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;
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;
}
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)
+{
+}