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https://github.com/dolphin-emu/dolphin.git
synced 2025-07-28 16:49:58 -06:00
Merge pull request #13775 from jordan-woyak/sdl-gamepad-rename
InputCommon: Rename SDL input backend GameController to Gamepad.
This commit is contained in:
@ -19,14 +19,14 @@ static bool IsTriggerAxis(int index)
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return index >= 4;
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}
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GameController::GameController(SDL_Gamepad* const gamecontroller, SDL_Joystick* const joystick)
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: m_gamecontroller(gamecontroller), m_joystick(joystick)
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Gamepad::Gamepad(SDL_Gamepad* const gamepad, SDL_Joystick* const joystick)
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: m_gamepad(gamepad), m_joystick(joystick)
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{
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const char* const sdl_name = (gamecontroller != nullptr) ? SDL_GetGamepadName(gamecontroller) :
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SDL_GetJoystickName(joystick);
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const char* const sdl_name =
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(gamepad != nullptr) ? SDL_GetGamepadName(gamepad) : SDL_GetJoystickName(joystick);
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m_name = (sdl_name != nullptr) ? sdl_name : "Unknown";
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// If a Joystick input has a GameController equivalent button/hat we don't add it.
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// If a Joystick input has a Gamepad equivalent button/hat we don't add it.
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// "Equivalent" axes are still added as hidden/undetectable inputs to handle
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// loading of existing configs which may use "full surface" inputs.
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// Otherwise handling those would require dealing with gamepad specific quirks.
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@ -50,11 +50,11 @@ GameController::GameController(SDL_Gamepad* const gamecontroller, SDL_Joystick*
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}
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};
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if (gamecontroller != nullptr)
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if (gamepad != nullptr)
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{
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// Inputs
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int binding_count = 0;
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auto** bindings = SDL_GetGamepadBindings(gamecontroller, &binding_count);
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auto** bindings = SDL_GetGamepadBindings(gamepad, &binding_count);
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Common::ScopeGuard free_bindings([&] { SDL_free(bindings); });
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for (auto* const binding : std::span(bindings, binding_count))
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@ -64,20 +64,20 @@ GameController::GameController(SDL_Gamepad* const gamecontroller, SDL_Joystick*
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switch (binding->output_type)
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{
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case SDL_GAMEPAD_BINDTYPE_BUTTON:
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AddInput(new Button(gamecontroller, *binding));
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AddInput(new Button(gamepad, *binding));
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break;
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case SDL_GAMEPAD_BINDTYPE_AXIS:
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{
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const auto axis = binding->output.axis.axis;
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if (IsTriggerAxis(axis))
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{
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AddInput(new Axis(m_gamecontroller, 32767, axis));
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AddInput(new Axis(m_gamepad, 32767, axis));
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}
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else
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{
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// Each axis gets a negative and a positive input instance associated with it
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AddInput(new Axis(m_gamecontroller, -32768, axis));
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AddInput(new Axis(m_gamecontroller, 32767, axis));
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AddInput(new Axis(m_gamepad, -32768, axis));
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AddInput(new Axis(m_gamepad, 32767, axis));
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}
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break;
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}
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@ -86,25 +86,25 @@ GameController::GameController(SDL_Gamepad* const gamecontroller, SDL_Joystick*
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}
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}
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const auto properties = SDL_GetGamepadProperties(m_gamecontroller);
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const auto properties = SDL_GetGamepadProperties(m_gamepad);
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// Rumble
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if (SDL_GetBooleanProperty(properties, SDL_PROP_GAMEPAD_CAP_RUMBLE_BOOLEAN, false))
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{
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AddOutput(new CombinedMotor(*this, &m_low_freq_rumble, &m_high_freq_rumble));
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AddOutput(new Rumble("Motor L", *this, &m_low_freq_rumble, &GameController::UpdateRumble));
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AddOutput(new Rumble("Motor R", *this, &m_high_freq_rumble, &GameController::UpdateRumble));
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AddOutput(new Rumble("Motor L", *this, &m_low_freq_rumble, &Gamepad::UpdateRumble));
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AddOutput(new Rumble("Motor R", *this, &m_high_freq_rumble, &Gamepad::UpdateRumble));
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}
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if (SDL_GetBooleanProperty(properties, SDL_PROP_GAMEPAD_CAP_TRIGGER_RUMBLE_BOOLEAN, false))
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{
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AddOutput(new Rumble("Trigger L", *this, &m_trigger_l_rumble,
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&GameController::UpdateRumbleTriggers));
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AddOutput(new Rumble("Trigger R", *this, &m_trigger_r_rumble,
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&GameController::UpdateRumbleTriggers));
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AddOutput(
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new Rumble("Trigger L", *this, &m_trigger_l_rumble, &Gamepad::UpdateRumbleTriggers));
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AddOutput(
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new Rumble("Trigger R", *this, &m_trigger_r_rumble, &Gamepad::UpdateRumbleTriggers));
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}
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// Touchpad
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if (SDL_GetNumGamepadTouchpads(m_gamecontroller) > 0)
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if (SDL_GetNumGamepadTouchpads(m_gamepad) > 0)
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{
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const char* const name_x = "Touchpad X";
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AddInput(new NonDetectableDirectionalInput<-1>(name_x, &m_touchpad_x));
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@ -118,12 +118,12 @@ GameController::GameController(SDL_Gamepad* const gamecontroller, SDL_Joystick*
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// Motion
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const auto add_sensor = [this](SDL_SensorType type, std::string_view sensor_name,
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const SDLMotionAxisList& axes) {
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if (SDL_SetGamepadSensorEnabled(m_gamecontroller, type, true))
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if (SDL_SetGamepadSensorEnabled(m_gamepad, type, true))
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{
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for (const SDLMotionAxis& axis : axes)
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{
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AddInput(new MotionInput(fmt::format("{} {}", sensor_name, axis.name), m_gamecontroller,
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type, axis.index, axis.scale));
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AddInput(new MotionInput(fmt::format("{} {}", sensor_name, axis.name), m_gamepad, type,
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axis.index, axis.scale));
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}
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}
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};
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@ -228,7 +228,7 @@ GameController::GameController(SDL_Gamepad* const gamecontroller, SDL_Joystick*
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AddInput(new BatteryInput{&m_battery_value});
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}
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bool GameController::UpdateBatteryLevel()
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bool Gamepad::UpdateBatteryLevel()
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{
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int battery_percent = 0;
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if (SDL_GetJoystickPowerInfo(m_joystick, &battery_percent) == SDL_POWERSTATE_ERROR)
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@ -238,7 +238,7 @@ bool GameController::UpdateBatteryLevel()
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return true;
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}
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GameController::~GameController()
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Gamepad::~Gamepad()
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{
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if (m_haptic)
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{
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@ -248,31 +248,31 @@ GameController::~GameController()
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SDL_CloseHaptic(m_haptic);
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m_haptic = nullptr;
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}
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if (m_gamecontroller)
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if (m_gamepad)
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{
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// stop all rumble
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SDL_RumbleGamepad(m_gamecontroller, 0, 0, 0);
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SDL_CloseGamepad(m_gamecontroller);
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SDL_RumbleGamepad(m_gamepad, 0, 0, 0);
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SDL_CloseGamepad(m_gamepad);
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}
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SDL_CloseJoystick(m_joystick);
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}
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std::string GameController::GetName() const
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std::string Gamepad::GetName() const
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{
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return m_name;
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}
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std::string GameController::GetSource() const
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std::string Gamepad::GetSource() const
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{
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return "SDL";
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}
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SDL_JoystickID GameController::GetSDLInstanceID() const
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SDL_JoystickID Gamepad::GetSDLInstanceID() const
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{
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return SDL_GetJoystickID(m_joystick);
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}
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std::string GameController::Button::GetName() const
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std::string Gamepad::Button::GetName() const
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{
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const auto button = m_binding.output.button;
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@ -282,7 +282,7 @@ std::string GameController::Button::GetName() const
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return s_sdl_button_names[button];
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}
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std::string GameController::Axis::GetName() const
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std::string Gamepad::Axis::GetName() const
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{
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if (std::size_t(m_axis) >= std::size(s_sdl_axis_names))
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return GetLegacyAxisName(m_axis, m_range);
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@ -299,17 +299,17 @@ std::string GameController::Axis::GetName() const
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return std::string(s_sdl_axis_names[m_axis]) + (negative ? '-' : '+');
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}
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ControlState GameController::Button::GetState() const
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ControlState Gamepad::Button::GetState() const
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{
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return SDL_GetGamepadButton(m_gc, m_binding.output.button);
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}
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ControlState GameController::Axis::GetState() const
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ControlState Gamepad::Axis::GetState() const
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{
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return ControlState(SDL_GetGamepadAxis(m_gc, m_axis)) / m_range;
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}
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bool GameController::Button::IsMatchingName(std::string_view name) const
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bool Gamepad::Button::IsMatchingName(std::string_view name) const
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{
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if (GetName() == name)
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return true;
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@ -339,7 +339,7 @@ bool GameController::Button::IsMatchingName(std::string_view name) const
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}
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}
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ControlState GameController::MotionInput::GetState() const
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ControlState Gamepad::MotionInput::GetState() const
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{
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std::array<float, 3> data{};
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SDL_GetGamepadSensorData(m_gc, m_type, data.data(), (int)data.size());
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@ -347,22 +347,22 @@ ControlState GameController::MotionInput::GetState() const
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}
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// Legacy input
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ControlState GameController::LegacyButton::GetState() const
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ControlState Gamepad::LegacyButton::GetState() const
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{
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return SDL_GetJoystickButton(m_js, m_index);
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}
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ControlState GameController::LegacyAxis::GetState() const
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ControlState Gamepad::LegacyAxis::GetState() const
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{
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return ControlState(SDL_GetJoystickAxis(m_js, m_index)) / m_range;
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}
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ControlState GameController::LegacyHat::GetState() const
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ControlState Gamepad::LegacyHat::GetState() const
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{
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return (SDL_GetJoystickHat(m_js, m_index) & (1 << m_direction)) > 0;
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}
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void GameController::HapticEffect::UpdateEffect()
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void Gamepad::HapticEffect::UpdateEffect()
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{
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if (m_effect.type != DISABLED_EFFECT_TYPE)
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{
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@ -389,40 +389,40 @@ void GameController::HapticEffect::UpdateEffect()
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}
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}
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GameController::HapticEffect::HapticEffect(SDL_Haptic* haptic) : m_haptic(haptic)
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Gamepad::HapticEffect::HapticEffect(SDL_Haptic* haptic) : m_haptic(haptic)
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{
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// FYI: type is set within UpdateParameters.
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m_effect.type = DISABLED_EFFECT_TYPE;
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}
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GameController::HapticEffect::~HapticEffect()
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Gamepad::HapticEffect::~HapticEffect()
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{
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m_effect.type = DISABLED_EFFECT_TYPE;
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UpdateEffect();
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}
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void GameController::HapticEffect::SetDirection(SDL_HapticDirection* dir)
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void Gamepad::HapticEffect::SetDirection(SDL_HapticDirection* dir)
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{
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// Left direction (for wheels)
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dir->type = SDL_HAPTIC_CARTESIAN;
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dir->dir[0] = -1;
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}
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GameController::ConstantEffect::ConstantEffect(SDL_Haptic* haptic) : HapticEffect(haptic)
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Gamepad::ConstantEffect::ConstantEffect(SDL_Haptic* haptic) : HapticEffect(haptic)
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{
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m_effect.constant = {};
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SetDirection(&m_effect.constant.direction);
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m_effect.constant.length = RUMBLE_LENGTH_MS;
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}
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GameController::RampEffect::RampEffect(SDL_Haptic* haptic) : HapticEffect(haptic)
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Gamepad::RampEffect::RampEffect(SDL_Haptic* haptic) : HapticEffect(haptic)
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{
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m_effect.ramp = {};
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SetDirection(&m_effect.ramp.direction);
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m_effect.ramp.length = RUMBLE_LENGTH_MS;
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}
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GameController::PeriodicEffect::PeriodicEffect(SDL_Haptic* haptic, u16 waveform)
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Gamepad::PeriodicEffect::PeriodicEffect(SDL_Haptic* haptic, u16 waveform)
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: HapticEffect(haptic), m_waveform(waveform)
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{
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m_effect.periodic = {};
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@ -433,24 +433,24 @@ GameController::PeriodicEffect::PeriodicEffect(SDL_Haptic* haptic, u16 waveform)
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m_effect.periodic.phase = 0;
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}
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GameController::LeftRightEffect::LeftRightEffect(SDL_Haptic* haptic, Motor motor)
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Gamepad::LeftRightEffect::LeftRightEffect(SDL_Haptic* haptic, Motor motor)
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: HapticEffect(haptic), m_motor(motor)
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{
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m_effect.leftright = {};
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m_effect.leftright.length = RUMBLE_LENGTH_MS;
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}
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std::string GameController::ConstantEffect::GetName() const
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std::string Gamepad::ConstantEffect::GetName() const
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{
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return "Constant";
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}
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std::string GameController::RampEffect::GetName() const
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std::string Gamepad::RampEffect::GetName() const
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{
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return "Ramp";
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}
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std::string GameController::PeriodicEffect::GetName() const
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std::string Gamepad::PeriodicEffect::GetName() const
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{
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switch (m_waveform)
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{
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@ -467,12 +467,12 @@ std::string GameController::PeriodicEffect::GetName() const
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}
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}
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std::string GameController::LeftRightEffect::GetName() const
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std::string Gamepad::LeftRightEffect::GetName() const
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{
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return (Motor::Strong == m_motor) ? "Strong" : "Weak";
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}
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void GameController::HapticEffect::SetState(ControlState state)
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void Gamepad::HapticEffect::SetState(ControlState state)
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{
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// Maximum force value for all SDL effects:
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constexpr s16 MAX_FORCE_VALUE = 0x7fff;
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@ -483,7 +483,7 @@ void GameController::HapticEffect::SetState(ControlState state)
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}
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}
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bool GameController::ConstantEffect::UpdateParameters(s16 value)
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bool Gamepad::ConstantEffect::UpdateParameters(s16 value)
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{
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s16& level = m_effect.constant.level;
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const s16 old_level = level;
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@ -494,7 +494,7 @@ bool GameController::ConstantEffect::UpdateParameters(s16 value)
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return level != old_level;
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}
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bool GameController::RampEffect::UpdateParameters(s16 value)
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bool Gamepad::RampEffect::UpdateParameters(s16 value)
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{
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s16& level = m_effect.ramp.start;
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const s16 old_level = level;
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@ -508,7 +508,7 @@ bool GameController::RampEffect::UpdateParameters(s16 value)
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return level != old_level;
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}
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bool GameController::PeriodicEffect::UpdateParameters(s16 value)
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bool Gamepad::PeriodicEffect::UpdateParameters(s16 value)
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{
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s16& level = m_effect.periodic.magnitude;
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const s16 old_level = level;
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@ -519,7 +519,7 @@ bool GameController::PeriodicEffect::UpdateParameters(s16 value)
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return level != old_level;
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}
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bool GameController::LeftRightEffect::UpdateParameters(s16 value)
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bool Gamepad::LeftRightEffect::UpdateParameters(s16 value)
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{
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u16& level = (Motor::Strong == m_motor) ? m_effect.leftright.large_magnitude :
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m_effect.leftright.small_magnitude;
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