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pub use sdl2::controller::GameController;
use sdl2::GameControllerSubsystem;
use sdl2::Sdl;
use std::collections::HashMap;
use context::Context;
use error::GameResult;
pub struct GamepadContext {
gamepads: HashMap<i32, GameController>,
#[allow(dead_code)]
controller_ctx: GameControllerSubsystem,
}
impl GamepadContext {
pub fn new(sdl_context: &Sdl) -> GameResult<Self> {
let controller_ctx = sdl_context.game_controller()?;
let joy_count = controller_ctx.num_joysticks()?;
let mut gamepads = HashMap::new();
for i in 0..joy_count {
if controller_ctx.is_game_controller(i) {
let controller: GameController = controller_ctx.open(i)?;
let id = controller.instance_id();
gamepads.insert(id, controller);
}
}
Ok(GamepadContext {
gamepads: gamepads,
controller_ctx: controller_ctx,
})
}
}
pub fn get_gamepad(ctx: &Context, instance_id: i32) -> Option<&GameController> {
ctx.gamepad_context.gamepads.get(&instance_id)
}