mirror of https://github.com/PCSX2/pcsx2.git
Input:SDL: Support Joystick axes that aren't used in GameController mappings
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38c1b031c2
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@ -358,6 +358,13 @@ bool SDLInputSource::ProcessSDLEvent(const SDL_Event* event)
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case SDL_CONTROLLERBUTTONUP:
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return HandleControllerButtonEvent(&event->cbutton);
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case SDL_JOYAXISMOTION:
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return HandleJoystickAxisEvent(&event->jaxis);
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case SDL_JOYBUTTONDOWN:
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case SDL_JOYBUTTONUP:
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return HandleJoystickButtonEvent(&event->jbutton);
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default:
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return false;
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}
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@ -425,6 +432,21 @@ bool SDLInputSource::OpenGameController(int index)
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cd.haptic_left_right_effect = -1;
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cd.game_controller = gcontroller;
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const int num_axes = SDL_JoystickNumAxes(joystick);
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const int num_buttons = SDL_JoystickNumButtons(joystick);
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cd.joy_axis_used_in_gc.resize(num_axes, false);
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cd.joy_button_used_in_gc.resize(num_buttons, false);
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auto mark_bind = [&](SDL_GameControllerButtonBind bind){
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if (bind.bindType == SDL_CONTROLLER_BINDTYPE_AXIS && bind.value.axis < num_axes)
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cd.joy_axis_used_in_gc[bind.value.axis] = true;
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if (bind.bindType == SDL_CONTROLLER_BINDTYPE_BUTTON && bind.value.button < num_buttons)
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cd.joy_button_used_in_gc[bind.value.button] = true;
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};
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for (size_t i = 0; i < std::size(s_sdl_axis_names); i++)
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mark_bind(SDL_GameControllerGetBindForAxis(gcontroller, static_cast<SDL_GameControllerAxis>(i)));
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for (size_t i = 0; i < std::size(s_sdl_button_names); i++)
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mark_bind(SDL_GameControllerGetBindForButton(gcontroller, static_cast<SDL_GameControllerButton>(i)));
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cd.use_game_controller_rumble = (SDL_GameControllerRumble(gcontroller, 0, 0, 0) == 0);
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if (cd.use_game_controller_rumble)
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{
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@ -494,6 +516,11 @@ bool SDLInputSource::CloseGameController(int joystick_index)
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return true;
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}
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static float NormalizeS16(s16 value)
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{
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return static_cast<float>(value) / (value < 0 ? 32768.0f : 32767.0f);
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}
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bool SDLInputSource::HandleControllerAxisEvent(const SDL_ControllerAxisEvent* ev)
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{
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auto it = GetControllerDataForJoystickId(ev->which);
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@ -501,8 +528,7 @@ bool SDLInputSource::HandleControllerAxisEvent(const SDL_ControllerAxisEvent* ev
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return false;
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const InputBindingKey key(MakeGenericControllerAxisKey(InputSourceType::SDL, it->player_id, ev->axis));
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const float value = static_cast<float>(ev->value) / (ev->value < 0 ? 32768.0f : 32767.0f);
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return InputManager::InvokeEvents(key, value);
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return InputManager::InvokeEvents(key, NormalizeS16(ev->value));
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}
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bool SDLInputSource::HandleControllerButtonEvent(const SDL_ControllerButtonEvent* ev)
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@ -513,11 +539,35 @@ bool SDLInputSource::HandleControllerButtonEvent(const SDL_ControllerButtonEvent
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const InputBindingKey key(MakeGenericControllerButtonKey(InputSourceType::SDL, it->player_id, ev->button));
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const GenericInputBinding generic_key = (ev->button < std::size(s_sdl_generic_binding_button_mapping)) ?
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s_sdl_generic_binding_button_mapping[ev->button] :
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GenericInputBinding::Unknown;
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s_sdl_generic_binding_button_mapping[ev->button] :
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GenericInputBinding::Unknown;
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return InputManager::InvokeEvents(key, (ev->state == SDL_PRESSED) ? 1.0f : 0.0f, generic_key);
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}
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bool SDLInputSource::HandleJoystickAxisEvent(const SDL_JoyAxisEvent* ev)
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{
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auto it = GetControllerDataForJoystickId(ev->which);
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if (it == m_controllers.end())
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return false;
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if (ev->axis < it->joy_axis_used_in_gc.size() && it->joy_axis_used_in_gc[ev->axis])
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return false; // Will get handled by GC event
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const u32 axis = ev->axis + std::size(s_sdl_axis_names); // Ensure we don't conflict with GC axes
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const InputBindingKey key(MakeGenericControllerAxisKey(InputSourceType::SDL, it->player_id, axis));
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return InputManager::InvokeEvents(key, NormalizeS16(ev->value));
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}
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bool SDLInputSource::HandleJoystickButtonEvent(const SDL_JoyButtonEvent* ev)
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{
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auto it = GetControllerDataForJoystickId(ev->which);
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if (it == m_controllers.end())
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return false;
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if (ev->button < it->joy_button_used_in_gc.size() && it->joy_button_used_in_gc[ev->button])
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return false; // Will get handled by GC event
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const u32 button = ev->button + std::size(s_sdl_button_names); // Ensure we don't conflict with GC buttons
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const InputBindingKey key(MakeGenericControllerAxisKey(InputSourceType::SDL, it->player_id, button));
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return InputManager::InvokeEvents(key, (ev->state == SDL_PRESSED) ? 1.0f : 0.0f);
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}
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std::vector<InputBindingKey> SDLInputSource::EnumerateMotors()
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{
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std::vector<InputBindingKey> ret;
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@ -47,12 +47,6 @@ public:
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bool ProcessSDLEvent(const SDL_Event* event);
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private:
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enum : int
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{
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MAX_NUM_AXES = 7,
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MAX_NUM_BUTTONS = 16,
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};
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struct ControllerData
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{
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SDL_Haptic* haptic;
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@ -62,6 +56,10 @@ private:
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int joystick_id;
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int player_id;
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bool use_game_controller_rumble;
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// Used to disable Joystick controls that are used in GameController inputs so we don't get double events
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std::vector<bool> joy_button_used_in_gc;
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std::vector<bool> joy_axis_used_in_gc;
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};
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using ControllerDataVector = std::vector<ControllerData>;
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@ -79,6 +77,8 @@ private:
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bool CloseGameController(int joystick_index);
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bool HandleControllerAxisEvent(const SDL_ControllerAxisEvent* event);
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bool HandleControllerButtonEvent(const SDL_ControllerButtonEvent* event);
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bool HandleJoystickAxisEvent(const SDL_JoyAxisEvent* event);
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bool HandleJoystickButtonEvent(const SDL_JoyButtonEvent* event);
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void SendRumbleUpdate(ControllerData* cd);
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ControllerDataVector m_controllers;
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