GetGamepad no longer throws if slot is empty
parent
71d9f8f4fe
commit
cc876b2132
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@ -33,6 +33,8 @@ namespace MoonWorks.Input
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public Trigger TriggerLeft { get; } = new Trigger();
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public Trigger TriggerLeft { get; } = new Trigger();
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public Trigger TriggerRight { get; } = new Trigger();
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public Trigger TriggerRight { get; } = new Trigger();
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public bool IsDummy => Handle == IntPtr.Zero;
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private Dictionary<SDL.SDL_GameControllerButton, Button> EnumToButton;
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private Dictionary<SDL.SDL_GameControllerButton, Button> EnumToButton;
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private Dictionary<SDL.SDL_GameControllerAxis, Axis> EnumToAxis;
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private Dictionary<SDL.SDL_GameControllerAxis, Axis> EnumToAxis;
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private Dictionary<SDL.SDL_GameControllerAxis, Trigger> EnumToTrigger;
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private Dictionary<SDL.SDL_GameControllerAxis, Trigger> EnumToTrigger;
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@ -77,23 +79,26 @@ namespace MoonWorks.Input
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internal void Update()
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internal void Update()
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{
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{
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foreach (var (sdlEnum, button) in EnumToButton)
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if (!IsDummy)
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{
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{
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button.Update(CheckPressed(sdlEnum));
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foreach (var (sdlEnum, button) in EnumToButton)
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}
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{
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button.Update(CheckPressed(sdlEnum));
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}
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foreach (var (sdlEnum, axis) in EnumToAxis)
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foreach (var (sdlEnum, axis) in EnumToAxis)
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{
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{
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var sdlAxisValue = SDL.SDL_GameControllerGetAxis(Handle, sdlEnum);
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var sdlAxisValue = SDL.SDL_GameControllerGetAxis(Handle, sdlEnum);
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var axisValue = Normalize(sdlAxisValue, short.MinValue, short.MaxValue, -1, 1);
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var axisValue = Normalize(sdlAxisValue, short.MinValue, short.MaxValue, -1, 1);
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axis.Update(axisValue);
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axis.Update(axisValue);
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}
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}
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foreach (var (sdlEnum, trigger) in EnumToTrigger)
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foreach (var (sdlEnum, trigger) in EnumToTrigger)
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{
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{
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var sdlAxisValue = SDL.SDL_GameControllerGetAxis(Handle, sdlEnum);
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var sdlAxisValue = SDL.SDL_GameControllerGetAxis(Handle, sdlEnum);
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var axisValue = Normalize(sdlAxisValue, 0, short.MaxValue, 0, 1);
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var axisValue = Normalize(sdlAxisValue, 0, short.MaxValue, 0, 1);
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trigger.Update(axisValue);
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trigger.Update(axisValue);
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}
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}
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}
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}
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}
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@ -1,15 +1,16 @@
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using SDL2;
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using SDL2;
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using System;
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using System;
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using System.Collections.Generic;
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namespace MoonWorks.Input
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namespace MoonWorks.Input
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{
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{
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public class Inputs
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public class Inputs
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{
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{
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public const int MAX_GAMEPADS = 4;
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public Keyboard Keyboard { get; }
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public Keyboard Keyboard { get; }
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public Mouse Mouse { get; }
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public Mouse Mouse { get; }
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List<Gamepad> gamepads = new List<Gamepad>();
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Gamepad[] gamepads;
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public static event Action<char> TextInput;
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public static event Action<char> TextInput;
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@ -18,11 +19,17 @@ namespace MoonWorks.Input
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Keyboard = new Keyboard();
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Keyboard = new Keyboard();
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Mouse = new Mouse();
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Mouse = new Mouse();
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for (int i = 0; i < SDL.SDL_NumJoysticks(); i++)
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gamepads = new Gamepad[MAX_GAMEPADS];
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for (var i = 0; i < 4; i += 1)
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{
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{
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if (SDL.SDL_IsGameController(i) == SDL.SDL_bool.SDL_TRUE)
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if (SDL.SDL_IsGameController(i) == SDL.SDL_bool.SDL_TRUE)
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{
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{
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gamepads.Add(new Gamepad(SDL.SDL_GameControllerOpen(i)));
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gamepads[i] = new Gamepad(SDL.SDL_GameControllerOpen(i));
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}
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else
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{
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gamepads[i] = new Gamepad(IntPtr.Zero);
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}
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}
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}
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}
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}
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}
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@ -41,7 +48,7 @@ namespace MoonWorks.Input
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public bool GamepadExists(int slot)
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public bool GamepadExists(int slot)
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{
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{
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return slot < gamepads.Count;
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return !gamepads[slot].IsDummy;
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}
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}
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public Gamepad GetGamepad(int slot)
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public Gamepad GetGamepad(int slot)
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