rudimentary gamepad controls
[laserbrain_demo] / src / app.cc
index 4fd3690..59c8f07 100644 (file)
@@ -42,6 +42,8 @@ static bool have_headtracking, should_swap;
 static int prev_mx, prev_my;
 static bool bnstate[8];
 static bool keystate[256];
+static Vec2 joy_move, joy_look;
+static float joy_deadzone = 0.1;
 
 static Mat4 view_matrix, mouse_view_matrix, proj_matrix;
 static TextureSet texman;
@@ -166,6 +168,29 @@ static void update(float dt)
        float speed = walk_speed * dt;
        Vec3 dir;
 
+       // joystick
+       float jdeadsq = joy_deadzone * joy_deadzone;
+       float jmove_lensq = length_sq(joy_move);
+       float jlook_lensq = length_sq(joy_look);
+
+       if(jmove_lensq > jdeadsq) {
+               float len = sqrt(jmove_lensq);
+               jmove_lensq -= jdeadsq;
+
+               dir.x += joy_move.x / len * speed;
+               dir.z += joy_move.y / len * speed;
+       }
+       if(jlook_lensq > jdeadsq) {
+               float len = sqrt(jlook_lensq);
+               jlook_lensq -= jdeadsq;
+
+               cam_theta += joy_look.x / len * mouse_speed * 2.0;
+               cam_phi += joy_look.y / len * mouse_speed * 1.0;
+               if(cam_phi < -90.0f) cam_phi = -90.0f;
+               if(cam_phi > 90.0f) cam_phi = 90.0f;
+       }
+
+       // keyboard move
        if(keystate[(int)'w']) {
                dir.z -= speed;
        }
@@ -467,3 +492,26 @@ void app_mouse_delta(int dx, int dy)
                mouse_look(dx * mouse_speed, dy * mouse_speed);
        }
 }
+
+void app_gamepad_axis(int axis, float val)
+{
+       switch(axis) {
+       case 0:
+               joy_move.x = val;
+               break;
+       case 1:
+               joy_move.y = val;
+               break;
+
+       case 2:
+               joy_look.x = val;
+               break;
+       case 3:
+               joy_look.y = val;
+               break;
+       }
+}
+
+void app_gamepad_button(int bn, bool pressed)
+{
+}