mirror of
https://github.com/FWGS/xash3d-fwgs.git
synced 2026-08-08 13:21:51 +08:00
engine: drop raw SDL joystick API, always use GameController instead. Implement actually working rumble, ensure we're freeing up all resources related to gamepads
This commit is contained in:
@@ -91,11 +91,16 @@ void GAME_EXPORT Platform_SetMousePos(int x, int y)
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}
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int Platform_JoyInit( int numjoy )
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int Platform_JoyInit( void )
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{
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return 0;
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}
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void Platform_JoyShutdown( void )
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{
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}
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void Platform_EnableTextInput( qboolean enable )
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{
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keystate.chars = enable;
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@@ -281,13 +281,19 @@ void GAME_EXPORT Platform_SetMousePos(int x, int y)
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}
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void Platform_Vibrate(float life, char flags)
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void Platform_Vibrate( float life, char flags )
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{
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}
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int Platform_JoyInit( int numjoy )
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int Platform_JoyInit( void )
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{
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return 0;
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}
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void Platform_JoyShutdown( void )
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{
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}
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#endif
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@@ -209,7 +209,8 @@ void Platform_Vibrate( float life, char flags );
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==============================================================================
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*/
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// Gamepad support
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int Platform_JoyInit( int numjoy ); // returns number of connected gamepads, negative if error
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int Platform_JoyInit( void ); // returns number of connected gamepads, negative if error
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void Platform_JoyShutdown( void );
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// Text input
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void Platform_EnableTextInput( qboolean enable );
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key_modifier_t Platform_GetKeyModifiers( void );
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@@ -88,52 +88,8 @@ GNU General Public License for more details.
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#define SDL_SCANCODE_PRINTSCREEN SDLK_PRINT
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#define SDL_SCANCODE_UNKNOWN SDLK_UNKNOWN
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#define SDL_GetScancodeName( x ) "unknown"
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#define SDL_JoystickID Uint8
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#endif
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static int SDLash_GameControllerButtonMapping[] =
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{
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#if XASH_NSWITCH // devkitPro/SDL has inverted Nintendo layout for SDL_GameController
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K_B_BUTTON, K_A_BUTTON, K_Y_BUTTON, K_X_BUTTON,
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#else
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K_A_BUTTON, K_B_BUTTON, K_X_BUTTON, K_Y_BUTTON,
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#endif
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K_BACK_BUTTON, K_MODE_BUTTON, K_START_BUTTON,
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K_LSTICK, K_RSTICK,
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K_L1_BUTTON, K_R1_BUTTON,
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K_DPAD_UP, K_DPAD_DOWN, K_DPAD_LEFT, K_DPAD_RIGHT,
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K_MISC_BUTTON,
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K_PADDLE1_BUTTON, K_PADDLE2_BUTTON, K_PADDLE3_BUTTON, K_PADDLE4_BUTTON,
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K_TOUCHPAD,
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};
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// Swap axis to follow default axis binding:
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// LeftX, LeftY, RightX, RightY, TriggerRight, TriggerLeft
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static int SDLash_GameControllerAxisMapping[] =
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{
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JOY_AXIS_SIDE, // SDL_CONTROLLER_AXIS_LEFTX,
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JOY_AXIS_FWD, // SDL_CONTROLLER_AXIS_LEFTY,
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JOY_AXIS_PITCH, // SDL_CONTROLLER_AXIS_RIGHTX,
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JOY_AXIS_YAW, // SDL_CONTROLLER_AXIS_RIGHTY,
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JOY_AXIS_LT, // SDL_CONTROLLER_AXIS_TRIGGERLEFT,
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JOY_AXIS_RT, // SDL_CONTROLLER_AXIS_TRIGGERRIGHT,
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};
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static qboolean SDLash_IsInstanceIDAGameController( SDL_JoystickID joyId )
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{
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#if !SDL_VERSION_ATLEAST( 2, 0, 4 )
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// HACKHACK: if we're not initialized g_joy, then we're probably using gamecontroller api
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// so return true
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if( !g_joy )
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return true;
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return false;
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#else
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if( SDL_GameControllerFromInstanceID( joyId ) != NULL )
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return true;
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return false;
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#endif
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}
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/*
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=============
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SDLash_KeyEvent
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@@ -408,50 +364,6 @@ static void SDLash_ActiveEvent( int gain )
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}
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}
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#if SDL_VERSION_ATLEAST( 2, 0, 0 )
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static size_t num_open_game_controllers = 0;
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static void SDLash_GameController_Add( int index )
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{
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extern convar_t joy_enable; // private to input system
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SDL_GameController *controller;
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if( !joy_enable.value )
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return;
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controller = SDL_GameControllerOpen( index );
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if( !controller )
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{
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Con_Reportf( "Failed to open SDL GameController %d: %s\n", index, SDL_GetError( ) );
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SDL_ClearError( );
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return;
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}
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#if SDL_VERSION_ATLEAST( 2, 0, 6 )
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Con_Reportf( "Added controller: %s (%i:%i:%i)\n",
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SDL_GameControllerName( controller ),
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SDL_GameControllerGetVendor( controller ),
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SDL_GameControllerGetProduct( controller ),
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SDL_GameControllerGetProductVersion( controller ));
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#endif // SDL_VERSION_ATLEAST( 2, 0, 6 )
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++num_open_game_controllers;
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if( num_open_game_controllers == 1 )
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Joy_AddEvent( );
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}
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static void SDLash_GameController_Remove( SDL_JoystickID joystick_id )
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{
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Con_Reportf( "Removed controller %i\n", joystick_id );
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// `Joy_RemoveEvent` sets `joy_found` to `0`.
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// We only want to do this when all the game controllers have been removed.
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--num_open_game_controllers;
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if( num_open_game_controllers == 0 )
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Joy_RemoveEvent( );
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}
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#endif
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/*
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=============
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SDLash_EventFilter
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@@ -479,28 +391,6 @@ static void SDLash_EventHandler( SDL_Event *event )
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SDLash_KeyEvent( event->key );
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break;
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/* Joystick events */
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case SDL_JOYAXISMOTION:
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if ( !SDLash_IsInstanceIDAGameController( event->jaxis.which ))
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Joy_AxisMotionEvent( event->jaxis.axis, event->jaxis.value );
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break;
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case SDL_JOYBALLMOTION:
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if ( !SDLash_IsInstanceIDAGameController( event->jball.which ))
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Joy_BallMotionEvent( event->jball.ball, event->jball.xrel, event->jball.yrel );
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break;
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case SDL_JOYHATMOTION:
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if ( !SDLash_IsInstanceIDAGameController( event->jhat.which ))
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Joy_HatMotionEvent( event->jhat.hat, event->jhat.value );
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break;
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case SDL_JOYBUTTONDOWN:
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case SDL_JOYBUTTONUP:
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if ( !SDLash_IsInstanceIDAGameController( event->jbutton.which ))
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Joy_ButtonEvent( event->jbutton.button, event->jbutton.state );
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break;
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case SDL_QUIT:
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Sys_Quit( "caught SDL_QUIT" );
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break;
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@@ -568,46 +458,20 @@ static void SDLash_EventHandler( SDL_Event *event )
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SDLash_InputEvent( event->text );
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break;
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case SDL_JOYDEVICEADDED:
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Joy_AddEvent();
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break;
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case SDL_JOYDEVICEREMOVED:
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Joy_RemoveEvent();
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break;
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/* GameController API */
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case SDL_CONTROLLERAXISMOTION:
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{
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if( !Joy_IsActive( ))
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break;
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if( event->caxis.axis >= 0 && event->caxis.axis < ARRAYSIZE( SDLash_GameControllerAxisMapping ))
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{
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Joy_KnownAxisMotionEvent( SDLash_GameControllerAxisMapping[event->caxis.axis], event->caxis.value );
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}
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break;
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}
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case SDL_CONTROLLERBUTTONDOWN:
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case SDL_CONTROLLERBUTTONUP:
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{
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if( !Joy_IsActive( ))
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break;
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// TODO: Use joyinput funcs, for future multiple gamepads support
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if( event->cbutton.button >= 0 && event->cbutton.button < ARRAYSIZE( SDLash_GameControllerButtonMapping ))
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{
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Key_Event( SDLash_GameControllerButtonMapping[event->cbutton.button], event->cbutton.state );
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}
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break;
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}
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case SDL_CONTROLLERDEVICEADDED:
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SDLash_GameController_Add( event->cdevice.which );
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break;
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case SDL_CONTROLLERDEVICEREMOVED:
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SDLash_GameController_Remove( event->cdevice.which );
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case SDL_CONTROLLERDEVICEREMAPPED:
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case SDL_CONTROLLERTOUCHPADDOWN:
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case SDL_CONTROLLERTOUCHPADMOTION:
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case SDL_CONTROLLERTOUCHPADUP:
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case SDL_CONTROLLERSENSORUPDATE:
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case SDL_CONTROLLERUPDATECOMPLETE_RESERVED_FOR_SDL3:
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case SDL_CONTROLLERSTEAMHANDLEUPDATED:
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SDLash_HandleGameControllerEvent( event );
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break;
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case SDL_WINDOWEVENT:
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@@ -28,14 +28,16 @@ void GL_InitExtensions( void );
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qboolean GL_DeleteContext( void );
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void VID_SaveWindowSize( int width, int height, qboolean maximized );
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// joystick events
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extern SDL_Joystick *g_joy;
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//
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// in_sdl.c
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//
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void SDLash_InitCursors( void );
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void SDLash_FreeCursors( void );
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//
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// joy_sdl.c
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//
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void SDLash_HandleGameControllerEvent( SDL_Event *ev );
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#endif // XASH_SDL
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#endif // KEYWRAPPER_H
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@@ -1,6 +1,6 @@
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/*
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vid_sdl.c - SDL input component
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Copyright (C) 2018 a1batross
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in_sdl.c - SDL input component
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Copyright (C) 2018-2025 a1batross
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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@@ -12,7 +12,6 @@ but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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*/
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#if !XASH_DEDICATED
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#include <SDL.h>
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#include "common.h"
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@@ -24,7 +23,6 @@ GNU General Public License for more details.
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#include "sound.h"
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#include "vid_common.h"
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SDL_Joystick *g_joy = NULL;
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#if !SDL_VERSION_ATLEAST( 2, 0, 0 )
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#define SDL_WarpMouseInWindow( win, x, y ) SDL_WarpMouse( ( x ), ( y ) )
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#else
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@@ -126,20 +124,6 @@ void Platform_SetClipboardText( const char *buffer )
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#endif // SDL_VERSION_ATLEAST( 2, 0, 0 )
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}
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/*
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=============
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Platform_Vibrate
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=============
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*/
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void Platform_Vibrate( float time, char flags )
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{
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#if SDL_VERSION_ATLEAST( 2, 0, 9 )
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if( g_joy )
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SDL_JoystickRumble( g_joy, 0xFFFF, 0xFFFF, time * 1000.0f );
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#endif // SDL_VERSION_ATLEAST( 2, 0, 9 )
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}
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#if !XASH_PSVITA
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/*
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@@ -157,138 +141,6 @@ void Platform_EnableTextInput( qboolean enable )
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#endif // !XASH_PSVITA
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/*
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=============
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SDLash_JoyInit_Old
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=============
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*/
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static int SDLash_JoyInit_Old( int numjoy )
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{
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int num;
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int i;
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Con_Reportf( "Joystick: SDL\n" );
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if( SDL_WasInit( SDL_INIT_JOYSTICK ) != SDL_INIT_JOYSTICK &&
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SDL_InitSubSystem( SDL_INIT_JOYSTICK ) )
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{
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Con_Reportf( "Failed to initialize SDL Joysitck: %s\n", SDL_GetError() );
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return 0;
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}
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if( g_joy )
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{
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SDL_JoystickClose( g_joy );
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}
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num = SDL_NumJoysticks();
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if( num > 0 )
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Con_Reportf( "%i joysticks found:\n", num );
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else
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{
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Con_Reportf( "No joystick found.\n" );
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return 0;
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}
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#if SDL_VERSION_ATLEAST( 2, 0, 0 )
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for( i = 0; i < num; i++ )
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Con_Reportf( "%i\t: %s\n", i, SDL_JoystickNameForIndex( i ) );
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#endif // SDL_VERSION_ATLEAST( 2, 0, 0 )
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Con_Reportf( "Pass +set joy_index N to command line, where N is number, to select active joystick\n" );
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g_joy = SDL_JoystickOpen( numjoy );
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if( !g_joy )
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{
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Con_Reportf( "Failed to select joystick: %s\n", SDL_GetError( ) );
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return 0;
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}
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#if SDL_VERSION_ATLEAST( 2, 0, 0 )
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Con_Reportf( "Selected joystick: %s\n"
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"\tAxes: %i\n"
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"\tHats: %i\n"
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"\tButtons: %i\n"
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"\tBalls: %i\n",
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SDL_JoystickName( g_joy ), SDL_JoystickNumAxes( g_joy ), SDL_JoystickNumHats( g_joy ),
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SDL_JoystickNumButtons( g_joy ), SDL_JoystickNumBalls( g_joy ) );
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SDL_GameControllerEventState( SDL_DISABLE );
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#endif // SDL_VERSION_ATLEAST( 2, 0, 0 )
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SDL_JoystickEventState( SDL_ENABLE );
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return num;
|
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}
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#if SDL_VERSION_ATLEAST( 2, 0, 0 )
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static void SDLash_GameControllerAddMappings( const char *name )
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{
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fs_offset_t len = 0;
|
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byte *p = FS_LoadFile( name, &len, false );
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|
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if( !p )
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return;
|
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|
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if( len > 0 && len < INT32_MAX ) // function accepts int, SDL3 fixes this
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{
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SDL_RWops *rwops = SDL_RWFromConstMem( p, len );
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SDL_GameControllerAddMappingsFromRW( rwops, true );
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}
|
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|
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Mem_Free( p );
|
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}
|
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|
||||
/*
|
||||
=============
|
||||
SDLash_JoyInit_New
|
||||
|
||||
=============
|
||||
*/
|
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static int SDLash_JoyInit_New( int numjoy )
|
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{
|
||||
int count, numJoysticks, i;
|
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|
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Con_Reportf( "Joystick: SDL GameController API\n" );
|
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if( SDL_WasInit( SDL_INIT_GAMECONTROLLER ) != SDL_INIT_GAMECONTROLLER &&
|
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SDL_InitSubSystem( SDL_INIT_GAMECONTROLLER ) )
|
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{
|
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Con_Reportf( "Failed to initialize SDL GameController API: %s\n", SDL_GetError() );
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return 0;
|
||||
}
|
||||
|
||||
SDLash_GameControllerAddMappings( "gamecontrollerdb.txt" ); // shipped in extras.pk3
|
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SDLash_GameControllerAddMappings( "controllermappings.txt" );
|
||||
|
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count = 0;
|
||||
numJoysticks = SDL_NumJoysticks();
|
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for ( i = 0; i < numJoysticks; i++ )
|
||||
if( SDL_IsGameController( i ) )
|
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++count;
|
||||
|
||||
return count;
|
||||
}
|
||||
#endif // SDL_VERSION_ATLEAST( 2, 0, 0 )
|
||||
|
||||
/*
|
||||
=============
|
||||
Platform_JoyInit
|
||||
|
||||
=============
|
||||
*/
|
||||
int Platform_JoyInit( int numjoy )
|
||||
{
|
||||
#if SDL_VERSION_ATLEAST( 2, 0, 0 )
|
||||
// SDL_Joystick is now an old API
|
||||
// SDL_GameController is preferred
|
||||
if( !Sys_CheckParm( "-sdl_joy_old_api" ) )
|
||||
return SDLash_JoyInit_New(numjoy);
|
||||
#endif // SDL_VERSION_ATLEAST( 2, 0, 0 )
|
||||
return SDLash_JoyInit_Old(numjoy);
|
||||
}
|
||||
|
||||
/*
|
||||
========================
|
||||
SDLash_InitCursors
|
||||
@@ -436,5 +288,3 @@ key_modifier_t Platform_GetKeyModifiers( void )
|
||||
return KeyModifier_None;
|
||||
#endif
|
||||
}
|
||||
|
||||
#endif // XASH_DEDICATED
|
||||
|
||||
273
engine/platform/sdl/joy_sdl.c
Normal file
273
engine/platform/sdl/joy_sdl.c
Normal file
@@ -0,0 +1,273 @@
|
||||
/*
|
||||
joy_sdl.c - SDL gamepads
|
||||
Copyright (C) 2018-2025 a1batross
|
||||
|
||||
This program is free software: you can redistribute it and/or modify
|
||||
it under the terms of the GNU General Public License as published by
|
||||
the Free Software Foundation, either version 3 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU General Public License for more details.
|
||||
*/
|
||||
#include <SDL.h>
|
||||
|
||||
#if SDL_VERSION_ATLEAST( 2, 0, 0 )
|
||||
#include "common.h"
|
||||
#include "keydefs.h"
|
||||
#include "input.h"
|
||||
#include "client.h"
|
||||
#include "events.h"
|
||||
|
||||
static const int g_button_mapping[] =
|
||||
{
|
||||
#if XASH_NSWITCH // devkitPro/SDL has inverted Nintendo layout for SDL_GameController
|
||||
K_B_BUTTON, K_A_BUTTON, K_Y_BUTTON, K_X_BUTTON,
|
||||
#else
|
||||
K_A_BUTTON, K_B_BUTTON, K_X_BUTTON, K_Y_BUTTON,
|
||||
#endif
|
||||
K_BACK_BUTTON, K_MODE_BUTTON, K_START_BUTTON,
|
||||
K_LSTICK, K_RSTICK,
|
||||
K_L1_BUTTON, K_R1_BUTTON,
|
||||
K_DPAD_UP, K_DPAD_DOWN, K_DPAD_LEFT, K_DPAD_RIGHT,
|
||||
K_MISC_BUTTON,
|
||||
K_PADDLE1_BUTTON, K_PADDLE2_BUTTON, K_PADDLE3_BUTTON, K_PADDLE4_BUTTON,
|
||||
K_TOUCHPAD,
|
||||
};
|
||||
|
||||
// Swap axis to follow default axis binding:
|
||||
// LeftX, LeftY, RightX, RightY, TriggerRight, TriggerLeft
|
||||
static const engineAxis_t g_axis_mapping[] =
|
||||
{
|
||||
JOY_AXIS_SIDE, // SDL_CONTROLLER_AXIS_LEFTX,
|
||||
JOY_AXIS_FWD, // SDL_CONTROLLER_AXIS_LEFTY,
|
||||
JOY_AXIS_PITCH, // SDL_CONTROLLER_AXIS_RIGHTX,
|
||||
JOY_AXIS_YAW, // SDL_CONTROLLER_AXIS_RIGHTY,
|
||||
JOY_AXIS_LT, // SDL_CONTROLLER_AXIS_TRIGGERLEFT,
|
||||
JOY_AXIS_RT, // SDL_CONTROLLER_AXIS_TRIGGERRIGHT,
|
||||
};
|
||||
|
||||
static SDL_JoystickID g_current_gamepad_id = -1; // used to send rumble to
|
||||
static SDL_GameController *g_current_gamepad;
|
||||
static SDL_GameController **g_gamepads;
|
||||
static size_t g_num_gamepads;
|
||||
|
||||
static void SDLash_GameControllerAddMappings( const char *name )
|
||||
{
|
||||
fs_offset_t len = 0;
|
||||
byte *p = FS_LoadFile( name, &len, false );
|
||||
|
||||
if( !p )
|
||||
return;
|
||||
|
||||
if( len > 0 && len < INT32_MAX ) // function accepts int, SDL3 fixes this
|
||||
{
|
||||
SDL_RWops *rwops = SDL_RWFromConstMem( p, (int)len );
|
||||
SDL_GameControllerAddMappingsFromRW( rwops, true );
|
||||
}
|
||||
|
||||
Mem_Free( p );
|
||||
}
|
||||
|
||||
static void SDLash_SetActiveGameController( SDL_JoystickID id )
|
||||
{
|
||||
g_current_gamepad_id = id;
|
||||
g_current_gamepad = SDL_GameControllerFromInstanceID( id );
|
||||
}
|
||||
|
||||
static void SDLash_GameControllerAdded( int device_index )
|
||||
{
|
||||
SDL_GameController *gc;
|
||||
SDL_GameController **list;
|
||||
|
||||
gc = SDL_GameControllerOpen( device_index );
|
||||
if( !gc )
|
||||
{
|
||||
Con_Printf( S_ERROR "SDL_GameControllerOpen: %s\n", SDL_GetError( ));
|
||||
return;
|
||||
}
|
||||
|
||||
list = Mem_Realloc( host.mempool, g_gamepads, sizeof( *list ) * ( g_num_gamepads + 1 ));
|
||||
list[g_num_gamepads++] = gc;
|
||||
|
||||
g_gamepads = list;
|
||||
|
||||
// set as current device if none other set
|
||||
if( g_current_gamepad_id < 0 )
|
||||
{
|
||||
SDL_Joystick *joy = SDL_GameControllerGetJoystick( gc );
|
||||
|
||||
if( joy )
|
||||
SDLash_SetActiveGameController( SDL_JoystickInstanceID( joy ));
|
||||
}
|
||||
}
|
||||
|
||||
static void SDLash_GameControllerRemoved( SDL_JoystickID id )
|
||||
{
|
||||
size_t i;
|
||||
|
||||
if( id == g_current_gamepad_id )
|
||||
{
|
||||
g_current_gamepad_id = -1;
|
||||
g_current_gamepad = NULL;
|
||||
}
|
||||
|
||||
// now close the device
|
||||
for( i = 0; i < g_num_gamepads; i++ )
|
||||
{
|
||||
SDL_GameController *gc = g_gamepads[i];
|
||||
SDL_Joystick *joy;
|
||||
|
||||
if( !gc )
|
||||
continue;
|
||||
|
||||
joy = SDL_GameControllerGetJoystick( gc );
|
||||
|
||||
if( !joy )
|
||||
continue;
|
||||
|
||||
if( SDL_JoystickInstanceID( joy ) == id )
|
||||
{
|
||||
SDL_GameControllerClose( gc );
|
||||
g_gamepads[i] = NULL;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
=============
|
||||
SDLash_JoyInit
|
||||
|
||||
=============
|
||||
*/
|
||||
static int SDLash_JoyInit( void )
|
||||
{
|
||||
int count, numJoysticks, i;
|
||||
|
||||
Con_Reportf( "Joystick: SDL GameController API\n" );
|
||||
if( SDL_WasInit( SDL_INIT_GAMECONTROLLER ) != SDL_INIT_GAMECONTROLLER &&
|
||||
SDL_InitSubSystem( SDL_INIT_GAMECONTROLLER ))
|
||||
{
|
||||
Con_Reportf( "Failed to initialize SDL GameController API: %s\n", SDL_GetError() );
|
||||
return 0;
|
||||
}
|
||||
|
||||
SDLash_GameControllerAddMappings( "gamecontrollerdb.txt" ); // shipped in extras.pk3
|
||||
SDLash_GameControllerAddMappings( "controllermappings.txt" );
|
||||
|
||||
count = 0;
|
||||
numJoysticks = SDL_NumJoysticks();
|
||||
for ( i = 0; i < numJoysticks; i++ )
|
||||
{
|
||||
if( SDL_IsGameController( i ))
|
||||
++count;
|
||||
}
|
||||
|
||||
return count;
|
||||
}
|
||||
|
||||
void SDLash_HandleGameControllerEvent( SDL_Event *ev )
|
||||
{
|
||||
int x;
|
||||
|
||||
switch( ev->type )
|
||||
{
|
||||
case SDL_CONTROLLERAXISMOTION:
|
||||
SDLash_SetActiveGameController( ev->caxis.which );
|
||||
x = ev->caxis.axis;
|
||||
if( x >= 0 && x < ARRAYSIZE( g_axis_mapping ))
|
||||
Joy_AxisMotionEvent( g_axis_mapping[x], ev->caxis.value );
|
||||
break;
|
||||
case SDL_CONTROLLERBUTTONDOWN:
|
||||
case SDL_CONTROLLERBUTTONUP:
|
||||
SDLash_SetActiveGameController( ev->cbutton.which );
|
||||
x = ev->cbutton.button;
|
||||
if( x >= 0 && x < ARRAYSIZE( g_button_mapping ))
|
||||
Key_Event( g_button_mapping[x], ev->cbutton.state );
|
||||
break;
|
||||
case SDL_CONTROLLERDEVICEREMOVED:
|
||||
SDLash_GameControllerRemoved( ev->cdevice.which );
|
||||
break;
|
||||
case SDL_CONTROLLERDEVICEADDED:
|
||||
SDLash_GameControllerAdded( ev->cdevice.which );
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
=============
|
||||
Platform_Vibrate
|
||||
|
||||
=============
|
||||
*/
|
||||
void Platform_Vibrate( float time, char flags )
|
||||
{
|
||||
#if SDL_VERSION_ATLEAST( 2, 0, 9 )
|
||||
SDL_GameController *gc = g_current_gamepad;
|
||||
|
||||
if( g_current_gamepad_id < 0 || !gc )
|
||||
return;
|
||||
|
||||
// a1ba: time is in milliseconds but might be not enough
|
||||
// to spin up rumble
|
||||
SDL_GameControllerRumble( gc, 0xFFFF, 0xFFFF, (int)floor( time ));
|
||||
#endif // SDL_VERSION_ATLEAST( 2, 0, 9 )
|
||||
}
|
||||
|
||||
/*
|
||||
=============
|
||||
Platform_JoyInit
|
||||
|
||||
=============
|
||||
*/
|
||||
int Platform_JoyInit( void )
|
||||
{
|
||||
return SDLash_JoyInit();
|
||||
}
|
||||
|
||||
/*
|
||||
=============
|
||||
Platform_JoyShutdown
|
||||
|
||||
=============
|
||||
*/
|
||||
void Platform_JoyShutdown( void )
|
||||
{
|
||||
size_t i;
|
||||
|
||||
for( i = 0; i < g_num_gamepads; i++ )
|
||||
{
|
||||
if( !g_gamepads[i] )
|
||||
continue;
|
||||
|
||||
SDL_GameControllerClose( g_gamepads[i] );
|
||||
g_gamepads[i] = NULL;
|
||||
}
|
||||
|
||||
Mem_Free( g_gamepads );
|
||||
g_gamepads = NULL;
|
||||
g_num_gamepads = 0;
|
||||
|
||||
g_current_gamepad = NULL;
|
||||
g_current_gamepad_id = -1;
|
||||
|
||||
SDL_QuitSubSystem( SDL_INIT_GAMECONTROLLER );
|
||||
}
|
||||
#else // SDL_VERSION_ATLEAST( 2, 0, 0 )
|
||||
void Platform_Vibrate( float time, char flags )
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
int Platform_JoyInit( void )
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
|
||||
void Platform_JoyShutdown( void )
|
||||
{
|
||||
|
||||
}
|
||||
#endif
|
||||
Reference in New Issue
Block a user