FGJoystickInput::joystick::joystick ()
: jsnum(0),
- js(0),
naxes(0),
nbuttons(0),
axes(0),
{
}
+void FGJoystickInput::joystick::clearAxesAndButtons()
+{
+ delete[] axes;
+ delete[] buttons;
+ axes = NULL;
+ buttons = NULL;
+ naxes = 0;
+ nbuttons = 0;
+}
+
FGJoystickInput::joystick::~joystick ()
{
- // delete js? no, since js == this - and we're in the destructor already.
- delete[] axes;
- delete[] buttons;
jsnum = 0;
- js = NULL;
- naxes = 0;
- nbuttons = 0;
- axes = NULL;
- buttons = NULL;
+ clearAxesAndButtons();
}
for (int i = 0; i < MAX_JOYSTICKS; i++)
{
+ joystick* joy = &joysticks[i];
// do not remove predefined joysticks info on reinit
- if (all || (!bindings[i].predefined))
+ if (all || (!joy->predefined))
js_nodes->removeChild("js", i, false);
- if (bindings[i].js)
- delete bindings[i].js;
- bindings[i].js = NULL;
+
+ joy->plibJS.reset();
+ joy->clearAxesAndButtons();
}
}
for (int i = 0; i < MAX_JOYSTICKS; i++) {
jsJoystick * js = new jsJoystick(i);
- bindings[i].js = js;
-
+ joysticks[i].plibJS.reset(js);
+
if (js->notWorking()) {
SG_LOG(SG_INPUT, SG_DEBUG, "Joystick " << i << " not found");
continue;
SG_LOG(SG_INPUT, SG_INFO, "Using existing bindings for joystick " << i);
} else {
- bindings[i].predefined = false;
+ joysticks[i].predefined = false;
SG_LOG(SG_INPUT, SG_INFO, "Looking for bindings for joystick \"" << name << '"');
SGPropertyNode_ptr named;
for (int i = 0; i < MAX_JOYSTICKS; i++) {
SGPropertyNode_ptr js_node = js_nodes->getChild("js", i);
- jsJoystick *js = bindings[i].js;
+ jsJoystick *js = joysticks[i].plibJS.get();
if (!js_node || js->notWorking())
continue;
int naxes = js->getNumAxes();
if (naxes > MAX_JOYSTICK_AXES) naxes = MAX_JOYSTICK_AXES;
- bindings[i].naxes = naxes;
- bindings[i].nbuttons = nbuttons;
+ joysticks[i].naxes = naxes;
+ joysticks[i].nbuttons = nbuttons;
SG_LOG(SG_INPUT, SG_DEBUG, "Initializing joystick " << i);
js->getCenter(center);
// Allocate axes and buttons
- bindings[i].axes = new axis[naxes];
- bindings[i].buttons = new FGButton[nbuttons];
+ joysticks[i].axes = new axis[naxes];
+ joysticks[i].buttons = new FGButton[nbuttons];
//
// Initialize nasal groups.
SG_LOG(SG_INPUT, SG_DEBUG, "Dropping bindings for axis " << n_axis);
continue;
}
- axis &a = bindings[i].axes[n_axis];
+ axis &a = joysticks[i].axes[n_axis];
js->setDeadBand(n_axis, axis_node->getDoubleValue("dead-band", 0.0));
buf << (unsigned)n_but;
SG_LOG(SG_INPUT, SG_DEBUG, "Initializing button " << buf.str());
- FGButton &b = bindings[i].buttons[n_but];
+ FGButton &b = joysticks[i].buttons[n_but];
b.init(button_node, buf.str(), module );
// get interval-sec property
b.interval_sec = button_node->getDoubleValue("interval-sec",0.0);
}
}
-void FGJoystickInput::update( double dt )
+void FGJoystickInput::updateJoystick(int index, FGJoystickInput::joystick* joy, double dt)
{
float axis_values[MAX_JOYSTICK_AXES];
int modifiers = fgGetKeyModifiers();
int buttons;
-
- for (int i = 0; i < MAX_JOYSTICKS; i++) {
-
- jsJoystick * js = bindings[i].js;
- if (js == 0 || js->notWorking())
- continue;
-
- js->read(&buttons, axis_values);
- if (js->notWorking()) // If js is disconnected
- continue;
-
- // Update device status
- SGPropertyNode_ptr status = status_node->getChild("joystick", i, true);
- for (int j = 0; j < MAX_JOYSTICK_AXES; j++) {
- status->getChild("axis", j, true)->setFloatValue(axis_values[j]);
+
+ jsJoystick * js = joy->plibJS.get();
+ if (js == 0 || js->notWorking())
+ return;
+
+ js->read(&buttons, axis_values);
+ if (js->notWorking()) // If js is disconnected
+ return;
+
+ // Update device status
+ SGPropertyNode_ptr status = status_node->getChild("joystick", index, true);
+ for (int j = 0; j < MAX_JOYSTICK_AXES; j++) {
+ status->getChild("axis", j, true)->setFloatValue(axis_values[j]);
+ }
+
+ for (int j = 0; j < MAX_JOYSTICK_BUTTONS; j++) {
+ status->getChild("button", j, true)->setBoolValue((buttons & (1u << j)) > 0 );
+ }
+
+ // Fire bindings for the axes.
+ for (int j = 0; j < joy->naxes; j++) {
+ axis &a = joy->axes[j];
+
+ // Do nothing if the axis position
+ // is unchanged; only a change in
+ // position fires the bindings.
+ // But only if there are bindings
+ if (fabs(axis_values[j] - a.last_value) > a.tolerance
+ && a.bindings[KEYMOD_NONE].size() > 0 ) {
+ a.last_value = axis_values[j];
+ for (unsigned int k = 0; k < a.bindings[KEYMOD_NONE].size(); k++)
+ a.bindings[KEYMOD_NONE][k]->fire(axis_values[j]);
}
- for (int j = 0; j < MAX_JOYSTICK_BUTTONS; j++) {
- status->getChild("button", j, true)->setBoolValue((buttons & (1u << j)) > 0 );
+ // do we have to emulate axis buttons?
+ a.last_dt += dt;
+ if(a.last_dt >= a.interval_sec) {
+ if (a.low.bindings[modifiers].size())
+ joy->axes[j].low.update( modifiers, axis_values[j] < a.low_threshold );
+
+ if (a.high.bindings[modifiers].size())
+ joy->axes[j].high.update( modifiers, axis_values[j] > a.high_threshold );
+
+ a.last_dt -= a.interval_sec;
}
-
- // Fire bindings for the axes.
- for (int j = 0; j < bindings[i].naxes; j++) {
- axis &a = bindings[i].axes[j];
-
- // Do nothing if the axis position
- // is unchanged; only a change in
- // position fires the bindings.
- // But only if there are bindings
- if (fabs(axis_values[j] - a.last_value) > a.tolerance
- && a.bindings[KEYMOD_NONE].size() > 0 ) {
- a.last_value = axis_values[j];
- for (unsigned int k = 0; k < a.bindings[KEYMOD_NONE].size(); k++)
- a.bindings[KEYMOD_NONE][k]->fire(axis_values[j]);
- }
-
- // do we have to emulate axis buttons?
- a.last_dt += dt;
- if(a.last_dt >= a.interval_sec) {
- if (a.low.bindings[modifiers].size())
- bindings[i].axes[j].low.update( modifiers, axis_values[j] < a.low_threshold );
-
- if (a.high.bindings[modifiers].size())
- bindings[i].axes[j].high.update( modifiers, axis_values[j] > a.high_threshold );
-
- a.last_dt -= a.interval_sec;
- }
+ } // of axes iteration
+
+ // Fire bindings for the buttons.
+ for (int j = 0; j < joy->nbuttons; j++) {
+ FGButton &b = joy->buttons[j];
+ b.last_dt += dt;
+ if(b.last_dt >= b.interval_sec) {
+ joy->buttons[j].update( modifiers, (buttons & (1u << j)) > 0 );
+ b.last_dt -= b.interval_sec;
}
+ } // of butotns iterations
- // Fire bindings for the buttons.
- for (int j = 0; j < bindings[i].nbuttons; j++) {
- FGButton &b = bindings[i].buttons[j];
- b.last_dt += dt;
- if(b.last_dt >= b.interval_sec) {
- bindings[i].buttons[j].update( modifiers, (buttons & (1u << j)) > 0 );
- b.last_dt -= b.interval_sec;
- }
- }
+}
+
+void FGJoystickInput::update( double dt )
+{
+ for (int i = 0; i < MAX_JOYSTICKS; i++) {
+ updateJoystick(i, &joysticks[i], dt);
}
}