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mirror of https://github.com/vcmi/vcmi.git synced 2025-01-26 03:52:01 +02:00

a simple implement for game controller

This commit is contained in:
kdmcser 2024-04-03 20:34:22 +08:00
parent fd0dd7441a
commit beaebb3a5f
9 changed files with 438 additions and 1 deletions

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@ -34,6 +34,8 @@ set(client_SRCS
eventsSDL/InputSourceMouse.cpp
eventsSDL/InputSourceText.cpp
eventsSDL/InputSourceTouch.cpp
eventsSDL/InputSourceGameController.cpp
eventsSDL/GameControllerShortcuts.cpp
gui/CGuiHandler.cpp
gui/CIntObject.cpp
@ -207,6 +209,8 @@ set(client_HEADERS
eventsSDL/InputSourceMouse.h
eventsSDL/InputSourceText.h
eventsSDL/InputSourceTouch.h
eventsSDL/InputSourceGameController.h
eventsSDL/GameControllerShortcuts.h
gui/CGuiHandler.h
gui/CIntObject.h

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@ -0,0 +1,69 @@
/*
* GameControllerShortcuts.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#include "StdInc.h"
#include "GameControllerShortcuts.h"
#include "../gui/CGuiHandler.h"
#include "../gui/ShortcutHandler.h"
std::vector<EShortcut> getButtonBShortcuts()
{
auto shortcuts = GH.shortcuts().translateKeycode(SDLK_ESCAPE);
// avoid someday ADVENTURE_EXIT_WORLD_VIEW be add in SDLK_ESCAPE shortcuts
if(std::find(shortcuts.begin(), shortcuts.end(), EShortcut::ADVENTURE_EXIT_WORLD_VIEW) == shortcuts.end())
shortcuts.push_back(EShortcut::ADVENTURE_EXIT_WORLD_VIEW);
return shortcuts;
}
std::vector<EShortcut> getButtonXShortcuts()
{
auto shortcuts = GH.shortcuts().translateKeycode(SDLK_RETURN);
// avoid someday ADVENTURE_EXIT_WORLD_VIEW be add in SDLK_RETURN shortcuts
if(std::find(shortcuts.begin(), shortcuts.end(), EShortcut::ADVENTURE_EXIT_WORLD_VIEW) == shortcuts.end())
shortcuts.push_back(EShortcut::ADVENTURE_EXIT_WORLD_VIEW);
return shortcuts;
}
const ButtonShortcutsMap & getButtonShortcutsMap() {
static const ButtonShortcutsMap buttonShortcutsMap =
{
// SDL_CONTROLLER_BUTTON_A for mouse left click
{SDL_CONTROLLER_BUTTON_B, getButtonBShortcuts()},
{SDL_CONTROLLER_BUTTON_X, getButtonXShortcuts()},
// SDL_CONTROLLER_BUTTON_Y for mouse right click
{SDL_CONTROLLER_BUTTON_LEFTSHOULDER, {EShortcut::ADVENTURE_NEXT_HERO, EShortcut::BATTLE_DEFEND}},
{SDL_CONTROLLER_BUTTON_RIGHTSHOULDER, {EShortcut::ADVENTURE_NEXT_TOWN, EShortcut::BATTLE_WAIT}},
{SDL_CONTROLLER_BUTTON_BACK, {EShortcut::GAME_END_TURN, EShortcut::BATTLE_END_WITH_AUTOCOMBAT}},
{SDL_CONTROLLER_BUTTON_START, {EShortcut::GLOBAL_OPTIONS, EShortcut::ADVENTURE_GAME_OPTIONS}},
{SDL_CONTROLLER_BUTTON_DPAD_UP, {EShortcut::MOVE_UP, EShortcut::ADVENTURE_VIEW_WORLD,
EShortcut::RECRUITMENT_UPGRADE,
EShortcut::RECRUITMENT_UPGRADE_ALL,
EShortcut::BATTLE_CONSOLE_UP, EShortcut::RECRUITMENT_MAX}},
{SDL_CONTROLLER_BUTTON_DPAD_DOWN, {EShortcut::MOVE_DOWN, EShortcut::ADVENTURE_KINGDOM_OVERVIEW,
EShortcut::BATTLE_CONSOLE_DOWN, EShortcut::RECRUITMENT_MIN}},
{SDL_CONTROLLER_BUTTON_DPAD_LEFT, {EShortcut::MOVE_LEFT, EShortcut::ADVENTURE_VIEW_SCENARIO}},
{SDL_CONTROLLER_BUTTON_DPAD_RIGHT, {EShortcut::MOVE_RIGHT, EShortcut::ADVENTURE_THIEVES_GUILD}},
{SDL_CONTROLLER_BUTTON_LEFTSTICK, {EShortcut::ADVENTURE_TOGGLE_MAP_LEVEL,
EShortcut::BATTLE_TOGGLE_HEROES_STATS}},
{SDL_CONTROLLER_BUTTON_RIGHTSTICK, {EShortcut::ADVENTURE_TOGGLE_GRID, EShortcut::BATTLE_TOGGLE_QUEUE}}
};
return buttonShortcutsMap;
}
const TriggerShortcutsMap & getTriggerShortcutsMap()
{
static const TriggerShortcutsMap triggerShortcutsMap = {
{SDL_CONTROLLER_AXIS_TRIGGERLEFT, {EShortcut::ADVENTURE_VISIT_OBJECT, EShortcut::BATTLE_TACTICS_NEXT,
EShortcut::BATTLE_USE_CREATURE_SPELL}},
{SDL_CONTROLLER_AXIS_TRIGGERRIGHT, {EShortcut::ADVENTURE_CAST_SPELL, EShortcut::BATTLE_CAST_SPELL}}
};
return triggerShortcutsMap;
}

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@ -0,0 +1,21 @@
/*
* GameControllerShortcuts.h, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#pragma once
#include <map>
#include <SDL.h>
#include "../gui/Shortcut.h"
using ButtonShortcutsMap = std::map<int, std::vector<EShortcut> >;
using TriggerShortcutsMap = std::map<int, std::vector<EShortcut> >;
const ButtonShortcutsMap & getButtonShortcutsMap();
const TriggerShortcutsMap & getTriggerShortcutsMap();

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@ -16,6 +16,7 @@
#include "InputSourceKeyboard.h"
#include "InputSourceTouch.h"
#include "InputSourceText.h"
#include "InputSourceGameController.h"
#include "../gui/CGuiHandler.h"
#include "../gui/CursorHandler.h"
@ -36,6 +37,7 @@ InputHandler::InputHandler()
, keyboardHandler(std::make_unique<InputSourceKeyboard>())
, fingerHandler(std::make_unique<InputSourceTouch>())
, textHandler(std::make_unique<InputSourceText>())
, gameControllerHandler(std::make_unique<InputSourceGameController>())
{
}
@ -69,6 +71,12 @@ void InputHandler::handleCurrentEvent(const SDL_Event & current)
return fingerHandler->handleEventFingerDown(current.tfinger);
case SDL_FINGERUP:
return fingerHandler->handleEventFingerUp(current.tfinger);
case SDL_CONTROLLERAXISMOTION:
return gameControllerHandler->handleEventAxisMotion(current.caxis);
case SDL_CONTROLLERBUTTONDOWN:
return gameControllerHandler->handleEventButtonDown(current.cbutton);
case SDL_CONTROLLERBUTTONUP:
return gameControllerHandler->handleEventButtonUp(current.cbutton);
}
}
@ -88,6 +96,7 @@ void InputHandler::processEvents()
for(const auto & currentEvent : eventsToProcess)
handleCurrentEvent(currentEvent);
gameControllerHandler->handleUpdate();
fingerHandler->handleUpdate();
}
@ -103,6 +112,7 @@ bool InputHandler::ignoreEventsUntilInput()
case SDL_MOUSEBUTTONDOWN:
case SDL_FINGERDOWN:
case SDL_KEYDOWN:
case SDL_CONTROLLERBUTTONDOWN:
inputFound = true;
}
}
@ -196,6 +206,21 @@ void InputHandler::preprocessEvent(const SDL_Event & ev)
NotificationHandler::handleSdlEvent(ev);
}
}
else if(ev.type == SDL_CONTROLLERDEVICEADDED)
{
gameControllerHandler->handleEventDeviceAdded(ev.cdevice);
return;
}
else if(ev.type == SDL_CONTROLLERDEVICEREMOVED)
{
gameControllerHandler->handleEventDeviceRemoved(ev.cdevice);
return;
}
else if(ev.type == SDL_CONTROLLERDEVICEREMAPPED)
{
gameControllerHandler->handleEventDeviceRemapped(ev.cdevice);
return;
}
//preprocessing
if(ev.type == SDL_MOUSEMOTION)
@ -324,3 +349,8 @@ const Point & InputHandler::getCursorPosition() const
{
return cursorPosition;
}
void InputHandler::tryOpenGameController()
{
gameControllerHandler->tryOpenAllGameControllers();
}

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@ -21,6 +21,7 @@ class InputSourceMouse;
class InputSourceKeyboard;
class InputSourceTouch;
class InputSourceText;
class InputSourceGameController;
class InputHandler
{
@ -39,6 +40,7 @@ class InputHandler
std::unique_ptr<InputSourceKeyboard> keyboardHandler;
std::unique_ptr<InputSourceTouch> fingerHandler;
std::unique_ptr<InputSourceText> textHandler;
std::unique_ptr<InputSourceGameController> gameControllerHandler;
public:
InputHandler();
@ -84,4 +86,7 @@ public:
bool isKeyboardAltDown() const;
bool isKeyboardCtrlDown() const;
bool isKeyboardShiftDown() const;
/// If any game controller available, use it.
void tryOpenGameController();
};

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@ -0,0 +1,248 @@
/*
* InputSourceGameController.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#include "StdInc.h"
#include "InputSourceGameController.h"
#include "GameControllerShortcuts.h"
#include "InputHandler.h"
#include "../CGameInfo.h"
#include "../gui/CursorHandler.h"
#include "../gui/CGuiHandler.h"
#include "../gui/EventDispatcher.h"
#include "../gui/ShortcutHandler.h"
void InputSourceGameController::gameControllerDeleter(SDL_GameController * gameController)
{
if(gameController)
SDL_GameControllerClose(gameController);
}
InputSourceGameController::InputSourceGameController():
lastCheckTime(0),
axisValueX(0),
axisValueY(0),
planDisX(0.0),
planDisY(0.0)
{
// SDL_init has not been called. so it is unnecessary to open joystick.
}
void InputSourceGameController::tryOpenAllGameControllers()
{
for(int i = 0; i < SDL_NumJoysticks(); ++i)
if(SDL_IsGameController(i))
openGameController(i);
else
logGlobal->warn("Joystick %d is an unsupported game controller!", i);
}
void InputSourceGameController::openGameController(int index)
{
SDL_GameController * controller = SDL_GameControllerOpen(index);
if(!controller)
{
logGlobal->error("Fail to open game controller %d!", index);
return;
}
GameControllerPtr controllerPtr(controller, gameControllerDeleter);
// Need to save joystick index for event. Joystick index may not be equal to index sometimes.
int joystickIndex = getJoystickIndex(controllerPtr.get());
if(joystickIndex < 0)
{
logGlobal->error("Fail to get joystick index of game controller %d!", index);
return;
}
if(gameControllerMap.find(joystickIndex) != gameControllerMap.end())
{
logGlobal->warn("Game controller with joystick index %d is already opened.", joystickIndex);
return;
}
gameControllerMap.emplace(joystickIndex, std::move(controllerPtr));
}
int InputSourceGameController::getJoystickIndex(SDL_GameController * controller)
{
SDL_Joystick* joystick = SDL_GameControllerGetJoystick(controller);
if(!joystick)
return -1;
SDL_JoystickID instanceID = SDL_JoystickInstanceID(joystick);
if(instanceID < 0)
return -1;
return (int)instanceID;
}
void InputSourceGameController::handleEventDeviceAdded(const SDL_ControllerDeviceEvent & device)
{
if(gameControllerMap.find(device.which) != gameControllerMap.end())
{
logGlobal->warn("Game controller %d is already opened.", device.which);
return;
}
openGameController(device.which);
}
void InputSourceGameController::handleEventDeviceRemoved(const SDL_ControllerDeviceEvent & device)
{
if(gameControllerMap.find(device.which) == gameControllerMap.end())
{
logGlobal->warn("Game controller %d is not opened before.", device.which);
return;
}
gameControllerMap.erase(device.which);
}
void InputSourceGameController::handleEventDeviceRemapped(const SDL_ControllerDeviceEvent & device)
{
if(gameControllerMap.find(device.which) == gameControllerMap.end())
{
logGlobal->warn("Game controller %d is not opened.", device.which);
return;
}
gameControllerMap.erase(device.which);
openGameController(device.which);
}
int InputSourceGameController::getRealAxisValue(int value)
{
if(value < AXIS_DEAD_ZOOM && value > -AXIS_DEAD_ZOOM)
return 0;
if(value > AXIS_MAX_ZOOM)
return AXIS_MAX_ZOOM;
if(value < -AXIS_MAX_ZOOM)
return -AXIS_MAX_ZOOM;
int base = value > 0 ? AXIS_DEAD_ZOOM: -AXIS_DEAD_ZOOM;
return (value - base) * AXIS_MAX_ZOOM / (AXIS_MAX_ZOOM - AXIS_DEAD_ZOOM);
}
void InputSourceGameController::dispatchTriggerShortcuts(const std::vector<EShortcut> & shortcutsVector, int axisValue)
{
if(axisValue >= TRIGGER_PRESS_THRESHOLD)
GH.events().dispatchShortcutPressed(shortcutsVector);
else
GH.events().dispatchShortcutReleased(shortcutsVector);
}
void InputSourceGameController::handleEventAxisMotion(const SDL_ControllerAxisEvent & axis)
{
const auto & triggerShortcutsMap = getTriggerShortcutsMap();
if(axis.axis == SDL_CONTROLLER_AXIS_LEFTX)
{
axisValueX = getRealAxisValue(axis.value);
}
else if(axis.axis == SDL_CONTROLLER_AXIS_LEFTY)
{
axisValueY = getRealAxisValue(axis.value);
}
else if(triggerShortcutsMap.find(axis.axis) != triggerShortcutsMap.end())
{
const auto & shortcutsVector = triggerShortcutsMap.find(axis.axis)->second;
dispatchTriggerShortcuts(shortcutsVector, axis.value);
}
}
void InputSourceGameController::handleEventButtonDown(const SDL_ControllerButtonEvent & button)
{
const Point & position = GH.input().getCursorPosition();
const auto & buttonShortcutsMap = getButtonShortcutsMap();
// TODO: define keys by user
if(button.button == SDL_CONTROLLER_BUTTON_A)
{
GH.events().dispatchMouseLeftButtonPressed(position, 0);
}
else if(button.button == SDL_CONTROLLER_BUTTON_Y)
{
GH.events().dispatchShowPopup(position, 0);
}
else if(buttonShortcutsMap.find(button.button) != buttonShortcutsMap.end())
{
const auto & shortcutsVector = buttonShortcutsMap.find(button.button)->second;
GH.events().dispatchShortcutPressed(shortcutsVector);
}
}
void InputSourceGameController::handleEventButtonUp(const SDL_ControllerButtonEvent & button)
{
const Point & position = GH.input().getCursorPosition();
const auto & buttonShortcutsMap = getButtonShortcutsMap();
if(button.button == SDL_CONTROLLER_BUTTON_A)
{
GH.events().dispatchMouseLeftButtonReleased(position, 0);
}
else if(button.button == SDL_CONTROLLER_BUTTON_Y)
{
GH.events().dispatchClosePopup(position);
}
else if(buttonShortcutsMap.find(button.button) != buttonShortcutsMap.end())
{
const auto & shortcutsVector = buttonShortcutsMap.find(button.button)->second;
GH.events().dispatchShortcutReleased(shortcutsVector);
}
}
void InputSourceGameController::doCursorMove(int deltaX, int deltaY)
{
if(deltaX == 0 && deltaY == 0)
return;
const Point & screenSize = GH.screenDimensions();
const Point &cursorPosition = GH.getCursorPosition();
int newX = std::min(std::max(cursorPosition.x + deltaX, 0), screenSize.x);
int newY = std::min(std::max(cursorPosition.y + deltaY, 0), screenSize.y);
Point targetPosition{newX, newY};
GH.input().setCursorPosition(targetPosition);
if(CCS && CCS->curh)
CCS->curh->cursorMove(GH.getCursorPosition().x, GH.getCursorPosition().y);
}
int InputSourceGameController::getMoveDis(float planDis)
{
if(planDis >= 0)
return std::floor(planDis);
else
return std::ceil(planDis);
}
void InputSourceGameController::handleUpdate()
{
auto now = std::chrono::high_resolution_clock::now();
auto nowMs = std::chrono::duration_cast<std::chrono::milliseconds>(now.time_since_epoch()).count();
if(lastCheckTime == 0)
{
lastCheckTime = nowMs;
return;
}
long long deltaTime = nowMs - lastCheckTime;
if(axisValueX == 0)
planDisX = 0;
else
planDisX += ((float)deltaTime / 1000) * ((float)axisValueX / AXIS_MAX_ZOOM) * AXIS_MOVE_SPEED;
if(axisValueY == 0)
planDisY = 0;
else
planDisY += ((float)deltaTime / 1000) * ((float)axisValueY / AXIS_MAX_ZOOM) * AXIS_MOVE_SPEED;
int moveDisX = getMoveDis(planDisX);
int moveDisY = getMoveDis(planDisY);
planDisX -= moveDisX;
planDisY -= moveDisY;
doCursorMove(moveDisX, moveDisY);
lastCheckTime = nowMs;
}

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@ -0,0 +1,57 @@
/*
* InputSourceGameController.h, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#pragma once
#include <memory>
#include <SDL.h>
#include "../../lib/Point.h"
#include "../gui/Shortcut.h"
const int AXIS_DEAD_ZOOM = 6000;
const int AXIS_MAX_ZOOM = 32000;
const int AXIS_MOVE_SPEED = 500;
const int AXIS_CURSOR_MOVE_INTERVAL = 1000;
const int TRIGGER_PRESS_THRESHOLD = 8000;
/// Class that handles game controller input from SDL events
class InputSourceGameController
{
static void gameControllerDeleter(SDL_GameController * gameController);
using GameControllerPtr = std::unique_ptr<SDL_GameController, decltype(&gameControllerDeleter)>;
std::map<int, GameControllerPtr> gameControllerMap;
long long lastCheckTime;
int axisValueX;
int axisValueY;
float planDisX;
float planDisY;
void openGameController(int index);
int getJoystickIndex(SDL_GameController * controller);
int getRealAxisValue(int value);
void dispatchTriggerShortcuts(const std::vector<EShortcut> & shortcutsVector, int axisValue);
void doCursorMove(int deltaX, int deltaY);
int getMoveDis(float planDis);
public:
InputSourceGameController();
void tryOpenAllGameControllers();
void handleEventDeviceAdded(const SDL_ControllerDeviceEvent & device);
void handleEventDeviceRemoved(const SDL_ControllerDeviceEvent & device);
void handleEventDeviceRemapped(const SDL_ControllerDeviceEvent & device);
void handleEventAxisMotion(const SDL_ControllerAxisEvent & axis);
void handleEventButtonDown(const SDL_ControllerButtonEvent & button);
void handleEventButtonUp(const SDL_ControllerButtonEvent & button);
void handleUpdate();
};

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@ -79,6 +79,9 @@ void CGuiHandler::init()
renderHandlerInstance = std::make_unique<RenderHandler>();
shortcutsHandlerInstance = std::make_unique<ShortcutHandler>();
framerateManagerInstance = std::make_unique<FramerateManager>(settings["video"]["targetfps"].Integer());
// This must be called after SDL_init(), so put after screenHandlerInstance init.
inputHandlerInstance->tryOpenGameController();
}
void CGuiHandler::handleEvents()

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@ -173,7 +173,7 @@ ScreenHandler::ScreenHandler()
SDL_SetHint(SDL_HINT_WINDOWS_DPI_AWARENESS, "permonitor");
#endif
if(SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_AUDIO))
if(SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_AUDIO | SDL_INIT_GAMECONTROLLER))
{
logGlobal->error("Something was wrong: %s", SDL_GetError());
exit(-1);