mirror of
https://github.com/wheremyfoodat/Panda3DS.git
synced 2025-04-08 23:25:40 +12:00
Add basic controller input using the SDL2 GameController API
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parent
bf85b405af
commit
71dddc0020
4 changed files with 102 additions and 6 deletions
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@ -23,6 +23,8 @@ class Emulator {
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SDL_Window* window;
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SDL_Window* window;
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SDL_GLContext glContext;
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SDL_GLContext glContext;
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SDL_GameController* gameController;
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int gameControllerID;
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static constexpr u32 width = 400;
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static constexpr u32 width = 400;
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static constexpr u32 height = 240 * 2; // * 2 because 2 screens
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static constexpr u32 height = 240 * 2; // * 2 because 2 screens
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@ -40,6 +42,13 @@ public:
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Helpers::panic("Failed to initialize SDL2");
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Helpers::panic("Failed to initialize SDL2");
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}
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}
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// Make SDL use consistent positional button mapping
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SDL_SetHint(SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS, "0");
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if (SDL_Init(SDL_INIT_GAMECONTROLLER) < 0) {
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Helpers::warn("Failed to initialize SDL2 GameController: %s", SDL_GetError());
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}
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// Request OpenGL 4.1 Core (Max available on MacOS)
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// Request OpenGL 4.1 Core (Max available on MacOS)
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// MacOS gets mad if we don't explicitly demand a core profile
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// MacOS gets mad if we don't explicitly demand a core profile
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
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@ -61,6 +70,15 @@ public:
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Helpers::panic("OpenGL init failed: %s", SDL_GetError());
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Helpers::panic("OpenGL init failed: %s", SDL_GetError());
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}
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}
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if (SDL_WasInit(SDL_INIT_GAMECONTROLLER)) {
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gameController = SDL_GameControllerOpen(0);
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if (gameController != nullptr) {
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SDL_Joystick* stick = SDL_GameControllerGetJoystick(gameController);
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gameControllerID = SDL_JoystickInstanceID(stick);
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}
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}
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reset();
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reset();
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}
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}
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@ -87,6 +87,14 @@ public:
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void pressKey(u32 mask) { newButtons |= mask; }
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void pressKey(u32 mask) { newButtons |= mask; }
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void releaseKey(u32 mask) { newButtons &= ~mask; }
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void releaseKey(u32 mask) { newButtons &= ~mask; }
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s16 getCirclepadX() {
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return circlePadX;
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}
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s16 getCirclepadY() {
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return circlePadY;
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}
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void setCirclepadX(s16 x) {
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void setCirclepadX(s16 x) {
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circlePadX = x;
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circlePadX = x;
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@ -90,8 +90,10 @@ class ServiceManager {
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// Input function wrappers
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// Input function wrappers
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void pressKey(u32 key) { hid.pressKey(key); }
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void pressKey(u32 key) { hid.pressKey(key); }
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void releaseKey(u32 key) { hid.releaseKey(key); }
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void releaseKey(u32 key) { hid.releaseKey(key); }
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void setCirclepadX(u16 x) { hid.setCirclepadX(x); }
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s16 getCirclepadX() { return hid.getCirclepadX(); }
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void setCirclepadY(u16 y) { hid.setCirclepadY(y); }
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s16 getCirclepadY() { return hid.getCirclepadY(); }
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void setCirclepadX(s16 x) { hid.setCirclepadX(x); }
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void setCirclepadY(s16 y) { hid.setCirclepadY(y); }
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void updateInputs(u64 currentTimestamp) { hid.updateInputs(currentTimestamp); }
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void updateInputs(u64 currentTimestamp) { hid.updateInputs(currentTimestamp); }
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void setTouchScreenPress(u16 x, u16 y) { hid.setTouchScreenPress(x, y); }
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void setTouchScreenPress(u16 x, u16 y) { hid.setTouchScreenPress(x, y); }
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void releaseTouchScreen() { hid.releaseTouchScreen(); }
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void releaseTouchScreen() { hid.releaseTouchScreen(); }
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@ -117,6 +117,74 @@ void Emulator::run() {
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srv.releaseTouchScreen();
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srv.releaseTouchScreen();
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}
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}
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break;
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break;
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case SDL_CONTROLLERDEVICEADDED:
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if (gameController != nullptr) {
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break;
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}
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gameController = SDL_GameControllerOpen(event.cdevice.which);
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break;
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case SDL_CONTROLLERDEVICEREMOVED:
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if (event.cdevice.which == gameControllerID) {
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SDL_GameControllerClose(gameController);
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gameController = nullptr;
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gameControllerID = 0;
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}
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case SDL_CONTROLLERBUTTONUP:
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case SDL_CONTROLLERBUTTONDOWN: {
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u32 key = 0;
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switch (event.cbutton.button) {
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case SDL_CONTROLLER_BUTTON_A: key = Keys::B; break;
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case SDL_CONTROLLER_BUTTON_B: key = Keys::A; break;
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case SDL_CONTROLLER_BUTTON_X: key = Keys::Y; break;
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case SDL_CONTROLLER_BUTTON_Y: key = Keys::X; break;
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case SDL_CONTROLLER_BUTTON_LEFTSHOULDER: key = Keys::L; break;
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case SDL_CONTROLLER_BUTTON_RIGHTSHOULDER: key = Keys::R; break;
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case SDL_CONTROLLER_BUTTON_DPAD_LEFT: key = Keys::Left; break;
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case SDL_CONTROLLER_BUTTON_DPAD_RIGHT: key = Keys::Right; break;
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case SDL_CONTROLLER_BUTTON_DPAD_UP: key = Keys::Up; break;
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case SDL_CONTROLLER_BUTTON_DPAD_DOWN: key = Keys::Down; break;
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case SDL_CONTROLLER_BUTTON_BACK: key = Keys::Select; break;
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case SDL_CONTROLLER_BUTTON_START: key = Keys::Start; break;
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}
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if (key != 0) {
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if (event.cbutton.state == SDL_PRESSED) {
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srv.pressKey(key);
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} else {
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srv.releaseKey(key);
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}
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}
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}
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}
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}
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if (gameController != nullptr) {
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const s16 stickX = SDL_GameControllerGetAxis(gameController, SDL_CONTROLLER_AXIS_LEFTX);
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const s16 stickY = SDL_GameControllerGetAxis(gameController, SDL_CONTROLLER_AXIS_LEFTY);
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const s16 deadzone = 3276;
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const s16 maxValue = 0x9C;
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const s16 div = 0x8000 / maxValue;
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if (abs(stickX) < deadzone) {
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// Avoid overriding the keyboard's circlepad input
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if (abs(srv.getCirclepadX()) != maxValue) {
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srv.setCirclepadX(0);
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}
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} else {
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srv.setCirclepadX(stickX / div);
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}
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if (abs(stickY) < deadzone) {
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if (abs(srv.getCirclepadY()) != maxValue) {
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srv.setCirclepadY(0);
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}
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} else {
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srv.setCirclepadY(-(stickY / div));
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}
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}
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}
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}
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