Files
moonlight-embedded/src/input/sdl.c
Mariotaku Lee 9cec4208a4 Fixed trigger left/right range
Added .ignore for common build dir
2021-04-19 15:41:53 +09:00

303 lines
9.2 KiB
C

/*
* This file is part of Moonlight Embedded.
*
* Copyright (C) 2015-2017 Iwan Timmer
*
* Moonlight is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 3 of the License, or
* (at your option) any later version.
*
* Moonlight is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Moonlight; if not, see <http://www.gnu.org/licenses/>.
*/
#include "sdl.h"
#include "../sdl.h"
#include <Limelight.h>
#define ACTION_MODIFIERS (MODIFIER_SHIFT|MODIFIER_ALT|MODIFIER_CTRL)
#define QUIT_KEY SDLK_q
#define QUIT_BUTTONS (PLAY_FLAG|BACK_FLAG|LB_FLAG|RB_FLAG)
#define FULLSCREEN_KEY SDLK_f
typedef struct _GAMEPAD_STATE {
char leftTrigger, rightTrigger;
short leftStickX, leftStickY;
short rightStickX, rightStickY;
int buttons;
SDL_JoystickID sdl_id;
SDL_Haptic* haptic;
int haptic_effect_id;
short id;
bool initialized;
} GAMEPAD_STATE, *PGAMEPAD_STATE;
static GAMEPAD_STATE gamepads[4];
static int keyboard_modifiers;
static int activeGamepadMask = 0;
int sdl_gamepads = 0;
static PGAMEPAD_STATE get_gamepad(SDL_JoystickID sdl_id) {
for (int i = 0;i<4;i++) {
if (!gamepads[i].initialized) {
gamepads[i].sdl_id = sdl_id;
gamepads[i].id = i;
gamepads[i].initialized = true;
activeGamepadMask |= (1 << i);
return &gamepads[i];
} else if (gamepads[i].sdl_id == sdl_id)
return &gamepads[i];
}
return &gamepads[0];
}
static void init_gamepad(int joystick_index) {
if (SDL_IsGameController(joystick_index)) {
sdl_gamepads++;
SDL_GameController* controller = SDL_GameControllerOpen(joystick_index);
if (!controller) {
fprintf(stderr, "Could not open gamecontroller %i: %s\n", joystick_index, SDL_GetError());
return;
}
SDL_Joystick* joystick = SDL_GameControllerGetJoystick(controller);
SDL_Haptic* haptic = SDL_HapticOpenFromJoystick(joystick);
if (haptic && (SDL_HapticQuery(haptic) & SDL_HAPTIC_LEFTRIGHT) == 0) {
SDL_HapticClose(haptic);
haptic = NULL;
}
SDL_JoystickID sdl_id = SDL_JoystickInstanceID(joystick);
PGAMEPAD_STATE state = get_gamepad(joystick_index);
state->haptic = haptic;
state->haptic_effect_id = -1;
}
}
void sdlinput_init(char* mappings) {
memset(gamepads, 0, sizeof(gamepads));
SDL_InitSubSystem(SDL_INIT_GAMECONTROLLER);
SDL_InitSubSystem(SDL_INIT_HAPTIC);
SDL_GameControllerAddMappingsFromFile(mappings);
for (int i = 0; i < SDL_NumJoysticks(); ++i)
init_gamepad(i);
}
int sdlinput_handle_event(SDL_Event* event) {
int button = 0;
PGAMEPAD_STATE gamepad;
switch (event->type) {
case SDL_MOUSEMOTION:
LiSendMouseMoveEvent(event->motion.xrel, event->motion.yrel);
break;
case SDL_MOUSEWHEEL:
LiSendScrollEvent(event->wheel.y);
break;
case SDL_MOUSEBUTTONUP:
case SDL_MOUSEBUTTONDOWN:
switch (event->button.button) {
case SDL_BUTTON_LEFT:
button = BUTTON_LEFT;
break;
case SDL_BUTTON_MIDDLE:
button = BUTTON_MIDDLE;
break;
case SDL_BUTTON_RIGHT:
button = BUTTON_RIGHT;
break;
case SDL_BUTTON_X1:
button = BUTTON_X1;
break;
case SDL_BUTTON_X2:
button = BUTTON_X2;
break;
}
if (button != 0)
LiSendMouseButtonEvent(event->type==SDL_MOUSEBUTTONDOWN?BUTTON_ACTION_PRESS:BUTTON_ACTION_RELEASE, button);
return SDL_MOUSE_GRAB;
case SDL_KEYDOWN:
case SDL_KEYUP:
button = event->key.keysym.sym;
if (button >= 0x21 && button <= 0x2f)
button = keyCodes1[button - 0x21];
else if (button >= 0x3a && button <= 0x40)
button = keyCodes2[button - 0x3a];
else if (button >= 0x5b && button <= 0x60)
button = keyCodes3[button - 0x5b];
else if (button >= 0x40000039 && button < 0x40000039 + sizeof(keyCodes4))
button = keyCodes4[button - 0x40000039];
else if (button >= 0x400000E0 && button <= 0x400000E7)
button = keyCodes5[button - 0x400000E0];
else if (button >= 0x61 && button <= 0x7a)
button -= 0x20;
else if (button == 0x7f)
button = 0x2e;
int modifier = 0;
switch (event->key.keysym.sym) {
case SDLK_RSHIFT:
case SDLK_LSHIFT:
modifier = MODIFIER_SHIFT;
break;
case SDLK_RALT:
case SDLK_LALT:
modifier = MODIFIER_ALT;
break;
case SDLK_RCTRL:
case SDLK_LCTRL:
modifier = MODIFIER_CTRL;
break;
}
if (modifier != 0) {
if (event->type==SDL_KEYDOWN)
keyboard_modifiers |= modifier;
else
keyboard_modifiers &= ~modifier;
}
// Quit the stream if all the required quit keys are down
if ((keyboard_modifiers & ACTION_MODIFIERS) == ACTION_MODIFIERS && event->key.keysym.sym == QUIT_KEY && event->type==SDL_KEYUP)
return SDL_QUIT_APPLICATION;
else if ((keyboard_modifiers & ACTION_MODIFIERS) == ACTION_MODIFIERS && event->key.keysym.sym == FULLSCREEN_KEY && event->type==SDL_KEYUP)
return SDL_TOGGLE_FULLSCREEN;
else if ((keyboard_modifiers & ACTION_MODIFIERS) == ACTION_MODIFIERS)
return SDL_MOUSE_UNGRAB;
LiSendKeyboardEvent(0x80 << 8 | button, event->type==SDL_KEYDOWN?KEY_ACTION_DOWN:KEY_ACTION_UP, keyboard_modifiers);
break;
case SDL_CONTROLLERAXISMOTION:
gamepad = get_gamepad(event->caxis.which);
switch (event->caxis.axis) {
case SDL_CONTROLLER_AXIS_LEFTX:
gamepad->leftStickX = event->caxis.value;
break;
case SDL_CONTROLLER_AXIS_LEFTY:
gamepad->leftStickY = -SDL_max(event->caxis.value, (short)-32767);
break;
case SDL_CONTROLLER_AXIS_RIGHTX:
gamepad->rightStickX = event->caxis.value;
break;
case SDL_CONTROLLER_AXIS_RIGHTY:
gamepad->rightStickY = -SDL_max(event->caxis.value, (short)-32767);
break;
case SDL_CONTROLLER_AXIS_TRIGGERLEFT:
gamepad->leftTrigger = (unsigned char)(event->caxis.value * 255UL / 32767);
break;
case SDL_CONTROLLER_AXIS_TRIGGERRIGHT:
gamepad->rightTrigger = (unsigned char)(event->caxis.value * 255UL / 32767);
break;
default:
return SDL_NOTHING;
}
LiSendMultiControllerEvent(gamepad->id, activeGamepadMask, 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;
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:
return SDL_NOTHING;
}
if (event->type == SDL_CONTROLLERBUTTONDOWN)
gamepad->buttons |= button;
else
gamepad->buttons &= ~button;
if ((gamepad->buttons & QUIT_BUTTONS) == QUIT_BUTTONS)
return SDL_QUIT_APPLICATION;
LiSendMultiControllerEvent(gamepad->id, activeGamepadMask, gamepad->buttons, gamepad->leftTrigger, gamepad->rightTrigger, gamepad->leftStickX, gamepad->leftStickY, gamepad->rightStickX, gamepad->rightStickY);
break;
}
return SDL_NOTHING;
}
void sdlinput_rumble(unsigned short controller_id, unsigned short low_freq_motor, unsigned short high_freq_motor) {
if (controller_id >= 4)
return;
PGAMEPAD_STATE state = &gamepads[controller_id];
SDL_Haptic* haptic = state->haptic;
if (!haptic)
return;
if (state->haptic_effect_id >= 0)
SDL_HapticDestroyEffect(haptic, state->haptic_effect_id);
if (low_freq_motor == 0 && high_freq_motor == 0)
return;
SDL_HapticEffect effect;
SDL_memset(&effect, 0, sizeof(effect));
effect.type = SDL_HAPTIC_LEFTRIGHT;
effect.leftright.length = SDL_HAPTIC_INFINITY;
// SDL haptics range from 0-32767 but XInput uses 0-65535, so divide by 2 to correct for SDL's scaling
effect.leftright.large_magnitude = low_freq_motor / 2;
effect.leftright.small_magnitude = high_freq_motor / 2;
state->haptic_effect_id = SDL_HapticNewEffect(haptic, &effect);
if (state->haptic_effect_id >= 0)
SDL_HapticRunEffect(haptic, state->haptic_effect_id, 1);
}