Files
WickedEngine/WickedEngine/wiSDLInput.cpp
T
2024-07-16 08:48:32 +02:00

404 lines
16 KiB
C++

#include "wiSDLInput.h"
#ifdef SDL2
#include <SDL2/SDL.h>
#include "wiUnorderedMap.h"
#include "wiBacklog.h"
namespace wi::input::sdlinput
{
wi::input::KeyboardState keyboard;
wi::input::MouseState mouse;
struct Internal_ControllerState
{
Sint32 portID;
SDL_JoystickID internalID;
SDL_GameController* controller;
Uint16 rumble_l, rumble_r = 0;
wi::input::ControllerState state;
};
wi::vector<Internal_ControllerState> controllers;
wi::unordered_map<SDL_JoystickID, size_t> controller_mapped;
wi::vector<SDL_Event> events;
int to_wicked(const SDL_Scancode &key, const SDL_Keycode &keyk);
void controller_to_wicked(uint32_t *current, Uint8 button, bool pressed);
void controller_map_rebuild();
void AddController(Sint32 id);
void RemoveController(Sint32 id);
void RemoveController();
void Initialize() {
if(!SDL_GameControllerAddMappingsFromFile("gamecontrollerdb.txt")){
wi::backlog::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");
}
}
void ProcessEvent(const SDL_Event &event){
events.push_back(event);
}
void Update()
{
mouse.delta_wheel = 0; // Do not accumulate mouse wheel motion delta
mouse.delta_position = XMFLOAT2(0, 0); // Do not accumulate mouse position delta
for(auto& event : events){
switch(event.type){
// Keyboard events
case SDL_KEYDOWN: // Key pressed
{
int converted = to_wicked(event.key.keysym.scancode, event.key.keysym.sym);
if (converted >= 0) {
keyboard.buttons[converted] = true;
}
break;
}
case SDL_KEYUP: // Key released
{
int converted = to_wicked(event.key.keysym.scancode, event.key.keysym.sym);
if (converted >= 0) {
keyboard.buttons[converted] = false;
}
}
case SDL_TEXTEDITING: // Keyboard text editing (composition)
case SDL_TEXTINPUT: // Keyboard text input
case SDL_KEYMAPCHANGED: // Keymap changed due to a system event such as an
// input language or keyboard layout change.
break;
// mouse events
case SDL_MOUSEMOTION: // Mouse moved
mouse.position.x = event.motion.x;
mouse.position.y = event.motion.y;
mouse.delta_position.x += event.motion.xrel;
mouse.delta_position.y += event.motion.yrel;
break;
case SDL_MOUSEBUTTONDOWN: // Mouse button pressed
switch(event.button.button){
case SDL_BUTTON_LEFT:
mouse.left_button_press = true;
break;
case SDL_BUTTON_RIGHT:
mouse.right_button_press = true;
break;
case SDL_BUTTON_MIDDLE:
mouse.middle_button_press = true;
break;
}
break;
case SDL_MOUSEBUTTONUP: // Mouse button released
switch(event.button.button){
case SDL_BUTTON_LEFT:
mouse.left_button_press = false;
break;
case SDL_BUTTON_RIGHT:
mouse.right_button_press = false;
break;
case SDL_BUTTON_MIDDLE:
mouse.middle_button_press = false;
break;
}
break;
case SDL_MOUSEWHEEL: // Mouse wheel motion
{
float delta = static_cast<float>(event.wheel.y);
if (event.wheel.direction == SDL_MOUSEWHEEL_FLIPPED) {
delta *= -1;
}
mouse.delta_wheel += delta;
break;
}
// Joystick events
case SDL_JOYAXISMOTION: // Joystick axis motion
case SDL_JOYBALLMOTION: // Joystick trackball motion
case SDL_JOYHATMOTION: // Joystick hat position change
case SDL_JOYBUTTONDOWN: // Joystick button pressed
case SDL_JOYBUTTONUP: // Joystick button released
case SDL_JOYDEVICEADDED: // A new joystick has been inserted into the system
case SDL_JOYDEVICEREMOVED: // An opened joystick has been removed
break;
// Game controller events
case SDL_CONTROLLERAXISMOTION: // Game controller axis motion
{
auto controller_get = controller_mapped.find(event.caxis.which);
if(controller_get != controller_mapped.end()){
float raw = event.caxis.value / 32767.0f;
const float deadzone = 0.2;
float deadzoned = (raw < -deadzone || raw > deadzone) ? raw : 0;
switch(event.caxis.axis){
case SDL_CONTROLLER_AXIS_LEFTX:
controllers[controller_get->second].state.thumbstick_L.x = deadzoned;
break;
case SDL_CONTROLLER_AXIS_LEFTY:
controllers[controller_get->second].state.thumbstick_L.y = -deadzoned;
break;
case SDL_CONTROLLER_AXIS_RIGHTX:
controllers[controller_get->second].state.thumbstick_R.x = deadzoned;
break;
case SDL_CONTROLLER_AXIS_RIGHTY:
controllers[controller_get->second].state.thumbstick_R.y = deadzoned;
break;
case SDL_CONTROLLER_AXIS_TRIGGERLEFT:
controllers[controller_get->second].state.trigger_L = (deadzoned > 0.f) ? deadzoned : 0;
break;
case SDL_CONTROLLER_AXIS_TRIGGERRIGHT:
controllers[controller_get->second].state.trigger_R = (deadzoned > 0.f) ? deadzoned : 0;
break;
}
}
break;
}
case SDL_CONTROLLERBUTTONDOWN: // Game controller button pressed
{
auto find = controller_mapped.find(event.cbutton.which);
if(find != controller_mapped.end()){
controller_to_wicked(&controllers[find->second].state.buttons, event.cbutton.button, true);
}
break;
}
case SDL_CONTROLLERBUTTONUP: // Game controller button released
{
auto find = controller_mapped.find(event.cbutton.which);
if(find != controller_mapped.end()){
controller_to_wicked(&controllers[find->second].state.buttons, event.cbutton.button, false);
}
break;
}
case SDL_CONTROLLERDEVICEADDED: // A new Game controller has been inserted into the system
{
auto& controller = controllers.emplace_back();
controller.controller = SDL_GameControllerOpen(event.cdevice.which);
if(controller.controller){
controller.portID = event.cdevice.which;
controller.internalID = SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(controller.controller));
}
controller_map_rebuild();
break;
}
case SDL_CONTROLLERDEVICEREMOVED: // An opened Game controller has been removed
{
auto find = controller_mapped.find(event.cdevice.which);
if(find != controller_mapped.end()){
SDL_GameControllerClose(controllers[find->second].controller);
controllers[find->second] = std::move(controllers.back());
controllers.pop_back();
}
controller_map_rebuild();
break;
}
case SDL_CONTROLLERDEVICEREMAPPED: // The controller mapping was updated
break;
// Touch events
case SDL_FINGERDOWN:
case SDL_FINGERUP:
case SDL_FINGERMOTION:
wi::backlog::post("finger!");
break;
// Gesture events
case SDL_DOLLARGESTURE:
case SDL_DOLLARRECORD:
case SDL_MULTIGESTURE:
wi::backlog::post("gesture!");
break;
default:
break;
}
// Clone all events for use outside the internal code, e.g. main_SDL2.cpp can benefit from this
//external_events.push_back(event);
}
//Update rumble every call
for(auto& controller : controllers){
SDL_GameControllerRumble(
controller.controller,
controller.rumble_l,
controller.rumble_r,
60); //Buffer at 60ms
}
//Flush away stored events
events.clear();
}
int to_wicked(const SDL_Scancode &key, const SDL_Keycode &keyk) {
// Scancode Conversion Segment
if(key >= 4 && key <= 29){ // A to Z
return key+61;
}
if(key >= 30 && key <= 39){ // 0 to 10
return key+18;
}
if(key >= 58 && key <= 69){ // F1 to F12
return key-47;
}
if(key >= 79 && key <= 82){ // Keyboard directional buttons
return (82-key)+4;
}
switch(key){ // Individual scancode key conversion
case SDL_SCANCODE_SPACE:
return wi::input::KEYBOARD_BUTTON_SPACE;
case SDL_SCANCODE_LSHIFT:
return wi::input::KEYBOARD_BUTTON_LSHIFT;
case SDL_SCANCODE_RSHIFT:
return wi::input::KEYBOARD_BUTTON_RSHIFT;
case SDL_SCANCODE_RETURN:
return wi::input::KEYBOARD_BUTTON_ENTER;
case SDL_SCANCODE_ESCAPE:
return wi::input::KEYBOARD_BUTTON_ESCAPE;
case SDL_SCANCODE_HOME:
return wi::input::KEYBOARD_BUTTON_HOME;
case SDL_SCANCODE_RCTRL:
return wi::input::KEYBOARD_BUTTON_RCONTROL;
case SDL_SCANCODE_LCTRL:
return wi::input::KEYBOARD_BUTTON_LCONTROL;
case SDL_SCANCODE_DELETE:
return wi::input::KEYBOARD_BUTTON_DELETE;
case SDL_SCANCODE_BACKSPACE:
return wi::input::KEYBOARD_BUTTON_BACKSPACE;
case SDL_SCANCODE_PAGEDOWN:
return wi::input::KEYBOARD_BUTTON_PAGEDOWN;
case SDL_SCANCODE_PAGEUP:
return wi::input::KEYBOARD_BUTTON_PAGEUP;
case SDL_SCANCODE_KP_0:
return wi::input::KEYBOARD_BUTTON_NUMPAD0;
case SDL_SCANCODE_KP_1:
return wi::input::KEYBOARD_BUTTON_NUMPAD1;
case SDL_SCANCODE_KP_2:
return wi::input::KEYBOARD_BUTTON_NUMPAD2;
case SDL_SCANCODE_KP_3:
return wi::input::KEYBOARD_BUTTON_NUMPAD3;
case SDL_SCANCODE_KP_4:
return wi::input::KEYBOARD_BUTTON_NUMPAD4;
case SDL_SCANCODE_KP_5:
return wi::input::KEYBOARD_BUTTON_NUMPAD5;
case SDL_SCANCODE_KP_6:
return wi::input::KEYBOARD_BUTTON_NUMPAD6;
case SDL_SCANCODE_KP_7:
return wi::input::KEYBOARD_BUTTON_NUMPAD7;
case SDL_SCANCODE_KP_8:
return wi::input::KEYBOARD_BUTTON_NUMPAD8;
case SDL_SCANCODE_KP_9:
return wi::input::KEYBOARD_BUTTON_NUMPAD9;
case SDL_SCANCODE_KP_MULTIPLY:
return wi::input::KEYBOARD_BUTTON_MULTIPLY;
case SDL_SCANCODE_KP_PLUS:
return wi::input::KEYBOARD_BUTTON_ADD;
case SDL_SCANCODE_SEPARATOR:
return wi::input::KEYBOARD_BUTTON_SEPARATOR;
case SDL_SCANCODE_KP_MINUS:
return wi::input::KEYBOARD_BUTTON_SUBTRACT;
case SDL_SCANCODE_KP_DECIMAL:
return wi::input::KEYBOARD_BUTTON_DECIMAL;
case SDL_SCANCODE_KP_DIVIDE:
return wi::input::KEYBOARD_BUTTON_DIVIDE;
case SDL_SCANCODE_TAB:
return wi::input::KEYBOARD_BUTTON_TAB;
}
// Keycode Conversion Segment
if(keyk >= 91 && keyk <= 126){
return keyk;
}
return -1;
}
void controller_to_wicked(uint32_t *current, Uint8 button, bool pressed){
uint32_t btnenum;
switch(button){
case SDL_CONTROLLER_BUTTON_DPAD_UP: btnenum = wi::input::GAMEPAD_BUTTON_UP; break;
case SDL_CONTROLLER_BUTTON_DPAD_LEFT: btnenum = wi::input::GAMEPAD_BUTTON_LEFT; break;
case SDL_CONTROLLER_BUTTON_DPAD_DOWN: btnenum = wi::input::GAMEPAD_BUTTON_DOWN; break;
case SDL_CONTROLLER_BUTTON_DPAD_RIGHT: btnenum = wi::input::GAMEPAD_BUTTON_RIGHT; break;
case SDL_CONTROLLER_BUTTON_X: btnenum = wi::input::GAMEPAD_BUTTON_1; break;
case SDL_CONTROLLER_BUTTON_A: btnenum = wi::input::GAMEPAD_BUTTON_2; break;
case SDL_CONTROLLER_BUTTON_B: btnenum = wi::input::GAMEPAD_BUTTON_3; break;
case SDL_CONTROLLER_BUTTON_Y: btnenum = wi::input::GAMEPAD_BUTTON_4; break;
case SDL_CONTROLLER_BUTTON_LEFTSHOULDER: btnenum = wi::input::GAMEPAD_BUTTON_5; break;
case SDL_CONTROLLER_BUTTON_RIGHTSHOULDER: btnenum = wi::input::GAMEPAD_BUTTON_6; break;
case SDL_CONTROLLER_BUTTON_LEFTSTICK: btnenum = wi::input::GAMEPAD_BUTTON_7; break;
case SDL_CONTROLLER_BUTTON_RIGHTSTICK: btnenum = wi::input::GAMEPAD_BUTTON_8; break;
case SDL_CONTROLLER_BUTTON_BACK: btnenum = wi::input::GAMEPAD_BUTTON_9; break;
case SDL_CONTROLLER_BUTTON_START: btnenum = wi::input::GAMEPAD_BUTTON_10; break;
default: assert(0); return;
}
btnenum = 1 << (btnenum - wi::input::GAMEPAD_RANGE_START - 1);
if(pressed){
*current |= btnenum;
}else{
*current &= ~btnenum;
}
}
// Rebuild controller mappings for fast array access
void controller_map_rebuild(){
controller_mapped.clear();
for(int index = 0; index < controllers.size(); ++index){
controller_mapped.insert({controllers[index].internalID, index});
}
}
void GetKeyboardState(wi::input::KeyboardState* state) {
*state = keyboard;
}
void GetMouseState(wi::input::MouseState* state) {
*state = mouse;
}
int GetMaxControllerCount() { return controllers.size(); }
bool GetControllerState(wi::input::ControllerState* state, int index) {
if(index < controllers.size()){
if (state != nullptr)
{
*state = controllers[index].state;
}
return true;
}
return false;
}
void SetControllerFeedback(const wi::input::ControllerFeedback& data, int index) {
if(index < controllers.size()){
#ifdef SDL2_FEATURE_CONTROLLER_LED
SDL_GameControllerSetLED(
controllers[index].controller,
data.led_color.getR(),
data.led_color.getG(),
data.led_color.getB());
#endif
controllers[index].rumble_l = (Uint16)floor(data.vibration_left * 0xFFFF);
controllers[index].rumble_r = (Uint16)floor(data.vibration_right * 0xFFFF);
}
}
}
#else
namespace wi::input::sdlinput
{
void Initialize() {}
void Update() {}
void GetKeyboardState(wi::input::KeyboardState* state) {}
void GetMouseState(wi::input::MouseState* state) {}
int GetMaxControllerCount() { return 0; }
bool GetControllerState(wi::input::ControllerState* state, int index) { return false; }
void SetControllerFeedback(const wi::input::ControllerFeedback& data, int index) {}
}
#endif // _WIN32