mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-11-23 13:30:02 +00:00
256 lines
8.4 KiB
C++
256 lines
8.4 KiB
C++
#include <iostream>
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#include <string>
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#include "Common/File/FileUtil.h"
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#include "Common/File/VFS/VFS.h"
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#include "Common/StringUtils.h"
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#include "Common/System/NativeApp.h"
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#include "Common/System/System.h"
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#include "Core/Config.h"
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#include "Core/KeyMap.h"
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#include "SDL/SDLJoystick.h"
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using namespace std;
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static int SDLJoystickEventHandlerWrapper(void* userdata, SDL_Event* event)
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{
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static_cast<SDLJoystick *>(userdata)->ProcessInput(*event);
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return 0;
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}
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SDLJoystick::SDLJoystick(bool init_SDL ) : registeredAsEventHandler(false) {
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SDL_SetHint(SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS, "1");
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if (init_SDL) {
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SDL_Init(SDL_INIT_JOYSTICK | SDL_INIT_VIDEO | SDL_INIT_GAMECONTROLLER);
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}
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const char *dbPath = "gamecontrollerdb.txt";
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cout << "loading control pad mappings from " << dbPath << ": ";
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size_t size;
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u8 *mappingData = g_VFS.ReadFile(dbPath, &size);
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if (mappingData) {
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SDL_RWops *rw = SDL_RWFromConstMem(mappingData, size);
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// 1 to free the rw after use
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if (SDL_GameControllerAddMappingsFromRW(rw, 1) == -1) {
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cout << "Failed to read mapping data - corrupt?" << endl;
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}
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delete[] mappingData;
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} else {
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cout << "gamecontrollerdb.txt missing" << endl;
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}
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cout << "SUCCESS!" << endl;
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setUpControllers();
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}
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void SDLJoystick::setUpControllers() {
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int numjoys = SDL_NumJoysticks();
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for (int i = 0; i < numjoys; i++) {
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setUpController(i);
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}
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if (controllers.size() > 0) {
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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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void SDLJoystick::setUpController(int deviceIndex) {
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static constexpr int cbGUID = 33;
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char pszGUID[cbGUID];
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if (!SDL_IsGameController(deviceIndex)) {
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cout << "Control pad device " << deviceIndex << " not supported by SDL game controller database, attempting to create default mapping..." << endl;
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SDL_Joystick *joystick = SDL_JoystickOpen(deviceIndex);
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if (joystick) {
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SDL_JoystickGetGUIDString(SDL_JoystickGetGUID(joystick), pszGUID, cbGUID);
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// create default mapping - this is the PS3 dual shock mapping
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const std::string safeName = ReplaceAll(SDL_JoystickName(joystick), ",", "");
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std::string mapping = std::string(pszGUID) + "," + safeName + ",x:b3,a:b0,b:b1,y:b2,back:b8,guide:b10,start:b9,dpleft:b15,dpdown:b14,dpright:b16,dpup:b13,leftshoulder:b4,lefttrigger:a2,rightshoulder:b6,rightshoulder:b5,righttrigger:a5,leftstick:b7,leftstick:b11,rightstick:b12,leftx:a0,lefty:a1,rightx:a3,righty:a4";
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if (SDL_GameControllerAddMapping(mapping.c_str()) == 1){
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cout << "Added default mapping ok" << endl;
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} else {
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cout << "Failed to add default mapping" << endl;
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}
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SDL_JoystickClose(joystick);
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} else {
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cout << "Failed to get joystick identifier. Read-only device? Control pad device " + std::to_string(deviceIndex) << endl;
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}
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} else {
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SDL_Joystick *joystick = SDL_JoystickOpen(deviceIndex);
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if (joystick) {
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SDL_JoystickGetGUIDString(SDL_JoystickGetGUID(joystick), pszGUID, cbGUID);
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SDL_JoystickClose(joystick);
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}
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}
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SDL_GameController *controller = SDL_GameControllerOpen(deviceIndex);
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if (controller) {
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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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cout << "found control pad: " << SDL_GameControllerName(controller) << ", loading mapping: ";
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// NOTE: The case to InputDeviceID here is wrong, we should do some kind of lookup.
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KeyMap::NotifyPadConnected((InputDeviceID)deviceIndex, std::string(pszGUID) + ": " + SDL_GameControllerName(controller));
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auto mapping = SDL_GameControllerMapping(controller);
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if (mapping == NULL) {
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//cout << "FAILED" << endl;
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cout << "Could not find mapping in SDL2 controller database" << endl;
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} else {
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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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}
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}
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}
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SDLJoystick::~SDLJoystick() {
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if (registeredAsEventHandler) {
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SDL_DelEventWatch(SDLJoystickEventHandlerWrapper, this);
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}
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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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void SDLJoystick::registerEventHandler() {
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SDL_AddEventWatch(SDLJoystickEventHandlerWrapper, this);
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registeredAsEventHandler = true;
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}
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InputKeyCode SDLJoystick::getKeycodeForButton(SDL_GameControllerButton button) {
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switch (button) {
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case SDL_CONTROLLER_BUTTON_DPAD_UP:
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return NKCODE_DPAD_UP;
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case SDL_CONTROLLER_BUTTON_DPAD_DOWN:
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return NKCODE_DPAD_DOWN;
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case SDL_CONTROLLER_BUTTON_DPAD_LEFT:
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return NKCODE_DPAD_LEFT;
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case SDL_CONTROLLER_BUTTON_DPAD_RIGHT:
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return NKCODE_DPAD_RIGHT;
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case SDL_CONTROLLER_BUTTON_A:
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return NKCODE_BUTTON_2;
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case SDL_CONTROLLER_BUTTON_B:
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return NKCODE_BUTTON_3;
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case SDL_CONTROLLER_BUTTON_X:
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return NKCODE_BUTTON_4;
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case SDL_CONTROLLER_BUTTON_Y:
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return NKCODE_BUTTON_1;
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case SDL_CONTROLLER_BUTTON_RIGHTSHOULDER:
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return NKCODE_BUTTON_5;
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case SDL_CONTROLLER_BUTTON_LEFTSHOULDER:
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return NKCODE_BUTTON_6;
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case SDL_CONTROLLER_BUTTON_START:
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return NKCODE_BUTTON_10;
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case SDL_CONTROLLER_BUTTON_BACK:
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return NKCODE_BUTTON_9; // select button
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case SDL_CONTROLLER_BUTTON_GUIDE:
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return NKCODE_BACK; // pause menu
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case SDL_CONTROLLER_BUTTON_LEFTSTICK:
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return NKCODE_BUTTON_THUMBL;
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case SDL_CONTROLLER_BUTTON_RIGHTSTICK:
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return NKCODE_BUTTON_THUMBR;
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// Found these limits by checking out the SDL2 branch of the SDL repo, doing git blame, then `git tag --contains (commit)` etc.
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#if SDL_VERSION_ATLEAST(2, 0, 16)
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case SDL_CONTROLLER_BUTTON_MISC1:
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return NKCODE_BUTTON_11;
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#endif
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#if SDL_VERSION_ATLEAST(2, 0, 28)
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case SDL_CONTROLLER_BUTTON_PADDLE1:
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return NKCODE_BUTTON_12;
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case SDL_CONTROLLER_BUTTON_PADDLE2:
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return NKCODE_BUTTON_13;
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case SDL_CONTROLLER_BUTTON_PADDLE3:
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return NKCODE_BUTTON_14;
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case SDL_CONTROLLER_BUTTON_PADDLE4:
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return NKCODE_BUTTON_15;
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#endif
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#if SDL_VERSION_ATLEAST(2, 0, 14)
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case SDL_CONTROLLER_BUTTON_TOUCHPAD:
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return NKCODE_BUTTON_16;
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#endif
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case SDL_CONTROLLER_BUTTON_INVALID:
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default:
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return NKCODE_UNKNOWN;
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}
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}
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void SDLJoystick::ProcessInput(const 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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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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key.keyCode = code;
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key.deviceId = DEVICE_ID_PAD_0 + getDeviceIndex(event.cbutton.which);
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NativeKey(key);
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}
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}
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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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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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key.keyCode = code;
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key.deviceId = DEVICE_ID_PAD_0 + getDeviceIndex(event.cbutton.which);
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NativeKey(key);
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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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InputDeviceID deviceId = DEVICE_ID_PAD_0 + getDeviceIndex(event.caxis.which);
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// TODO: Can we really cast axis IDs like that? Do they match?
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InputAxis axisId = (InputAxis)event.caxis.axis;
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float value = event.caxis.value * (1.f / 32767.f);
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if (value > 1.0f) value = 1.0f;
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if (value < -1.0f) value = -1.0f;
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// Filter duplicate axis values.
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auto key = std::pair<InputDeviceID, InputAxis>(deviceId, axisId);
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auto iter = prevAxisValue_.find(key);
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if (iter == prevAxisValue_.end()) {
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prevAxisValue_[key] = value;
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} else if (iter->second != value) {
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iter->second = value;
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AxisInput axis;
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axis.axisId = axisId;
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axis.value = value;
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axis.deviceId = deviceId;
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NativeAxis(&axis, 1);
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} // else ignore event.
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break;
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}
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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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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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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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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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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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}
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return it->second;
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}
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