* 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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JoystickWindow.cpp
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StickItApp.cpp
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StickItApp.cpp
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StickItWindow.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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@@ -78,15 +78,16 @@ JoystickView::Draw(BRect updateRect)
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int32 numButtons = fStick->CountButtons();
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int32 numButtons = fStick->CountButtons();
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int32 numHats = fStick->CountHats();
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int32 numHats = fStick->CountHats();
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int32 numAxes = fStick->CountAxes();
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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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int16 *axes = (int16 *) malloc(sizeof(int16) * numAxes);
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uint8 *hats = (uint8 *) malloc(numHats);
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uint8 *hats = (uint8 *) malloc(numHats);
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fStick->Update();
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fStick->Update();
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// Buttons first
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// Buttons first
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BRect r(105, 50, 115, 60);
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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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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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FillRect(r, B_SOLID_HIGH);
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} else {
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} else {
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r.InsetBy(1, 1);
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r.InsetBy(1, 1);
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@@ -163,6 +164,7 @@ JoystickView::Draw(BRect updateRect)
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r.top += 20;
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r.top += 20;
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r.bottom += 20;
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r.bottom += 20;
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}
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}
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free(buttons);
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free(axes);
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free(axes);
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free(hats);
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free(hats);
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}
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}
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