Support single gamepad in SDL

This commit is contained in:
Iwan Timmer
2015-07-12 21:04:02 +02:00
parent be83130820
commit f167c6febb

View File

@@ -28,10 +28,25 @@
static bool done;
char leftTrigger, rightTrigger;
short leftStickX, leftStickY;
short rightStickX, rightStickY;
int buttons;
void sdl_loop() {
SDL_SetRelativeMouseMode(SDL_TRUE);
SDL_InitSubSystem(SDL_INIT_EVENTS | SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER);
SDL_GameControllerAddMappingsFromFile("gamecontrollerdb.txt");
SDL_ShowCursor(SDL_DISABLE);
for (int i = 0; i < SDL_NumJoysticks(); ++i) {
if (SDL_IsGameController(i)) {
if (!SDL_GameControllerOpen(i)) {
fprintf(stderr, "Could not open gamecontroller %i: %s\n", i, SDL_GetError());
}
}
}
SDL_Event event;
while(!done && SDL_WaitEvent(&event)) {
@@ -71,6 +86,89 @@ void sdl_loop() {
LiSendKeyboardEvent(0x80 << 8 | button, event.type==SDL_KEYDOWN?KEY_ACTION_DOWN:KEY_ACTION_UP, 0);
break;
case SDL_CONTROLLERAXISMOTION:
switch (event.caxis.axis) {
case SDL_CONTROLLER_AXIS_LEFTX:
leftStickX = event.caxis.value;
break;
case SDL_CONTROLLER_AXIS_LEFTY:
leftStickY = -event.caxis.value - 1;
break;
case SDL_CONTROLLER_AXIS_RIGHTX:
rightStickX = event.caxis.value;
break;
case SDL_CONTROLLER_AXIS_RIGHTY:
rightStickY = -event.caxis.value - 1;
break;
case SDL_CONTROLLER_AXIS_TRIGGERLEFT:
leftTrigger = (event.caxis.value >> 8) + 127;
break;
case SDL_CONTROLLER_AXIS_TRIGGERRIGHT:
rightTrigger = (event.caxis.value >> 8) + 127;
break;
default:
continue;
}
LiSendControllerEvent(0, leftTrigger, rightTrigger, leftStickX, leftStickY, rightStickX, rightStickY);
break;
case SDL_CONTROLLERBUTTONDOWN:
case SDL_CONTROLLERBUTTONUP:
switch (event.cbutton.button) {
case SDL_CONTROLLER_BUTTON_A:
button = A_FLAG;
break;
case SDL_CONTROLLER_BUTTON_B:
button = B_FLAG;
break;
case SDL_CONTROLLER_BUTTON_Y:
button = Y_FLAG;
break;
case SDL_CONTROLLER_BUTTON_X:
button = X_FLAG;
break;
case SDL_CONTROLLER_BUTTON_DPAD_UP:
button = UP_FLAG;
break;
case SDL_CONTROLLER_BUTTON_DPAD_DOWN:
button = DOWN_FLAG;
break;
case SDL_CONTROLLER_BUTTON_DPAD_RIGHT:
button = RIGHT_FLAG;
break;
case SDL_CONTROLLER_BUTTON_DPAD_LEFT:
button = LEFT_FLAG;
break;
case SDL_CONTROLLER_BUTTON_BACK:
button = BACK_FLAG;
break;
case SDL_CONTROLLER_BUTTON_START:
button = PLAY_FLAG;
break;
case SDL_CONTROLLER_BUTTON_GUIDE:
button = SPECIAL_FLAG;
break;
case SDL_CONTROLLER_BUTTON_LEFTSTICK:
button = LS_CLK_FLAG;
break;
case SDL_CONTROLLER_BUTTON_RIGHTSTICK:
button = RS_CLK_FLAG;
break;
case SDL_CONTROLLER_BUTTON_LEFTSHOULDER:
button = LB_FLAG;
break;
case SDL_CONTROLLER_BUTTON_RIGHTSHOULDER:
button = RB_FLAG;
break;
default:
continue;
}
if (event.type == SDL_CONTROLLERBUTTONDOWN)
buttons |= button;
else
buttons &= ~button;
LiSendControllerEvent(buttons, leftTrigger, rightTrigger, leftStickX, leftStickY, rightStickX, rightStickY);
break;
case SDL_QUIT:
done = true;
}