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122 lines
3.9 KiB
C
122 lines
3.9 KiB
C
/*
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* xemu Input Management
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*
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* This is the main input abstraction layer for xemu, which is basically just a
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* wrapper around SDL2 GameController/Keyboard API to map specifically to an
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* Xbox gamepad and support automatic binding, hotplugging, and removal at
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* runtime.
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*
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* Copyright (C) 2020-2021 Matt Borgerson
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef XEMU_INPUT_H
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#define XEMU_INPUT_H
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#include <SDL2/SDL.h>
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#include "qemu/queue.h"
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enum controller_state_buttons_mask {
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CONTROLLER_BUTTON_A = (1 << 0),
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CONTROLLER_BUTTON_B = (1 << 1),
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CONTROLLER_BUTTON_X = (1 << 2),
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CONTROLLER_BUTTON_Y = (1 << 3),
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CONTROLLER_BUTTON_DPAD_LEFT = (1 << 4),
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CONTROLLER_BUTTON_DPAD_UP = (1 << 5),
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CONTROLLER_BUTTON_DPAD_RIGHT = (1 << 6),
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CONTROLLER_BUTTON_DPAD_DOWN = (1 << 7),
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CONTROLLER_BUTTON_BACK = (1 << 8),
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CONTROLLER_BUTTON_START = (1 << 9),
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CONTROLLER_BUTTON_WHITE = (1 << 10),
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CONTROLLER_BUTTON_BLACK = (1 << 11),
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CONTROLLER_BUTTON_LSTICK = (1 << 12),
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CONTROLLER_BUTTON_RSTICK = (1 << 13),
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CONTROLLER_BUTTON_GUIDE = (1 << 14), // Extension
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};
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#define CONTROLLER_STATE_BUTTON_ID_TO_MASK(x) (1<<x)
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enum controller_state_axis_index {
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CONTROLLER_AXIS_LTRIG,
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CONTROLLER_AXIS_RTRIG,
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CONTROLLER_AXIS_LSTICK_X,
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CONTROLLER_AXIS_LSTICK_Y,
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CONTROLLER_AXIS_RSTICK_X,
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CONTROLLER_AXIS_RSTICK_Y,
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CONTROLLER_AXIS__COUNT,
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};
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enum controller_input_device_type {
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INPUT_DEVICE_SDL_KEYBOARD,
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INPUT_DEVICE_SDL_GAMECONTROLLER,
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};
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typedef struct ControllerState {
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QTAILQ_ENTRY(ControllerState) entry;
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int64_t last_input_updated_ts;
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int64_t last_rumble_updated_ts;
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// Input state
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uint16_t buttons;
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int16_t axis[CONTROLLER_AXIS__COUNT];
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// Rendering state hacked on here for convenience but needs to be moved (FIXME)
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uint32_t animate_guide_button_end;
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uint32_t animate_trigger_end;
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// Rumble state
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bool rumble_enabled;
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uint16_t rumble_l, rumble_r;
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enum controller_input_device_type type;
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const char *name;
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SDL_GameController *sdl_gamecontroller; // if type == INPUT_DEVICE_SDL_GAMECONTROLLER
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SDL_Joystick *sdl_joystick;
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SDL_JoystickID sdl_joystick_id;
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SDL_JoystickGUID sdl_joystick_guid;
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int bound; // Which port this input device is bound to
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void *device; // DeviceState opaque
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} ControllerState;
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typedef QTAILQ_HEAD(, ControllerState) ControllerStateList;
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extern ControllerStateList available_controllers;
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extern ControllerState *bound_controllers[4];
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#ifdef __cplusplus
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extern "C" {
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#endif
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void xemu_input_init(void);
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void xemu_input_process_sdl_events(const SDL_Event *event); // SDL_CONTROLLERDEVICEADDED, SDL_CONTROLLERDEVICEREMOVED
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void xemu_input_update_controllers(void);
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void xemu_input_update_controller(ControllerState *state);
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void xemu_input_update_sdl_kbd_controller_state(ControllerState *state);
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void xemu_input_update_sdl_controller_state(ControllerState *state);
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void xemu_input_update_rumble(ControllerState *state);
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ControllerState *xemu_input_get_bound(int index);
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void xemu_input_bind(int index, ControllerState *state, int save);
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int xemu_input_get_controller_default_bind_port(ControllerState *state, int start);
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void xemu_input_set_test_mode(int enabled);
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int xemu_input_get_test_mode(void);
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#ifdef __cplusplus
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}
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#endif
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#endif
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