flycast/core/sdl/sdl_gamepad.h

220 lines
5.2 KiB
C++

#include "../input/gamepad_device.h"
#include "oslib/oslib.h"
#include "sdl.h"
class DefaultInputMapping : public InputMapping
{
public:
DefaultInputMapping()
{
name = "Default";
set_button(DC_BTN_Y, 0);
set_button(DC_BTN_B, 1);
set_button(DC_BTN_A, 2);
set_button(DC_BTN_X, 3);
set_button(DC_BTN_START, 9);
set_axis(DC_AXIS_X, 0, false);
set_axis(DC_AXIS_Y, 1, false);
dirty = false;
}
};
class Xbox360InputMapping : public InputMapping
{
public:
Xbox360InputMapping()
{
name = "Xbox 360";
set_button(DC_BTN_A, 0);
set_button(DC_BTN_B, 1);
set_button(DC_BTN_X, 2);
set_button(DC_BTN_Y, 3);
set_button(DC_BTN_START, 7);
set_axis(DC_AXIS_X, 0, false);
set_axis(DC_AXIS_Y, 1, false);
set_axis(DC_AXIS_LT, 2, false);
set_axis(DC_AXIS_RT, 5, false);
set_axis(DC_DPAD_LEFT, 6, false);
set_axis(DC_DPAD_UP, 7, false);
dirty = false;
}
};
class SDLGamepadDevice : public GamepadDevice
{
public:
SDLGamepadDevice(int maple_port, SDL_Joystick* sdl_joystick) : GamepadDevice(maple_port, "SDL"), sdl_joystick(sdl_joystick)
{
_name = SDL_JoystickName(sdl_joystick);
sdl_joystick_instance = SDL_JoystickInstanceID(sdl_joystick);
printf("SDL: Opened joystick on port %d: '%s' ", maple_port, _name.c_str());
if (!find_mapping())
{
if (_name == "Microsoft X-Box 360 pad")
{
input_mapper = new Xbox360InputMapping();
printf("using Xbox 360 mapping\n");
}
else
{
input_mapper = new DefaultInputMapping();
printf("using default mapping\n");
}
save_mapping();
}
else
printf("using custom mapping '%s'\n", input_mapper->name.c_str());
sdl_haptic = SDL_HapticOpenFromJoystick(sdl_joystick);
if (SDL_HapticRumbleInit(sdl_haptic) != 0)
{
SDL_HapticClose(sdl_haptic);
sdl_haptic = NULL;
}
}
virtual void rumble(float power, float inclination, u32 duration_ms) override
{
if (sdl_haptic != NULL)
{
vib_inclination = inclination * power;
vib_stop_time = os_GetSeconds() + duration_ms / 1000.0;
SDL_HapticRumblePlay(sdl_haptic, power, duration_ms);
}
}
virtual void update_rumble() override
{
if (sdl_haptic == NULL)
return;
if (vib_inclination > 0)
{
int rem_time = (vib_stop_time - os_GetSeconds()) * 1000;
if (rem_time <= 0)
vib_inclination = 0;
else
SDL_HapticRumblePlay(sdl_haptic, vib_inclination * rem_time, rem_time);
}
}
void close()
{
printf("SDL: Joystick '%s' on port %d disconnected\n", _name.c_str(), maple_port());
if (sdl_haptic != NULL)
SDL_HapticClose(sdl_haptic);
SDL_JoystickClose(sdl_joystick);
GamepadDevice::Unregister(sdl_gamepads[sdl_joystick_instance]);
sdl_gamepads.erase(sdl_joystick_instance);
}
static void AddSDLGamepad(std::shared_ptr<SDLGamepadDevice> gamepad)
{
sdl_gamepads[gamepad->sdl_joystick_instance] = gamepad;
GamepadDevice::Register(gamepad);
}
static std::shared_ptr<SDLGamepadDevice> GetSDLGamepad(SDL_JoystickID id)
{
auto it = sdl_gamepads.find(id);
if (it != sdl_gamepads.end())
return it->second;
else
return NULL;
}
static void UpdateRumble()
{
for (auto pair : sdl_gamepads)
pair.second->update_rumble();
}
protected:
virtual void load_axis_min_max(u32 axis) override
{
axis_min_values[axis] = -32768;
axis_ranges[axis] = 65535;
}
private:
SDL_Joystick* sdl_joystick;
SDL_JoystickID sdl_joystick_instance;
SDL_Haptic *sdl_haptic;
float vib_inclination = 0;
double vib_stop_time = 0;
static std::map<SDL_JoystickID, std::shared_ptr<SDLGamepadDevice>> sdl_gamepads;
};
std::map<SDL_JoystickID, std::shared_ptr<SDLGamepadDevice>> SDLGamepadDevice::sdl_gamepads;
class KbInputMapping : public InputMapping
{
public:
KbInputMapping()
{
name = "SDL Keyboard";
set_button(DC_BTN_A, SDLK_x);
set_button(DC_BTN_B, SDLK_c);
set_button(DC_BTN_X, SDLK_s);
set_button(DC_BTN_Y, SDLK_d);
set_button(DC_DPAD_UP, SDLK_UP);
set_button(DC_DPAD_DOWN, SDLK_DOWN);
set_button(DC_DPAD_LEFT, SDLK_LEFT);
set_button(DC_DPAD_RIGHT, SDLK_RIGHT);
set_button(DC_BTN_START, SDLK_RETURN);
set_button(EMU_BTN_TRIGGER_LEFT, SDLK_f);
set_button(EMU_BTN_TRIGGER_RIGHT, SDLK_v);
set_button(EMU_BTN_MENU, SDLK_TAB);
dirty = false;
}
};
class SDLKbGamepadDevice : public GamepadDevice
{
public:
SDLKbGamepadDevice(int maple_port) : GamepadDevice(maple_port, "SDL")
{
_name = "Keyboard";
if (!find_mapping())
input_mapper = new KbInputMapping();
}
virtual ~SDLKbGamepadDevice() {}
};
class MouseInputMapping : public InputMapping
{
public:
MouseInputMapping()
{
name = "SDL Mouse";
set_button(DC_BTN_A, SDL_BUTTON_LEFT);
set_button(DC_BTN_B, SDL_BUTTON_RIGHT);
set_button(DC_BTN_START, SDL_BUTTON_MIDDLE);
dirty = false;
}
};
class SDLMouseGamepadDevice : public GamepadDevice
{
public:
SDLMouseGamepadDevice(int maple_port) : GamepadDevice(maple_port, "SDL")
{
_name = "Mouse";
if (!find_mapping())
input_mapper = new MouseInputMapping();
}
virtual ~SDLMouseGamepadDevice() {}
bool gamepad_btn_input(u32 code, bool pressed) override
{
if (gui_is_open())
// Don't register mouse clicks as gamepad presses when gui is open
// This makes the gamepad presses to be handled first and the mouse position to be ignored
// TODO Make this generic
return false;
else
return GamepadDevice::gamepad_btn_input(code, pressed);
}
};