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;
char leftTrigger, rightTrigger;
short leftStickX, leftStickY;
short rightStickX, rightStickY;
int buttons;
typedef struct _GAMEPAD_STATE {
char leftTrigger, rightTrigger;
short leftStickX, leftStickY;
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() {
memset(gamepads, 0, sizeof(gamepads));
SDL_SetRelativeMouseMode(SDL_TRUE);
SDL_InitSubSystem(SDL_INIT_EVENTS | SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER);
SDL_GameControllerAddMappingsFromFile("gamecontrollerdb.txt");
@ -51,6 +74,7 @@ void sdl_loop() {
while(!done && SDL_WaitEvent(&event)) {
int button = 0;
PGAMEPAD_STATE gamepad;
switch (event.type) {
case SDL_MOUSEMOTION:
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);
break;
case SDL_CONTROLLERAXISMOTION:
gamepad = get_gamepad(event.caxis.which);
switch (event.caxis.axis) {
case SDL_CONTROLLER_AXIS_LEFTX:
leftStickX = event.caxis.value;
gamepad->leftStickX = event.caxis.value;
break;
case SDL_CONTROLLER_AXIS_LEFTY:
leftStickY = -event.caxis.value - 1;
gamepad->leftStickY = -event.caxis.value - 1;
break;
case SDL_CONTROLLER_AXIS_RIGHTX:
rightStickX = event.caxis.value;
gamepad->rightStickX = event.caxis.value;
break;
case SDL_CONTROLLER_AXIS_RIGHTY:
rightStickY = -event.caxis.value - 1;
gamepad->rightStickY = -event.caxis.value - 1;
break;
case SDL_CONTROLLER_AXIS_TRIGGERLEFT:
leftTrigger = (event.caxis.value >> 8) + 127;
gamepad->leftTrigger = (event.caxis.value >> 8) + 127;
break;
case SDL_CONTROLLER_AXIS_TRIGGERRIGHT:
rightTrigger = (event.caxis.value >> 8) + 127;
gamepad->rightTrigger = (event.caxis.value >> 8) + 127;
break;
default:
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;
case SDL_CONTROLLERBUTTONDOWN:
case SDL_CONTROLLERBUTTONUP:
gamepad = get_gamepad(event.cbutton.which);
switch (event.cbutton.button) {
case SDL_CONTROLLER_BUTTON_A:
button = A_FLAG;
@ -163,11 +189,11 @@ void sdl_loop() {
continue;
}
if (event.type == SDL_CONTROLLERBUTTONDOWN)
buttons |= button;
gamepad->buttons |= button;
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;
case SDL_QUIT:
done = true;