remove_joystick()
除了不断调用then之外,有没有办法在运行时更新插入的操纵杆数量install_joystick
?这被证明是非常缓慢的(从 60 FPS 到 5 左右)。
Allegro 4.2 只回答请...
void Joystick::Update() {
//If joystick input was lost, attempt to reacquire.
if(GetNumJoysticks() == 0) {
throw InputNotAvailableException("Joystick");
}
//If all joysticks were deleted remove input and do nothing.
if(_numjoysticks == 0) {
remove_joystick();
return;
}
//Update state information
if(poll_joystick() < 0) {
throw InputNotAvailableException("Joystick");
}
for(int i = 0; i < _numButtons; ++i) {
_prevButtons[i].b = _curButtons[i].b;
_prevButtons[i].name = _curButtons[i].name;
_curButtons[i].b = joy[_joyNumber].button[i].b;
_curButtons[i].name = joy[_joyNumber].button[i].name;
}
for(int i = 0; i < _numSticks; ++i) {
for(int j = 0; j < joy[_joyNumber].stick[i].num_axis; ++j) {
_prevSticks[i].axis[j].name = _curSticks[i].axis[j].name;
_prevSticks[i].axis[j].pos = _curSticks[i].axis[j].pos;
_prevSticks[i].axis[j].d1 = _curSticks[i].axis[j].d1;
_prevSticks[i].axis[j].d2 = _curSticks[i].axis[j].d2;
_curSticks[i].axis[j].name = joy[_joyNumber].stick[i].axis[j].name;
_curSticks[i].axis[j].pos = joy[_joyNumber].stick[i].axis[j].pos;
_curSticks[i].axis[j].d1 = joy[_joyNumber].stick[i].axis[j].d1;
_curSticks[i].axis[j].d2 = joy[_joyNumber].stick[i].axis[j].d2;
}
_prevSticks[i].flags = _curSticks[i].flags;
_prevSticks[i].name = _curSticks[i].name;
_curSticks[i].flags = joy[_joyNumber].stick[i].flags;
_curSticks[i].name = joy[_joyNumber].stick[i].name;
}
}
int Joystick::GetNumJoysticks() {
remove_joystick();
if(install_joystick(JOY_TYPE_DIRECTX)) {
return 0;
}
return (num_joysticks);
}