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https://github.com/moonlight-stream/moonlight-embedded.git
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Multiple controller support for SDL
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parent
d3c3ba92c7
commit
457759e14f
54
src/sdl.c
54
src/sdl.c
@ -28,12 +28,35 @@
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static bool done;
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char leftTrigger, rightTrigger;
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short leftStickX, leftStickY;
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short rightStickX, rightStickY;
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int buttons;
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typedef struct _GAMEPAD_STATE {
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char leftTrigger, rightTrigger;
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short leftStickX, leftStickY;
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short rightStickX, rightStickY;
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int buttons;
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SDL_JoystickID sdl_id;
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short id;
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bool initialized;
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} GAMEPAD_STATE, *PGAMEPAD_STATE;
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GAMEPAD_STATE gamepads[4];
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PGAMEPAD_STATE get_gamepad(SDL_JoystickID sdl_id) {
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for (int i = 0;i<4;i++) {
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if (gamepads[i].sdl_id == sdl_id)
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return &gamepads[0];
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else if (!gamepads[i].initialized) {
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gamepads[i].sdl_id = sdl_id;
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gamepads[i].id = i;
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gamepads[i].initialized = true;
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return &gamepads[0];
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}
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}
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return &gamepads[0];
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}
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void sdl_loop() {
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memset(gamepads, 0, sizeof(gamepads));
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SDL_SetRelativeMouseMode(SDL_TRUE);
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SDL_InitSubSystem(SDL_INIT_EVENTS | SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER);
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SDL_GameControllerAddMappingsFromFile("gamecontrollerdb.txt");
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@ -51,6 +74,7 @@ void sdl_loop() {
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while(!done && SDL_WaitEvent(&event)) {
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int button = 0;
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PGAMEPAD_STATE gamepad;
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switch (event.type) {
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case SDL_MOUSEMOTION:
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LiSendMouseMoveEvent(event.motion.xrel, event.motion.yrel);
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@ -87,32 +111,34 @@ void sdl_loop() {
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LiSendKeyboardEvent(0x80 << 8 | button, event.type==SDL_KEYDOWN?KEY_ACTION_DOWN:KEY_ACTION_UP, 0);
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break;
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case SDL_CONTROLLERAXISMOTION:
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gamepad = get_gamepad(event.caxis.which);
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switch (event.caxis.axis) {
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case SDL_CONTROLLER_AXIS_LEFTX:
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leftStickX = event.caxis.value;
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gamepad->leftStickX = event.caxis.value;
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break;
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case SDL_CONTROLLER_AXIS_LEFTY:
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leftStickY = -event.caxis.value - 1;
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gamepad->leftStickY = -event.caxis.value - 1;
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break;
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case SDL_CONTROLLER_AXIS_RIGHTX:
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rightStickX = event.caxis.value;
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gamepad->rightStickX = event.caxis.value;
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break;
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case SDL_CONTROLLER_AXIS_RIGHTY:
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rightStickY = -event.caxis.value - 1;
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gamepad->rightStickY = -event.caxis.value - 1;
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break;
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case SDL_CONTROLLER_AXIS_TRIGGERLEFT:
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leftTrigger = (event.caxis.value >> 8) + 127;
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gamepad->leftTrigger = (event.caxis.value >> 8) + 127;
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break;
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case SDL_CONTROLLER_AXIS_TRIGGERRIGHT:
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rightTrigger = (event.caxis.value >> 8) + 127;
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gamepad->rightTrigger = (event.caxis.value >> 8) + 127;
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break;
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default:
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continue;
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}
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LiSendControllerEvent(0, leftTrigger, rightTrigger, leftStickX, leftStickY, rightStickX, rightStickY);
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LiSendMultiControllerEvent(gamepad->id, gamepad->buttons, gamepad->leftTrigger, gamepad->rightTrigger, gamepad->leftStickX, gamepad->leftStickY, gamepad->rightStickX, gamepad->rightStickY);
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break;
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case SDL_CONTROLLERBUTTONDOWN:
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case SDL_CONTROLLERBUTTONUP:
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gamepad = get_gamepad(event.cbutton.which);
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switch (event.cbutton.button) {
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case SDL_CONTROLLER_BUTTON_A:
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button = A_FLAG;
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@ -163,11 +189,11 @@ void sdl_loop() {
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continue;
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}
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if (event.type == SDL_CONTROLLERBUTTONDOWN)
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buttons |= button;
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gamepad->buttons |= button;
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else
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buttons &= ~button;
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gamepad->buttons &= ~button;
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LiSendControllerEvent(buttons, leftTrigger, rightTrigger, leftStickX, leftStickY, rightStickX, rightStickY);
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LiSendMultiControllerEvent(gamepad->id, gamepad->buttons, gamepad->leftTrigger, gamepad->rightTrigger, gamepad->leftStickX, gamepad->leftStickY, gamepad->rightStickX, gamepad->rightStickY);
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break;
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case SDL_QUIT:
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done = true;
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