metaforce/Runtime/Input/CInputGenerator.cpp

56 lines
1.6 KiB
C++

#include "Runtime/Input/CInputGenerator.hpp"
#include "Runtime/Input/IController.hpp"
#include "Runtime/Input/CFinalInput.hpp"
#include "Runtime/CArchitectureQueue.hpp"
namespace metaforce {
CInputGenerator::CInputGenerator(/*COsContext& context, */ float leftDiv, float rightDiv)
/*: x0_context(context) */ {
x4_controller.reset(IController::Create());
xc_leftDiv = leftDiv;
x10_rightDiv = rightDiv;
}
void CInputGenerator::Update(float dt, CArchitectureQueue& queue) {
#if 0
if (!x0_context.Update()) {
return;
}
#endif
u32 availSlot = 0;
bool firstController = false;
if (x4_controller) {
x4_controller->Poll();
for (u32 i = 0; i < x4_controller->GetDeviceCount(); ++i) {
auto cont = x4_controller->GetGamepadData(i);
if (cont.DeviceIsPresent()) {
if (i == 0) {
firstController = true;
}
auto tmp = CFinalInput(i, dt, cont, xc_leftDiv, x10_rightDiv);
if (i == 0) {
m_lastInput = tmp;
}
queue.Push(MakeMsg::CreateUserInput(EArchMsgTarget::Game, tmp));
++availSlot;
}
if (x8_connectedControllers[i] != cont.DeviceIsPresent()) {
queue.Push(MakeMsg::CreateControllerStatus(EArchMsgTarget::Game, i, cont.DeviceIsPresent()));
x8_connectedControllers[i] = cont.DeviceIsPresent();
}
}
}
#if 0
if (firstController) {
queue.Push(MakeMsg::CreateUserInput(EArchMsgTarget::Game, CFinalInput(availSlot, dt, x0_osContext)));
} else {
queue.Push(MakeMsg::CreateUserInput(EArchMsgTarget::Game, CFinalInput(0, dt, x0_osContext)));
}
#endif
}
} // namespace metaforce::WIP