SDL Controller Support (#326)

* SDL Controller Fix

* SDL Controller Fix (Compile Fix)
This commit is contained in:
Megumumpkin
2021-09-30 23:26:42 +07:00
committed by GitHub
parent e050a83422
commit 7ee042cc84
3 changed files with 198 additions and 14 deletions
+1 -1
View File
@@ -1234,7 +1234,7 @@ local function Character(face, skin_color, shirt_color, hair_color, shoe_color)
-- We use a custom scene because if two models are loaded into the global scene, they will have name collisions
-- and thus we couldn't properly query entities by name
local model_scene = Scene()
self.model = LoadModel(model_scene, "../models/havoc/havoc.wiscene")
self.model = LoadModel(model_scene, "../models/Havoc/havoc.wiscene")
-- Place model according to starting facing direction:
self.face = face
+41 -6
View File
@@ -71,6 +71,7 @@ namespace wiInput
DISCONNECTED,
XINPUT,
RAWINPUT,
SDLINPUT,
};
DeviceType deviceType;
int deviceIndex;
@@ -272,18 +273,52 @@ namespace wiInput
}
}
// Check if low-level SDLINPUT controller is not registered for playerindex slot and register:
for (int i = 0; i < wiSDLInput::GetMaxControllerCount(); ++i)
{
if (wiSDLInput::GetControllerState(nullptr, i))
{
int slot = -1;
for (int j = 0; j < (int)controllers.size(); ++j)
{
if (slot < 0 && controllers[j].deviceType == Controller::DISCONNECTED)
{
// take the first disconnected slot
slot = j;
}
if (controllers[j].deviceType == Controller::SDLINPUT && controllers[j].deviceIndex == i)
{
// it is already registered to this slot
slot = j;
break;
}
}
if (slot == -1)
{
// no disconnected slot was found, and it was not registered
slot = (int)controllers.size();
controllers.emplace_back();
}
controllers[slot].deviceType = Controller::SDLINPUT;
controllers[slot].deviceIndex = i;
}
}
// Read low-level controllers:
for (auto& controller : controllers)
{
bool connected = false;
switch (controller.deviceType)
{
case Controller::XINPUT:
connected = wiXInput::GetControllerState(&controller.state, controller.deviceIndex);
break;
case Controller::RAWINPUT:
connected = wiRawInput::GetControllerState(&controller.state, controller.deviceIndex);
break;
case Controller::XINPUT:
connected = wiXInput::GetControllerState(&controller.state, controller.deviceIndex);
break;
case Controller::RAWINPUT:
connected = wiRawInput::GetControllerState(&controller.state, controller.deviceIndex);
break;
case Controller::SDLINPUT:
connected = wiSDLInput::GetControllerState(&controller.state, controller.deviceIndex);
break;
}
if (!connected)
+156 -7
View File
@@ -1,11 +1,17 @@
#include "CommonInclude.h"
#include "wiInput.h"
#include "wiSDLInput.h"
#ifdef SDL2
#include "CommonInclude.h"
#include "wiBackLog.h"
#include "wiInput.h"
#include <SDL2/SDL.h>
#include <SDL_events.h>
#include <SDL_gamecontroller.h>
#include <SDL_joystick.h>
#include <SDL_stdinc.h>
#include <iostream>
#include <string>
namespace wiSDLInput
{
@@ -22,9 +28,37 @@ namespace wiSDLInput
//};
//std::vector<Internal_ControllerState> controllers;
int to_wiInput(const SDL_Scancode &key);
struct Internal_ControllerState
{
Sint32 portID;
SDL_JoystickID internalID;
SDL_GameController* controller;
wiInput::ControllerState state;
};
std::vector<Internal_ControllerState> controllers;
int numSticks = 0;
int to_wiInput(const SDL_Scancode &key);
void controller_to_wiInput(uint32_t *current, Uint8 button, bool pressed);
void AddController(Sint32 id);
void RemoveController(Sint32 id);
void RemoveController();
void Initialize() {
if(!SDL_GameControllerAddMappingsFromFile("gamecontrollerdb.txt")){
wiBackLog::post("[SDL Input] No controller config loaded, add gamecontrollerdb.txt file next to the executable or download it from https://github.com/gabomdq/SDL_GameControllerDB");
}
// Attempt to add joysticks at initialization
numSticks = SDL_NumJoysticks();
if(numSticks > 0){
for(int i = 0; i<numSticks; i++){
AddController(i);
}
}
}
void Initialize() {}
void Update()
{
auto saved_x = mouse.position.x;
@@ -41,6 +75,24 @@ namespace wiSDLInput
// mouse.position.y = saved_y;
mouse.delta_wheel = 0;
//Attempt to add-remove controller by checking joystick numbers, works reliably
if(SDL_NumJoysticks() > numSticks){
numSticks = SDL_NumJoysticks();
for(int i = 0; i<numSticks; i++){
if(controllers.empty()){
AddController(i);
}
if(i < controllers.size()){
if(!controllers[i].controller){
AddController(i);
}
}
}
}else if(SDL_NumJoysticks() < numSticks){
numSticks = SDL_NumJoysticks();
RemoveController();
}
std::vector<SDL_Event> events(1000);
// This removes the only the inputs events from the event queue, leaving audio and window events for other
@@ -52,7 +104,6 @@ namespace wiSDLInput
return;
} else if (ret > 0) {
events.resize(ret);
for (const SDL_Event &event : events) {
switch (event.type) {
// Keyboard events
@@ -143,6 +194,33 @@ namespace wiSDLInput
mouse.left_button_press = mouse_buttons_state & SDL_BUTTON_LMASK;
mouse.right_button_press = mouse_buttons_state & SDL_BUTTON_RMASK;
mouse.middle_button_press = mouse_buttons_state & SDL_BUTTON_MMASK;
//Get controller axis and button values here instead
for(auto& controller : controllers){
if(controller.controller){
//Get controller buttons
for(int btn=SDL_CONTROLLER_BUTTON_INVALID; btn<SDL_CONTROLLER_BUTTON_MAX; btn++){
controller_to_wiInput(&controller.state.buttons,
btn,
(bool)SDL_GameControllerGetButton(controller.controller, (SDL_GameControllerButton)btn));
}
//Get controller axes
float rawLx = SDL_GameControllerGetAxis(controller.controller, SDL_CONTROLLER_AXIS_LEFTX) / 32767.0f;
float rawLy = SDL_GameControllerGetAxis(controller.controller, SDL_CONTROLLER_AXIS_LEFTY) / 32767.0f;
float rawRx = SDL_GameControllerGetAxis(controller.controller, SDL_CONTROLLER_AXIS_RIGHTY) / 32767.0f;
float rawRy = SDL_GameControllerGetAxis(controller.controller, SDL_CONTROLLER_AXIS_RIGHTX) / 32767.0f;
float rawLT = SDL_GameControllerGetAxis(controller.controller, SDL_CONTROLLER_AXIS_TRIGGERLEFT) / 32767.0f;
float rawRT = SDL_GameControllerGetAxis(controller.controller, SDL_CONTROLLER_AXIS_TRIGGERRIGHT) / 32767.0f;
controller.state.thumbstick_L.x = (rawLx < -0.01 || rawLx > 0.01) ? rawLx : 0;
controller.state.thumbstick_L.y = (rawLy < -0.01 || rawLy > 0.01) ? rawLy : 0;
controller.state.thumbstick_R.x = (rawRx < -0.01 || rawRx > 0.01) ? rawRx : 0;
controller.state.thumbstick_R.y = (rawRy < -0.01 || rawRy > 0.01) ? rawRy : 0;
controller.state.trigger_L = (rawLT > 0.01) ? rawLT : 0;
controller.state.trigger_R = (rawRT > 0.01) ? rawRT : 0;
}
}
}
void GetKeyboardState(wiInput::KeyboardState* state) {
@@ -151,8 +229,18 @@ namespace wiSDLInput
void GetMouseState(wiInput::MouseState* state) {
*state = mouse;
}
int GetMaxControllerCount() { return 0; }
bool GetControllerState(wiInput::ControllerState* state, int index) { return false; }
int GetMaxControllerCount() { return numSticks; }
bool GetControllerState(wiInput::ControllerState* state, int index) {
if(index < controllers.size()){
if(controllers[index].controller){
if(state){
*state = controllers[index].state;
}
return true;
}
}
return false;
}
void SetControllerFeedback(const wiInput::ControllerFeedback& data, int index) {}
@@ -163,6 +251,67 @@ namespace wiSDLInput
}
return -1;
}
void controller_to_wiInput(uint32_t *current, Uint8 button, bool pressed){
uint32_t btnenum;
switch(button){
case SDL_CONTROLLER_BUTTON_DPAD_UP: btnenum = wiInput::GAMEPAD_BUTTON_UP; break;
case SDL_CONTROLLER_BUTTON_DPAD_LEFT: btnenum = wiInput::GAMEPAD_BUTTON_LEFT; break;
case SDL_CONTROLLER_BUTTON_DPAD_DOWN: btnenum = wiInput::GAMEPAD_BUTTON_DOWN; break;
case SDL_CONTROLLER_BUTTON_DPAD_RIGHT: btnenum = wiInput::GAMEPAD_BUTTON_RIGHT; break;
case SDL_CONTROLLER_BUTTON_X: btnenum = wiInput::GAMEPAD_BUTTON_1; break;
case SDL_CONTROLLER_BUTTON_A: btnenum = wiInput::GAMEPAD_BUTTON_2; break;
case SDL_CONTROLLER_BUTTON_B: btnenum = wiInput::GAMEPAD_BUTTON_3; break;
case SDL_CONTROLLER_BUTTON_Y: btnenum = wiInput::GAMEPAD_BUTTON_4; break;
case SDL_CONTROLLER_BUTTON_LEFTSHOULDER: btnenum = wiInput::GAMEPAD_BUTTON_5; break;
case SDL_CONTROLLER_BUTTON_RIGHTSHOULDER: btnenum = wiInput::GAMEPAD_BUTTON_6; break;
case SDL_CONTROLLER_BUTTON_LEFTSTICK: btnenum = wiInput::GAMEPAD_BUTTON_7; break;
case SDL_CONTROLLER_BUTTON_RIGHTSTICK: btnenum = wiInput::GAMEPAD_BUTTON_8; break;
case SDL_CONTROLLER_BUTTON_BACK: btnenum = wiInput::GAMEPAD_BUTTON_9; break;
case SDL_CONTROLLER_BUTTON_START: btnenum = wiInput::GAMEPAD_BUTTON_10; break;
}
btnenum = 1 << (btnenum - wiInput::GAMEPAD_RANGE_START - 1);
if(pressed){
*current |= btnenum;
}else{
*current &= ~btnenum;
}
}
void AddController(Sint32 id){
if(SDL_IsGameController(id)){
bool opened = false;
for(auto& controller : controllers){
if(!controller.controller){
controller.controller = SDL_GameControllerOpen(id);
if(controller.controller){
controller.portID = id;
controller.internalID = SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(controller.controller));
opened = true;
}
}
}
if(!opened){
auto& controller = controllers.emplace_back();
controller.controller = SDL_GameControllerOpen(id);
if(controller.controller){
controller.portID = id;
controller.internalID = SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(controller.controller));
opened = true;
}
}
}
}
//Attempt to remove controller by checking if controller is attached or not
void RemoveController(){
for(auto& controller : controllers){
if(!SDL_JoystickGetAttached(SDL_GameControllerGetJoystick(controller.controller))){
SDL_GameControllerClose(controller.controller);
controller.controller = nullptr;
}
}
}
}
#else