Rename stuff, generate basic pad IDs for SDL input
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614da6bc17
commit
0d6c90a1ea
5 changed files with 72 additions and 16 deletions
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@ -10,7 +10,7 @@
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namespace InputCommon {
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struct ControllerState {
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Service::HID::PadState jpad_state;
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Service::HID::PadState pad_state;
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s16 circle_pad_x;
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s16 circle_pad_y;
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u16 touch_screen_x;
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@ -35,6 +35,11 @@ std::string ControllerBase::GetDeviceName() const {
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return device_name;
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}
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const Service::HID::PadState ControllerBase::GetPadState() const {
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return controller.pad_state;
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}
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void Init(ControllerBackends backend) {
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switch(backend)
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{
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@ -35,9 +35,15 @@ public:
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///Returns internal name of currently selected device. Expose this to the UI
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std::string GetDeviceName() const;
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///Returns internal pad state
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const Service::HID::PadState GetPadState() const;
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protected:
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///Internal name of currently selected device
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std::string device_name;
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///Internal view this specific object will have of 3DS input states
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ControllerState controller;
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};
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///Initialize the user input system
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@ -8,13 +8,15 @@ namespace InputCommon {
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SDLController::SDLController() {
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device_name = "SDL2::NONE";
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j_pad = nullptr;
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jpad = nullptr;
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index = 0;
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controller_state.circle_pad_x = 0;
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controller_state.circle_pad_y = 0;
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controller_state.touch_screen_x = 0;
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controller_state.touch_screen_y = 0;
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controller.circle_pad_x = 0;
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controller.circle_pad_y = 0;
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controller.touch_screen_x = 0;
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controller.touch_screen_y = 0;
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Init();
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}
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SDLController::~SDLController() {
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@ -30,9 +32,10 @@ bool SDLController::Init() {
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//Attempt to open joystick with SDL
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//TODO - Use DiscoverDevice to generate a list of available joysticks, then open the correct index
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j_pad = SDL_JoystickOpen(index);
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jpad = SDL_JoystickOpen(index);
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if(j_pad == nullptr) {
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if(jpad == nullptr) {
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std::cout<<"What\n";
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return false;
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}
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}
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@ -41,14 +44,57 @@ void SDLController::DiscoverDevices() {}
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void SDLController::ShutDown() {
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//Attempt to close joystick with SDL
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if(j_pad != nullptr) {
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SDL_JoystickClose(j_pad);
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if(jpad != nullptr) {
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SDL_JoystickClose(jpad);
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}
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//Delete the current user input plugin
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delete g_user_input;
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}
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void SDLController::Poll() {}
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void SDLController::Poll() {
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if(SDL_PollEvent(&input_event)) {
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if((input_event.type == SDL_JOYBUTTONDOWN) || (input_event.type == SDL_JOYBUTTONUP)
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|| (input_event.type == SDL_JOYAXISMOTION) || (input_event.type == SDL_JOYHATMOTION)) {
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ProcessInput();
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}
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}
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}
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void SDLController::ProcessInput() {
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//Use a unique id for joystick input
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int pad_id = 0;
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int val = 0;
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//Pressed state, for joystick buttons only
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bool pressed = false;
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//Generate the id based on input from an event
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switch(input_event.type) {
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//Joystick button press events
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case SDL_JOYBUTTONDOWN:
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pad_id = 100;
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pad_id += input_event.jbutton.button;
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pressed = true;
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break;
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//Joystick button release events
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case SDL_JOYBUTTONUP:
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pad_id = 100;
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pad_id += input_event.jbutton.button;
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pressed = false;
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break;
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//Joystick axis motion events
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case SDL_JOYAXISMOTION:
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pad_id = 200;
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pad_id += (input_event.jaxis.axis * 2);
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val = input_event.jaxis.value;
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if(val > 0) {
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pad_id += 1;
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}
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}
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}
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}//namespace
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@ -27,18 +27,17 @@ public:
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///Shuts down all joysticks opened by SDL2
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void ShutDown();
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///Processes input when polling
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void ProcessInput();
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///SDL event used for polling
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SDL_Event input_event;
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private:
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SDL_Joystick* j_pad;
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SDL_Joystick* jpad;
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///Index of joystick, used for opening/closing a joystick
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int index;
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///Internal view this specific object will have of 3DS input states
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ControllerState controller_state;
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};
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} //namespace
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