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231 lines
7.1 KiB
231 lines
7.1 KiB
#include "controls/devices/game_controller.h" |
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#include <cstddef> |
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#include "controls/controller_motion.h" |
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#include "controls/devices/joystick.h" |
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#include "utils/log.hpp" |
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#include "utils/sdl2_backports.h" |
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#include "utils/sdl_ptrs.h" |
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#include "utils/stubs.h" |
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namespace devilution { |
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std::vector<GameController> GameController::controllers_; |
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void GameController::UnlockTriggerState() |
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{ |
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trigger_left_state_ = ControllerButton_NONE; |
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trigger_right_state_ = ControllerButton_NONE; |
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} |
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ControllerButton GameController::ToControllerButton(const SDL_Event &event) |
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{ |
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switch (event.type) { |
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case SDL_CONTROLLERAXISMOTION: |
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switch (event.caxis.axis) { |
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case SDL_CONTROLLER_AXIS_TRIGGERLEFT: |
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if (event.caxis.value < 8192) { // 25% pressed |
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trigger_left_is_down_ = false; |
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} |
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if (event.caxis.value > 16384 && !trigger_left_is_down_) { // 50% pressed |
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trigger_left_is_down_ = true; |
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trigger_left_state_ = ControllerButton_AXIS_TRIGGERLEFT; |
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} |
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return trigger_left_state_; |
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case SDL_CONTROLLER_AXIS_TRIGGERRIGHT: |
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if (event.caxis.value < 8192) { // 25% pressed |
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trigger_right_is_down_ = false; |
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} |
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if (event.caxis.value > 16384 && !trigger_right_is_down_) { // 50% pressed |
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trigger_right_is_down_ = true; |
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trigger_right_state_ = ControllerButton_AXIS_TRIGGERRIGHT; |
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} |
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return trigger_right_state_; |
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} |
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break; |
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case SDL_CONTROLLERBUTTONDOWN: |
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case SDL_CONTROLLERBUTTONUP: |
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switch (event.cbutton.button) { |
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case SDL_CONTROLLER_BUTTON_A: |
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return ControllerButton_BUTTON_A; |
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case SDL_CONTROLLER_BUTTON_B: |
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return ControllerButton_BUTTON_B; |
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case SDL_CONTROLLER_BUTTON_X: |
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return ControllerButton_BUTTON_X; |
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case SDL_CONTROLLER_BUTTON_Y: |
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return ControllerButton_BUTTON_Y; |
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case SDL_CONTROLLER_BUTTON_LEFTSTICK: |
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return ControllerButton_BUTTON_LEFTSTICK; |
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case SDL_CONTROLLER_BUTTON_RIGHTSTICK: |
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return ControllerButton_BUTTON_RIGHTSTICK; |
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case SDL_CONTROLLER_BUTTON_LEFTSHOULDER: |
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return ControllerButton_BUTTON_LEFTSHOULDER; |
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case SDL_CONTROLLER_BUTTON_RIGHTSHOULDER: |
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return ControllerButton_BUTTON_RIGHTSHOULDER; |
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case SDL_CONTROLLER_BUTTON_START: |
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return ControllerButton_BUTTON_START; |
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case SDL_CONTROLLER_BUTTON_BACK: |
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return ControllerButton_BUTTON_BACK; |
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case SDL_CONTROLLER_BUTTON_DPAD_UP: |
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return ControllerButton_BUTTON_DPAD_UP; |
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case SDL_CONTROLLER_BUTTON_DPAD_DOWN: |
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return ControllerButton_BUTTON_DPAD_DOWN; |
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case SDL_CONTROLLER_BUTTON_DPAD_LEFT: |
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return ControllerButton_BUTTON_DPAD_LEFT; |
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case SDL_CONTROLLER_BUTTON_DPAD_RIGHT: |
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return ControllerButton_BUTTON_DPAD_RIGHT; |
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default: |
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break; |
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} |
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default: |
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break; |
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} |
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return ControllerButton_NONE; |
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} |
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SDL_GameControllerButton GameController::ToSdlGameControllerButton(ControllerButton button) |
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{ |
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if (button == ControllerButton_AXIS_TRIGGERLEFT || button == ControllerButton_AXIS_TRIGGERRIGHT) |
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UNIMPLEMENTED(); |
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switch (button) { |
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case ControllerButton_BUTTON_A: |
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return SDL_CONTROLLER_BUTTON_A; |
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case ControllerButton_BUTTON_B: |
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return SDL_CONTROLLER_BUTTON_B; |
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case ControllerButton_BUTTON_X: |
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return SDL_CONTROLLER_BUTTON_X; |
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case ControllerButton_BUTTON_Y: |
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return SDL_CONTROLLER_BUTTON_Y; |
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case ControllerButton_BUTTON_BACK: |
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return SDL_CONTROLLER_BUTTON_BACK; |
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case ControllerButton_BUTTON_START: |
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return SDL_CONTROLLER_BUTTON_START; |
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case ControllerButton_BUTTON_LEFTSTICK: |
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return SDL_CONTROLLER_BUTTON_LEFTSTICK; |
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case ControllerButton_BUTTON_RIGHTSTICK: |
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return SDL_CONTROLLER_BUTTON_RIGHTSTICK; |
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case ControllerButton_BUTTON_LEFTSHOULDER: |
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return SDL_CONTROLLER_BUTTON_LEFTSHOULDER; |
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case ControllerButton_BUTTON_RIGHTSHOULDER: |
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return SDL_CONTROLLER_BUTTON_RIGHTSHOULDER; |
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case ControllerButton_BUTTON_DPAD_UP: |
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return SDL_CONTROLLER_BUTTON_DPAD_UP; |
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case ControllerButton_BUTTON_DPAD_DOWN: |
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return SDL_CONTROLLER_BUTTON_DPAD_DOWN; |
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case ControllerButton_BUTTON_DPAD_LEFT: |
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return SDL_CONTROLLER_BUTTON_DPAD_LEFT; |
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case ControllerButton_BUTTON_DPAD_RIGHT: |
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return SDL_CONTROLLER_BUTTON_DPAD_RIGHT; |
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default: |
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return SDL_CONTROLLER_BUTTON_INVALID; |
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} |
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} |
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bool GameController::IsPressed(ControllerButton button) const |
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{ |
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const SDL_GameControllerButton gcButton = ToSdlGameControllerButton(button); |
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return SDL_GameControllerHasButton(sdl_game_controller_, gcButton) && SDL_GameControllerGetButton(sdl_game_controller_, gcButton) != 0; |
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} |
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bool GameController::ProcessAxisMotion(const SDL_Event &event) |
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{ |
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if (event.type != SDL_CONTROLLERAXISMOTION) |
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return false; |
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switch (event.caxis.axis) { |
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case SDL_CONTROLLER_AXIS_LEFTX: |
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leftStickXUnscaled = static_cast<float>(event.caxis.value); |
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leftStickNeedsScaling = true; |
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break; |
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case SDL_CONTROLLER_AXIS_LEFTY: |
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leftStickYUnscaled = static_cast<float>(-event.caxis.value); |
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leftStickNeedsScaling = true; |
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break; |
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case SDL_CONTROLLER_AXIS_RIGHTX: |
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rightStickXUnscaled = static_cast<float>(event.caxis.value); |
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rightStickNeedsScaling = true; |
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break; |
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case SDL_CONTROLLER_AXIS_RIGHTY: |
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rightStickYUnscaled = static_cast<float>(-event.caxis.value); |
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rightStickNeedsScaling = true; |
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break; |
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default: |
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return false; |
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} |
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return true; |
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} |
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void GameController::Add(int joystickIndex) |
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{ |
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Log("Opening game controller for joystick at index {}", joystickIndex); |
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GameController result; |
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result.sdl_game_controller_ = SDL_GameControllerOpen(joystickIndex); |
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if (result.sdl_game_controller_ == nullptr) { |
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Log("{}", SDL_GetError()); |
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SDL_ClearError(); |
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return; |
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} |
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SDL_Joystick *const sdlJoystick = SDL_GameControllerGetJoystick(result.sdl_game_controller_); |
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result.instance_id_ = SDL_JoystickInstanceID(sdlJoystick); |
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controllers_.push_back(result); |
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const SDL_JoystickGUID guid = SDL_JoystickGetGUID(sdlJoystick); |
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SDLUniquePtr<char> mapping { SDL_GameControllerMappingForGUID(guid) }; |
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if (mapping) { |
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Log("Opened game controller with mapping:\n{}", mapping.get()); |
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} |
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} |
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void GameController::Remove(SDL_JoystickID instanceId) |
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{ |
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Log("Removing game controller with instance id {}", instanceId); |
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for (std::size_t i = 0; i < controllers_.size(); ++i) { |
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const GameController &controller = controllers_[i]; |
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if (controller.instance_id_ != instanceId) |
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continue; |
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controllers_.erase(controllers_.begin() + i); |
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return; |
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} |
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Log("Game controller not found with instance id: {}", instanceId); |
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} |
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GameController *GameController::Get(SDL_JoystickID instanceId) |
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{ |
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for (auto &controller : controllers_) { |
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if (controller.instance_id_ == instanceId) |
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return &controller; |
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} |
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return nullptr; |
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} |
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GameController *GameController::Get(const SDL_Event &event) |
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{ |
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switch (event.type) { |
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case SDL_CONTROLLERAXISMOTION: |
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return Get(event.caxis.which); |
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case SDL_CONTROLLERBUTTONDOWN: |
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case SDL_CONTROLLERBUTTONUP: |
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return Get(event.cbutton.which); |
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default: |
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return nullptr; |
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} |
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} |
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const std::vector<GameController> &GameController::All() |
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{ |
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return controllers_; |
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} |
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bool GameController::IsPressedOnAnyController(ControllerButton button, SDL_JoystickID *which) |
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{ |
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for (auto &controller : controllers_) |
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if (controller.IsPressed(button)) { |
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if (which != nullptr) |
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*which = controller.instance_id_; |
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return true; |
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} |
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return false; |
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} |
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} // namespace devilution
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