mirror of
https://github.com/moonlight-stream/moonlight-embedded.git
synced 2026-04-04 06:56:27 +00:00
Added javadoc to gamepad classes
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@@ -9,6 +9,10 @@ import net.java.games.input.Controller;
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import net.java.games.input.Event;
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import net.java.games.input.EventQueue;
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/**
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* Represents a gamepad connected to the system
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* @author Diego Waxemberg
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*/
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public class Gamepad {
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private Controller pad;
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private GamepadMapping config;
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@@ -21,6 +25,11 @@ public class Gamepad {
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private short leftStickX = 0x0000;
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private short leftStickY = 0x0000;
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/**
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* Constructs a new gamepad from the specified controller that has the given mappings
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* @param pad the controller to be used as a gamepad
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* @param settings the mappings for the gamepad
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*/
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public Gamepad(Controller pad, GamepadMapping settings) {
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this.config = settings;
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this.pad = pad;
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@@ -30,18 +39,24 @@ public class Gamepad {
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}
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}
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public GamepadMapping getConfiguration() {
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return config;
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}
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/*
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* Initializes the value of the given component to its current state
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*/
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private void initValue(Component comp) {
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handleComponent(comp, comp.getPollData());
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}
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/**
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* Polls the gamepad for component values.
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* @return true if the gamepad was polled successfully, false otherwise
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*/
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public boolean poll() {
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return pad.poll();
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}
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/*
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* Sends a controller packet to the specified connection containing the current gamepad values
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*/
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private void sendControllerPacket(NvConnection conn) {
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if (conn != null) {
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conn.sendControllerInput(inputMap, leftTrigger, rightTrigger,
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@@ -49,10 +64,19 @@ public class Gamepad {
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}
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}
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/**
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* Gets the event queue for this gamepad
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* @return this gamepad's event queue
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*/
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public EventQueue getEvents() {
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return pad.getEventQueue();
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}
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/**
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* Handles the events in this gamepad's event queue and sends them
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* to the specified connection
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* @param conn the connection to the host that will receive the events
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*/
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public void handleEvents(NvConnection conn) {
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EventQueue queue = pad.getEventQueue();
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Event event = new Event();
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@@ -70,6 +94,7 @@ public class Gamepad {
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}
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/*
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* Prints out the specified event information for the given gamepad
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* used for debugging, normally unused.
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*/
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@SuppressWarnings("unused")
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@@ -97,6 +122,9 @@ public class Gamepad {
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System.out.println(builder.toString());
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}
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/*
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* Handles a given event
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*/
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private void handleEvent(Event event) {
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Component comp = event.getComponent();
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float value = event.getValue();
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@@ -104,6 +132,9 @@ public class Gamepad {
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handleComponent(comp, value);
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}
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/*
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* Handles the component that an event occurred on
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*/
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private void handleComponent(Component comp, float value) {
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Mapping mapping = config.get(comp);
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if (mapping != null) {
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@@ -115,6 +146,9 @@ public class Gamepad {
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}
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}
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/*
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* Fixes the value as specified in the mapping, that is inverts if needed, etc.
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*/
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private float sanitizeValue(Mapping mapping, float value) {
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float sanitized = value;
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if (mapping.invert) {
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@@ -126,14 +160,20 @@ public class Gamepad {
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return sanitized;
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}
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private void toggle(short button, boolean press) {
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if (press) {
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/*
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* Toggles a flag that indicates the specified button was pressed or released
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*/
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private void toggle(short button, boolean pressed) {
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if (pressed) {
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inputMap |= button;
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} else {
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inputMap &= ~button;
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}
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}
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/*
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* Handles analog component input
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*/
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private void handleAnalog(GamepadComponent contComp, float value) {
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switch (contComp) {
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case LS_X:
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@@ -159,7 +199,10 @@ public class Gamepad {
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break;
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}
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}
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/*
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* Handles button input
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*/
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private void handleButtons(GamepadComponent contComp, float value) {
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boolean press = false;
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@@ -4,6 +4,10 @@ import java.io.Serializable;
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import javax.swing.JLabel;
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/**
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* Enumerator for every gamepad component GFE recognizes
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* @author Diego Waxemberg
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*/
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public enum GamepadComponent implements Serializable {
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BTN_A("Button 1 (A)", false), BTN_X("Button 2 (X)", false), BTN_Y("Button 3 (Y)", false), BTN_B("Button 4 (B)", false),
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DPAD_UP("D-pad Up", false), DPAD_DOWN("D-pad Down", false), DPAD_LEFT("D-pad Left", false), DPAD_RIGHT("D-pad Right", false),
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@@ -15,15 +19,26 @@ public enum GamepadComponent implements Serializable {
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private JLabel label;
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private boolean analog;
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/*
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* Constructs the enumerator with the given name for a label and whether it is analog or not
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*/
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private GamepadComponent(String name, boolean analog) {
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this.label = new JLabel(name);
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this.analog = analog;
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}
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/**
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* Gets the label for this gamepad component
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* @returns a label with the name of this component as the text
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*/
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public JLabel getLabel() {
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return label;
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}
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/**
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* Checks if this component is analog or digital
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* @returns whether this component is analog
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*/
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public boolean isAnalog() {
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return analog;
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}
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@@ -12,6 +12,10 @@ import com.limelight.settings.GamepadSettingsManager;
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import net.java.games.input.Controller;
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/**
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* A handler for all the gamepads attached to this system
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* @author Diego Waxemberg
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*/
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public class GamepadHandler {
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private static LinkedList<Gamepad> gamepads = new LinkedList<Gamepad>();
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private static Lock gamepadLock = new ReentrantLock();
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@@ -19,6 +23,10 @@ public class GamepadHandler {
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private static Thread handler;
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private static boolean run = true;
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/**
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* Adds the list of controllers as gamepads to be handled
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* @param pads the controllers to be handled as gamepads
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*/
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public static void addGamepads(List<Controller> pads) {
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LinkedList<Gamepad> newPadList = new LinkedList<Gamepad>();
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@@ -33,14 +41,25 @@ public class GamepadHandler {
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gamepadLock.unlock();
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}
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/**
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* Sets the connection to which the handled gamepads should send events
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* @param connection the connection to the host
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*/
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public static void setConnection(NvConnection connection) {
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conn = connection;
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}
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/**
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* Gets a list of the currently handled gamepads
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* @return an unmodifiable list of gamepads this handler handles
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*/
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public static List<Gamepad> getGamepads() {
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return Collections.unmodifiableList(gamepads);
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}
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/**
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* Starts up a thread that handles the gamepads
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*/
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public static void startUp() {
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if (handler == null || !handler.isAlive()) {
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run = true;
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@@ -73,6 +92,9 @@ public class GamepadHandler {
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}
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}
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/**
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* Stops handling the gamepads
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*/
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public static void stopHandler() {
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if (handler != null && handler.isAlive()) {
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System.out.println("Stopping Gamepad Handler thread");
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@@ -81,6 +103,10 @@ public class GamepadHandler {
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}
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}
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/**
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* Checks if the handler is handling the gamepads.
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* @return whether this handler is running
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*/
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public static boolean isRunning() {
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return (handler != null && handler.isAlive());
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}
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@@ -8,6 +8,10 @@ import com.limelight.nvstream.NvConnection;
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import net.java.games.input.Controller;
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import net.java.games.input.ControllerEnvironment;
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/**
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* Listens to <code>Controller</code>s connected to this computer and gives any gamepad to the gamepad handler
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* @author Diego Waxemberg
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*/
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public class GamepadListener {
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private static Thread listenerThread;
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private static NvConnection conn;
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@@ -79,6 +83,9 @@ public class GamepadListener {
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return false;
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}
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/**
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* Stops listening for controllers, ie. stops the thread if it is running
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*/
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public static void stopListening() {
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if (listenerThread != null && listenerThread.isAlive()) {
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System.out.println("Stopping Controller Listener thread");
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@@ -89,6 +96,10 @@ public class GamepadListener {
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}
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}
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/**
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* Tells the handler to start sending gamepad events to the specified connection
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* @param connection the connection to the host that will receive gamepad events
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*/
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public static void startSendingInput(NvConnection connection) {
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System.out.println("Starting to send controller input");
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conn = connection;
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@@ -97,6 +108,9 @@ public class GamepadListener {
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}
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}
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/**
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* Tells the handler to stop sending events to the host
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*/
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public static void stopSendingInput() {
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System.out.println("Stopping sending controller input");
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conn = null;
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@@ -7,23 +7,44 @@ import java.util.Map.Entry;
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import net.java.games.input.Component;
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/**
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* Mappings for gamepad components
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* @author Diego Waxemberg
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*/
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public class GamepadMapping implements Serializable {
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private static final long serialVersionUID = -185035113915743149L;
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private HashMap<String, Mapping> mapping;
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/**
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* Constructs a new mapping that has nothing mapped.
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*/
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public GamepadMapping() {
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mapping = new HashMap<String, Mapping>();
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}
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/**
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* Inserts the specified mapping into this map
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* @param toMap a <code>Mapping</code> that will be mapped to the specified gamepad component
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* @param comp the gamepad component to map to.
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*/
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public void insertMapping(Mapping toMap, Component comp) {
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mapping.put(comp.getIdentifier().getName(), toMap);
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}
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/**
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* Gets the mapping for the specified gamepad component
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* @param comp the gamepad component to get a mapping for
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* @return a mapping for the requested component
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*/
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public Mapping get(Component comp) {
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return mapping.get(comp.getIdentifier().getName());
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}
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/**
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* Removes the mapping to the specified component
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* @param comp the component to no longer be mapped.
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*/
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public void remove(Component comp) {
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mapping.remove(comp.getIdentifier().getName());
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}
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@@ -57,13 +78,34 @@ public class GamepadMapping implements Serializable {
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return "";
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}
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/**
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* Represents a mapping, that is which gamepad component, whether it is inverted, a trigger, etc.
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* @author Diego Waxemberg
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*/
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public class Mapping implements Serializable {
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private static final long serialVersionUID = -8407172977953214242L;
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/**
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* The component this mapping belongs to
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*/
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public GamepadComponent contComp;
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/**
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* Whether the value of this component should be inverted
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*/
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public boolean invert;
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/**
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* Whether this component should be treated as a trigger
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*/
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public boolean trigger;
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/**
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* Constructs a new mapping with the specified configuration
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* @param contComp the component this mapping belongs to
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* @param invert whether the value should be inverted
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* @param trigger whether this component should be treated as a trigger
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*/
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public Mapping(GamepadComponent contComp, boolean invert, boolean trigger) {
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this.contComp = contComp;
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this.invert = invert;
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