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Merge pull request #13775 from jordan-woyak/sdl-gamepad-rename
InputCommon: Rename SDL input backend GameController to Gamepad.
This commit is contained in:
@ -251,9 +251,9 @@ void InputBackend::OpenAndAddDevice(SDL_JoystickID instance_id)
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// SDL tries parsing these as Joysticks
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// SDL tries parsing these as Joysticks
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return;
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return;
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}
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}
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auto gamecontroller = std::make_shared<GameController>(gc, js);
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auto gamepad = std::make_shared<Gamepad>(gc, js);
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if (!gamecontroller->Inputs().empty() || !gamecontroller->Outputs().empty())
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if (!gamepad->Inputs().empty() || !gamepad->Outputs().empty())
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GetControllerInterface().AddDevice(std::move(gamecontroller));
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GetControllerInterface().AddDevice(std::move(gamepad));
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}
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}
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}
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}
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@ -267,7 +267,7 @@ bool InputBackend::HandleEventAndContinue(const SDL_Event& e)
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{
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{
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GetControllerInterface().RemoveDevice([&e](const auto* device) {
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GetControllerInterface().RemoveDevice([&e](const auto* device) {
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return device->GetSource() == "SDL" &&
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return device->GetSource() == "SDL" &&
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static_cast<const GameController*>(device)->GetSDLInstanceID() == e.jdevice.which;
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static_cast<const Gamepad*>(device)->GetSDLInstanceID() == e.jdevice.which;
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});
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});
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}
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}
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else if (e.type == m_populate_event_type)
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else if (e.type == m_populate_event_type)
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@ -19,14 +19,14 @@ static bool IsTriggerAxis(int index)
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return index >= 4;
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return index >= 4;
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}
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}
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GameController::GameController(SDL_Gamepad* const gamecontroller, SDL_Joystick* const joystick)
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Gamepad::Gamepad(SDL_Gamepad* const gamepad, SDL_Joystick* const joystick)
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: m_gamecontroller(gamecontroller), m_joystick(joystick)
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: m_gamepad(gamepad), m_joystick(joystick)
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{
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{
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const char* const sdl_name = (gamecontroller != nullptr) ? SDL_GetGamepadName(gamecontroller) :
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const char* const sdl_name =
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SDL_GetJoystickName(joystick);
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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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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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// "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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// 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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// 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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};
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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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{
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// Inputs
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// Inputs
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int binding_count = 0;
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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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Common::ScopeGuard free_bindings([&] { SDL_free(bindings); });
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for (auto* const binding : std::span(bindings, binding_count))
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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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switch (binding->output_type)
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{
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{
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case SDL_GAMEPAD_BINDTYPE_BUTTON:
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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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break;
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case SDL_GAMEPAD_BINDTYPE_AXIS:
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case SDL_GAMEPAD_BINDTYPE_AXIS:
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{
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{
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const auto axis = binding->output.axis.axis;
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const auto axis = binding->output.axis.axis;
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if (IsTriggerAxis(axis))
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if (IsTriggerAxis(axis))
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{
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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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}
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else
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else
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{
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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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// 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_gamepad, -32768, axis));
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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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}
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break;
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break;
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}
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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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}
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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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// Rumble
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if (SDL_GetBooleanProperty(properties, SDL_PROP_GAMEPAD_CAP_RUMBLE_BOOLEAN, false))
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if (SDL_GetBooleanProperty(properties, SDL_PROP_GAMEPAD_CAP_RUMBLE_BOOLEAN, false))
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{
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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 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 L", *this, &m_low_freq_rumble, &Gamepad::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 R", *this, &m_high_freq_rumble, &Gamepad::UpdateRumble));
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}
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}
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if (SDL_GetBooleanProperty(properties, SDL_PROP_GAMEPAD_CAP_TRIGGER_RUMBLE_BOOLEAN, false))
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if (SDL_GetBooleanProperty(properties, SDL_PROP_GAMEPAD_CAP_TRIGGER_RUMBLE_BOOLEAN, false))
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{
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{
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AddOutput(new Rumble("Trigger L", *this, &m_trigger_l_rumble,
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AddOutput(
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&GameController::UpdateRumbleTriggers));
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new Rumble("Trigger L", *this, &m_trigger_l_rumble, &Gamepad::UpdateRumbleTriggers));
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AddOutput(new Rumble("Trigger R", *this, &m_trigger_r_rumble,
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AddOutput(
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&GameController::UpdateRumbleTriggers));
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new Rumble("Trigger R", *this, &m_trigger_r_rumble, &Gamepad::UpdateRumbleTriggers));
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}
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}
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// Touchpad
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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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{
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const char* const name_x = "Touchpad X";
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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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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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// Motion
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const auto add_sensor = [this](SDL_SensorType type, std::string_view sensor_name,
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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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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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{
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for (const SDLMotionAxis& axis : axes)
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for (const SDLMotionAxis& axis : axes)
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{
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{
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AddInput(new MotionInput(fmt::format("{} {}", sensor_name, axis.name), m_gamecontroller,
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AddInput(new MotionInput(fmt::format("{} {}", sensor_name, axis.name), m_gamepad, type,
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type, axis.index, axis.scale));
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axis.index, axis.scale));
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}
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}
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}
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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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AddInput(new BatteryInput{&m_battery_value});
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}
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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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{
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int battery_percent = 0;
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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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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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return true;
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}
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}
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GameController::~GameController()
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Gamepad::~Gamepad()
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{
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{
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if (m_haptic)
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if (m_haptic)
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{
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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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SDL_CloseHaptic(m_haptic);
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m_haptic = nullptr;
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m_haptic = nullptr;
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}
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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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{
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// stop all rumble
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// stop all rumble
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SDL_RumbleGamepad(m_gamecontroller, 0, 0, 0);
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SDL_RumbleGamepad(m_gamepad, 0, 0, 0);
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SDL_CloseGamepad(m_gamecontroller);
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SDL_CloseGamepad(m_gamepad);
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}
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}
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SDL_CloseJoystick(m_joystick);
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SDL_CloseJoystick(m_joystick);
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}
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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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{
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return m_name;
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return m_name;
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}
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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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{
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return "SDL";
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return "SDL";
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}
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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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{
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return SDL_GetJoystickID(m_joystick);
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return SDL_GetJoystickID(m_joystick);
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}
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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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{
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const auto button = m_binding.output.button;
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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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return s_sdl_button_names[button];
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}
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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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{
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if (std::size_t(m_axis) >= std::size(s_sdl_axis_names))
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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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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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return std::string(s_sdl_axis_names[m_axis]) + (negative ? '-' : '+');
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}
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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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{
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return SDL_GetGamepadButton(m_gc, m_binding.output.button);
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return SDL_GetGamepadButton(m_gc, m_binding.output.button);
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}
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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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{
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return ControlState(SDL_GetGamepadAxis(m_gc, m_axis)) / m_range;
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return ControlState(SDL_GetGamepadAxis(m_gc, m_axis)) / m_range;
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}
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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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{
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if (GetName() == name)
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if (GetName() == name)
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return true;
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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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}
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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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{
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std::array<float, 3> data{};
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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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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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}
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// Legacy input
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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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{
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return SDL_GetJoystickButton(m_js, m_index);
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return SDL_GetJoystickButton(m_js, m_index);
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}
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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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{
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return ControlState(SDL_GetJoystickAxis(m_js, m_index)) / m_range;
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return ControlState(SDL_GetJoystickAxis(m_js, m_index)) / m_range;
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}
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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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{
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return (SDL_GetJoystickHat(m_js, m_index) & (1 << m_direction)) > 0;
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return (SDL_GetJoystickHat(m_js, m_index) & (1 << m_direction)) > 0;
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}
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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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{
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if (m_effect.type != DISABLED_EFFECT_TYPE)
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if (m_effect.type != DISABLED_EFFECT_TYPE)
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{
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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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}
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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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{
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// FYI: type is set within UpdateParameters.
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// FYI: type is set within UpdateParameters.
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m_effect.type = DISABLED_EFFECT_TYPE;
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m_effect.type = DISABLED_EFFECT_TYPE;
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}
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}
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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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m_effect.type = DISABLED_EFFECT_TYPE;
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UpdateEffect();
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UpdateEffect();
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}
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}
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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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{
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// Left direction (for wheels)
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// Left direction (for wheels)
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dir->type = SDL_HAPTIC_CARTESIAN;
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dir->type = SDL_HAPTIC_CARTESIAN;
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dir->dir[0] = -1;
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dir->dir[0] = -1;
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}
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}
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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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{
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m_effect.constant = {};
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m_effect.constant = {};
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SetDirection(&m_effect.constant.direction);
|
SetDirection(&m_effect.constant.direction);
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m_effect.constant.length = RUMBLE_LENGTH_MS;
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m_effect.constant.length = RUMBLE_LENGTH_MS;
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}
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}
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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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{
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m_effect.ramp = {};
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m_effect.ramp = {};
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SetDirection(&m_effect.ramp.direction);
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SetDirection(&m_effect.ramp.direction);
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m_effect.ramp.length = RUMBLE_LENGTH_MS;
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m_effect.ramp.length = RUMBLE_LENGTH_MS;
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}
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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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: HapticEffect(haptic), m_waveform(waveform)
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{
|
{
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m_effect.periodic = {};
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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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m_effect.periodic.phase = 0;
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}
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}
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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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: HapticEffect(haptic), m_motor(motor)
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{
|
{
|
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m_effect.leftright = {};
|
m_effect.leftright = {};
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||||||
m_effect.leftright.length = RUMBLE_LENGTH_MS;
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m_effect.leftright.length = RUMBLE_LENGTH_MS;
|
||||||
}
|
}
|
||||||
|
|
||||||
std::string GameController::ConstantEffect::GetName() const
|
std::string Gamepad::ConstantEffect::GetName() const
|
||||||
{
|
{
|
||||||
return "Constant";
|
return "Constant";
|
||||||
}
|
}
|
||||||
|
|
||||||
std::string GameController::RampEffect::GetName() const
|
std::string Gamepad::RampEffect::GetName() const
|
||||||
{
|
{
|
||||||
return "Ramp";
|
return "Ramp";
|
||||||
}
|
}
|
||||||
|
|
||||||
std::string GameController::PeriodicEffect::GetName() const
|
std::string Gamepad::PeriodicEffect::GetName() const
|
||||||
{
|
{
|
||||||
switch (m_waveform)
|
switch (m_waveform)
|
||||||
{
|
{
|
||||||
@ -467,12 +467,12 @@ std::string GameController::PeriodicEffect::GetName() const
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
std::string GameController::LeftRightEffect::GetName() const
|
std::string Gamepad::LeftRightEffect::GetName() const
|
||||||
{
|
{
|
||||||
return (Motor::Strong == m_motor) ? "Strong" : "Weak";
|
return (Motor::Strong == m_motor) ? "Strong" : "Weak";
|
||||||
}
|
}
|
||||||
|
|
||||||
void GameController::HapticEffect::SetState(ControlState state)
|
void Gamepad::HapticEffect::SetState(ControlState state)
|
||||||
{
|
{
|
||||||
// Maximum force value for all SDL effects:
|
// Maximum force value for all SDL effects:
|
||||||
constexpr s16 MAX_FORCE_VALUE = 0x7fff;
|
constexpr s16 MAX_FORCE_VALUE = 0x7fff;
|
||||||
@ -483,7 +483,7 @@ void GameController::HapticEffect::SetState(ControlState state)
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
bool GameController::ConstantEffect::UpdateParameters(s16 value)
|
bool Gamepad::ConstantEffect::UpdateParameters(s16 value)
|
||||||
{
|
{
|
||||||
s16& level = m_effect.constant.level;
|
s16& level = m_effect.constant.level;
|
||||||
const s16 old_level = level;
|
const s16 old_level = level;
|
||||||
@ -494,7 +494,7 @@ bool GameController::ConstantEffect::UpdateParameters(s16 value)
|
|||||||
return level != old_level;
|
return level != old_level;
|
||||||
}
|
}
|
||||||
|
|
||||||
bool GameController::RampEffect::UpdateParameters(s16 value)
|
bool Gamepad::RampEffect::UpdateParameters(s16 value)
|
||||||
{
|
{
|
||||||
s16& level = m_effect.ramp.start;
|
s16& level = m_effect.ramp.start;
|
||||||
const s16 old_level = level;
|
const s16 old_level = level;
|
||||||
@ -508,7 +508,7 @@ bool GameController::RampEffect::UpdateParameters(s16 value)
|
|||||||
return level != old_level;
|
return level != old_level;
|
||||||
}
|
}
|
||||||
|
|
||||||
bool GameController::PeriodicEffect::UpdateParameters(s16 value)
|
bool Gamepad::PeriodicEffect::UpdateParameters(s16 value)
|
||||||
{
|
{
|
||||||
s16& level = m_effect.periodic.magnitude;
|
s16& level = m_effect.periodic.magnitude;
|
||||||
const s16 old_level = level;
|
const s16 old_level = level;
|
||||||
@ -519,7 +519,7 @@ bool GameController::PeriodicEffect::UpdateParameters(s16 value)
|
|||||||
return level != old_level;
|
return level != old_level;
|
||||||
}
|
}
|
||||||
|
|
||||||
bool GameController::LeftRightEffect::UpdateParameters(s16 value)
|
bool Gamepad::LeftRightEffect::UpdateParameters(s16 value)
|
||||||
{
|
{
|
||||||
u16& level = (Motor::Strong == m_motor) ? m_effect.leftright.large_magnitude :
|
u16& level = (Motor::Strong == m_motor) ? m_effect.leftright.large_magnitude :
|
||||||
m_effect.leftright.small_magnitude;
|
m_effect.leftright.small_magnitude;
|
||||||
|
@ -42,10 +42,10 @@ static_assert(GetDirectionFromHatMask(SDL_HAT_LEFT) == 3);
|
|||||||
namespace ciface::SDL
|
namespace ciface::SDL
|
||||||
{
|
{
|
||||||
|
|
||||||
class GameController : public Core::Device
|
class Gamepad : public Core::Device
|
||||||
{
|
{
|
||||||
private:
|
private:
|
||||||
// GameController inputs
|
// Gamepad inputs
|
||||||
class Button : public Core::Device::Input
|
class Button : public Core::Device::Input
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
@ -139,9 +139,9 @@ private:
|
|||||||
class Rumble : public Output
|
class Rumble : public Output
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
using UpdateCallback = void (GameController::*)(void);
|
using UpdateCallback = void (Gamepad::*)(void);
|
||||||
|
|
||||||
Rumble(const char* name, GameController& gc, Uint16* state, UpdateCallback update_callback)
|
Rumble(const char* name, Gamepad& gc, Uint16* state, UpdateCallback update_callback)
|
||||||
: m_name{name}, m_gc{gc}, m_state{*state}, m_update_callback{update_callback}
|
: m_name{name}, m_gc{gc}, m_state{*state}, m_update_callback{update_callback}
|
||||||
{
|
{
|
||||||
}
|
}
|
||||||
@ -158,7 +158,7 @@ private:
|
|||||||
|
|
||||||
private:
|
private:
|
||||||
const char* const m_name;
|
const char* const m_name;
|
||||||
GameController& m_gc;
|
Gamepad& m_gc;
|
||||||
Uint16& m_state;
|
Uint16& m_state;
|
||||||
UpdateCallback const m_update_callback;
|
UpdateCallback const m_update_callback;
|
||||||
};
|
};
|
||||||
@ -166,7 +166,7 @@ private:
|
|||||||
class CombinedMotor : public Output
|
class CombinedMotor : public Output
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
CombinedMotor(GameController& gc, Uint16* low_state, Uint16* high_state)
|
CombinedMotor(Gamepad& gc, Uint16* low_state, Uint16* high_state)
|
||||||
: m_gc{gc}, m_low_state{*low_state}, m_high_state{*high_state}
|
: m_gc{gc}, m_low_state{*low_state}, m_high_state{*high_state}
|
||||||
{
|
{
|
||||||
}
|
}
|
||||||
@ -183,7 +183,7 @@ private:
|
|||||||
}
|
}
|
||||||
|
|
||||||
private:
|
private:
|
||||||
GameController& m_gc;
|
Gamepad& m_gc;
|
||||||
Uint16& m_low_state;
|
Uint16& m_low_state;
|
||||||
Uint16& m_high_state;
|
Uint16& m_high_state;
|
||||||
};
|
};
|
||||||
@ -316,8 +316,8 @@ private:
|
|||||||
};
|
};
|
||||||
|
|
||||||
public:
|
public:
|
||||||
GameController(SDL_Gamepad* gamecontroller, SDL_Joystick* joystick);
|
Gamepad(SDL_Gamepad* gamepad, SDL_Joystick* joystick);
|
||||||
~GameController() override;
|
~Gamepad() override;
|
||||||
|
|
||||||
std::string GetName() const override;
|
std::string GetName() const override;
|
||||||
std::string GetSource() const override;
|
std::string GetSource() const override;
|
||||||
@ -330,11 +330,11 @@ public:
|
|||||||
const int touchpad_index = 0;
|
const int touchpad_index = 0;
|
||||||
const int finger_index = 0;
|
const int finger_index = 0;
|
||||||
|
|
||||||
if (SDL_GetNumGamepadTouchpads(m_gamecontroller) > touchpad_index &&
|
if (SDL_GetNumGamepadTouchpads(m_gamepad) > touchpad_index &&
|
||||||
SDL_GetNumGamepadTouchpadFingers(m_gamecontroller, touchpad_index) > finger_index)
|
SDL_GetNumGamepadTouchpadFingers(m_gamepad, touchpad_index) > finger_index)
|
||||||
{
|
{
|
||||||
SDL_GetGamepadTouchpadFinger(m_gamecontroller, touchpad_index, finger_index, nullptr,
|
SDL_GetGamepadTouchpadFinger(m_gamepad, touchpad_index, finger_index, nullptr, &m_touchpad_x,
|
||||||
&m_touchpad_x, &m_touchpad_y, &m_touchpad_pressure);
|
&m_touchpad_y, &m_touchpad_pressure);
|
||||||
m_touchpad_x = m_touchpad_x * 2 - 1;
|
m_touchpad_x = m_touchpad_x * 2 - 1;
|
||||||
m_touchpad_y = m_touchpad_y * 2 - 1;
|
m_touchpad_y = m_touchpad_y * 2 - 1;
|
||||||
}
|
}
|
||||||
@ -345,13 +345,12 @@ public:
|
|||||||
private:
|
private:
|
||||||
void UpdateRumble()
|
void UpdateRumble()
|
||||||
{
|
{
|
||||||
SDL_RumbleGamepad(m_gamecontroller, m_low_freq_rumble, m_high_freq_rumble, RUMBLE_LENGTH_MS);
|
SDL_RumbleGamepad(m_gamepad, m_low_freq_rumble, m_high_freq_rumble, RUMBLE_LENGTH_MS);
|
||||||
}
|
}
|
||||||
|
|
||||||
void UpdateRumbleTriggers()
|
void UpdateRumbleTriggers()
|
||||||
{
|
{
|
||||||
SDL_RumbleGamepadTriggers(m_gamecontroller, m_trigger_l_rumble, m_trigger_r_rumble,
|
SDL_RumbleGamepadTriggers(m_gamepad, m_trigger_l_rumble, m_trigger_r_rumble, RUMBLE_LENGTH_MS);
|
||||||
RUMBLE_LENGTH_MS);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
bool UpdateBatteryLevel();
|
bool UpdateBatteryLevel();
|
||||||
@ -362,7 +361,7 @@ private:
|
|||||||
Uint16 m_trigger_l_rumble = 0;
|
Uint16 m_trigger_l_rumble = 0;
|
||||||
Uint16 m_trigger_r_rumble = 0;
|
Uint16 m_trigger_r_rumble = 0;
|
||||||
|
|
||||||
SDL_Gamepad* const m_gamecontroller;
|
SDL_Gamepad* const m_gamepad;
|
||||||
std::string m_name;
|
std::string m_name;
|
||||||
SDL_Joystick* const m_joystick;
|
SDL_Joystick* const m_joystick;
|
||||||
SDL_Haptic* m_haptic = nullptr;
|
SDL_Haptic* m_haptic = nullptr;
|
||||||
|
Reference in New Issue
Block a user