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#include "controls/devices/game_controller.h"
#include <cstddef>
#include "controls/controller_motion.h"
#include "controls/devices/joystick.h"
#include "utils/log.hpp"
#include "utils/sdl2_backports.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_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;
trigger_left_state_ = ControllerButton_AXIS_TRIGGERLEFT;
}
return trigger_left_state_;
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;
trigger_right_state_ = ControllerButton_AXIS_TRIGGERRIGHT;
}
return trigger_right_state_;
}
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)
{
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 gcButton = ToSdlGameControllerButton(button);
return SDL_GameControllerHasButton(sdl_game_controller_, gcButton) && SDL_GameControllerGetButton(sdl_game_controller_, gcButton) != 0;
}
bool GameController::ProcessAxisMotion(const SDL_Event &event)
{
if (event.type != SDL_CONTROLLERAXISMOTION)
return false;
switch (event.caxis.axis) {
case SDL_CONTROLLER_AXIS_LEFTX:
leftStickXUnscaled = static_cast<float>(event.caxis.value);
leftStickNeedsScaling = true;
break;
case SDL_CONTROLLER_AXIS_LEFTY:
leftStickYUnscaled = static_cast<float>(-event.caxis.value);
leftStickNeedsScaling = true;
break;
case SDL_CONTROLLER_AXIS_RIGHTX:
rightStickXUnscaled = static_cast<float>(event.caxis.value);
rightStickNeedsScaling = true;
break;
case SDL_CONTROLLER_AXIS_RIGHTY:
rightStickYUnscaled = static_cast<float>(-event.caxis.value);
rightStickNeedsScaling = true;
break;
default:
return false;
}
return true;
}
void GameController::Add(int joystickIndex)
{
Log("Opening game controller for joystick at index {}", joystickIndex);
GameController result;
result.sdl_game_controller_ = SDL_GameControllerOpen(joystickIndex);
if (result.sdl_game_controller_ == nullptr) {
Log("{}", SDL_GetError());
SDL_ClearError();
return;
}
SDL_Joystick *const sdlJoystick = SDL_GameControllerGetJoystick(result.sdl_game_controller_);
result.instance_id_ = SDL_JoystickInstanceID(sdlJoystick);
controllers_.push_back(result);
const SDL_JoystickGUID guid = SDL_JoystickGetGUID(sdlJoystick);
SDLUniquePtr<char> mapping { SDL_GameControllerMappingForGUID(guid) };
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_CONTROLLERAXISMOTION:
return Get(event.caxis.which);
case SDL_CONTROLLERBUTTONDOWN:
case SDL_CONTROLLERBUTTONUP:
return Get(event.cbutton.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;
}
} // namespace devilution