| Line 69... |
Line 69... |
enable_keyboard(gi->keyboard_enabled);
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enable_keyboard(gi->keyboard_enabled);
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enable_joystick(gi->joystick_enabled);
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enable_joystick(gi->joystick_enabled);
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open_joystick(gi->get_joystick_idx());
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open_joystick(gi->get_joystick_idx());
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flush_keybinds();
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flush_keybinds();
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flush_joybinds();
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flush_joybuttons();
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flush_joyaxes();
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flush_joyhats();
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for(unsigned int i = 0; i < gi->keybinds->size(); i++) {
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for(unsigned int i = 0; i < gi->keybinds->size(); i++) {
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bind_key(gi->keybinds->at(i).key, gi->keybinds->at(i).action);
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bind_key(gi->keybinds->at(i).key, gi->keybinds->at(i).action);
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}
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}
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| Line 119... |
Line 121... |
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int GameInput::get_joystick_idx() {
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int GameInput::get_joystick_idx() {
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return joystick_idx;
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return joystick_idx;
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}
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}
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|
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int GameInput::num_buttons() {
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return SDL_JoystickNumButtons(joystick);
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}
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|
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int GameInput::num_axes() {
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return SDL_JoystickNumAxes(joystick);
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}
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int GameInput::num_hats() {
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return SDL_JoystickNumHats(joystick);
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}
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// Bind a keyboard key to an action
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// Bind a keyboard key to an action
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void GameInput::bind_key(int key, int action) {
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void GameInput::bind_key(int key, int action) {
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GameInputKeyBind bind;
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GameInputKeyBind bind;
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bind.key = key;
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bind.key = key;
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bind.action = action;
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bind.action = action;
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| Line 531... |
Line 545... |
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void GameInput::flush_keybinds() {
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void GameInput::flush_keybinds() {
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keybinds->clear();
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keybinds->clear();
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}
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}
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|
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void GameInput::flush_joybinds() {
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void GameInput::flush_joybuttons() {
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joybuttonbinds->clear();
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joybuttonbinds->clear();
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}
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|
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void GameInput::flush_joyaxes() {
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joyaxisbinds->clear();
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joyaxisbinds->clear();
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}
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|
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void GameInput::flush_joyhats() {
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joyhatbinds->clear();
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joyhatbinds->clear();
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}
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}
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