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#include "controls/devices/game_controller.h"
#ifndef USE_SDL1
#include <cstddef>
#include "controls/controller_motion.h"
#include "controls/devices/joystick.h"
#include "stubs.h"
#include "sdl_ptrs.h"
// Defined in SourceX/controls/plctrls.cpp
extern "C" bool sgbControllerActive;
namespace devilution {
std::vector<GameController> *const GameController::controllers_ = new std::vector<GameController>;
ControllerButton GameController::ToControllerButton(const SDL_Event &event)
{
switch (event.type) {
case SDL_CONTROLLERAXISMOTION:
switch (event.caxis.axis) {
case SDL_CONTROLLER_AXIS_TRIGGERLEFT:
if (event.caxis.value < 8192) { // 25% pressed
trigger_left_is_down_ = false;
}
if (event.caxis.value > 16384 && !trigger_left_is_down_) { // 50% pressed
trigger_left_is_down_ = true;
return ControllerButton_AXIS_TRIGGERLEFT;
}
return ControllerButton_NONE;
case SDL_CONTROLLER_AXIS_TRIGGERRIGHT:
if (event.caxis.value < 8192) { // 25% pressed
trigger_right_is_down_ = false;
}
if (event.caxis.value > 16384 && !trigger_right_is_down_) { // 50% pressed
trigger_right_is_down_ = true;
return ControllerButton_AXIS_TRIGGERRIGHT;
}
return ControllerButton_NONE;
}
break;
case SDL_CONTROLLERBUTTONDOWN:
case SDL_CONTROLLERBUTTONUP:
switch (event.cbutton.button) {
case SDL_CONTROLLER_BUTTON_A:
return ControllerButton_BUTTON_A;
case SDL_CONTROLLER_BUTTON_B:
return ControllerButton_BUTTON_B;
case SDL_CONTROLLER_BUTTON_X:
return ControllerButton_BUTTON_X;
case SDL_CONTROLLER_BUTTON_Y:
return ControllerButton_BUTTON_Y;
case SDL_CONTROLLER_BUTTON_LEFTSTICK:
return ControllerButton_BUTTON_LEFTSTICK;
case SDL_CONTROLLER_BUTTON_RIGHTSTICK:
return ControllerButton_BUTTON_RIGHTSTICK;
case SDL_CONTROLLER_BUTTON_LEFTSHOULDER:
return ControllerButton_BUTTON_LEFTSHOULDER;
case SDL_CONTROLLER_BUTTON_RIGHTSHOULDER:
return ControllerButton_BUTTON_RIGHTSHOULDER;
case SDL_CONTROLLER_BUTTON_START:
return ControllerButton_BUTTON_START;
case SDL_CONTROLLER_BUTTON_BACK:
return ControllerButton_BUTTON_BACK;
case SDL_CONTROLLER_BUTTON_DPAD_UP:
return ControllerButton_BUTTON_DPAD_UP;
case SDL_CONTROLLER_BUTTON_DPAD_DOWN:
return ControllerButton_BUTTON_DPAD_DOWN;
case SDL_CONTROLLER_BUTTON_DPAD_LEFT:
return ControllerButton_BUTTON_DPAD_LEFT;
case SDL_CONTROLLER_BUTTON_DPAD_RIGHT:
return ControllerButton_BUTTON_DPAD_RIGHT;
default:
break;
}
default:
break;
}
return ControllerButton_NONE;
}
SDL_GameControllerButton GameController::ToSdlGameControllerButton(ControllerButton button) const
{
if (button == ControllerButton_AXIS_TRIGGERLEFT || button == ControllerButton_AXIS_TRIGGERRIGHT)
UNIMPLEMENTED();
switch (button) {
case ControllerButton_BUTTON_A:
return SDL_CONTROLLER_BUTTON_A;
case ControllerButton_BUTTON_B:
return SDL_CONTROLLER_BUTTON_B;
case ControllerButton_BUTTON_X:
return SDL_CONTROLLER_BUTTON_X;
case ControllerButton_BUTTON_Y:
return SDL_CONTROLLER_BUTTON_Y;
case ControllerButton_BUTTON_BACK:
return SDL_CONTROLLER_BUTTON_BACK;
case ControllerButton_BUTTON_START:
return SDL_CONTROLLER_BUTTON_START;
case ControllerButton_BUTTON_LEFTSTICK:
return SDL_CONTROLLER_BUTTON_LEFTSTICK;
case ControllerButton_BUTTON_RIGHTSTICK:
return SDL_CONTROLLER_BUTTON_RIGHTSTICK;
case ControllerButton_BUTTON_LEFTSHOULDER:
return SDL_CONTROLLER_BUTTON_LEFTSHOULDER;
case ControllerButton_BUTTON_RIGHTSHOULDER:
return SDL_CONTROLLER_BUTTON_RIGHTSHOULDER;
case ControllerButton_BUTTON_DPAD_UP:
return SDL_CONTROLLER_BUTTON_DPAD_UP;
case ControllerButton_BUTTON_DPAD_DOWN:
return SDL_CONTROLLER_BUTTON_DPAD_DOWN;
case ControllerButton_BUTTON_DPAD_LEFT:
return SDL_CONTROLLER_BUTTON_DPAD_LEFT;
case ControllerButton_BUTTON_DPAD_RIGHT:
return SDL_CONTROLLER_BUTTON_DPAD_RIGHT;
default:
return SDL_CONTROLLER_BUTTON_INVALID;
}
}
bool GameController::IsPressed(ControllerButton button) const
{
const SDL_GameControllerButton gc_button = ToSdlGameControllerButton(button);
return gc_button != SDL_CONTROLLER_BUTTON_INVALID && SDL_GameControllerGetButton(sdl_game_controller_, gc_button);
}
bool GameController::ProcessAxisMotion(const SDL_Event &event)
{
if (event.type != SDL_CONTROLLERAXISMOTION)
return false;
switch (event.caxis.axis) {
case SDL_CONTROLLER_AXIS_LEFTX:
leftStickXUnscaled = event.caxis.value;
leftStickNeedsScaling = true;
break;
case SDL_CONTROLLER_AXIS_LEFTY:
leftStickYUnscaled = -event.caxis.value;
leftStickNeedsScaling = true;
break;
case SDL_CONTROLLER_AXIS_RIGHTX:
rightStickXUnscaled = event.caxis.value;
rightStickNeedsScaling = true;
break;
case SDL_CONTROLLER_AXIS_RIGHTY:
rightStickYUnscaled = -event.caxis.value;
rightStickNeedsScaling = true;
break;
default:
return false;
}
return true;
}
void GameController::Add(int joystick_index)
{
SDL_Log("Opening game controller for joystick at index %d", joystick_index);
GameController result;
result.sdl_game_controller_ = SDL_GameControllerOpen(joystick_index);
if (result.sdl_game_controller_ == NULL) {
SDL_Log("%s", SDL_GetError());
SDL_ClearError();
return;
}
SDL_Joystick *const sdl_joystick = SDL_GameControllerGetJoystick(result.sdl_game_controller_);
result.instance_id_ = SDL_JoystickInstanceID(sdl_joystick);
controllers_->push_back(result);
const SDL_JoystickGUID guid = SDL_JoystickGetGUID(sdl_joystick);
SDLUniquePtr<char> mapping{SDL_GameControllerMappingForGUID(guid)};
SDL_Log("Opened game controller with mapping:\n%s", mapping.get());
}
void GameController::Remove(SDL_JoystickID instance_id)
{
SDL_Log("Removing game controller with instance id %d", instance_id);
for (std::size_t i = 0; i < controllers_->size(); ++i) {
const GameController &controller = (*controllers_)[i];
if (controller.instance_id_ != instance_id)
continue;
controllers_->erase(controllers_->begin() + i);
sgbControllerActive = !controllers_->empty();
return;
}
SDL_Log("Game controller not found with instance id: %d", instance_id);
}
GameController *GameController::Get(SDL_JoystickID instance_id)
{
for (std::size_t i = 0; i < controllers_->size(); ++i) {
GameController &controller = (*controllers_)[i];
if (controller.instance_id_ == instance_id)
return &controller;
}
return NULL;
}
GameController *GameController::Get(const SDL_Event &event)
{
switch (event.type) {
case SDL_CONTROLLERAXISMOTION:
return Get(event.caxis.which);
case SDL_CONTROLLERBUTTONDOWN:
case SDL_CONTROLLERBUTTONUP:
return Get(event.jball.which);
default:
return NULL;
}
}
const std::vector<GameController> &GameController::All()
{
return *controllers_;
}
bool GameController::IsPressedOnAnyController(ControllerButton button)
{
for (std::size_t i = 0; i < controllers_->size(); ++i)
if ((*controllers_)[i].IsPressed(button))
return true;
return false;
}
} // namespace devilution
#endif