gamepad: basic support for trigger buttons (analog and digital)

This commit is contained in:
Andrei Alexeyev 2017-12-30 17:38:35 +02:00
parent 88b04b8882
commit 5b7de7d8a2
No known key found for this signature in database
GPG key ID: 363707CD4C7FE8A4
7 changed files with 310 additions and 127 deletions

View file

@ -289,7 +289,7 @@ void config_save(void) {
break;
case CONFIG_TYPE_GPKEYBINDING:
SDL_RWprintf(out, "%s = %s\n", e->name, SDL_GameControllerGetStringForButton(e->val.i));
SDL_RWprintf(out, "%s = %s\n", e->name, gamepad_button_name(e->val.i));
break;
case CONFIG_TYPE_STRING:
@ -361,10 +361,10 @@ static void config_set(const char *key, const char *val, void *data) {
}
case CONFIG_TYPE_GPKEYBINDING: {
SDL_GameControllerButton btn = SDL_GameControllerGetButtonFromString(val);
GamepadButton btn = gamepad_button_from_name(val);
if(btn == SDL_CONTROLLER_BUTTON_INVALID) {
log_warn("Unknown gamepad key '%s'", val);
if(btn == GAMEPAD_BUTTON_INVALID) {
log_warn("Unknown gamepad button '%s'", val);
} else {
e->val.i = btn;
}

View file

@ -59,14 +59,14 @@
#define GPKEYDEFS \
CONFIGDEF_GPKEYBINDING(KEY_UP, "gamepad_key_up", SDL_CONTROLLER_BUTTON_DPAD_UP) \
CONFIGDEF_GPKEYBINDING(KEY_DOWN, "gamepad_key_down", SDL_CONTROLLER_BUTTON_DPAD_DOWN) \
CONFIGDEF_GPKEYBINDING(KEY_LEFT, "gamepad_key_left", SDL_CONTROLLER_BUTTON_DPAD_LEFT) \
CONFIGDEF_GPKEYBINDING(KEY_RIGHT, "gamepad_key_right", SDL_CONTROLLER_BUTTON_DPAD_RIGHT) \
CONFIGDEF_GPKEYBINDING(KEY_FOCUS, "gamepad_key_focus", SDL_CONTROLLER_BUTTON_X) \
CONFIGDEF_GPKEYBINDING(KEY_SHOT, "gamepad_key_shot", SDL_CONTROLLER_BUTTON_A) \
CONFIGDEF_GPKEYBINDING(KEY_BOMB, "gamepad_key_bomb", SDL_CONTROLLER_BUTTON_Y) \
CONFIGDEF_GPKEYBINDING(KEY_SKIP, "gamepad_key_skip", SDL_CONTROLLER_BUTTON_B) \
CONFIGDEF_GPKEYBINDING(KEY_UP, "gamepad_key_up", GAMEPAD_BUTTON_DPAD_UP) \
CONFIGDEF_GPKEYBINDING(KEY_DOWN, "gamepad_key_down", GAMEPAD_BUTTON_DPAD_DOWN) \
CONFIGDEF_GPKEYBINDING(KEY_LEFT, "gamepad_key_left", GAMEPAD_BUTTON_DPAD_LEFT) \
CONFIGDEF_GPKEYBINDING(KEY_RIGHT, "gamepad_key_right", GAMEPAD_BUTTON_DPAD_RIGHT) \
CONFIGDEF_GPKEYBINDING(KEY_FOCUS, "gamepad_key_focus", GAMEPAD_BUTTON_X) \
CONFIGDEF_GPKEYBINDING(KEY_SHOT, "gamepad_key_shot", GAMEPAD_BUTTON_A) \
CONFIGDEF_GPKEYBINDING(KEY_BOMB, "gamepad_key_bomb", GAMEPAD_BUTTON_Y) \
CONFIGDEF_GPKEYBINDING(KEY_SKIP, "gamepad_key_skip", GAMEPAD_BUTTON_B) \
#define CONFIGDEFS \

View file

@ -75,7 +75,7 @@ static void gamepad_load_all_mappings(void) {
gamepad_load_mappings("storage/gamecontrollerdb.txt", false);
}
static const char* gamepad_devicename_unmapped(int idx) {
static const char* gamepad_device_name_unmapped(int idx) {
const char *name = SDL_GameControllerNameForIndex(idx);
if(!strcasecmp(name, "Xinput Controller")) {
@ -86,12 +86,12 @@ static const char* gamepad_devicename_unmapped(int idx) {
return name;
}
const char* gamepad_devicename(int num) {
const char* gamepad_device_name(int num) {
if(num < 0 || num >= gamepad.devices.count) {
return NULL;
}
return gamepad_devicename_unmapped(gamepad.devices.id_map[num]);
return gamepad_device_name_unmapped(gamepad.devices.id_map[num]);
}
@ -131,7 +131,7 @@ static void gamepad_update_device_list(void) {
++idmap_ptr;
gamepad.devices.count = (uintptr_t)(idmap_ptr - gamepad.devices.id_map);
log_info("Found device '%s' (#%i): %s", guid_str, num, gamepad_devicename_unmapped(i));
log_info("Found device '%s' (#%i): %s", guid_str, num, gamepad_device_name_unmapped(i));
}
if(!gamepad.devices.count) {
@ -238,9 +238,9 @@ void gamepad_init(void) {
SDL_Joystick *joy = SDL_GameControllerGetJoystick(gamepad.device);
gamepad.instance = SDL_JoystickInstanceID(joy);
gamepad.axis = malloc(SDL_CONTROLLER_AXIS_MAX);
gamepad.axis = malloc(GAMEPAD_AXIS_MAX);
log_info("Using device '%s' (#%i): %s", guid, dev, gamepad_devicename(dev));
log_info("Using device '%s' (#%i): %s", guid, dev, gamepad_device_name(dev));
SDL_GameControllerEventState(SDL_ENABLE);
config_set_str(CONFIG_GAMEPAD_DEVICE, guid);
@ -279,7 +279,17 @@ void gamepad_restart(void) {
gamepad_init();
}
int gamepad_axis2gamekey(SDL_GameControllerAxis id, int val) {
static float gamepad_axis_sens(GamepadAxis id) {
if(id == config_get_int(CONFIG_GAMEPAD_AXIS_LR))
return config_get_float(CONFIG_GAMEPAD_AXIS_LR_SENS);
if(id == config_get_int(CONFIG_GAMEPAD_AXIS_UD))
return config_get_float(CONFIG_GAMEPAD_AXIS_UD_SENS);
return 1.0;
}
static int gamepad_axis2gamekey(GamepadAxis id, int val) {
val *= sign(gamepad_axis_sens(id));
if(!val) {
@ -297,15 +307,15 @@ int gamepad_axis2gamekey(SDL_GameControllerAxis id, int val) {
return -1;
}
SDL_GameControllerAxis gamepad_gamekey2axis(KeyIndex key) {
static GamepadAxis gamepad_gamekey2axis(KeyIndex key) {
switch(key) {
case KEY_UP: case KEY_DOWN: return config_get_int(CONFIG_GAMEPAD_AXIS_UD);
case KEY_LEFT: case KEY_RIGHT: return config_get_int(CONFIG_GAMEPAD_AXIS_LR);
default: return SDL_CONTROLLER_AXIS_INVALID;
default: return GAMEPAD_AXIS_INVALID;
}
}
int gamepad_gamekey2axisval(KeyIndex key) {
static int gamepad_gamekey2axisval(KeyIndex key) {
switch(key) {
case KEY_UP: return AXISVAL_UP;
case KEY_DOWN: return AXISVAL_DOWN;
@ -315,17 +325,17 @@ int gamepad_gamekey2axisval(KeyIndex key) {
}
}
static int gamepad_axis2menuevt(SDL_GameControllerAxis id, int val) {
if(id == SDL_CONTROLLER_AXIS_LEFTX || id == SDL_CONTROLLER_AXIS_RIGHTX)
static int gamepad_axis2menuevt(GamepadAxis id, int val) {
if(id == GAMEPAD_AXIS_LEFT_X || id == GAMEPAD_AXIS_RIGHT_X)
return val == AXISVAL_LEFT ? TE_MENU_CURSOR_LEFT : TE_MENU_CURSOR_RIGHT;
if(id == SDL_CONTROLLER_AXIS_LEFTY || id == SDL_CONTROLLER_AXIS_RIGHTY)
if(id == GAMEPAD_AXIS_LEFT_Y || id == GAMEPAD_AXIS_RIGHT_Y)
return val == AXISVAL_UP ? TE_MENU_CURSOR_UP : TE_MENU_CURSOR_DOWN;
return -1;
}
static int gamepad_axis2gameevt(SDL_GameControllerAxis id) {
static int gamepad_axis2gameevt(GamepadAxis id) {
if(id == config_get_int(CONFIG_GAMEPAD_AXIS_LR))
return TE_GAME_AXIS_LR;
@ -335,20 +345,10 @@ static int gamepad_axis2gameevt(SDL_GameControllerAxis id) {
return -1;
}
float gamepad_axis_sens(SDL_GameControllerAxis id) {
if(id == config_get_int(CONFIG_GAMEPAD_AXIS_LR))
return config_get_float(CONFIG_GAMEPAD_AXIS_LR_SENS);
if(id == config_get_int(CONFIG_GAMEPAD_AXIS_UD))
return config_get_float(CONFIG_GAMEPAD_AXIS_UD_SENS);
return 1.0;
}
static int gamepad_axis_process_value_deadzone(int raw) {
int val, vsign;
float deadzone = clamp(config_get_float(CONFIG_GAMEPAD_AXIS_DEADZONE), 0.01, 0.999);
int minval = clamp(deadzone, 0, 1) * GAMEPAD_AXIS_MAX;
int minval = clamp(deadzone, 0, 1) * GAMEPAD_AXIS_MAX_VALUE;
val = raw;
vsign = sign(val);
@ -357,30 +357,35 @@ static int gamepad_axis_process_value_deadzone(int raw) {
if(val < minval) {
val = 0;
} else {
val = vsign * clamp((val - minval) / (1.0 - deadzone), 0, GAMEPAD_AXIS_MAX);
val = vsign * clamp((val - minval) / (1.0 - deadzone), 0, GAMEPAD_AXIS_MAX_VALUE);
}
return val;
}
static int gamepad_axis_process_value(SDL_GameControllerAxis id, int raw) {
static int gamepad_axis_process_value(GamepadAxis id, int raw) {
double sens = gamepad_axis_sens(id);
int sens_sign = sign(sens);
raw = gamepad_axis_process_value_deadzone(raw);
double x = raw / (double)GAMEPAD_AXIS_MAX;
double x = raw / (double)GAMEPAD_AXIS_MAX_VALUE;
int in_sign = sign(x);
x = pow(fabs(x), 1.0 / fabs(sens)) * in_sign * sens_sign;
x = x ? x : 0;
x = clamp(x * GAMEPAD_AXIS_MAX, GAMEPAD_AXIS_MIN, GAMEPAD_AXIS_MAX);
x = clamp(x * GAMEPAD_AXIS_MAX_VALUE, GAMEPAD_AXIS_MIN_VALUE, GAMEPAD_AXIS_MAX_VALUE);
return (int)x;
}
int gamepad_get_player_axis_value(GamepadPlrAxis paxis) {
SDL_GameControllerAxis id;
int gamepad_axis_value(GamepadAxis id) {
SDL_GameControllerAxis sdl_id = gamepad_axis_to_sdl_axis(id);
return gamepad_axis_process_value(id, SDL_GameControllerGetAxis(gamepad.device, sdl_id));
}
int gamepad_player_axis_value(GamepadPlrAxis paxis) {
GamepadAxis id;
if(!gamepad.initialized) {
return 0;
@ -394,10 +399,12 @@ int gamepad_get_player_axis_value(GamepadPlrAxis paxis) {
return INT_MAX;
}
return gamepad_axis_process_value(id, SDL_GameControllerGetAxis(gamepad.device, id));
return gamepad_axis_value(id);
}
void gamepad_axis(SDL_GameControllerAxis id, int raw) {
static void gamepad_button(GamepadButton button, int state);
static void gamepad_axis(GamepadAxis id, int raw) {
signed char *a = gamepad.axis;
signed char val = AXISVAL(gamepad_axis_process_value_deadzone(raw));
bool restricted = !config_get_int(CONFIG_GAMEPAD_AXIS_FREE);
@ -434,6 +441,11 @@ void gamepad_axis(SDL_GameControllerAxis id, int raw) {
}
}
GamepadButton btn = gamepad_button_from_axis(id);
if(btn != GAMEPAD_BUTTON_INVALID) {
gamepad_button(btn, SDL_PRESSED);
}
}
} else if(a[id]) { // simulate release
if(restricted) {
@ -445,10 +457,16 @@ void gamepad_axis(SDL_GameControllerAxis id, int raw) {
}
a[id] = AXISVAL_NULL;
GamepadButton btn = gamepad_button_from_axis(id);
if(btn != GAMEPAD_BUTTON_INVALID) {
gamepad_button(btn, SDL_RELEASED);
}
}
}
void gamepad_button(SDL_GameControllerButton button, int state) {
static void gamepad_button(GamepadButton button, int state) {
int gpkey = config_gamepad_key_from_gamepad_button(button);
int key = config_key_from_gamepad_key(gpkey);
void *indev = (void*)(intptr_t)INDEV_GAMEPAD;
@ -457,26 +475,26 @@ void gamepad_button(SDL_GameControllerButton button, int state) {
events_emit(TE_GAMEPAD_BUTTON_DOWN, button, indev, NULL);
switch(button) {
case SDL_CONTROLLER_BUTTON_START:
case GAMEPAD_BUTTON_START:
events_emit(TE_MENU_ACCEPT, 0, indev, NULL);
events_emit(TE_GAME_PAUSE, 0, indev, NULL);
break;
case SDL_CONTROLLER_BUTTON_BACK:
case GAMEPAD_BUTTON_BACK:
events_emit(TE_MENU_ABORT, 0, indev, NULL);
events_emit(TE_GAME_PAUSE, 0, indev, NULL);
break;
case SDL_CONTROLLER_BUTTON_DPAD_UP: events_emit(TE_MENU_CURSOR_UP, 0, indev, NULL); break;
case SDL_CONTROLLER_BUTTON_DPAD_DOWN: events_emit(TE_MENU_CURSOR_DOWN, 0, indev, NULL); break;
case SDL_CONTROLLER_BUTTON_DPAD_LEFT: events_emit(TE_MENU_CURSOR_LEFT, 0, indev, NULL); break;
case SDL_CONTROLLER_BUTTON_DPAD_RIGHT: events_emit(TE_MENU_CURSOR_RIGHT, 0, indev, NULL); break;
case GAMEPAD_BUTTON_DPAD_UP: events_emit(TE_MENU_CURSOR_UP, 0, indev, NULL); break;
case GAMEPAD_BUTTON_DPAD_DOWN: events_emit(TE_MENU_CURSOR_DOWN, 0, indev, NULL); break;
case GAMEPAD_BUTTON_DPAD_LEFT: events_emit(TE_MENU_CURSOR_LEFT, 0, indev, NULL); break;
case GAMEPAD_BUTTON_DPAD_RIGHT: events_emit(TE_MENU_CURSOR_RIGHT, 0, indev, NULL); break;
case SDL_CONTROLLER_BUTTON_A:
case GAMEPAD_BUTTON_A:
events_emit(TE_MENU_ACCEPT, 0, indev, NULL);
break;
case SDL_CONTROLLER_BUTTON_B:
case GAMEPAD_BUTTON_B:
events_emit(TE_MENU_ABORT, 0, indev, NULL);
break;
@ -502,14 +520,22 @@ static bool gamepad_event_handler(SDL_Event *event, void *arg) {
switch(event->type) {
case SDL_CONTROLLERAXISMOTION:
if(event->caxis.which == gamepad.instance) {
gamepad_axis(event->caxis.axis, event->caxis.value);
GamepadAxis axis = gamepad_axis_from_sdl_axis(event->caxis.axis);
if(axis != GAMEPAD_AXIS_INVALID) {
gamepad_axis(axis, event->caxis.value);
}
}
return true;
case SDL_CONTROLLERBUTTONDOWN:
case SDL_CONTROLLERBUTTONUP:
if(event->cbutton.which == gamepad.instance) {
gamepad_button(event->cbutton.button, event->cbutton.state);
GamepadButton btn = gamepad_button_from_sdl_button(event->cbutton.button);
if(btn != GAMEPAD_BUTTON_INVALID) {
gamepad_button(btn, event->cbutton.state);
}
}
return true;
}
@ -517,11 +543,11 @@ static bool gamepad_event_handler(SDL_Event *event, void *arg) {
return false;
}
int gamepad_devicecount(void) {
int gamepad_device_count(void) {
return gamepad.devices.count;
}
void gamepad_deviceguid(int num, char *guid_str, size_t guid_str_sz) {
void gamepad_device_guid(int num, char *guid_str, size_t guid_str_sz) {
if(num < 0 || num >= gamepad.devices.count) {
return;
}
@ -530,10 +556,10 @@ void gamepad_deviceguid(int num, char *guid_str, size_t guid_str_sz) {
SDL_JoystickGetGUIDString(guid, guid_str, guid_str_sz);
}
int gamepad_numfromguid(const char *guid_str) {
int gamepad_device_num_from_guid(const char *guid_str) {
for(int i = 0; i < gamepad.devices.count; ++i) {
char guid[33] = {0};
gamepad_deviceguid(i, guid, sizeof(guid));
gamepad_device_guid(i, guid, sizeof(guid));
if(!strcasecmp(guid_str, guid)) {
return i;
@ -543,7 +569,7 @@ int gamepad_numfromguid(const char *guid_str) {
return -1;
}
int gamepad_currentdevice(void) {
int gamepad_current_device_num(void) {
if(gamepad.initialized) {
return gamepad.current_devnum;
}
@ -551,18 +577,35 @@ int gamepad_currentdevice(void) {
return -1;
}
bool gamepad_buttonpressed(SDL_GameControllerButton btn) {
return SDL_GameControllerGetButton(gamepad.device, btn);
bool gamepad_button_pressed(GamepadButton btn) {
if(btn > GAMEPAD_BUTTON_INVALID && btn < GAMEPAD_BUTTON_MAX) {
return SDL_GameControllerGetButton(gamepad.device, (SDL_GameControllerButton)btn);
}
if(btn & GAMEPAD_BUTTON_EMULATED) {
GamepadEmulatedButton ebtn = btn & ~GAMEPAD_BUTTON_EMULATED;
if(ebtn > GAMEPAD_EMULATED_BUTTON_INVALID && ebtn < GAMEPAD_EMULATED_BUTTON_MAX) {
static GamepadAxis ebtn_to_axis[] = {
[GAMEPAD_EMULATED_BUTTON_TRIGGER_LEFT] = GAMEPAD_AXIS_TRIGGER_LEFT,
[GAMEPAD_EMULATED_BUTTON_TRIGGER_RIGHT] = GAMEPAD_AXIS_TRIGGER_RIGHT,
};
return gamepad.axis[ebtn_to_axis[ebtn]];
}
}
return false;
}
bool gamepad_gamekeypressed(KeyIndex key) {
bool gamepad_game_key_pressed(KeyIndex key) {
if(!gamepad.initialized)
return false;
if(!config_get_int(CONFIG_GAMEPAD_AXIS_FREE)) {
SDL_GameControllerAxis axis = gamepad_gamekey2axis(key);
GamepadAxis axis = gamepad_gamekey2axis(key);
if(axis != SDL_CONTROLLER_AXIS_INVALID && gamepad.axis[axis] == gamepad_gamekey2axisval(key)) {
if(axis != GAMEPAD_AXIS_INVALID && gamepad.axis[axis] == gamepad_gamekey2axisval(key)) {
return true;
}
}
@ -576,49 +619,132 @@ bool gamepad_gamekeypressed(KeyIndex key) {
int cfgidx = GPKEYIDX_TO_CFGIDX(gpkey);
int button = config_get_int(cfgidx);
return gamepad_buttonpressed(button);
return gamepad_button_pressed(button);
}
const char* gamepad_button_name(SDL_GameControllerButton btn) {
static const char *const map[] = {
"A",
"B",
"X",
"Y",
"Back",
"Guide",
"Start",
"Left Stick",
"Right Stick",
"Left Bumper",
"Right Bumper",
"Up",
"Down",
"Left",
"Right",
};
static const char *const gamepad_button_names[] = {
[GAMEPAD_BUTTON_A] = "A",
[GAMEPAD_BUTTON_B] = "B",
[GAMEPAD_BUTTON_X] = "X",
[GAMEPAD_BUTTON_Y] = "Y",
[GAMEPAD_BUTTON_BACK] = "Back",
[GAMEPAD_BUTTON_GUIDE] = "Guide",
[GAMEPAD_BUTTON_START] = "Start",
[GAMEPAD_BUTTON_STICK_LEFT] = "Left Stick",
[GAMEPAD_BUTTON_STICK_RIGHT] = "Right Stick",
[GAMEPAD_BUTTON_SHOULDER_LEFT] = "Left Bumper",
[GAMEPAD_BUTTON_SHOULDER_RIGHT] = "Right Bumper",
[GAMEPAD_BUTTON_DPAD_UP] = "Up",
[GAMEPAD_BUTTON_DPAD_DOWN] = "Down",
[GAMEPAD_BUTTON_DPAD_LEFT] = "Left",
[GAMEPAD_BUTTON_DPAD_RIGHT] = "Right",
};
if(btn > SDL_CONTROLLER_BUTTON_INVALID && btn < SDL_CONTROLLER_BUTTON_MAX) {
return map[btn];
static const char *const gamepad_emulated_button_names[] = {
[GAMEPAD_EMULATED_BUTTON_TRIGGER_LEFT] = "Left Trigger",
[GAMEPAD_EMULATED_BUTTON_TRIGGER_RIGHT] = "Right Trigger",
};
static const char *const gamepad_axis_names[] = {
[GAMEPAD_AXIS_LEFT_X] = "Left X",
[GAMEPAD_AXIS_LEFT_Y] = "Left Y",
[GAMEPAD_AXIS_RIGHT_X] = "Right X",
[GAMEPAD_AXIS_RIGHT_Y] = "Right Y",
[GAMEPAD_AXIS_TRIGGER_LEFT] = "Left Trigger",
[GAMEPAD_AXIS_TRIGGER_RIGHT] = "Right Trigger",
};
const char* gamepad_button_name(GamepadButton btn) {
if(btn > GAMEPAD_BUTTON_INVALID && btn < GAMEPAD_BUTTON_MAX) {
return gamepad_button_names[btn];
}
if(btn & GAMEPAD_BUTTON_EMULATED) {
return gamepad_emulated_button_names[btn & ~GAMEPAD_BUTTON_EMULATED];
}
return "Unknown";
}
const char* gamepad_axis_name(SDL_GameControllerAxis axis) {
static const char *const map[] = {
"Left X",
"Left Y",
"Right X",
"Right Y",
"Left Trigger",
"Right Trigger",
};
const char* gamepad_axis_name(GamepadAxis axis) {
if(axis > SDL_CONTROLLER_AXIS_INVALID && axis < SDL_CONTROLLER_AXIS_MAX) {
return map[axis];
if(axis > GAMEPAD_AXIS_INVALID && axis < GAMEPAD_AXIS_MAX) {
return gamepad_axis_names[axis];
}
return "Unknown";
}
GamepadButton gamepad_button_from_name(const char *name) {
for(int i = 0; i < GAMEPAD_BUTTON_MAX; ++i) {
if(!strcasecmp(gamepad_button_names[i], name)) {
return (GamepadButton)i;
}
}
for(int i = 0; i < GAMEPAD_EMULATED_BUTTON_MAX; ++i) {
if(!strcasecmp(gamepad_emulated_button_names[i], name)) {
return (GamepadButton)(i | GAMEPAD_BUTTON_EMULATED);
}
}
// for compatibility
return (GamepadButton)SDL_GameControllerGetButtonFromString(name);
}
GamepadAxis gamepad_axis_from_name(const char *name) {
for(int i = 0; i < GAMEPAD_AXIS_MAX; ++i) {
if(!strcasecmp(gamepad_axis_names[i], name)) {
return (GamepadAxis)i;
}
}
// for compatibility
return (GamepadAxis)SDL_GameControllerGetAxisFromString(name);
}
GamepadButton gamepad_button_from_sdl_button(SDL_GameControllerButton btn) {
if(btn <= SDL_CONTROLLER_BUTTON_INVALID || btn >= SDL_CONTROLLER_BUTTON_MAX) {
return GAMEPAD_BUTTON_INVALID;
}
return (GamepadButton)btn;
}
GamepadButton gamepad_button_from_axis(GamepadAxis axis) {
switch(axis) {
case GAMEPAD_AXIS_TRIGGER_LEFT:
return GAMEPAD_BUTTON_TRIGGER_LEFT;
case GAMEPAD_AXIS_TRIGGER_RIGHT:
return GAMEPAD_BUTTON_TRIGGER_RIGHT;
default:
return GAMEPAD_BUTTON_INVALID;
}
}
SDL_GameControllerButton gamepad_button_to_sdl_button(GamepadButton btn) {
if(btn <= GAMEPAD_BUTTON_INVALID || btn >= GAMEPAD_BUTTON_MAX) {
return SDL_CONTROLLER_BUTTON_INVALID;
}
return (SDL_GameControllerButton)btn;
}
GamepadAxis gamepad_axis_from_sdl_axis(SDL_GameControllerAxis axis) {
if(axis <= GAMEPAD_AXIS_INVALID || axis >= GAMEPAD_AXIS_MAX) {
return GAMEPAD_AXIS_INVALID;
}
return (GamepadAxis)axis;
}
SDL_GameControllerAxis gamepad_axis_to_sdl_axis(GamepadAxis axis) {
if(axis <= SDL_CONTROLLER_AXIS_INVALID || axis >= SDL_CONTROLLER_AXIS_MAX) {
return SDL_CONTROLLER_AXIS_INVALID;
}
return (SDL_GameControllerAxis)axis;
}

View file

@ -29,26 +29,81 @@ typedef enum {
PLRAXIS_UD, // aka Y
} GamepadPlrAxis;
typedef enum GamepadEmulatedButton {
GAMEPAD_EMULATED_BUTTON_INVALID = -1,
GAMEPAD_EMULATED_BUTTON_TRIGGER_LEFT,
GAMEPAD_EMULATED_BUTTON_TRIGGER_RIGHT,
GAMEPAD_EMULATED_BUTTON_MAX,
} GamepadEmulatedButton;
typedef enum GamepadButton {
// must match SDL_GameControllerButton
GAMEPAD_BUTTON_INVALID = -1,
GAMEPAD_BUTTON_A,
GAMEPAD_BUTTON_B,
GAMEPAD_BUTTON_X,
GAMEPAD_BUTTON_Y,
GAMEPAD_BUTTON_BACK,
GAMEPAD_BUTTON_GUIDE,
GAMEPAD_BUTTON_START,
GAMEPAD_BUTTON_STICK_LEFT,
GAMEPAD_BUTTON_STICK_RIGHT,
GAMEPAD_BUTTON_SHOULDER_LEFT,
GAMEPAD_BUTTON_SHOULDER_RIGHT,
GAMEPAD_BUTTON_DPAD_UP,
GAMEPAD_BUTTON_DPAD_DOWN,
GAMEPAD_BUTTON_DPAD_LEFT,
GAMEPAD_BUTTON_DPAD_RIGHT,
GAMEPAD_BUTTON_MAX,
GAMEPAD_BUTTON_EMULATED = 0x8000,
GAMEPAD_BUTTON_TRIGGER_LEFT = GAMEPAD_EMULATED_BUTTON_TRIGGER_LEFT | GAMEPAD_BUTTON_EMULATED,
GAMEPAD_BUTTON_TRIGGER_RIGHT = GAMEPAD_EMULATED_BUTTON_TRIGGER_RIGHT | GAMEPAD_BUTTON_EMULATED,
} GamepadButton;
typedef enum GamepadAxis {
// must match SDL_GameControllerAxis
GAMEPAD_AXIS_INVALID = -1,
GAMEPAD_AXIS_LEFT_X,
GAMEPAD_AXIS_LEFT_Y,
GAMEPAD_AXIS_RIGHT_X,
GAMEPAD_AXIS_RIGHT_Y,
GAMEPAD_AXIS_TRIGGER_LEFT,
GAMEPAD_AXIS_TRIGGER_RIGHT,
GAMEPAD_AXIS_MAX
} GamepadAxis;
void gamepad_init(void);
void gamepad_shutdown(void);
void gamepad_restart(void);
float gamepad_axis_sens(int);
void gamepad_event(SDL_Event*, EventHandler, EventFlags, void*);
int gamepad_devicecount(void);
const char* gamepad_devicename(int);
void gamepad_deviceguid(int num, char *guid_str, size_t guid_str_sz);
int gamepad_numfromguid(const char *guid_str);
int gamepad_currentdevice(void);
int gamepad_device_count(void);
const char* gamepad_device_name(int);
void gamepad_device_guid(int num, char *guid_str, size_t guid_str_sz);
int gamepad_device_num_from_guid(const char *guid_str);
int gamepad_current_device_num(void);
bool gamepad_buttonpressed(int btn);
bool gamepad_gamekeypressed(KeyIndex key);
bool gamepad_button_pressed(GamepadButton btn);
bool gamepad_game_key_pressed(KeyIndex key);
const char* gamepad_button_name(SDL_GameControllerButton btn);
const char* gamepad_axis_name(SDL_GameControllerAxis btn);
const char* gamepad_button_name(GamepadButton btn);
const char* gamepad_axis_name(GamepadAxis btn);
int gamepad_get_player_axis_value(GamepadPlrAxis paxis);
GamepadButton gamepad_button_from_name(const char *name);
GamepadAxis gamepad_axis_from_name(const char *name);
#define GAMEPAD_AXIS_MAX 32767
#define GAMEPAD_AXIS_MIN -32768
GamepadButton gamepad_button_from_axis(GamepadAxis axis);
GamepadButton gamepad_button_from_sdl_button(SDL_GameControllerButton btn);
SDL_GameControllerButton gamepad_button_to_sdl_button(GamepadButton btn);
GamepadAxis gamepad_axis_from_sdl_axis(SDL_GameControllerAxis axis);
SDL_GameControllerAxis gamepad_axis_to_sdl_axis(GamepadAxis axis);
int gamepad_axis_value(GamepadAxis paxis);
int gamepad_player_axis_value(GamepadPlrAxis paxis);
#define GAMEPAD_AXIS_MAX_VALUE SDL_JOYSTICK_AXIS_MAX
#define GAMEPAD_AXIS_MIN_VALUE SDL_JOYSTICK_AXIS_MIN
#define AXISVAL sign

View file

@ -38,5 +38,5 @@ void init_global(CLIAction *cli) {
// ALWAYS use this instead of SDL_GetKeyState if you need it.
// XXX: Move this somewhere?
bool gamekeypressed(KeyIndex key) {
return SDL_GetKeyboardState(NULL)[config_get_int(KEYIDX_TO_CFGIDX(key))] || gamepad_gamekeypressed(key);
return SDL_GetKeyboardState(NULL)[config_get_int(KEYIDX_TO_CFGIDX(key))] || gamepad_game_key_pressed(key);
}

View file

@ -88,12 +88,12 @@ OptionBinding* bind_gpaxisbinding(int cfgentry) {
}
static int bind_gpdev_get(OptionBinding *b) {
return gamepad_numfromguid(config_get_str(b->configentry));
return gamepad_device_num_from_guid(config_get_str(b->configentry));
}
static int bind_gpdev_set(OptionBinding *b, int v) {
char guid[33] = {0};
gamepad_deviceguid(v, guid, sizeof(guid));
gamepad_device_guid(v, guid, sizeof(guid));
if(*guid) {
config_set_str(b->configentry, guid);
@ -116,7 +116,7 @@ OptionBinding* bind_gpdevice(int cfgentry) {
bind->valrange_min = 0;
bind->valrange_max = 0; // updated later
bind->selected = gamepad_numfromguid(config_get_str(bind->configentry));
bind->selected = gamepad_device_num_from_guid(config_get_str(bind->configentry));
return bind;
}
@ -334,9 +334,9 @@ void destroy_options_menu(MenuData *m) {
if(bind->type == BT_Resolution && video_can_change_resolution()) {
if(bind->selected != -1) {
VideoMode *m = video.modes + bind->selected;
VideoMode *mode = video.modes + bind->selected;
video_set_mode(m->width, m->height,
video_set_mode(mode->width, mode->height,
config_get_int(CONFIG_FULLSCREEN),
config_get_int(CONFIG_VID_RESIZABLE)
);
@ -813,10 +813,10 @@ void draw_options_menu(MenuData *menu) {
case BT_GamepadDevice: {
if(bind_isactive(bind)) {
// XXX: I'm not exactly a huge fan of fixing up state in drawing code, but it seems the way to go for now...
bind->valrange_max = gamepad_devicecount();
bind->valrange_max = gamepad_device_count();
if(bind->selected < 0 || bind->selected > bind->valrange_max) {
bind->selected = gamepad_currentdevice();
bind->selected = gamepad_current_device_num();
if(bind->selected < 0) {
bind->selected = 0;
@ -827,7 +827,7 @@ void draw_options_menu(MenuData *menu) {
char buf[64];
if(bind->valrange_max > 0) {
snprintf(buf, sizeof(buf), "#%i: %s", bind->selected + 1, gamepad_devicename(bind->selected));
snprintf(buf, sizeof(buf), "#%i: %s", bind->selected + 1, gamepad_device_name(bind->selected));
shorten_text_up_to_width(buf, (SCREEN_W - 220) / 2, _fonts.standard);
txt = buf;
} else {
@ -1011,18 +1011,20 @@ static bool options_rebind_input_handler(SDL_Event *event, void *arg) {
}
if(t == MAKE_TAISEI_EVENT(TE_GAMEPAD_BUTTON_DOWN)) {
SDL_GameControllerButton button = event->user.code;
GamepadButton button = event->user.code;
if(b->type != BT_GamepadKeyBinding) {
/*
if(b->type == BT_GamepadAxisBinding) {
b->blockinput = false;
play_ui_sound("hit");
}
*/
return true;
}
if(button == SDL_CONTROLLER_BUTTON_BACK || button == SDL_CONTROLLER_BUTTON_START) {
if(button == GAMEPAD_BUTTON_BACK || button == GAMEPAD_BUTTON_START) {
b->blockinput = false;
play_ui_sound("hit");
return true;
@ -1041,7 +1043,7 @@ static bool options_rebind_input_handler(SDL_Event *event, void *arg) {
}
if(t == MAKE_TAISEI_EVENT(TE_GAMEPAD_AXIS)) {
SDL_GameControllerAxis axis = event->user.code;
GamepadAxis axis = event->user.code;
if(b->type == BT_GamepadAxisBinding) {
if(b->configentry == CONFIG_GAMEPAD_AXIS_UD) {

View file

@ -589,7 +589,7 @@ bool player_applymovement_gamepad(Player *plr) {
return false;
}
complex direction = (plr->axis_lr + plr->axis_ud*I) / (double)GAMEPAD_AXIS_MAX;
complex direction = (plr->axis_lr + plr->axis_ud*I) / (double)GAMEPAD_AXIS_MAX_VALUE;
if(cabs(direction) > 1)
direction /= cabs(direction);
@ -682,8 +682,8 @@ void player_fix_input(Player *plr) {
}
if(config_get_int(CONFIG_GAMEPAD_AXIS_FREE)) {
int axis_lr = gamepad_get_player_axis_value(PLRAXIS_LR);
int axis_ud = gamepad_get_player_axis_value(PLRAXIS_UD);
int axis_lr = gamepad_player_axis_value(PLRAXIS_LR);
int axis_ud = gamepad_player_axis_value(PLRAXIS_UD);
if(plr->axis_lr != axis_lr) {
player_event_with_replay(plr, EV_AXIS_LR, axis_lr);