Files
WickedEngine/WickedEngine/wiSDLInput.cpp
T
Turánszki János 74cb74d3c9 version 0.60 (#367)
- namespace refactor (example: wiGraphics:: -> wi::graphics)
  - provided namespace compatibility macro for old user code: WICKEDENGINE_BACKWARDS_COMPATIBILITY_0_59
- resource manager will return `Resource` instead of `shared_ptr<Resource>` objects
- MAD shader optimizations
- implemented alpha to coverage with alpha tested materials when MSAA is enabled
- alpha testing fix with transparent shadow maps
- TLAS and scene buffers will be recreated less frequently when things get added/removed from the scene
2021-12-03 21:22:27 +01:00

320 lines
13 KiB
C++

#include "wiSDLInput.h"
#ifdef SDL2
#include "CommonInclude.h"
#include "wiBacklog.h"
#include "wiInput.h"
#include "wiVector.h"
#include <SDL2/SDL.h>
#include <SDL_events.h>
#include <SDL_gamecontroller.h>
#include <SDL_joystick.h>
#include <SDL_stdinc.h>
#include <iostream>
namespace wi::input::sdlinput
{
wi::input::KeyboardState keyboard;
wi::input::MouseState mouse;
struct Internal_ControllerState
{
Sint32 portID;
SDL_JoystickID internalID;
SDL_GameController* controller;
wi::input::ControllerState state;
};
wi::vector<Internal_ControllerState> controllers;
int numSticks = 0;
int to_wicked(const SDL_Scancode &key);
void controller_to_wicked(uint32_t *current, Uint8 button, bool pressed);
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");
}
// Attempt to add joysticks at initialization
numSticks = SDL_NumJoysticks();
if(numSticks > 0){
for(int i = 0; i<numSticks; i++){
AddController(i);
}
}
}
void Update()
{
auto saved_x = mouse.position.x;
auto saved_y = mouse.position.y;
// update keyboard and mouse to the latest value (in case of other input systems I suppose)
// keyboard = wi::input::KeyboardState();
// mouse = wi::input::MouseState();
// for (auto& internal_controller : controllers)
// {
// internal_controller.state = wi::input::ControllerState();
// }
// mouse.position.x = saved_x;
// 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();
}
wi::vector<SDL_Event> events(1000);
// This removes the only the inputs events from the event queue, leaving audio and window events for other
// section of the code
SDL_PumpEvents();
int ret = SDL_PeepEvents(events.data(), events.size(), SDL_GETEVENT, SDL_KEYDOWN, SDL_MULTIGESTURE);
if (ret < 0) {
std::cerr << "Error Peeping event: " << SDL_GetError() << std::endl;
return;
} else if (ret > 0) {
events.resize(ret);
for (const SDL_Event &event : events) {
switch (event.type) {
// Keyboard events
case SDL_KEYDOWN: // Key pressed
{
int converted = to_wicked(event.key.keysym.scancode);
if (converted >= 0) {
keyboard.buttons[converted] = true;
}
break;
}
case SDL_KEYUP: // Key released
{
int converted = to_wicked(event.key.keysym.scancode);
if (converted >= 0) {
keyboard.buttons[converted] = false;
}
break;
}
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
case SDL_MOUSEBUTTONDOWN: // Mouse button pressed
case SDL_MOUSEBUTTONUP: // Mouse button released
// handled at the bottom of this function
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
case SDL_CONTROLLERBUTTONDOWN: // Game controller button pressed
case SDL_CONTROLLERBUTTONUP: // Game controller button released
case SDL_CONTROLLERDEVICEADDED: // A new Game controller has been inserted into the system
case SDL_CONTROLLERDEVICEREMOVED: // An opened Game controller has been removed
case SDL_CONTROLLERDEVICEREMAPPED: // The controller mapping was updated
break;
// Touch events
case SDL_FINGERDOWN:
case SDL_FINGERUP:
case SDL_FINGERMOTION:
break;
// Gesture events
case SDL_DOLLARGESTURE:
case SDL_DOLLARRECORD:
case SDL_MULTIGESTURE:
break;
}
}
}
// asking directly some data instead of events
int x,y;
uint32_t mouse_buttons_state = SDL_GetMouseState(&x, &y);
mouse.position.x = x;
mouse.position.y = y;
mouse.delta_position.x = x - saved_x;
mouse.delta_position.y = y - saved_y;
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_wicked(&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(wi::input::KeyboardState* state) {
*state = keyboard;
}
void GetMouseState(wi::input::MouseState* state) {
*state = mouse;
}
int GetMaxControllerCount() { return numSticks; }
bool GetControllerState(wi::input::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 wi::input::ControllerFeedback& data, int index) {}
int to_wicked(const SDL_Scancode &key) {
if (key < arraysize(keyboard.buttons))
{
return key;
}
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;
}
btnenum = 1 << (btnenum - wi::input::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
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