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SDL: Added joystick handling.
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parent
008bc72d6f
commit
c63b61870a
1 changed files with 119 additions and 12 deletions
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@ -82,6 +82,22 @@ namespace entry
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return GamepadAxis::Enum(s_translateGamepadAxis[_sdl]);
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}
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struct AxisDpadRemap
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{
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Key::Enum first;
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Key::Enum second;
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};
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static AxisDpadRemap s_axisDpad[] =
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{
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{ Key::GamepadLeft, Key::GamepadRight },
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{ Key::GamepadUp, Key::GamepadDown },
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{ Key::None, Key::None },
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{ Key::GamepadLeft, Key::GamepadRight },
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{ Key::GamepadUp, Key::GamepadDown },
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{ Key::None, Key::None },
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};
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struct GamepadSDL
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{
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GamepadSDL()
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@ -99,17 +115,59 @@ namespace entry
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m_deadzone[GamepadAxis::RightZ] = 30;
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}
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void create(int32_t _jid)
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void create(const SDL_JoyDeviceEvent& _jev)
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{
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m_controller = SDL_GameControllerOpen(_jid);
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m_joystick = SDL_JoystickOpen(_jev.which);
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SDL_Joystick* joystick = m_joystick;
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m_jid = SDL_JoystickInstanceID(joystick);
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}
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void create(const SDL_ControllerDeviceEvent& _cev)
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{
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m_controller = SDL_GameControllerOpen(_cev.which);
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SDL_Joystick* joystick = SDL_GameControllerGetJoystick(m_controller);
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m_jid = SDL_JoystickInstanceID(joystick);
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}
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void update(EventQueue& _eventQueue, WindowHandle _handle, GamepadHandle _gamepad, GamepadAxis::Enum _axis, int32_t _value)
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{
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if (filter(_axis, &_value) )
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{
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_eventQueue.postAxisEvent(_handle, _gamepad, _axis, _value);
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if (Key::None != s_axisDpad[_axis].first)
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{
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if (_value == 0)
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{
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_eventQueue.postKeyEvent(_handle, s_axisDpad[_axis].first, 0, false);
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_eventQueue.postKeyEvent(_handle, s_axisDpad[_axis].second, 0, false);
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}
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else
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{
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_eventQueue.postKeyEvent(_handle
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, 0 > _value ? s_axisDpad[_axis].first : s_axisDpad[_axis].second
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, 0
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, true
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);
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}
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}
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}
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}
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void destroy()
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{
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SDL_GameControllerClose(m_controller);
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m_controller = NULL;
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if (NULL != m_controller)
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{
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SDL_GameControllerClose(m_controller);
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m_controller = NULL;
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}
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if (NULL != m_joystick)
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{
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SDL_JoystickClose(m_joystick);
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m_joystick = NULL;
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}
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m_jid = INT32_MAX;
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}
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@ -127,6 +185,7 @@ namespace entry
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int32_t m_value[GamepadAxis::Count];
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int32_t m_deadzone[GamepadAxis::Count];
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SDL_Joystick* m_joystick;
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SDL_GameController* m_controller;
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// SDL_Haptic* m_haptic;
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SDL_JoystickID m_jid;
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@ -334,7 +393,6 @@ namespace entry
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m_mte.m_argv = _argv;
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SDL_Init(0
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| SDL_INIT_VIDEO
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| SDL_INIT_GAMECONTROLLER
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);
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@ -547,6 +605,18 @@ namespace entry
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}
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break;
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case SDL_JOYAXISMOTION:
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{
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const SDL_JoyAxisEvent& jev = event.jaxis;
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GamepadHandle handle = findGamepad(jev.which);
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if (isValid(handle) )
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{
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GamepadAxis::Enum axis = translateGamepadAxis(jev.axis);
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m_gamepad[handle.idx].update(m_eventQueue, defaultWindow, handle, axis, jev.value);
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}
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}
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break;
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case SDL_CONTROLLERAXISMOTION:
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{
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const SDL_ControllerAxisEvent& aev = event.caxis;
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@ -554,10 +624,23 @@ namespace entry
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if (isValid(handle) )
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{
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GamepadAxis::Enum axis = translateGamepadAxis(aev.axis);
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int32_t value = aev.value;
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if (m_gamepad[handle.idx].filter(axis, &value) )
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m_gamepad[handle.idx].update(m_eventQueue, defaultWindow, handle, axis, aev.value);
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}
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}
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break;
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case SDL_JOYBUTTONDOWN:
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case SDL_JOYBUTTONUP:
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{
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const SDL_JoyButtonEvent& bev = event.jbutton;
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GamepadHandle handle = findGamepad(bev.which);
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if (isValid(handle) )
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{
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Key::Enum key = translateGamepad(bev.button);
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if (Key::Count != key)
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{
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m_eventQueue.postAxisEvent(defaultWindow, handle, axis, value);
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m_eventQueue.postKeyEvent(defaultWindow, key, 0, event.type == SDL_JOYBUTTONDOWN);
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}
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}
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}
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@ -579,14 +662,38 @@ namespace entry
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}
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break;
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case SDL_CONTROLLERDEVICEADDED:
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case SDL_JOYDEVICEADDED:
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{
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const SDL_ControllerDeviceEvent& cev = event.cdevice;
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GamepadHandle handle = { m_gamepadAlloc.alloc() };
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if (isValid(handle) )
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{
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m_gamepad[handle.idx].create(cev.which);
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const SDL_JoyDeviceEvent& jev = event.jdevice;
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m_gamepad[handle.idx].create(jev);
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m_eventQueue.postGamepadEvent(defaultWindow, handle, true);
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}
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}
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break;
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case SDL_JOYDEVICEREMOVED:
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{
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const SDL_JoyDeviceEvent& jev = event.jdevice;
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GamepadHandle handle = findGamepad(jev.which);
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if (isValid(handle) )
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{
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m_gamepad[handle.idx].destroy();
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m_gamepadAlloc.free(handle.idx);
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m_eventQueue.postGamepadEvent(defaultWindow, handle, false);
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}
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}
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break;
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case SDL_CONTROLLERDEVICEADDED:
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{
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GamepadHandle handle = { m_gamepadAlloc.alloc() };
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if (isValid(handle) )
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{
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const SDL_ControllerDeviceEvent& cev = event.cdevice;
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m_gamepad[handle.idx].create(cev);
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m_eventQueue.postGamepadEvent(defaultWindow, handle, true);
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}
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}
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