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module Game.Controller (Controls (..), init, update, isPressed, isModKey, altMod) where
import Control.Monad
import Data.Int (Int32)
import Data.Maybe (fromMaybe, isNothing)
import Foreign.C (peekCAString)
import qualified Game.Toaster as T
import qualified SDL
import qualified SDL.Input.GameController as SDL
import qualified SDL.Raw
import Prelude hiding (init)
data Controls = Controls
{ up :: Bool,
down :: Bool,
left :: Bool,
right :: Bool,
a :: Bool,
b :: Bool,
menu :: Bool,
joyId :: Maybe Int32,
gc :: Maybe SDL.Raw.GameController
}
deriving (Show)
processControllerEvents :: Controls -> T.Toaster -> [SDL.EventPayload] -> IO (Controls, T.Toaster)
processControllerEvents controls toaster (SDL.ControllerDeviceEvent (SDL.ControllerDeviceEventData SDL.ControllerDeviceAdded joyIndex) : t) = do
if isNothing controls.joyId
then do
joyName <- peekCAString =<< SDL.Raw.gameControllerNameForIndex (fromIntegral joyIndex)
let toaster' = T.add toaster $ "Connected " ++ show joyName
gc <- SDL.Raw.gameControllerOpen (fromIntegral joyIndex)
joy <- SDL.Raw.gameControllerGetJoystick gc
joyId <- SDL.Raw.joystickInstanceID joy
processControllerEvents controls {joyId = Just joyId, gc = Just gc} toaster' t
else processControllerEvents controls toaster t
processControllerEvents controls toaster (SDL.ControllerDeviceEvent (SDL.ControllerDeviceEventData SDL.ControllerDeviceRemoved joyId) : t) = do
(c, toaster') <-
if Just joyId == controls.joyId
then do
forM_ (controls.gc) SDL.Raw.gameControllerClose
pure (controls {joyId = Nothing, gc = Nothing}, T.add toaster "Gamepad disconnected")
else pure (controls, toaster)
processControllerEvents c toaster' t
processControllerEvents controls toaster (_ : t) = processControllerEvents controls toaster t
processControllerEvents controls toaster [] = pure (controls, toaster)
init :: Controls
init = Controls False False False False False False False Nothing Nothing
altMod :: SDL.KeyModifier
altMod = SDL.KeyModifier False False False False True False False False False False False
updateGamepad :: Controls -> [SDL.EventPayload] -> Controls
updateGamepad controls events =
case controls.joyId of
Nothing -> controls
Just joyId ->
controls
{ up = fromMaybe controls.up $ isPressedGamepad joyId SDL.ControllerButtonDpadUp events,
down = fromMaybe controls.down $ isPressedGamepad joyId SDL.ControllerButtonDpadDown events,
left = fromMaybe controls.left $ isPressedGamepad joyId SDL.ControllerButtonDpadLeft events,
right = fromMaybe controls.right $ isPressedGamepad joyId SDL.ControllerButtonDpadRight events,
a = fromMaybe False $ isPressedGamepad joyId SDL.ControllerButtonA events,
b = fromMaybe False $ isPressedGamepad joyId SDL.ControllerButtonB events,
menu = fromMaybe False $ isPressedGamepad joyId SDL.ControllerButtonStart events
}
updateKeyboard :: Controls -> [SDL.EventPayload] -> Controls
updateKeyboard controls events =
controls
{ up = fromMaybe controls.up $ isPressed SDL.KeycodeUp events,
down = fromMaybe controls.down $ isPressed SDL.KeycodeDown events,
left = fromMaybe controls.left $ isPressed SDL.KeycodeLeft events,
right = fromMaybe controls.right $ isPressed SDL.KeycodeRight events,
a = fromMaybe False $ isPressed SDL.KeycodeZ events,
b = fromMaybe False $ isPressed SDL.KeycodeX events,
menu = fromMaybe False $ isPressed SDL.KeycodeReturn events
}
update :: Controls -> T.Toaster -> [SDL.EventPayload] -> IO (Controls, T.Toaster)
update controls toaster events = do
(updated, toaster') <- processControllerEvents controls toaster events
pure
( case updated.joyId of
Just _ -> updateGamepad updated events
_ -> updateKeyboard updated events,
toaster'
)
isPressed :: SDL.Keycode -> [SDL.EventPayload] -> Maybe Bool
isPressed code events
| any (isEventKey SDL.Pressed code) events = Just True
| any (isEventKey SDL.Released code) events = Just False
| otherwise = Nothing
where
isEventKey :: SDL.InputMotion -> SDL.Keycode -> SDL.EventPayload -> Bool
isEventKey expected keycode (SDL.KeyboardEvent (SDL.KeyboardEventData _ motion False ksym)) = expected == motion && SDL.keysymKeycode ksym == keycode
isEventKey _ _ _ = False
isModKey :: SDL.KeyModifier -> [SDL.EventPayload] -> Bool
isModKey kmod = any (isModKeyOne kmod)
where
isModKeyOne m (SDL.KeyboardEvent (SDL.KeyboardEventData _ _ _ ksym)) = SDL.keysymModifier ksym == m
isModKeyOne _ _ = False
isPressedGamepad :: Int32 -> SDL.ControllerButton -> [SDL.EventPayload] -> Maybe Bool
isPressedGamepad joyId button events
| any (isEventButton SDL.ControllerButtonPressed button) events = Just True
| any (isEventButton SDL.ControllerButtonReleased button) events = Just False
| otherwise = Nothing
where
isEventButton :: SDL.ControllerButtonState -> SDL.ControllerButton -> SDL.EventPayload -> Bool
isEventButton expected bu (SDL.ControllerButtonEvent (SDL.ControllerButtonEventData i b state))
| i == joyId = expected == state && bu == b
| otherwise = False
isEventButton _ _ _ = False
|