Add basic gamepad support through SDL

This commit is contained in:
counter185 2024-08-09 18:52:36 +02:00
parent ea4ae56f4d
commit ff8c6e0162
2 changed files with 66 additions and 0 deletions

View file

@ -43,6 +43,19 @@ WindowSDL::WindowSDL(s32 width_, s32 height_, Input::GameController* controller_
SDL_SetWindowFullscreen(window, Config::isFullscreenMode());
SDL_InitSubSystem(SDL_INIT_GAMEPAD);
int gamepad_count;
SDL_JoystickID* gamepads = SDL_GetGamepads(&gamepad_count);
if (gamepad_count > 0) {
gamepad = SDL_OpenGamepad(gamepads[0]);
}
SDL_free(gamepads);
if (gamepad != nullptr) {
SDL_SetGamepadLED(gamepad, 0, 0, 255);
}
#if defined(SDL_PLATFORM_WIN32)
window_info.type = WindowSystemType::Windows;
window_info.render_surface = SDL_GetPointerProperty(SDL_GetWindowProperties(window),
@ -92,6 +105,11 @@ void WindowSDL::waitEvent() {
case SDL_EVENT_KEY_UP:
onKeyPress(&event);
break;
case SDL_EVENT_GAMEPAD_BUTTON_DOWN:
case SDL_EVENT_GAMEPAD_BUTTON_UP:
case SDL_EVENT_GAMEPAD_AXIS_MOTION:
onGamepadEvent(&event);
break;
case SDL_EVENT_QUIT:
is_open = false;
break;
@ -276,4 +294,49 @@ void WindowSDL::onKeyPress(const SDL_Event* event) {
}
}
void WindowSDL::onGamepadEvent(const SDL_Event* event) {
using Libraries::Pad::OrbisPadButtonDataOffset;
u32 button = 0;
Input::Axis axis = Input::Axis::AxisMax;
switch (event->type) {
case SDL_EVENT_GAMEPAD_BUTTON_DOWN:
case SDL_EVENT_GAMEPAD_BUTTON_UP:
button =
event->gbutton.button == SDL_GAMEPAD_BUTTON_DPAD_DOWN ? OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_DOWN
: event->gbutton.button == SDL_GAMEPAD_BUTTON_DPAD_UP ? OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_UP
: event->gbutton.button == SDL_GAMEPAD_BUTTON_DPAD_LEFT ? OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_LEFT
: event->gbutton.button == SDL_GAMEPAD_BUTTON_DPAD_RIGHT ? OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_RIGHT
: event->gbutton.button == SDL_GAMEPAD_BUTTON_SOUTH ? OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_CROSS
: event->gbutton.button == SDL_GAMEPAD_BUTTON_NORTH ? OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_TRIANGLE
: event->gbutton.button == SDL_GAMEPAD_BUTTON_WEST ? OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_SQUARE
: event->gbutton.button == SDL_GAMEPAD_BUTTON_EAST ? OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_CIRCLE
: event->gbutton.button == SDL_GAMEPAD_BUTTON_START ? OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_OPTIONS
: event->gbutton.button == SDL_GAMEPAD_BUTTON_LEFT_SHOULDER ? OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_L1
: event->gbutton.button == SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER ? OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_R1
: event->gbutton.button == SDL_GAMEPAD_BUTTON_LEFT_STICK ? OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_L3
: event->gbutton.button == SDL_GAMEPAD_BUTTON_RIGHT_STICK ? OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_R3
: event->gbutton.button == SDL_GAMEPAD_BUTTON_TOUCHPAD ? OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_TOUCH_PAD
: event->gbutton.button == SDL_GAMEPAD_BUTTON_BACK ? OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_TOUCH_PAD
: 0;
if (button != 0) {
controller->CheckButton(0, button, event->type == SDL_EVENT_GAMEPAD_BUTTON_DOWN);
}
break;
case SDL_EVENT_GAMEPAD_AXIS_MOTION:
axis =
event->gaxis.axis == SDL_GAMEPAD_AXIS_LEFTX ? Input::Axis::LeftX
: event->gaxis.axis == SDL_GAMEPAD_AXIS_LEFTY ? Input::Axis::LeftY
: event->gaxis.axis == SDL_GAMEPAD_AXIS_RIGHTX ? Input::Axis::RightX
: event->gaxis.axis == SDL_GAMEPAD_AXIS_RIGHTY ? Input::Axis::RightY
: event->gaxis.axis == SDL_GAMEPAD_AXIS_LEFT_TRIGGER ? Input::Axis::TriggerLeft
: event->gaxis.axis == SDL_GAMEPAD_AXIS_RIGHT_TRIGGER ? Input::Axis::TriggerRight
: Input::Axis::AxisMax;
if (axis != Input::Axis::AxisMax) {
controller->Axis(0, axis, Input::GetAxis(-0x8000, 0x8000, event->gaxis.value));
}
break;
}
}
} // namespace Frontend

View file

@ -7,6 +7,7 @@
#include "common/types.h"
struct SDL_Window;
struct SDL_Gamepad;
union SDL_Event;
namespace Input {
@ -66,6 +67,7 @@ public:
private:
void onResize();
void onKeyPress(const SDL_Event* event);
void onGamepadEvent(const SDL_Event* event);
private:
s32 width;
@ -75,6 +77,7 @@ private:
SDL_Window* window{};
bool is_shown{};
bool is_open{true};
SDL_Gamepad* gamepad{nullptr};
};
} // namespace Frontend