63 lines
1.6 KiB
Swift
63 lines
1.6 KiB
Swift
import SDL2
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public class Input
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{
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private static let _instance = Input()
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public static var instance: Input { _instance }
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public var keyboard: Keyboard { _keyboard }
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public func getPad(id: Int) -> GamePad? { _pads[Int32(id)] }
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public var firstPadID: Int? { _firstJoyID >= 0 ? Int(_firstJoyID) : nil }
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private var _keyboard = Keyboard()
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private var _pads = Dictionary<Int32, GamePad>()
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private var _firstJoyID: Int32 = -1
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private init() {}
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internal func pressEvent(scan: SDL_Scancode, repeat r: Bool) { keyboard.pressEvent(scan: scan, repeat: r) }
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internal func releaseEvent(scan: SDL_Scancode) { keyboard.releaseEvent(scan: scan) }
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internal func padConnectedEvent(index: Int32)
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{
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guard let sdlPad = SDL_GameControllerOpen(index)
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else { return }
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let id = SDL_JoystickGetDeviceInstanceID(index)
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_pads[id] = GamePad(pad: sdlPad)
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print("Using gamepad #\(id), \"\(String(cString: SDL_GameControllerName(sdlPad)))\"")
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if _firstJoyID < 0 { _firstJoyID = id }
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}
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internal func padRemovedEvent(index: Int32)
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{
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let id = SDL_JoystickGetDeviceInstanceID(index)
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_pads.removeValue(forKey: id)
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if id == _firstJoyID
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{
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_firstJoyID = _pads.keys.first ?? -1
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}
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}
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internal func padButtonPressEvent(id: Int32, btn: UInt8)
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{
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_pads[id]?.buttonPressEvent(btn)
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}
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internal func padButtonReleaseEvent(id: Int32, btn: UInt8)
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{
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_pads[id]?.buttonReleaseEvent(btn)
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}
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internal func padAxisEvent(id: Int32, axis: UInt8, value: Int16)
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{
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_pads[id]?.axisEvent(axis, value)
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}
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internal func newTick()
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{
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_keyboard.newTick()
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for pad in _pads.values { pad.newTick() }
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}
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}
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