You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

330 lines
10 KiB

#include "controls/devices/game_controller.h"
#include <cstddef>
#include <vector>
#ifdef USE_SDL3
#include <SDL3/SDL_error.h>
#include <SDL3/SDL_events.h>
#include <SDL3/SDL_gamepad.h>
#else
#include <SDL.h>
#include "utils/sdl2_backports.h"
#endif
#include "controls/controller_motion.h"
#include "controls/devices/joystick.h"
#include "utils/log.hpp"
#include "utils/sdl_compat.h"
#include "utils/sdl_ptrs.h"
#include "utils/stubs.h"
namespace devilution {
std::vector<GameController> GameController::controllers_;
void GameController::UnlockTriggerState()
{
trigger_left_state_ = ControllerButton_NONE;
trigger_right_state_ = ControllerButton_NONE;
}
ControllerButton GameController::ToControllerButton(const SDL_Event &event)
{
switch (event.type) {
case SDL_EVENT_GAMEPAD_AXIS_MOTION: {
const SDL_GamepadAxisEvent &axis = SDLC_EventGamepadAxis(event);
switch (axis.axis) {
case SDL_GAMEPAD_AXIS_LEFT_TRIGGER:
if (axis.value < 8192 && trigger_left_is_down_) { // 25% pressed
trigger_left_is_down_ = false;
trigger_left_state_ = ControllerButton_AXIS_TRIGGERLEFT;
}
if (axis.value > 16384 && !trigger_left_is_down_) { // 50% pressed
trigger_left_is_down_ = true;
trigger_left_state_ = ControllerButton_AXIS_TRIGGERLEFT;
}
return trigger_left_state_;
case SDL_GAMEPAD_AXIS_RIGHT_TRIGGER:
if (axis.value < 8192 && trigger_right_is_down_) { // 25% pressed
trigger_right_is_down_ = false;
trigger_right_state_ = ControllerButton_AXIS_TRIGGERRIGHT;
}
if (axis.value > 16384 && !trigger_right_is_down_) { // 50% pressed
trigger_right_is_down_ = true;
trigger_right_state_ = ControllerButton_AXIS_TRIGGERRIGHT;
}
return trigger_right_state_;
}
} break;
case SDL_EVENT_GAMEPAD_BUTTON_DOWN:
case SDL_EVENT_GAMEPAD_BUTTON_UP:
switch (SDLC_EventGamepadButton(event).button) {
case SDL_GAMEPAD_BUTTON_SOUTH:
return ControllerButton_BUTTON_A;
case SDL_GAMEPAD_BUTTON_EAST:
return ControllerButton_BUTTON_B;
case SDL_GAMEPAD_BUTTON_WEST:
return ControllerButton_BUTTON_X;
case SDL_GAMEPAD_BUTTON_NORTH:
return ControllerButton_BUTTON_Y;
case SDL_GAMEPAD_BUTTON_LEFT_STICK:
return ControllerButton_BUTTON_LEFTSTICK;
case SDL_GAMEPAD_BUTTON_RIGHT_STICK:
return ControllerButton_BUTTON_RIGHTSTICK;
case SDL_GAMEPAD_BUTTON_LEFT_SHOULDER:
return ControllerButton_BUTTON_LEFTSHOULDER;
case SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER:
return ControllerButton_BUTTON_RIGHTSHOULDER;
case SDL_GAMEPAD_BUTTON_START:
return ControllerButton_BUTTON_START;
case SDL_GAMEPAD_BUTTON_BACK:
return ControllerButton_BUTTON_BACK;
case SDL_GAMEPAD_BUTTON_DPAD_UP:
return ControllerButton_BUTTON_DPAD_UP;
case SDL_GAMEPAD_BUTTON_DPAD_DOWN:
return ControllerButton_BUTTON_DPAD_DOWN;
case SDL_GAMEPAD_BUTTON_DPAD_LEFT:
return ControllerButton_BUTTON_DPAD_LEFT;
case SDL_GAMEPAD_BUTTON_DPAD_RIGHT:
return ControllerButton_BUTTON_DPAD_RIGHT;
default:
break;
}
default:
break;
}
return ControllerButton_NONE;
}
SDL_GamepadButton GameController::ToSdlGameControllerButton(ControllerButton button)
{
if (button == ControllerButton_AXIS_TRIGGERLEFT || button == ControllerButton_AXIS_TRIGGERRIGHT)
UNIMPLEMENTED();
switch (button) {
case ControllerButton_BUTTON_A:
return SDL_GAMEPAD_BUTTON_SOUTH;
case ControllerButton_BUTTON_B:
return SDL_GAMEPAD_BUTTON_EAST;
case ControllerButton_BUTTON_X:
return SDL_GAMEPAD_BUTTON_WEST;
case ControllerButton_BUTTON_Y:
return SDL_GAMEPAD_BUTTON_NORTH;
case ControllerButton_BUTTON_BACK:
return SDL_GAMEPAD_BUTTON_BACK;
case ControllerButton_BUTTON_START:
return SDL_GAMEPAD_BUTTON_START;
case ControllerButton_BUTTON_LEFTSTICK:
return SDL_GAMEPAD_BUTTON_LEFT_STICK;
case ControllerButton_BUTTON_RIGHTSTICK:
return SDL_GAMEPAD_BUTTON_RIGHT_STICK;
case ControllerButton_BUTTON_LEFTSHOULDER:
return SDL_GAMEPAD_BUTTON_LEFT_SHOULDER;
case ControllerButton_BUTTON_RIGHTSHOULDER:
return SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER;
case ControllerButton_BUTTON_DPAD_UP:
return SDL_GAMEPAD_BUTTON_DPAD_UP;
case ControllerButton_BUTTON_DPAD_DOWN:
return SDL_GAMEPAD_BUTTON_DPAD_DOWN;
case ControllerButton_BUTTON_DPAD_LEFT:
return SDL_GAMEPAD_BUTTON_DPAD_LEFT;
case ControllerButton_BUTTON_DPAD_RIGHT:
return SDL_GAMEPAD_BUTTON_DPAD_RIGHT;
default:
return SDL_GAMEPAD_BUTTON_INVALID;
}
}
bool GameController::IsPressed(ControllerButton button) const
{
if (button == ControllerButton_AXIS_TRIGGERLEFT)
return trigger_left_is_down_;
if (button == ControllerButton_AXIS_TRIGGERRIGHT)
return trigger_right_is_down_;
const SDL_GamepadButton gcButton = ToSdlGameControllerButton(button);
return SDL_GamepadHasButton(sdl_game_controller_, gcButton) && SDL_GetGamepadButton(sdl_game_controller_, gcButton);
}
bool GameController::ProcessAxisMotion(const SDL_Event &event)
{
if (event.type != SDL_EVENT_GAMEPAD_AXIS_MOTION) return false;
const SDL_GamepadAxisEvent &axis = SDLC_EventGamepadAxis(event);
switch (axis.axis) {
case SDL_GAMEPAD_AXIS_LEFTX:
leftStickXUnscaled = static_cast<float>(axis.value);
leftStickNeedsScaling = true;
break;
case SDL_GAMEPAD_AXIS_LEFTY:
leftStickYUnscaled = static_cast<float>(-axis.value);
leftStickNeedsScaling = true;
break;
case SDL_GAMEPAD_AXIS_RIGHTX:
rightStickXUnscaled = static_cast<float>(axis.value);
rightStickNeedsScaling = true;
break;
case SDL_GAMEPAD_AXIS_RIGHTY:
rightStickYUnscaled = static_cast<float>(-axis.value);
rightStickNeedsScaling = true;
break;
default:
return false;
}
return true;
}
#ifdef USE_SDL3
void GameController::Add(SDL_JoystickID joystickId)
#else
void GameController::Add(int joystickIndex)
#endif
{
GameController result;
#ifdef USE_SDL3
Log("Opening game controller for joystick with ID {}", joystickId);
result.sdl_game_controller_ = SDL_OpenGamepad(joystickId);
#else
Log("Opening game controller for joystick at index {}", joystickIndex);
result.sdl_game_controller_ = SDL_GameControllerOpen(joystickIndex);
#endif
if (result.sdl_game_controller_ == nullptr) {
Log("{}", SDL_GetError());
SDL_ClearError();
return;
}
#ifdef USE_SDL3
result.instance_id_ = joystickId;
const SDLUniquePtr<char> mapping { SDL_GetGamepadMappingForID(joystickId) };
#else
SDL_Joystick *const sdlJoystick = SDL_GameControllerGetJoystick(result.sdl_game_controller_);
result.instance_id_ = SDL_JoystickInstanceID(sdlJoystick);
const SDL_JoystickGUID guid = SDL_JoystickGetGUID(sdlJoystick);
const SDLUniquePtr<char> mapping { SDL_GameControllerMappingForGUID(guid) };
#endif
controllers_.push_back(result);
if (mapping) {
Log("Opened game controller with mapping:\n{}", mapping.get());
}
}
void GameController::Remove(SDL_JoystickID instanceId)
{
Log("Removing game controller with instance id {}", instanceId);
for (std::size_t i = 0; i < controllers_.size(); ++i) {
const GameController &controller = controllers_[i];
if (controller.instance_id_ != instanceId)
continue;
controllers_.erase(controllers_.begin() + i);
return;
}
Log("Game controller not found with instance id: {}", instanceId);
}
GameController *GameController::Get(SDL_JoystickID instanceId)
{
for (auto &controller : controllers_) {
if (controller.instance_id_ == instanceId)
return &controller;
}
return nullptr;
}
GameController *GameController::Get(const SDL_Event &event)
{
switch (event.type) {
case SDL_EVENT_GAMEPAD_AXIS_MOTION:
return Get(SDLC_EventGamepadAxis(event).which);
case SDL_EVENT_GAMEPAD_BUTTON_DOWN:
case SDL_EVENT_GAMEPAD_BUTTON_UP:
return Get(SDLC_EventGamepadButton(event).which);
default:
return nullptr;
}
}
const std::vector<GameController> &GameController::All()
{
return controllers_;
}
bool GameController::IsPressedOnAnyController(ControllerButton button, SDL_JoystickID *which)
{
for (auto &controller : controllers_)
if (controller.IsPressed(button)) {
if (which != nullptr)
*which = controller.instance_id_;
return true;
}
return false;
}
GamepadLayout GameController::getLayout(const SDL_Event &event)
{
#if defined(DEVILUTIONX_GAMEPAD_TYPE)
return GamepadLayout::
DEVILUTIONX_GAMEPAD_TYPE;
#elif USE_SDL3
switch (SDL_GetGamepadTypeForID(event.gdevice.which)) {
case SDL_GAMEPAD_TYPE_XBOX360:
case SDL_GAMEPAD_TYPE_XBOXONE:
return GamepadLayout::Xbox;
case SDL_GAMEPAD_TYPE_PS3:
case SDL_GAMEPAD_TYPE_PS4:
case SDL_GAMEPAD_TYPE_PS5:
return GamepadLayout::PlayStation;
case SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_PRO:
case SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_LEFT:
case SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_RIGHT:
case SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_PAIR:
return GamepadLayout::Nintendo;
default:
return GamepadLayout::Generic;
}
#else
#if SDL_VERSION_ATLEAST(2, 0, 12)
const int index = event.cdevice.which;
const SDL_GameControllerType gamepadType = SDL_GameControllerTypeForIndex(index);
switch (gamepadType) {
case SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_PRO:
#if SDL_VERSION_ATLEAST(2, 24, 0)
case SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_LEFT:
case SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_RIGHT:
case SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_PAIR:
#endif
return GamepadLayout::Nintendo;
case SDL_CONTROLLER_TYPE_PS3:
case SDL_CONTROLLER_TYPE_PS4:
#if SDL_VERSION_ATLEAST(2, 0, 14)
case SDL_CONTROLLER_TYPE_PS5:
#endif
return GamepadLayout::PlayStation;
case SDL_CONTROLLER_TYPE_XBOXONE:
case SDL_CONTROLLER_TYPE_XBOX360:
#if SDL_VERSION_ATLEAST(2, 0, 16)
case SDL_CONTROLLER_TYPE_GOOGLE_STADIA:
case SDL_CONTROLLER_TYPE_AMAZON_LUNA:
#if SDL_VERSION_ATLEAST(2, 24, 0)
case SDL_CONTROLLER_TYPE_NVIDIA_SHIELD:
#endif
#endif
return GamepadLayout::Xbox;
#if SDL_VERSION_ATLEAST(2, 0, 14)
case SDL_CONTROLLER_TYPE_VIRTUAL:
#endif
case SDL_CONTROLLER_TYPE_UNKNOWN:
#if SDL_VERSION_ATLEAST(2, 30, 0)
case SDL_CONTROLLER_TYPE_MAX:
#endif
break;
}
#endif
return GamepadLayout::Generic;
#endif // !defined(DEVILUTIONX_GAMEPAD_TYPE)
}
} // namespace devilution