sm64pc/src/pc/controller/controller_sdl2.c

326 lines
10 KiB
C

#ifdef CAPI_SDL2
#include <stdio.h>
#include <stdint.h>
#include <stdbool.h>
#include <math.h>
#include <SDL2/SDL.h>
// Analog camera movement by Pathétique (github.com/vrmiguel), y0shin and Mors
// Contribute or communicate bugs at github.com/vrmiguel/sm64-analog-camera
#include <ultra64.h>
#include "controller_api.h"
#include "controller_sdl.h"
#include "../configfile.h"
#include "../platform.h"
#include "../fs/fs.h"
#include "game/level_update.h"
// mouse buttons are also in the controller namespace (why), just offset 0x100
#define VK_OFS_SDL_MOUSE 0x0100
#define VK_BASE_SDL_MOUSE (VK_BASE_SDL_GAMEPAD + VK_OFS_SDL_MOUSE)
#define MAX_JOYBINDS 32
#define MAX_MOUSEBUTTONS 8 // arbitrary
#define MAX_JOYBUTTONS 32 // arbitrary; includes virtual keys for triggers
#define AXIS_THRESHOLD (30 * 256)
int mouse_x;
int mouse_y;
#ifdef BETTERCAMERA
extern u8 newcam_mouse;
#endif
static bool init_ok;
static bool haptics_enabled;
static SDL_GameController *sdl_cntrl;
static SDL_Haptic *sdl_haptic;
static u32 num_joy_binds = 0;
static u32 num_mouse_binds = 0;
static u32 joy_binds[MAX_JOYBINDS][2];
static u32 mouse_binds[MAX_JOYBINDS][2];
static bool joy_buttons[MAX_JOYBUTTONS] = { false };
static u32 mouse_buttons = 0;
static u32 last_mouse = VK_INVALID;
static u32 last_joybutton = VK_INVALID;
static inline void controller_add_binds(const u32 mask, const u32 *btns) {
for (u32 i = 0; i < MAX_BINDS; ++i) {
if (btns[i] >= VK_BASE_SDL_GAMEPAD && btns[i] <= VK_BASE_SDL_GAMEPAD + VK_SIZE) {
if (btns[i] >= VK_BASE_SDL_MOUSE && num_joy_binds < MAX_JOYBINDS) {
mouse_binds[num_mouse_binds][0] = btns[i] - VK_BASE_SDL_MOUSE;
mouse_binds[num_mouse_binds][1] = mask;
++num_mouse_binds;
} else if (num_mouse_binds < MAX_JOYBINDS) {
joy_binds[num_joy_binds][0] = btns[i] - VK_BASE_SDL_GAMEPAD;
joy_binds[num_joy_binds][1] = mask;
++num_joy_binds;
}
}
}
}
static void controller_sdl_bind(void) {
bzero(joy_binds, sizeof(joy_binds));
bzero(mouse_binds, sizeof(mouse_binds));
num_joy_binds = 0;
num_mouse_binds = 0;
controller_add_binds(A_BUTTON, configKeyA);
controller_add_binds(B_BUTTON, configKeyB);
controller_add_binds(Z_TRIG, configKeyZ);
controller_add_binds(STICK_UP, configKeyStickUp);
controller_add_binds(STICK_LEFT, configKeyStickLeft);
controller_add_binds(STICK_DOWN, configKeyStickDown);
controller_add_binds(STICK_RIGHT, configKeyStickRight);
controller_add_binds(U_CBUTTONS, configKeyCUp);
controller_add_binds(L_CBUTTONS, configKeyCLeft);
controller_add_binds(D_CBUTTONS, configKeyCDown);
controller_add_binds(R_CBUTTONS, configKeyCRight);
controller_add_binds(L_TRIG, configKeyL);
controller_add_binds(R_TRIG, configKeyR);
controller_add_binds(START_BUTTON, configKeyStart);
}
static void controller_sdl_init(void) {
// try loading an external gamecontroller mapping file
uint64_t gcsize = 0;
void *gcdata = fs_load_file("gamecontrollerdb.txt", &gcsize);
if (gcdata && gcsize) {
SDL_RWops *rw = SDL_RWFromConstMem(gcdata, gcsize);
if (rw) {
int nummaps = SDL_GameControllerAddMappingsFromRW(rw, SDL_TRUE);
if (nummaps >= 0)
printf("loaded %d controller mappings from 'gamecontrollerdb.txt'\n", nummaps);
}
free(gcdata);
}
if (SDL_Init(SDL_INIT_GAMECONTROLLER | SDL_INIT_EVENTS) != 0) {
fprintf(stderr, "SDL init error: %s\n", SDL_GetError());
return;
}
haptics_enabled = (SDL_InitSubSystem(SDL_INIT_HAPTIC) == 0);
#ifdef BETTERCAMERA
if (newcam_mouse == 1)
SDL_SetRelativeMouseMode(SDL_TRUE);
#endif
SDL_GetRelativeMouseState(&mouse_x, &mouse_y);
controller_sdl_bind();
init_ok = true;
}
static SDL_Haptic *controller_sdl_init_haptics(const int joy) {
if (!haptics_enabled) return NULL;
SDL_Haptic *hap = SDL_HapticOpen(joy);
if (!hap) return NULL;
if (SDL_HapticRumbleSupported(hap) != SDL_TRUE) {
SDL_HapticClose(hap);
return NULL;
}
if (SDL_HapticRumbleInit(hap) != 0) {
SDL_HapticClose(hap);
return NULL;
}
printf("controller %s has haptics support, rumble enabled\n", SDL_JoystickNameForIndex(joy));
return hap;
}
static inline void update_button(const int i, const bool new) {
const bool pressed = !joy_buttons[i] && new;
joy_buttons[i] = new;
if (pressed) last_joybutton = i;
}
static void controller_sdl_read(OSContPad *pad) {
if (!init_ok) {
return;
}
#ifdef BETTERCAMERA
if (newcam_mouse == 1 && sCurrPlayMode != 2)
SDL_SetRelativeMouseMode(SDL_TRUE);
else
SDL_SetRelativeMouseMode(SDL_FALSE);
#endif
u32 mouse = SDL_GetRelativeMouseState(&mouse_x, &mouse_y);
for (u32 i = 0; i < num_mouse_binds; ++i)
if (mouse & SDL_BUTTON(mouse_binds[i][0]))
pad->button |= mouse_binds[i][1];
// remember buttons that changed from 0 to 1
last_mouse = (mouse_buttons ^ mouse) & mouse;
mouse_buttons = mouse;
SDL_GameControllerUpdate();
if (sdl_cntrl != NULL && !SDL_GameControllerGetAttached(sdl_cntrl)) {
SDL_HapticClose(sdl_haptic);
SDL_GameControllerClose(sdl_cntrl);
sdl_cntrl = NULL;
sdl_haptic = NULL;
}
if (sdl_cntrl == NULL) {
for (int i = 0; i < SDL_NumJoysticks(); i++) {
if (SDL_IsGameController(i)) {
sdl_cntrl = SDL_GameControllerOpen(i);
if (sdl_cntrl != NULL) {
sdl_haptic = controller_sdl_init_haptics(i);
break;
}
}
}
if (sdl_cntrl == NULL) {
return;
}
}
int16_t leftx = SDL_GameControllerGetAxis(sdl_cntrl, SDL_CONTROLLER_AXIS_LEFTX);
int16_t lefty = SDL_GameControllerGetAxis(sdl_cntrl, SDL_CONTROLLER_AXIS_LEFTY);
int16_t rightx = SDL_GameControllerGetAxis(sdl_cntrl, SDL_CONTROLLER_AXIS_RIGHTX);
int16_t righty = SDL_GameControllerGetAxis(sdl_cntrl, SDL_CONTROLLER_AXIS_RIGHTY);
int16_t ltrig = SDL_GameControllerGetAxis(sdl_cntrl, SDL_CONTROLLER_AXIS_TRIGGERLEFT);
int16_t rtrig = SDL_GameControllerGetAxis(sdl_cntrl, SDL_CONTROLLER_AXIS_TRIGGERRIGHT);
#ifdef TARGET_WEB
// Firefox has a bug: https://bugzilla.mozilla.org/show_bug.cgi?id=1606562
// It sets down y to 32768.0f / 32767.0f, which is greater than the allowed 1.0f,
// which SDL then converts to a int16_t by multiplying by 32767.0f, which overflows into -32768.
// Maximum up will hence never become -32768 with the current version of SDL2,
// so this workaround should be safe in compliant browsers.
if (lefty == -32768) {
lefty = 32767;
}
if (righty == -32768) {
righty = 32767;
}
#endif
for (u32 i = 0; i < SDL_CONTROLLER_BUTTON_MAX; ++i) {
const bool new = SDL_GameControllerGetButton(sdl_cntrl, i);
update_button(i, new);
}
update_button(VK_LTRIGGER - VK_BASE_SDL_GAMEPAD, ltrig > AXIS_THRESHOLD);
update_button(VK_RTRIGGER - VK_BASE_SDL_GAMEPAD, rtrig > AXIS_THRESHOLD);
u32 buttons_down = 0;
for (u32 i = 0; i < num_joy_binds; ++i)
if (joy_buttons[joy_binds[i][0]])
buttons_down |= joy_binds[i][1];
pad->button |= buttons_down;
const u32 xstick = buttons_down & STICK_XMASK;
const u32 ystick = buttons_down & STICK_YMASK;
if (xstick == STICK_LEFT)
pad->stick_x = -128;
else if (xstick == STICK_RIGHT)
pad->stick_x = 127;
if (ystick == STICK_DOWN)
pad->stick_y = -128;
else if (ystick == STICK_UP)
pad->stick_y = 127;
if (rightx < -0x4000) pad->button |= L_CBUTTONS;
if (rightx > 0x4000) pad->button |= R_CBUTTONS;
if (righty < -0x4000) pad->button |= U_CBUTTONS;
if (righty > 0x4000) pad->button |= D_CBUTTONS;
uint32_t magnitude_sq = (uint32_t)(leftx * leftx) + (uint32_t)(lefty * lefty);
uint32_t stickDeadzoneActual = configStickDeadzone * DEADZONE_STEP;
if (magnitude_sq > (uint32_t)(stickDeadzoneActual * stickDeadzoneActual)) {
pad->stick_x = leftx / 0x100;
int stick_y = -lefty / 0x100;
pad->stick_y = stick_y == 128 ? 127 : stick_y;
}
magnitude_sq = (uint32_t)(rightx * rightx) + (uint32_t)(righty * righty);
stickDeadzoneActual = configStickDeadzone * DEADZONE_STEP;
if (magnitude_sq > (uint32_t)(stickDeadzoneActual * stickDeadzoneActual)) {
pad->ext_stick_x = rightx / 0x100;
int stick_y = -righty / 0x100;
pad->ext_stick_y = stick_y == 128 ? 127 : stick_y;
}
}
static void controller_sdl_rumble_play(f32 strength, f32 length) {
if (sdl_haptic)
SDL_HapticRumblePlay(sdl_haptic, strength, (u32)(length * 1000.0f));
}
static void controller_sdl_rumble_stop(void) {
if (sdl_haptic)
SDL_HapticRumbleStop(sdl_haptic);
}
static u32 controller_sdl_rawkey(void) {
if (last_joybutton != VK_INVALID) {
const u32 ret = last_joybutton;
last_joybutton = VK_INVALID;
return ret;
}
for (int i = 0; i < MAX_MOUSEBUTTONS; ++i) {
if (last_mouse & SDL_BUTTON(i)) {
const u32 ret = VK_OFS_SDL_MOUSE + i;
last_mouse = 0;
return ret;
}
}
return VK_INVALID;
}
static void controller_sdl_shutdown(void) {
if (SDL_WasInit(SDL_INIT_GAMECONTROLLER)) {
if (sdl_cntrl) {
SDL_GameControllerClose(sdl_cntrl);
sdl_cntrl = NULL;
}
SDL_QuitSubSystem(SDL_INIT_GAMECONTROLLER);
}
if (SDL_WasInit(SDL_INIT_HAPTIC)) {
if (sdl_haptic) {
SDL_HapticClose(sdl_haptic);
sdl_haptic = NULL;
}
SDL_QuitSubSystem(SDL_INIT_HAPTIC);
}
haptics_enabled = false;
init_ok = false;
}
struct ControllerAPI controller_sdl = {
VK_BASE_SDL_GAMEPAD,
controller_sdl_init,
controller_sdl_read,
controller_sdl_rawkey,
controller_sdl_rumble_play,
controller_sdl_rumble_stop,
controller_sdl_bind,
controller_sdl_shutdown
};
#endif // CAPI_SDL2