Multiple controller support for SDL

This commit is contained in:
Iwan Timmer 2015-08-03 20:54:11 +02:00
parent d3c3ba92c7
commit 457759e14f

View File

@ -28,12 +28,35 @@
static bool done; static bool done;
char leftTrigger, rightTrigger; typedef struct _GAMEPAD_STATE {
short leftStickX, leftStickY; char leftTrigger, rightTrigger;
short rightStickX, rightStickY; short leftStickX, leftStickY;
int buttons; short rightStickX, rightStickY;
int buttons;
SDL_JoystickID sdl_id;
short id;
bool initialized;
} GAMEPAD_STATE, *PGAMEPAD_STATE;
GAMEPAD_STATE gamepads[4];
PGAMEPAD_STATE get_gamepad(SDL_JoystickID sdl_id) {
for (int i = 0;i<4;i++) {
if (gamepads[i].sdl_id == sdl_id)
return &gamepads[0];
else if (!gamepads[i].initialized) {
gamepads[i].sdl_id = sdl_id;
gamepads[i].id = i;
gamepads[i].initialized = true;
return &gamepads[0];
}
}
return &gamepads[0];
}
void sdl_loop() { void sdl_loop() {
memset(gamepads, 0, sizeof(gamepads));
SDL_SetRelativeMouseMode(SDL_TRUE); SDL_SetRelativeMouseMode(SDL_TRUE);
SDL_InitSubSystem(SDL_INIT_EVENTS | SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER); SDL_InitSubSystem(SDL_INIT_EVENTS | SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER);
SDL_GameControllerAddMappingsFromFile("gamecontrollerdb.txt"); SDL_GameControllerAddMappingsFromFile("gamecontrollerdb.txt");
@ -51,6 +74,7 @@ void sdl_loop() {
while(!done && SDL_WaitEvent(&event)) { while(!done && SDL_WaitEvent(&event)) {
int button = 0; int button = 0;
PGAMEPAD_STATE gamepad;
switch (event.type) { switch (event.type) {
case SDL_MOUSEMOTION: case SDL_MOUSEMOTION:
LiSendMouseMoveEvent(event.motion.xrel, event.motion.yrel); LiSendMouseMoveEvent(event.motion.xrel, event.motion.yrel);
@ -87,32 +111,34 @@ void sdl_loop() {
LiSendKeyboardEvent(0x80 << 8 | button, event.type==SDL_KEYDOWN?KEY_ACTION_DOWN:KEY_ACTION_UP, 0); LiSendKeyboardEvent(0x80 << 8 | button, event.type==SDL_KEYDOWN?KEY_ACTION_DOWN:KEY_ACTION_UP, 0);
break; break;
case SDL_CONTROLLERAXISMOTION: case SDL_CONTROLLERAXISMOTION:
gamepad = get_gamepad(event.caxis.which);
switch (event.caxis.axis) { switch (event.caxis.axis) {
case SDL_CONTROLLER_AXIS_LEFTX: case SDL_CONTROLLER_AXIS_LEFTX:
leftStickX = event.caxis.value; gamepad->leftStickX = event.caxis.value;
break; break;
case SDL_CONTROLLER_AXIS_LEFTY: case SDL_CONTROLLER_AXIS_LEFTY:
leftStickY = -event.caxis.value - 1; gamepad->leftStickY = -event.caxis.value - 1;
break; break;
case SDL_CONTROLLER_AXIS_RIGHTX: case SDL_CONTROLLER_AXIS_RIGHTX:
rightStickX = event.caxis.value; gamepad->rightStickX = event.caxis.value;
break; break;
case SDL_CONTROLLER_AXIS_RIGHTY: case SDL_CONTROLLER_AXIS_RIGHTY:
rightStickY = -event.caxis.value - 1; gamepad->rightStickY = -event.caxis.value - 1;
break; break;
case SDL_CONTROLLER_AXIS_TRIGGERLEFT: case SDL_CONTROLLER_AXIS_TRIGGERLEFT:
leftTrigger = (event.caxis.value >> 8) + 127; gamepad->leftTrigger = (event.caxis.value >> 8) + 127;
break; break;
case SDL_CONTROLLER_AXIS_TRIGGERRIGHT: case SDL_CONTROLLER_AXIS_TRIGGERRIGHT:
rightTrigger = (event.caxis.value >> 8) + 127; gamepad->rightTrigger = (event.caxis.value >> 8) + 127;
break; break;
default: default:
continue; continue;
} }
LiSendControllerEvent(0, leftTrigger, rightTrigger, leftStickX, leftStickY, rightStickX, rightStickY); LiSendMultiControllerEvent(gamepad->id, gamepad->buttons, gamepad->leftTrigger, gamepad->rightTrigger, gamepad->leftStickX, gamepad->leftStickY, gamepad->rightStickX, gamepad->rightStickY);
break; break;
case SDL_CONTROLLERBUTTONDOWN: case SDL_CONTROLLERBUTTONDOWN:
case SDL_CONTROLLERBUTTONUP: case SDL_CONTROLLERBUTTONUP:
gamepad = get_gamepad(event.cbutton.which);
switch (event.cbutton.button) { switch (event.cbutton.button) {
case SDL_CONTROLLER_BUTTON_A: case SDL_CONTROLLER_BUTTON_A:
button = A_FLAG; button = A_FLAG;
@ -163,11 +189,11 @@ void sdl_loop() {
continue; continue;
} }
if (event.type == SDL_CONTROLLERBUTTONDOWN) if (event.type == SDL_CONTROLLERBUTTONDOWN)
buttons |= button; gamepad->buttons |= button;
else else
buttons &= ~button; gamepad->buttons &= ~button;
LiSendControllerEvent(buttons, leftTrigger, rightTrigger, leftStickX, leftStickY, rightStickX, rightStickY); LiSendMultiControllerEvent(gamepad->id, gamepad->buttons, gamepad->leftTrigger, gamepad->rightTrigger, gamepad->leftStickX, gamepad->leftStickY, gamepad->rightStickX, gamepad->rightStickY);
break; break;
case SDL_QUIT: case SDL_QUIT:
done = true; done = true;