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synced 2024-11-23 05:19:56 +00:00
Various improvements including finding the assets directory properly.
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@ -1,7 +1,11 @@
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#include "SDL/SDLJoystick.h"
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#include "Core/Config.h"
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#include "Common/FileUtil.h"
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#include <iostream>
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#include <string>
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using namespace std;
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extern "C" {
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int SDLJoystickThreadWrapper(void *SDLJoy){
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@ -17,10 +21,13 @@ SDLJoystick::SDLJoystick(bool init_SDL ): thread(NULL), running(true) {
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SDL_Init(SDL_INIT_JOYSTICK | SDL_INIT_VIDEO | SDL_INIT_GAMECONTROLLER);
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}
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if (SDL_GameControllerAddMappingsFromFile("assets/gamecontrollerdb.txt") == -1) {
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printf("Failed to load control pad mappings, please place gamecontrollerdb.txt in your assets directory\n");
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auto dbPath = File::GetExeDirectory() + "assets/gamecontrollerdb.txt";
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cout << "loading control pad mappings from " << dbPath << ": ";
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if (SDL_GameControllerAddMappingsFromFile(dbPath.c_str()) == -1) {
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cout << "FAILED! Please place gamecontrollerdb.txt in your assets directory." << endl;
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} else {
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printf("Loaded game controller mappings for SDL2\n");
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cout << "SUCCESS!" << endl;
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setUpControllers();
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}
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}
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@ -31,7 +38,7 @@ void SDLJoystick::setUpControllers() {
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setUpController(i);
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}
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if (controllers.size() > 0) {
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printf("Pad 1 has been assigned to control pad: %s\n", SDL_GameControllerName(controllers.front()));
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cout << "pad 1 has been assigned to control pad: " << SDL_GameControllerName(controllers.front()) << endl;
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}
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}
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@ -42,12 +49,12 @@ void SDLJoystick::setUpController(int deviceIndex) {
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if (SDL_GameControllerGetAttached(controller)) {
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controllers.push_back(controller);
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controllerDeviceMap[SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(controller))] = deviceIndex;
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printf("found control pad: %s, loading mapping: ", SDL_GameControllerName(controller));
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char *mapping = SDL_GameControllerMapping(controller);
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cout << "found control pad: " << SDL_GameControllerName(controller) << ", loading mapping: ";
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auto mapping = SDL_GameControllerMapping(controller);
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if (mapping == NULL) {
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printf("FAILED\n");
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cout << "FAILED" << endl;
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} else {
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printf("SUCCESS, mapping is:\n%s\n", mapping);
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cout << "SUCCESS, mapping is:" << endl << mapping << endl;
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}
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} else {
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SDL_GameControllerClose(controller);
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@ -64,7 +71,7 @@ SDLJoystick::~SDLJoystick() {
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SDL_PushEvent(&evt);
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SDL_WaitThread(thread,0);
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}
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for (SDL_GameController *controller : controllers) {
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for (auto & controller : controllers) {
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SDL_GameControllerClose(controller);
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}
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}
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@ -109,7 +116,7 @@ void SDLJoystick::ProcessInput(SDL_Event &event){
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switch (event.type) {
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case SDL_CONTROLLERBUTTONDOWN:
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if (event.cbutton.state == SDL_PRESSED) {
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keycode_t code = getKeycodeForButton((SDL_GameControllerButton)event.cbutton.button);
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auto code = getKeycodeForButton((SDL_GameControllerButton)event.cbutton.button);
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if (code != NKCODE_UNKNOWN) {
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KeyInput key;
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key.flags = KEY_DOWN;
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@ -121,7 +128,7 @@ void SDLJoystick::ProcessInput(SDL_Event &event){
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break;
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case SDL_CONTROLLERBUTTONUP:
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if (event.cbutton.state == SDL_RELEASED) {
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keycode_t code = getKeycodeForButton((SDL_GameControllerButton)event.cbutton.button);
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auto code = getKeycodeForButton((SDL_GameControllerButton)event.cbutton.button);
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if (code != NKCODE_UNKNOWN) {
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KeyInput key;
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key.flags = KEY_UP;
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@ -143,33 +150,28 @@ void SDLJoystick::ProcessInput(SDL_Event &event){
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NativeAxis(axis);
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break;
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case SDL_CONTROLLERDEVICEREMOVED:
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// for removal events, "which" is the instance ID for SDL_CONTROLLERDEVICEREMOVED
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SDL_GameController *removeThisController;
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for (auto & controller : controllers) {
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if (SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(controller)) == event.cdevice.which) {
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printf("control pad %s has been disconnected\n", SDL_GameControllerName(controller));
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removeThisController = controller;
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SDL_GameControllerClose(controller);
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// for removal events, "which" is the instance ID for SDL_CONTROLLERDEVICEREMOVED
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for (auto it = controllers.begin(); it != controllers.end(); ++it) {
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if (SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(*it)) == event.cdevice.which) {
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SDL_GameControllerClose(*it);
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controllers.erase(it);
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break;
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}
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}
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if (removeThisController) {
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controllers.erase(std::remove(controllers.begin(), controllers.end(), removeThisController), controllers.end());
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}
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break;
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case SDL_CONTROLLERDEVICEADDED:
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// for add events, "which" is the device index!
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int prevNumControllers = controllers.size();
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setUpController(event.cdevice.which);
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if (prevNumControllers == 0 && controllers.size() > 0) {
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printf("Pad 1 has been assigned to control pad: %s\n", SDL_GameControllerName(controllers.front()));
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cout << "pad 1 has been assigned to control pad: " << SDL_GameControllerName(controllers.front()) << endl;
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}
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break;
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}
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}
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int SDLJoystick::getDeviceIndex(int instanceId) {
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std::map<int,int>::iterator it = controllerDeviceMap.find(instanceId);
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auto it = controllerDeviceMap.find(instanceId);
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if (it == controllerDeviceMap.end()) {
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// could not find device
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return -1;
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@ -7,7 +7,6 @@
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#include "SDL_thread.h"
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#endif
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#include <algorithm>
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#include "input/input_state.h"
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#include "input/keycodes.h"
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#include "net/resolve.h"
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