED / 2.0f);
// Zoom
mapper.addInputChannel(UserInputMapper::BOOM_IN, makeInput(controller::RT), makeInput(controller::RB), BOOM_SPEED / 2.0f);
mapper.addInputChannel(UserInputMapper::BOOM_OUT, makeInput(controller::LT), makeInput(controller::RB), BOOM_SPEED / 2.0f);
mapper.addInputChannel(UserInputMapper::SHIFT, makeInput(controller::RB));
mapper.addInputChannel(UserInputMapper::ACTION1, makeInput(controller::B));
mapper.addInputChannel(UserInputMapper::ACTION2, makeInput(controller::A));
#endif
#endif
}

View file

@ -1,70 +1,70 @@
//
// Joystick.h
// input-plugins/src/input-plugins
//
// Created by Stephen Birarda on 2014-09-23.
// Copyright 2014 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#ifndef hifi_Joystick_h
#define hifi_Joystick_h
#include <qobject.h>
#include <qvector.h>
#ifdef HAVE_SDL2
#include <SDL.h>
#undef main
#endif
#include <controllers/InputDevice.h>
#include <controllers/StandardControls.h>
class Joystick : public QObject, public InputDevice {
Q_OBJECT
Q_PROPERTY(QString name READ getName)
#ifdef HAVE_SDL2
Q_PROPERTY(int instanceId READ getInstanceId)
#endif
public:
const QString& getName() const { return _name; }
// Device functions
virtual void registerToUserInputMapper(UserInputMapper& mapper) override;
virtual void assignDefaultInputMapping(UserInputMapper& mapper) override;
virtual void update(float deltaTime, bool jointsCaptured) override;
virtual void focusOutEvent() override;
Joystick() : InputDevice("Joystick") {}
~Joystick();
#ifdef HAVE_SDL2
Joystick(SDL_JoystickID instanceId, const QString& name, SDL_GameController* sdlGameController);
#endif
void closeJoystick();
#ifdef HAVE_SDL2
void handleAxisEvent(const SDL_ControllerAxisEvent& event);
void handleButtonEvent(const SDL_ControllerButtonEvent& event);
#endif
#ifdef HAVE_SDL2
int getInstanceId() const { return _instanceId; }
#endif
private:
#ifdef HAVE_SDL2
SDL_GameController* _sdlGameController;
SDL_Joystick* _sdlJoystick;
SDL_JoystickID _instanceId;
#endif
};
#endif // hifi_Joystick_h
//
// Joystick.h
// input-plugins/src/input-plugins
//
// Created by Stephen Birarda on 2014-09-23.
// Copyright 2014 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#ifndef hifi_Joystick_h
#define hifi_Joystick_h
#include <qobject.h>
#include <qvector.h>
#ifdef HAVE_SDL2
#include <SDL.h>
#undef main
#endif
#include <controllers/InputDevice.h>
#include <controllers/StandardControls.h>
class Joystick : public QObject, public InputDevice {
Q_OBJECT
Q_PROPERTY(QString name READ getName)
#ifdef HAVE_SDL2
Q_PROPERTY(int instanceId READ getInstanceId)
#endif
public:
const QString& getName() const { return _name; }
// Device functions
virtual void registerToUserInputMapper(UserInputMapper& mapper) override;
virtual void assignDefaultInputMapping(UserInputMapper& mapper) override;
virtual void update(float deltaTime, bool jointsCaptured) override;
virtual void focusOutEvent() override;
Joystick() : InputDevice("Joystick") {}
~Joystick();
#ifdef HAVE_SDL2
Joystick(SDL_JoystickID instanceId, const QString& name, SDL_GameController* sdlGameController);
#endif
void closeJoystick();
#ifdef HAVE_SDL2
void handleAxisEvent(const SDL_ControllerAxisEvent& event);
void handleButtonEvent(const SDL_ControllerButtonEvent& event);
#endif
#ifdef HAVE_SDL2
int getInstanceId() const { return _instanceId; }
#endif
private:
#ifdef HAVE_SDL2
SDL_GameController* _sdlGameController;
SDL_Joystick* _sdlJoystick;
SDL_JoystickID _instanceId;
#endif
};
#endif // hifi_Joystick_h