* Make use of the new BJoystick::GetButtonValues() so any number of buttons can
be retrieved. I think the fixed layout will actually make it impossible to see anything beyond the 9th button however... The coding style of this app is, different, to say the least and I didn't really bother fixing it up right now, so the changes just mimic what's there. * Some automatic whitespace cleanup. git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@41883 a95241bf-73f2-0310-859d-f6bbb57e9c96
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@ -4,4 +4,4 @@ SimpleTest stickit :
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JoystickWindow.cpp
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StickItApp.cpp
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StickItWindow.cpp
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: be device $(TARGET_LIBSTDC++) ;
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: be libdevice.so $(TARGET_LIBSTDC++) ;
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@ -25,7 +25,7 @@ int32 hatX[9] = {10, 10, 20, 20, 20, 10, 0, 0, 0};
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int32 hatY[9] = {10, 0, 0, 10, 20, 20, 20, 10, 0};
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JoystickWindow::JoystickWindow(BJoystick *stick, BRect rect)
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: BWindow(rect, "StickIt", B_TITLED_WINDOW,
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: BWindow(rect, "StickIt", B_TITLED_WINDOW,
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B_NOT_RESIZABLE|B_NOT_ZOOMABLE)
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{
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fView = new JoystickView(Bounds(), stick);
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@ -55,7 +55,7 @@ JoystickView::JoystickView(BRect frame, BJoystick *stick)
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BStringView *stickName = new BStringView(rect, "stickname", name.String());
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stickName->SetFontSize(18);
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AddChild(stickName);
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rect = _BuildButtons(stick);
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rect.top += 15;
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rect.bottom += 15;
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@ -78,15 +78,16 @@ JoystickView::Draw(BRect updateRect)
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int32 numButtons = fStick->CountButtons();
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int32 numHats = fStick->CountHats();
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int32 numAxes = fStick->CountAxes();
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bool *buttons = (bool *) malloc(sizeof(bool) * numButtons);
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int16 *axes = (int16 *) malloc(sizeof(int16) * numAxes);
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uint8 *hats = (uint8 *) malloc(numHats);
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fStick->Update();
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// Buttons first
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BRect r(105, 50, 115, 60);
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uint32 buttons = fStick->ButtonValues();
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fStick->GetButtonValues(buttons);
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for (int32 i = 0; i < numButtons; i++) {
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if (buttons & (1 << i)) {
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if (buttons[i]) {
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FillRect(r, B_SOLID_HIGH);
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} else {
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r.InsetBy(1, 1);
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@ -111,13 +112,13 @@ JoystickView::Draw(BRect updateRect)
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AddLine(r.LeftTop(), r.LeftBottom(), rgb_black);
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AddLine(r.RightTop(), r.RightBottom(), rgb_black);
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AddLine(r.LeftBottom(), r.RightBottom(), rgb_black);
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AddLine(BPoint(r.left+10, r.top), BPoint(r.left+10, r.bottom),
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AddLine(BPoint(r.left+10, r.top), BPoint(r.left+10, r.bottom),
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rgb_black);
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AddLine(BPoint(r.left+20, r.top), BPoint(r.left+20, r.bottom),
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AddLine(BPoint(r.left+20, r.top), BPoint(r.left+20, r.bottom),
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rgb_black);
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AddLine(BPoint(r.left, r.top+10), BPoint(r.right, r.top+10),
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AddLine(BPoint(r.left, r.top+10), BPoint(r.right, r.top+10),
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rgb_black);
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AddLine(BPoint(r.left, r.top+20), BPoint(r.right, r.top+20),
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AddLine(BPoint(r.left, r.top+20), BPoint(r.right, r.top+20),
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rgb_black);
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EndLineArray();
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curHatRect.Set(r.left, r.top, r.left+10, r.top+10);
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@ -131,8 +132,8 @@ JoystickView::Draw(BRect updateRect)
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r.top += 20;
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r.bottom += 20;
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}
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// Now the joystick
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// Now the joystick
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r.Set(200, 50, 350, 200);
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FillRect(r, B_SOLID_HIGH);
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fStick->GetAxisValues(axes);
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@ -147,10 +148,10 @@ JoystickView::Draw(BRect updateRect)
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y += 195;
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FillEllipse(BPoint(x,y), 5, 5);
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SetHighColor(rgb_black);
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// Finally, other axes
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r.Set(200, 220, 350, 234);
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for (int32 i = 2; i < numAxes; i++) {
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for (int32 i = 2; i < numAxes; i++) {
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FillRect(r, B_SOLID_HIGH);
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x = axes[i];
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x += 32768;
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@ -163,6 +164,7 @@ JoystickView::Draw(BRect updateRect)
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r.top += 20;
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r.bottom += 20;
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}
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free(buttons);
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free(axes);
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free(hats);
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}
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@ -197,7 +199,7 @@ JoystickView::_BuildHats(BJoystick *stick, BRect rect)
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BRect
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JoystickView::_BuildString(BString name, const char* strName, int number,
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JoystickView::_BuildString(BString name, const char* strName, int number,
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BRect rect)
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{
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name.Append(":");
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@ -215,17 +217,17 @@ void
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JoystickView::_BuildAxes(BJoystick *stick, BRect rect)
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{
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float col1bot = rect.bottom - 30;
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int32 numAxes = stick->CountAxes();
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// We assume that the first two axes are the x and y axes.
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int32 numAxes = stick->CountAxes();
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// We assume that the first two axes are the x and y axes.
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rect.Set(130, 50, 195, 64);
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BStringView *sview = new BStringView(rect, "sticklabel", "Stick:");
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sview->SetFont(be_bold_font);
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sview->SetAlignment(B_ALIGN_RIGHT);
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AddChild(sview);
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BString name;
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int32 i;
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// Now make labels for all the solitary axes
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// Now make labels for all the solitary axes
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rect.Set(130, 200, 195, 234);
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for (i = 2; i < numAxes; i++) {
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stick->GetAxisNameAt(i, &name);
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