Classe Button.java
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@ -220,9 +220,9 @@ public class Engine {
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// Game logic should fit here
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if (present) { //sprite //bindings
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GamepadInput.gamepad(zangief, speed, buttonA, buttonB, buttonX, buttonY, LB, RB , select , start ,
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L_JoystickClick , R_JoystickClick , Up , right , down , left,
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leftJoyX_Axe, leftJoyY_Axe, rightJoyX_Axe, rightJoyY_Axe, LT, RT);
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GamepadInput.inputRefresh(buttonA, buttonB, buttonX, buttonY, LB, RB , select , start ,
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L_JoystickClick , R_JoystickClick , Up , right , down , left,
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leftJoyX_Axe, leftJoyY_Axe, rightJoyX_Axe, rightJoyY_Axe, LT, RT);
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System.out.println( " \n left :" + GamepadInput.leftJoyLeft +
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" \n right :" + GamepadInput.leftJoyRight +
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@ -6,20 +6,19 @@ public class Button {
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public String name;
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private final List<Integer> buttons;
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private final GamepadInput controller;
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public Button(String name, List<Integer> buttons, GamepadInput controller){
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this.name = name;
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this.buttons = buttons;
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}
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public void addButton(int key){
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this.buttons.add(key);
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this.controller = controller;
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}
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public boolean isButtonPressed(){
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for (int i : buttons){
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GamepadInput.checkPressed(i);
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if (controller.checkPressed(i)) return true;
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}
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return false;
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}
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@ -1,15 +1,9 @@
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package engine.input;
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import engine.math.Vector3f;
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import engine.object.ObjectGl;
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import org.lwjgl.glfw.GLFW;
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import org.lwjgl.glfw.GLFWKeyCallback;
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import java.nio.ByteBuffer;
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import java.nio.FloatBuffer;
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import static org.lwjgl.glfw.GLFW.*;
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import static org.lwjgl.opengl.GL11.*;
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/* Buttons
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0 : Croix / A
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1: rond /B
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@ -72,9 +66,9 @@ public class GamepadInput {
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public static void gamepad(ObjectGl token, int speed,int ButtonA, int ButtonB, int ButtonX, int ButtonY, int LB, int RB ,
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int select , int start ,int L_JoyClick ,int R_JoyClick ,int up ,int right ,int down , int left,
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int leftJoyX_Axe, int leftJoyY_Axe, int rightJoyX_Axe, int rightJoyY_Axe, int LT, int RT) { //to update for more controlBinding
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public static void inputRefresh(int ButtonA, int ButtonB, int ButtonX, int ButtonY, int LB, int RB ,
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int select , int start , int L_JoyClick , int R_JoyClick , int up , int right , int down , int left,
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int leftJoyX_Axe, int leftJoyY_Axe, int rightJoyX_Axe, int rightJoyY_Axe, int LT, int RT) { //to update for more controlBinding
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ByteBuffer gamepadButton = glfwGetJoystickButtons(GLFW_JOYSTICK_1);
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FloatBuffer gamepadAxes = glfwGetJoystickAxes(GLFW_JOYSTICK_1);
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@ -127,7 +121,16 @@ public class GamepadInput {
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//LT RT
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LT_pressed = gamepadButton.get(LT) == 1;
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RT_pressed = gamepadButton.get(RT) == 1;
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}
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public boolean checkPressed(int keyCode){
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ByteBuffer gamepadButton = glfwGetJoystickButtons(GLFW_JOYSTICK_1);
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FloatBuffer gamepadAxes = glfwGetJoystickAxes(GLFW_JOYSTICK_1);
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assert gamepadAxes != null;
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assert gamepadButton != null;
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return gamepadButton.get(keyCode) == 1;
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}
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}
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