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a simple implement for game controller
This commit is contained in:
parent
fd0dd7441a
commit
beaebb3a5f
@ -34,6 +34,8 @@ set(client_SRCS
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eventsSDL/InputSourceMouse.cpp
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eventsSDL/InputSourceText.cpp
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eventsSDL/InputSourceTouch.cpp
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eventsSDL/InputSourceGameController.cpp
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eventsSDL/GameControllerShortcuts.cpp
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gui/CGuiHandler.cpp
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gui/CIntObject.cpp
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@ -207,6 +209,8 @@ set(client_HEADERS
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eventsSDL/InputSourceMouse.h
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eventsSDL/InputSourceText.h
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eventsSDL/InputSourceTouch.h
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eventsSDL/InputSourceGameController.h
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eventsSDL/GameControllerShortcuts.h
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gui/CGuiHandler.h
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gui/CIntObject.h
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69
client/eventsSDL/GameControllerShortcuts.cpp
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69
client/eventsSDL/GameControllerShortcuts.cpp
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@ -0,0 +1,69 @@
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/*
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* GameControllerShortcuts.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "GameControllerShortcuts.h"
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#include "../gui/CGuiHandler.h"
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#include "../gui/ShortcutHandler.h"
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std::vector<EShortcut> getButtonBShortcuts()
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{
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auto shortcuts = GH.shortcuts().translateKeycode(SDLK_ESCAPE);
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// avoid someday ADVENTURE_EXIT_WORLD_VIEW be add in SDLK_ESCAPE shortcuts
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if(std::find(shortcuts.begin(), shortcuts.end(), EShortcut::ADVENTURE_EXIT_WORLD_VIEW) == shortcuts.end())
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shortcuts.push_back(EShortcut::ADVENTURE_EXIT_WORLD_VIEW);
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return shortcuts;
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}
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std::vector<EShortcut> getButtonXShortcuts()
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{
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auto shortcuts = GH.shortcuts().translateKeycode(SDLK_RETURN);
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// avoid someday ADVENTURE_EXIT_WORLD_VIEW be add in SDLK_RETURN shortcuts
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if(std::find(shortcuts.begin(), shortcuts.end(), EShortcut::ADVENTURE_EXIT_WORLD_VIEW) == shortcuts.end())
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shortcuts.push_back(EShortcut::ADVENTURE_EXIT_WORLD_VIEW);
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return shortcuts;
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}
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const ButtonShortcutsMap & getButtonShortcutsMap() {
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static const ButtonShortcutsMap buttonShortcutsMap =
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{
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// SDL_CONTROLLER_BUTTON_A for mouse left click
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{SDL_CONTROLLER_BUTTON_B, getButtonBShortcuts()},
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{SDL_CONTROLLER_BUTTON_X, getButtonXShortcuts()},
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// SDL_CONTROLLER_BUTTON_Y for mouse right click
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{SDL_CONTROLLER_BUTTON_LEFTSHOULDER, {EShortcut::ADVENTURE_NEXT_HERO, EShortcut::BATTLE_DEFEND}},
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{SDL_CONTROLLER_BUTTON_RIGHTSHOULDER, {EShortcut::ADVENTURE_NEXT_TOWN, EShortcut::BATTLE_WAIT}},
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{SDL_CONTROLLER_BUTTON_BACK, {EShortcut::GAME_END_TURN, EShortcut::BATTLE_END_WITH_AUTOCOMBAT}},
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{SDL_CONTROLLER_BUTTON_START, {EShortcut::GLOBAL_OPTIONS, EShortcut::ADVENTURE_GAME_OPTIONS}},
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{SDL_CONTROLLER_BUTTON_DPAD_UP, {EShortcut::MOVE_UP, EShortcut::ADVENTURE_VIEW_WORLD,
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EShortcut::RECRUITMENT_UPGRADE,
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EShortcut::RECRUITMENT_UPGRADE_ALL,
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EShortcut::BATTLE_CONSOLE_UP, EShortcut::RECRUITMENT_MAX}},
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{SDL_CONTROLLER_BUTTON_DPAD_DOWN, {EShortcut::MOVE_DOWN, EShortcut::ADVENTURE_KINGDOM_OVERVIEW,
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EShortcut::BATTLE_CONSOLE_DOWN, EShortcut::RECRUITMENT_MIN}},
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{SDL_CONTROLLER_BUTTON_DPAD_LEFT, {EShortcut::MOVE_LEFT, EShortcut::ADVENTURE_VIEW_SCENARIO}},
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{SDL_CONTROLLER_BUTTON_DPAD_RIGHT, {EShortcut::MOVE_RIGHT, EShortcut::ADVENTURE_THIEVES_GUILD}},
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{SDL_CONTROLLER_BUTTON_LEFTSTICK, {EShortcut::ADVENTURE_TOGGLE_MAP_LEVEL,
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EShortcut::BATTLE_TOGGLE_HEROES_STATS}},
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{SDL_CONTROLLER_BUTTON_RIGHTSTICK, {EShortcut::ADVENTURE_TOGGLE_GRID, EShortcut::BATTLE_TOGGLE_QUEUE}}
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};
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return buttonShortcutsMap;
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}
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const TriggerShortcutsMap & getTriggerShortcutsMap()
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{
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static const TriggerShortcutsMap triggerShortcutsMap = {
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{SDL_CONTROLLER_AXIS_TRIGGERLEFT, {EShortcut::ADVENTURE_VISIT_OBJECT, EShortcut::BATTLE_TACTICS_NEXT,
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EShortcut::BATTLE_USE_CREATURE_SPELL}},
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{SDL_CONTROLLER_AXIS_TRIGGERRIGHT, {EShortcut::ADVENTURE_CAST_SPELL, EShortcut::BATTLE_CAST_SPELL}}
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};
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return triggerShortcutsMap;
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}
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21
client/eventsSDL/GameControllerShortcuts.h
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21
client/eventsSDL/GameControllerShortcuts.h
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@ -0,0 +1,21 @@
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/*
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* GameControllerShortcuts.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#pragma once
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#include <map>
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#include <SDL.h>
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#include "../gui/Shortcut.h"
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using ButtonShortcutsMap = std::map<int, std::vector<EShortcut> >;
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using TriggerShortcutsMap = std::map<int, std::vector<EShortcut> >;
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const ButtonShortcutsMap & getButtonShortcutsMap();
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const TriggerShortcutsMap & getTriggerShortcutsMap();
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@ -16,6 +16,7 @@
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#include "InputSourceKeyboard.h"
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#include "InputSourceTouch.h"
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#include "InputSourceText.h"
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#include "InputSourceGameController.h"
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#include "../gui/CGuiHandler.h"
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#include "../gui/CursorHandler.h"
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@ -36,6 +37,7 @@ InputHandler::InputHandler()
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, keyboardHandler(std::make_unique<InputSourceKeyboard>())
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, fingerHandler(std::make_unique<InputSourceTouch>())
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, textHandler(std::make_unique<InputSourceText>())
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, gameControllerHandler(std::make_unique<InputSourceGameController>())
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{
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}
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@ -69,6 +71,12 @@ void InputHandler::handleCurrentEvent(const SDL_Event & current)
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return fingerHandler->handleEventFingerDown(current.tfinger);
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case SDL_FINGERUP:
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return fingerHandler->handleEventFingerUp(current.tfinger);
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case SDL_CONTROLLERAXISMOTION:
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return gameControllerHandler->handleEventAxisMotion(current.caxis);
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case SDL_CONTROLLERBUTTONDOWN:
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return gameControllerHandler->handleEventButtonDown(current.cbutton);
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case SDL_CONTROLLERBUTTONUP:
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return gameControllerHandler->handleEventButtonUp(current.cbutton);
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}
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}
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@ -88,6 +96,7 @@ void InputHandler::processEvents()
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for(const auto & currentEvent : eventsToProcess)
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handleCurrentEvent(currentEvent);
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gameControllerHandler->handleUpdate();
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fingerHandler->handleUpdate();
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}
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@ -103,6 +112,7 @@ bool InputHandler::ignoreEventsUntilInput()
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case SDL_MOUSEBUTTONDOWN:
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case SDL_FINGERDOWN:
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case SDL_KEYDOWN:
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case SDL_CONTROLLERBUTTONDOWN:
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inputFound = true;
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}
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}
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@ -196,6 +206,21 @@ void InputHandler::preprocessEvent(const SDL_Event & ev)
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NotificationHandler::handleSdlEvent(ev);
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}
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}
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else if(ev.type == SDL_CONTROLLERDEVICEADDED)
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{
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gameControllerHandler->handleEventDeviceAdded(ev.cdevice);
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return;
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}
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else if(ev.type == SDL_CONTROLLERDEVICEREMOVED)
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{
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gameControllerHandler->handleEventDeviceRemoved(ev.cdevice);
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return;
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}
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else if(ev.type == SDL_CONTROLLERDEVICEREMAPPED)
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{
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gameControllerHandler->handleEventDeviceRemapped(ev.cdevice);
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return;
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}
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//preprocessing
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if(ev.type == SDL_MOUSEMOTION)
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@ -324,3 +349,8 @@ const Point & InputHandler::getCursorPosition() const
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{
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return cursorPosition;
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}
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void InputHandler::tryOpenGameController()
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{
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gameControllerHandler->tryOpenAllGameControllers();
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}
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@ -21,6 +21,7 @@ class InputSourceMouse;
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class InputSourceKeyboard;
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class InputSourceTouch;
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class InputSourceText;
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class InputSourceGameController;
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class InputHandler
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{
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@ -39,6 +40,7 @@ class InputHandler
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std::unique_ptr<InputSourceKeyboard> keyboardHandler;
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std::unique_ptr<InputSourceTouch> fingerHandler;
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std::unique_ptr<InputSourceText> textHandler;
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std::unique_ptr<InputSourceGameController> gameControllerHandler;
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public:
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InputHandler();
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@ -84,4 +86,7 @@ public:
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bool isKeyboardAltDown() const;
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bool isKeyboardCtrlDown() const;
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bool isKeyboardShiftDown() const;
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/// If any game controller available, use it.
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void tryOpenGameController();
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};
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248
client/eventsSDL/InputSourceGameController.cpp
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248
client/eventsSDL/InputSourceGameController.cpp
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@ -0,0 +1,248 @@
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/*
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* InputSourceGameController.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "InputSourceGameController.h"
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#include "GameControllerShortcuts.h"
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#include "InputHandler.h"
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#include "../CGameInfo.h"
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#include "../gui/CursorHandler.h"
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#include "../gui/CGuiHandler.h"
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#include "../gui/EventDispatcher.h"
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#include "../gui/ShortcutHandler.h"
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void InputSourceGameController::gameControllerDeleter(SDL_GameController * gameController)
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{
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if(gameController)
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SDL_GameControllerClose(gameController);
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}
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InputSourceGameController::InputSourceGameController():
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lastCheckTime(0),
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axisValueX(0),
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axisValueY(0),
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planDisX(0.0),
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planDisY(0.0)
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{
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// SDL_init has not been called. so it is unnecessary to open joystick.
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}
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void InputSourceGameController::tryOpenAllGameControllers()
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{
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for(int i = 0; i < SDL_NumJoysticks(); ++i)
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if(SDL_IsGameController(i))
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openGameController(i);
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else
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logGlobal->warn("Joystick %d is an unsupported game controller!", i);
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}
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void InputSourceGameController::openGameController(int index)
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{
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SDL_GameController * controller = SDL_GameControllerOpen(index);
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if(!controller)
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{
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logGlobal->error("Fail to open game controller %d!", index);
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return;
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}
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GameControllerPtr controllerPtr(controller, gameControllerDeleter);
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// Need to save joystick index for event. Joystick index may not be equal to index sometimes.
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int joystickIndex = getJoystickIndex(controllerPtr.get());
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if(joystickIndex < 0)
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{
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logGlobal->error("Fail to get joystick index of game controller %d!", index);
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return;
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}
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if(gameControllerMap.find(joystickIndex) != gameControllerMap.end())
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{
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logGlobal->warn("Game controller with joystick index %d is already opened.", joystickIndex);
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return;
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}
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gameControllerMap.emplace(joystickIndex, std::move(controllerPtr));
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}
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int InputSourceGameController::getJoystickIndex(SDL_GameController * controller)
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{
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SDL_Joystick* joystick = SDL_GameControllerGetJoystick(controller);
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if(!joystick)
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return -1;
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SDL_JoystickID instanceID = SDL_JoystickInstanceID(joystick);
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if(instanceID < 0)
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return -1;
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return (int)instanceID;
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}
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void InputSourceGameController::handleEventDeviceAdded(const SDL_ControllerDeviceEvent & device)
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{
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if(gameControllerMap.find(device.which) != gameControllerMap.end())
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{
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logGlobal->warn("Game controller %d is already opened.", device.which);
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return;
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}
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openGameController(device.which);
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}
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void InputSourceGameController::handleEventDeviceRemoved(const SDL_ControllerDeviceEvent & device)
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{
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if(gameControllerMap.find(device.which) == gameControllerMap.end())
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{
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logGlobal->warn("Game controller %d is not opened before.", device.which);
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return;
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}
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gameControllerMap.erase(device.which);
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}
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void InputSourceGameController::handleEventDeviceRemapped(const SDL_ControllerDeviceEvent & device)
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{
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if(gameControllerMap.find(device.which) == gameControllerMap.end())
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{
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logGlobal->warn("Game controller %d is not opened.", device.which);
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return;
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}
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gameControllerMap.erase(device.which);
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openGameController(device.which);
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}
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int InputSourceGameController::getRealAxisValue(int value)
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{
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if(value < AXIS_DEAD_ZOOM && value > -AXIS_DEAD_ZOOM)
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return 0;
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if(value > AXIS_MAX_ZOOM)
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return AXIS_MAX_ZOOM;
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if(value < -AXIS_MAX_ZOOM)
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return -AXIS_MAX_ZOOM;
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int base = value > 0 ? AXIS_DEAD_ZOOM: -AXIS_DEAD_ZOOM;
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return (value - base) * AXIS_MAX_ZOOM / (AXIS_MAX_ZOOM - AXIS_DEAD_ZOOM);
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}
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void InputSourceGameController::dispatchTriggerShortcuts(const std::vector<EShortcut> & shortcutsVector, int axisValue)
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{
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if(axisValue >= TRIGGER_PRESS_THRESHOLD)
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GH.events().dispatchShortcutPressed(shortcutsVector);
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else
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GH.events().dispatchShortcutReleased(shortcutsVector);
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}
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void InputSourceGameController::handleEventAxisMotion(const SDL_ControllerAxisEvent & axis)
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{
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const auto & triggerShortcutsMap = getTriggerShortcutsMap();
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if(axis.axis == SDL_CONTROLLER_AXIS_LEFTX)
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{
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axisValueX = getRealAxisValue(axis.value);
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}
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else if(axis.axis == SDL_CONTROLLER_AXIS_LEFTY)
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{
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axisValueY = getRealAxisValue(axis.value);
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}
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else if(triggerShortcutsMap.find(axis.axis) != triggerShortcutsMap.end())
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{
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const auto & shortcutsVector = triggerShortcutsMap.find(axis.axis)->second;
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dispatchTriggerShortcuts(shortcutsVector, axis.value);
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}
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}
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void InputSourceGameController::handleEventButtonDown(const SDL_ControllerButtonEvent & button)
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{
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const Point & position = GH.input().getCursorPosition();
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const auto & buttonShortcutsMap = getButtonShortcutsMap();
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// TODO: define keys by user
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if(button.button == SDL_CONTROLLER_BUTTON_A)
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{
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GH.events().dispatchMouseLeftButtonPressed(position, 0);
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}
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else if(button.button == SDL_CONTROLLER_BUTTON_Y)
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{
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GH.events().dispatchShowPopup(position, 0);
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}
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else if(buttonShortcutsMap.find(button.button) != buttonShortcutsMap.end())
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{
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const auto & shortcutsVector = buttonShortcutsMap.find(button.button)->second;
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GH.events().dispatchShortcutPressed(shortcutsVector);
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}
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}
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void InputSourceGameController::handleEventButtonUp(const SDL_ControllerButtonEvent & button)
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{
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const Point & position = GH.input().getCursorPosition();
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const auto & buttonShortcutsMap = getButtonShortcutsMap();
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if(button.button == SDL_CONTROLLER_BUTTON_A)
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{
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GH.events().dispatchMouseLeftButtonReleased(position, 0);
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}
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else if(button.button == SDL_CONTROLLER_BUTTON_Y)
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{
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GH.events().dispatchClosePopup(position);
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}
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else if(buttonShortcutsMap.find(button.button) != buttonShortcutsMap.end())
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{
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const auto & shortcutsVector = buttonShortcutsMap.find(button.button)->second;
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GH.events().dispatchShortcutReleased(shortcutsVector);
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}
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}
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void InputSourceGameController::doCursorMove(int deltaX, int deltaY)
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{
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if(deltaX == 0 && deltaY == 0)
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return;
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const Point & screenSize = GH.screenDimensions();
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const Point &cursorPosition = GH.getCursorPosition();
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int newX = std::min(std::max(cursorPosition.x + deltaX, 0), screenSize.x);
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int newY = std::min(std::max(cursorPosition.y + deltaY, 0), screenSize.y);
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Point targetPosition{newX, newY};
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GH.input().setCursorPosition(targetPosition);
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if(CCS && CCS->curh)
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CCS->curh->cursorMove(GH.getCursorPosition().x, GH.getCursorPosition().y);
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}
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int InputSourceGameController::getMoveDis(float planDis)
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{
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if(planDis >= 0)
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return std::floor(planDis);
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else
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return std::ceil(planDis);
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}
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void InputSourceGameController::handleUpdate()
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{
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auto now = std::chrono::high_resolution_clock::now();
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auto nowMs = std::chrono::duration_cast<std::chrono::milliseconds>(now.time_since_epoch()).count();
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if(lastCheckTime == 0)
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{
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lastCheckTime = nowMs;
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return;
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}
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long long deltaTime = nowMs - lastCheckTime;
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if(axisValueX == 0)
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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;
|
||||
}
|
57
client/eventsSDL/InputSourceGameController.h
Normal file
57
client/eventsSDL/InputSourceGameController.h
Normal file
@ -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();
|
||||
};
|
@ -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()
|
||||
|
@ -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);
|
||||
|
Loading…
x
Reference in New Issue
Block a user