mirror of
https://github.com/moonlight-stream/moonlight-embedded.git
synced 2026-04-24 00:56:42 +00:00
Support single gamepad in SDL
This commit is contained in:
98
src/sdl.c
98
src/sdl.c
@@ -28,10 +28,25 @@
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static bool done;
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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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void sdl_loop() {
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void sdl_loop() {
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SDL_SetRelativeMouseMode(SDL_TRUE);
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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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SDL_ShowCursor(SDL_DISABLE);
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SDL_ShowCursor(SDL_DISABLE);
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for (int i = 0; i < SDL_NumJoysticks(); ++i) {
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if (SDL_IsGameController(i)) {
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if (!SDL_GameControllerOpen(i)) {
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fprintf(stderr, "Could not open gamecontroller %i: %s\n", i, SDL_GetError());
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}
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}
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}
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SDL_Event event;
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SDL_Event event;
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while(!done && SDL_WaitEvent(&event)) {
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while(!done && SDL_WaitEvent(&event)) {
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@@ -71,6 +86,89 @@ 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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LiSendKeyboardEvent(0x80 << 8 | button, event.type==SDL_KEYDOWN?KEY_ACTION_DOWN:KEY_ACTION_UP, 0);
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break;
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break;
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case SDL_CONTROLLERAXISMOTION:
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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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break;
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case SDL_CONTROLLER_AXIS_LEFTY:
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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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break;
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case SDL_CONTROLLER_AXIS_RIGHTY:
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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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break;
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case SDL_CONTROLLER_AXIS_TRIGGERRIGHT:
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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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break;
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case SDL_CONTROLLERBUTTONDOWN:
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case SDL_CONTROLLERBUTTONUP:
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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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break;
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case SDL_CONTROLLER_BUTTON_B:
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button = B_FLAG;
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break;
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case SDL_CONTROLLER_BUTTON_Y:
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button = Y_FLAG;
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break;
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case SDL_CONTROLLER_BUTTON_X:
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button = X_FLAG;
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break;
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case SDL_CONTROLLER_BUTTON_DPAD_UP:
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button = UP_FLAG;
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break;
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case SDL_CONTROLLER_BUTTON_DPAD_DOWN:
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button = DOWN_FLAG;
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break;
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case SDL_CONTROLLER_BUTTON_DPAD_RIGHT:
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button = RIGHT_FLAG;
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break;
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case SDL_CONTROLLER_BUTTON_DPAD_LEFT:
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button = LEFT_FLAG;
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break;
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case SDL_CONTROLLER_BUTTON_BACK:
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button = BACK_FLAG;
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break;
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case SDL_CONTROLLER_BUTTON_START:
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button = PLAY_FLAG;
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break;
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case SDL_CONTROLLER_BUTTON_GUIDE:
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button = SPECIAL_FLAG;
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break;
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case SDL_CONTROLLER_BUTTON_LEFTSTICK:
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button = LS_CLK_FLAG;
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break;
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case SDL_CONTROLLER_BUTTON_RIGHTSTICK:
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button = RS_CLK_FLAG;
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break;
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case SDL_CONTROLLER_BUTTON_LEFTSHOULDER:
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button = LB_FLAG;
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break;
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case SDL_CONTROLLER_BUTTON_RIGHTSHOULDER:
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button = RB_FLAG;
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break;
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default:
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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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else
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buttons &= ~button;
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LiSendControllerEvent(buttons, leftTrigger, rightTrigger, leftStickX, leftStickY, rightStickX, rightStickY);
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break;
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case SDL_QUIT:
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case SDL_QUIT:
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done = true;
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done = true;
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}
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}
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