#include "CInputGenerator.hpp" #include "../CArchitectureMessage.hpp" #include "../CArchitectureQueue.hpp" namespace urde { void CInputGenerator::Update(float dt, CArchitectureQueue& queue) { if (m_firstFrame) { m_firstFrame = false; return; } /* Keyboard/Mouse first */ CFinalInput kbInput = getFinalInput(0, dt); bool kbUsed = false; /* Dolphin controllers next */ for (int i=0 ; i<4 ; ++i) { bool connected; EStatusChange change = m_dolphinCb.getStatusChange(i, connected); if (change != EStatusChange::NoChange) queue.Push(MakeMsg::CreateControllerStatus(EArchMsgTarget::Game, i, connected)); if (connected) { CFinalInput input = m_dolphinCb.getFinalInput(i, dt, m_leftDiv, m_rightDiv); if (i == 0) /* Merge KB input with first controller */ { input |= kbInput; kbUsed = true; } queue.Push(MakeMsg::CreateUserInput(EArchMsgTarget::Game, input)); } } /* Send straight keyboard input if no first controller present */ if (!kbUsed) queue.Push(MakeMsg::CreateUserInput(EArchMsgTarget::Game, kbInput)); } }