- wxClientDC dc(this);
-
- wxPoint pt(event.GetPosition());
-
- // Scale to canvas size
- int cw, ch;
- GetSize(&cw, &ch);
-
- pt.x = (long) (((double)pt.x/(double)wxGetApp().m_maxX) * cw);
- pt.y = (long) (((double)pt.y/(double)wxGetApp().m_maxY) * ch);
-
- if (xpos > -1 && ypos > -1 && event.IsMove() && event.ButtonIsDown())
- {
- dc.SetPen(*wxBLACK_PEN);
- dc.DrawLine(xpos, ypos, pt.x, pt.y);
- }
- xpos = pt.x;
- ypos = pt.y;
-
- char buf[100];
- if (event.ButtonDown())
- sprintf(buf, "Joystick (%ld, %ld) Fire!", pt.x, pt.y);
- else
- sprintf(buf, "Joystick (%ld, %ld)", pt.x, pt.y);
- frame->SetStatusText(buf);
-
- if (event.ButtonDown() && wxGetApp().m_fire.IsOk())
- {
- wxGetApp().m_fire.Play();
- }
+ // We don't have valid (x, y) coordinates for z-move events.
+ if ( !event.IsZMove() )
+ {
+ wxClientDC dc(this);
+
+ wxPoint pt(event.GetPosition());
+
+ // if negative positions are possible then shift everything up
+ int xmin = wxGetApp().m_minX;
+ int xmax = wxGetApp().m_maxX;
+ int ymin = wxGetApp().m_minY;
+ int ymax = wxGetApp().m_maxY;
+ if (xmin < 0) {
+ xmax += abs(xmin);
+ pt.x += abs(xmin);
+ }
+ if (ymin < 0) {
+ ymax += abs(ymin);
+ pt.y += abs(ymin);
+ }
+
+ // Scale to canvas size
+ int cw, ch;
+ GetSize(&cw, &ch);
+
+ pt.x = (long) (((double)pt.x/(double)xmax) * cw);
+ pt.y = (long) (((double)pt.y/(double)ymax) * ch);
+
+ if (xpos > -1 && ypos > -1 && event.IsMove() && event.ButtonIsDown())
+ {
+ dc.SetPen(*wxBLACK_PEN);
+ dc.DrawLine(xpos, ypos, pt.x, pt.y);
+ }
+
+ xpos = pt.x;
+ ypos = pt.y;
+ }
+
+#if wxUSE_STATUSBAR
+ wxString buf;
+ if (event.ButtonDown())
+ buf.Printf(wxT("Joystick (%d, %d) #%i Fire!"), xpos, ypos, event.GetButtonChange());
+ else
+ buf.Printf(wxT("Joystick (%d, %d) "), xpos, ypos);
+
+/*
+ for(int i = 0; i < nButtons; ++i)
+ {
+ buf += wxString(wxT("[")) +
+ ((event.GetButtonState() & (1 << i)) ? wxT("Y") : wxT("N")) + wxString(wxT("]"));
+ }
+*/
+
+ frame->SetStatusText(buf);
+#endif // wxUSE_STATUSBAR
+
+#if wxUSE_SOUND
+ if (event.ButtonDown() && wxGetApp().m_fire.IsOk())
+ {
+ wxGetApp().m_fire.Play();
+ }
+#endif // wxUSE_SOUND