SFML/src/SFML/Window/JoystickManager.cpp
Laurent Gomila c850d3b111 Implemented global inputs (sf::Keyboard, sf::Mouse, sf::Joystick) and removed the event-based sf::Input.
Window::WaitEvent now works with joystick events as well.
Added Event::JoystickConnected and Event::JoystickDisconnected.
Added Window::GetCursorPosition.
2011-07-08 15:16:22 +02:00

112 lines
3.2 KiB
C++

////////////////////////////////////////////////////////////
//
// SFML - Simple and Fast Multimedia Library
// Copyright (C) 2007-2009 Laurent Gomila (laurent.gom@gmail.com)
//
// This software is provided 'as-is', without any express or implied warranty.
// In no event will the authors be held liable for any damages arising from the use of this software.
//
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it freely,
// subject to the following restrictions:
//
// 1. The origin of this software must not be misrepresented;
// you must not claim that you wrote the original software.
// If you use this software in a product, an acknowledgment
// in the product documentation would be appreciated but is not required.
//
// 2. Altered source versions must be plainly marked as such,
// and must not be misrepresented as being the original software.
//
// 3. This notice may not be removed or altered from any source distribution.
//
////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Window/JoystickManager.hpp>
namespace sf
{
namespace priv
{
////////////////////////////////////////////////////////////
JoystickManager& JoystickManager::GetInstance()
{
static JoystickManager instance;
return instance;
}
////////////////////////////////////////////////////////////
const JoystickCaps& JoystickManager::GetCapabilities(unsigned int joystick) const
{
return myJoysticks[joystick].Capabilities;
}
////////////////////////////////////////////////////////////
const JoystickState& JoystickManager::GetState(unsigned int joystick) const
{
return myJoysticks[joystick].State;
}
////////////////////////////////////////////////////////////
void JoystickManager::Update()
{
for (int i = 0; i < Joystick::Count; ++i)
{
Item& item = myJoysticks[i];
if (item.State.Connected)
{
// Get the current state of the joystick
item.State = item.Joystick.Update();
// Check if it's still connected
if (!item.State.Connected)
{
item.Joystick.Close();
item.Capabilities = JoystickCaps();
item.State = JoystickState();
}
}
else
{
// Check if the joystick was connected since last update
if (JoystickImpl::IsConnected(i))
{
if (item.Joystick.Open(i))
{
item.Capabilities = item.Joystick.GetCapabilities();
item.State = item.Joystick.Update();
}
}
}
}
}
////////////////////////////////////////////////////////////
JoystickManager::JoystickManager()
{
}
////////////////////////////////////////////////////////////
JoystickManager::~JoystickManager()
{
for (int i = 0; i < Joystick::Count; ++i)
{
if (myJoysticks[i].State.Connected)
myJoysticks[i].Joystick.Close();
}
}
} // namespace priv
} // namespace sf