mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 20:54:46 +00:00
1382 lines
52 KiB
C++
1382 lines
52 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "console/console.h"
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#include "console/consoleTypes.h"
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#include "console/engineAPI.h"
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#include "sim/actionMap.h"
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#include "sdlInputManager.h"
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typedef SDL_JoystickType SDLJoystickType;
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DefineEnumType(SDLJoystickType);
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ImplementEnumType(SDLJoystickType,
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"The type of device connected.\n\n"
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"@ingroup Input")
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{ SDL_JOYSTICK_TYPE_UNKNOWN, "Unknown"},
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{ SDL_JOYSTICK_TYPE_GAMECONTROLLER, "Game Controller" },
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{ SDL_JOYSTICK_TYPE_WHEEL, "Wheel" },
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{ SDL_JOYSTICK_TYPE_ARCADE_STICK, "Arcade Stick" },
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{ SDL_JOYSTICK_TYPE_FLIGHT_STICK, "Flight Stick" },
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{ SDL_JOYSTICK_TYPE_DANCE_PAD, "Dance Pad" },
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{ SDL_JOYSTICK_TYPE_GUITAR, "Guitar" },
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{ SDL_JOYSTICK_TYPE_DRUM_KIT, "Drum Kit" },
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{ SDL_JOYSTICK_TYPE_ARCADE_PAD, "Arcade Pad" },
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{ SDL_JOYSTICK_TYPE_THROTTLE, "Throttle" },
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EndImplementEnumType;
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typedef SDL_JoystickPowerLevel SDLPowerEnum;
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DefineEnumType(SDLPowerEnum);
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ImplementEnumType(SDLPowerEnum,
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"An enumeration of battery levels of a joystick.\n\n"
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"@ingroup Input")
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{ SDL_JOYSTICK_POWER_UNKNOWN, "Unknown" },
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{ SDL_JOYSTICK_POWER_EMPTY, "Empty" },
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{ SDL_JOYSTICK_POWER_LOW, "Low" },
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{ SDL_JOYSTICK_POWER_MEDIUM, "Medium" },
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{ SDL_JOYSTICK_POWER_FULL, "Full" },
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{ SDL_JOYSTICK_POWER_WIRED, "Wired" },
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{ SDL_JOYSTICK_POWER_MAX, "Max" },
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EndImplementEnumType;
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IMPLEMENT_STATIC_CLASS(SDLInputManager, ,
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"@brief Static class exposing the SDL_Joystick and SDL_GameController APIs to Torque Script.\n"
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"SDLInputManager provides access to the functions of these APIs through static class "
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"functions.These functions are not required to bind or process events.By setting "
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"pref::Input::JoystickEnabled or pref::Input::sdlControllerEnabled to true, all connected "
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"devices will automatically be opened.All of the joystick and controller events defined "
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"in event.h can then be bound. For complete API documentation see the Joystick and Game "
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"Controller section of https ://wiki.libsdl.org/APIByCategory#Input_Events.\n\n"
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"@tsexample\n"
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"// Get the name and device type for all connected devices\n"
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"%sdlDevices = SDLInputManager::numJoysticks();\n"
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"for (%i = 0; %i < %sdlDevices; %i++)\n"
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"{\n"
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" %deviceName = SDLInputManager::JoystickNameForIndex(%i);\n"
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" %deviceType = SDLInputManager::GetDeviceType(%i);\n"
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"}\n"
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"\n"
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"// List all installed controller mappings\n"
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"%numMappings = SDLInputManager::GameControllerNumMappings();\n"
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"for (%i = 0; %i < %numMappings; %i++)\n"
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" echo(SDLInputManager::GameControllerMappingForIndex(%i));\n"
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"@endtsexample\n\n");
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IMPLEMENT_GLOBAL_CALLBACK(onSDLDeviceConnected, void, (S32 sdlIndex, const char* deviceName, const char* deviceType),
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(sdlIndex, deviceName, deviceType),
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"Callback that occurs when an input device is connected to the system.\n\n"
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"@param sdlIndex The index that will be used by sdl to refer to the device.\n"
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"@param deviceName The name that the device reports. This will be the return "
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"value of SDL_JoystickNameForIndex or SDL_GameControllerNameForIndex depending on the device type.\n"
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"@param deviceType The type of device connected. See SDLInputManager::getDeviceType() "
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"for possible string values.\n\n");
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IMPLEMENT_GLOBAL_CALLBACK(onSDLDeviceDisconnected, void, (S32 sdlIndex), (sdlIndex),
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"Callback that occurs when an input device is disconnected from the system.\n\n"
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"@param sdlIndex The index of the device that was removed.\n");
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//------------------------------------------------------------------------------
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// Static class variables:
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bool SDLInputManager::smJoystickEnabled = true;
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bool SDLInputManager::smJoystickSplitAxesLR = true;
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bool SDLInputManager::smControllerEnabled = true;
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bool SDLInputManager::smPOVButtonEvents = true;
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bool SDLInputManager::smPOVMaskEvents = false;
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// Map SDL controller Axis to torque input event
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// Commented text from map_StringForControllerAxis[] in SDL_gamecontroller.c
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S32 SDLInputManager::map_EventForControllerAxis[] = {
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SI_XAXIS, //"leftx",
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SI_YAXIS, //"lefty",
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SI_RXAXIS, //"rightx",
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SI_RYAXIS, //"righty",
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SI_ZAXIS, //"lefttrigger",
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SI_RZAXIS, //"righttrigger",
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-1 // NULL
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};
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// Map SDL controller button ID to torque input event
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// Commented text from map_StringForControllerButton[] in SDL_gamecontroller.c
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S32 SDLInputManager::map_EventForControllerButton[] = {
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XI_A, //"a",
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XI_B, //"b",
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XI_X, //"x",
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XI_Y, //"y",
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XI_BACK, //"back",
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XI_GUIDE, //"guide",
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XI_START, //"start",
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XI_LEFT_THUMB, //"leftstick",
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XI_RIGHT_THUMB, //"rightstick",
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XI_LEFT_SHOULDER, //"leftshoulder",
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XI_RIGHT_SHOULDER, //"rightshoulder",
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SI_UPOV, //"dpup",
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SI_DPOV, //"dpdown",
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SI_LPOV, //"dpleft",
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SI_RPOV, //"dpright",
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-1 // NULL
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};
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//------------------------------------------------------------------------------
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void SDLInputManager::joystickState::reset()
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{
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sdlInstID = -1;
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inputDevice = NULL;
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numAxes = 0;
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lastHatState[0] = 0;
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lastHatState[1] = 0;
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}
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//------------------------------------------------------------------------------
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SDLInputManager::SDLInputManager()
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{
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mEnabled = true;
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mJoystickActive = true;
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for (S32 i = 0; i < MaxJoysticks; ++i)
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{
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mJoysticks[i].reset();
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mJoysticks[i].torqueInstID = i;
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}
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for (S32 i = 0; i < MaxControllers; ++i)
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{
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mControllers[i].sdlInstID = -1;
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mControllers[i].torqueInstID = i;
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mControllers[i].inputDevice = NULL;
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}
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}
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//------------------------------------------------------------------------------
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void SDLInputManager::init()
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{
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Con::addVariable( "pref::Input::JoystickEnabled", TypeBool, &smJoystickEnabled,
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"If true, Joystick devices will be automatically opened.\n\n"
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"@ingroup Input");
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Con::addVariable("pref::Input::JoystickSplitAxesLR", TypeBool, &smJoystickSplitAxesLR,
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"Split axis inputs on 4 axis joysticks. This has no effect on any other device.\n\n"
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"4 Axis joysticks use IDs 0-3 which get mapped to xaxis, yaxis, zaxis and rxaxis. "
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"When true, this will increment IDs 2 and 3 so the inputs map to xaxis, yaxis, rxaxis and ryaxis.\n"
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"@ingroup Input");
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Con::addVariable("pref::Input::sdlControllerEnabled", TypeBool, &smControllerEnabled,
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"If true, any Joystick device that SDL recognizes as a Game Controller will be automatically opened as a game controller.\n\n"
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"@ingroup Input");
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Con::addVariable("pref::Input::JoystickPOVButtons", TypeBool, &smPOVButtonEvents,
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"If true, the pov hat will be treated as 4 buttons and make/break events will be generated for "
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"upov, dpov, lpov and rpov.\n"
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"@ingroup Input");
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Con::addVariable("pref::Input::JoystickPOVMask", TypeBool, &smPOVMaskEvents,
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"If true, the pov hat will be treated as a single input with a 4 bit mask value. The povmask "
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"event will be generated with the current mask every time the mask value changes.\n"
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"@ingroup Input");
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// POV Hat mask bits
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Con::setIntVariable("$SDLMask::HatUp", SDL_HAT_UP);
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Con::setIntVariable("$SDLMask::HatRight", SDL_HAT_RIGHT);
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Con::setIntVariable("$SDLMask::HatDown", SDL_HAT_DOWN);
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Con::setIntVariable("$SDLMask::HatLeft", SDL_HAT_LEFT);
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}
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//------------------------------------------------------------------------------
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bool SDLInputManager::enable()
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{
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disable();
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if (smControllerEnabled || smJoystickEnabled)
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{
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for (S32 i = 0; i < SDL_NumJoysticks(); ++i)
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{
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if (smControllerEnabled && SDL_IsGameController(i))
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openController(i, 0);
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else if (smJoystickEnabled)
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openJoystick(i, 0);
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}
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}
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mEnabled = true;
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return true;
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}
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//------------------------------------------------------------------------------
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void SDLInputManager::disable()
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{
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// Close any open devices
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for (S32 i = 0; i < MaxControllers; ++i)
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closeControllerByIndex(i);
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for (S32 i = 0; i < MaxJoysticks; ++i)
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closeJoystickByIndex(i);
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mEnabled = false;
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}
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//------------------------------------------------------------------------------
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void SDLInputManager::process()
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{
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}
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//------------------------------------------------------------------------------
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void SDLInputManager::processEvent(SDL_Event &evt)
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{
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switch (evt.type)
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{
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case SDL_JOYAXISMOTION:
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{
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joystickState* torqueMapping;
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if (mJoystickMap.isEmpty() || !mJoystickMap.find(evt.jaxis.which, torqueMapping))
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break;
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// SDL axis value inputs are in (range: -32768 to 32767)
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// Torque axis values are -1.0 to 1.0
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F32 value = ((F32)evt.jaxis.value) / (F32) (evt.jaxis.value > 0 ? SDL_JOYSTICK_AXIS_MAX : -SDL_JOYSTICK_AXIS_MIN);
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S32 mapAxis = SI_XAXIS + evt.jaxis.axis;
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if (evt.jaxis.axis > 1 && torqueMapping->numAxes == 4 && smJoystickSplitAxesLR)
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mapAxis += 1; // On a 4 axis, we'll shift the second two so we use LX LY RX RY instead of LX LY LZ RX
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buildInputEvent(JoystickDeviceType, torqueMapping->torqueInstID, SI_AXIS, mapAxis, SI_MOVE, value);
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break;
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}
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case SDL_JOYBALLMOTION:
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{
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joystickState* torqueMapping;
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if (mJoystickMap.isEmpty() || !mJoystickMap.find(evt.jball.which, torqueMapping) || evt.jball.ball >= MaxBalls)
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break;
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if (evt.jball.xrel != 0)
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buildInputEvent(JoystickDeviceType, torqueMapping->torqueInstID, SI_INT, evt.jball.ball ? SI_XBALL2 : SI_XBALL, SI_MOVE, (S32) evt.jball.xrel);
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if (evt.jball.yrel != 0)
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buildInputEvent(JoystickDeviceType, torqueMapping->torqueInstID, SI_INT, evt.jball.ball ? SI_YBALL2 : SI_YBALL, SI_MOVE, (S32) evt.jball.yrel);
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break;
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}
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case SDL_JOYHATMOTION:
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{
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joystickState* torqueMapping;
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if (mJoystickMap.isEmpty() || !mJoystickMap.find(evt.jball.which, torqueMapping) || evt.jhat.hat >= MaxHats)
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break;
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if (torqueMapping->lastHatState[evt.jhat.hat] != evt.jhat.value)
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{
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buildHatEvents(JoystickDeviceType, torqueMapping->torqueInstID, torqueMapping->lastHatState[evt.jhat.hat], evt.jhat.value, evt.jhat.hat);
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torqueMapping->lastHatState[evt.jhat.hat] = evt.jhat.value;
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}
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break;
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}
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case SDL_JOYBUTTONDOWN:
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case SDL_JOYBUTTONUP:
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{
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joystickState* torqueMapping;
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if (mJoystickMap.isEmpty() || !mJoystickMap.find(evt.jbutton.which, torqueMapping))
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break;
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buildInputEvent(JoystickDeviceType, torqueMapping->torqueInstID, SI_BUTTON, KEY_BUTTON0 + evt.jbutton.button,
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evt.cbutton.state == SDL_PRESSED ? SI_MAKE : SI_BREAK, evt.cbutton.state == SDL_PRESSED ? 1.0f : 0.0f);
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break;
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}
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case SDL_JOYDEVICEADDED:
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{
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deviceConnectedCallback(evt.jdevice.which);
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if (smControllerEnabled && SDL_IsGameController(evt.jdevice.which))
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break; // This device will be added as a controller
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if (smJoystickEnabled)
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openJoystick(evt.jdevice.which, 0);
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break;
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}
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case SDL_JOYDEVICEREMOVED:
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{
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onSDLDeviceDisconnected_callback(evt.jdevice.which);
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closeJoystick(evt.jdevice.which);
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}
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case SDL_CONTROLLERAXISMOTION:
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{
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controllerState* torqueMapping;
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if (mControllerMap.isEmpty() || !mControllerMap.find(evt.caxis.which, torqueMapping))
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break;
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// SDL axis value inputs are in (range: -32768 to 32767)
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// Torque axis values are -1.0 to 1.0
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F32 value = ((F32)evt.caxis.value) / (F32) (evt.caxis.value > 0 ? SDL_JOYSTICK_AXIS_MAX : -SDL_JOYSTICK_AXIS_MIN);
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buildInputEvent(GamepadDeviceType, torqueMapping->torqueInstID, SI_AXIS, map_EventForControllerAxis[evt.caxis.axis], SI_MOVE, value);
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break;
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}
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case SDL_CONTROLLERBUTTONDOWN:
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case SDL_CONTROLLERBUTTONUP:
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{
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controllerState* torqueMapping;
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if (mControllerMap.isEmpty() || !mControllerMap.find(evt.cbutton.which, torqueMapping))
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break;
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buildInputEvent(GamepadDeviceType, torqueMapping->torqueInstID, SI_BUTTON, map_EventForControllerButton[evt.cbutton.button],
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evt.cbutton.state == SDL_PRESSED ? SI_MAKE : SI_BREAK, evt.cbutton.state == SDL_PRESSED ? 1.0f : 0.0f);
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break;
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}
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case SDL_CONTROLLERDEVICEADDED:
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{
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if (smControllerEnabled)
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openController(evt.cdevice.which, 0);
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break;
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}
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case SDL_CONTROLLERDEVICEREMOVED:
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{
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closeController(evt.cdevice.which);
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break;
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}
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case SDL_CONTROLLERDEVICEREMAPPED:
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break;
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default:
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#ifdef TORQUE_DEBUG
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Con::warnf("Unhandled SDL input event: 0x%04x", evt.type);
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#endif
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break;
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}
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}
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//------------------------------------------------------------------------------
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void SDLInputManager::buildInputEvent(U32 deviceType, U32 deviceInst, InputEventType objType, InputObjectInstances objInst, InputActionType action, S32 iValue)
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{
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InputEventInfo newEvent;
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newEvent.deviceType = deviceType;
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newEvent.deviceInst = deviceInst;
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newEvent.objType = objType;
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newEvent.objInst = objInst;
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newEvent.action = action;
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newEvent.iValue = iValue;
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newEvent.postToSignal(Input::smInputEvent);
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}
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//------------------------------------------------------------------------------
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void SDLInputManager::buildInputEvent(U32 deviceType, U32 deviceInst, InputEventType objType, InputObjectInstances objInst, InputActionType action, F32 fValue)
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{
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InputEventInfo newEvent;
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newEvent.deviceType = deviceType;
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newEvent.deviceInst = deviceInst;
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newEvent.objType = objType;
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newEvent.objInst = objInst;
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newEvent.action = action;
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newEvent.fValue = fValue;
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newEvent.postToSignal(Input::smInputEvent);
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}
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//------------------------------------------------------------------------------
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void SDLInputManager::buildHatEvents(U32 deviceType, U32 deviceInst, U8 lastState, U8 currentState, S32 hatIndex)
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{
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if (smPOVButtonEvents)
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{
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if ((lastState & SDL_HAT_UP) != (currentState & SDL_HAT_UP))
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{
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buildInputEvent(deviceType, deviceInst, SI_POV, hatIndex ? SI_UPOV2 : SI_UPOV,
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(currentState & SDL_HAT_UP) ? SI_MAKE : SI_BREAK, (currentState & SDL_HAT_UP) ? 1.0f : 0.0f);
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}
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if ((lastState & SDL_HAT_DOWN) != (currentState & SDL_HAT_DOWN))
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{
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buildInputEvent(deviceType, deviceInst, SI_POV, hatIndex ? SI_DPOV2 : SI_DPOV,
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(currentState & SDL_HAT_DOWN) ? SI_MAKE : SI_BREAK, (currentState & SDL_HAT_DOWN) ? 1.0f : 0.0f);
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}
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if ((lastState & SDL_HAT_LEFT) != (currentState & SDL_HAT_LEFT))
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{
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buildInputEvent(deviceType, deviceInst, SI_POV, hatIndex ? SI_LPOV2 : SI_LPOV,
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(currentState & SDL_HAT_LEFT) ? SI_MAKE : SI_BREAK, (currentState & SDL_HAT_LEFT) ? 1.0f : 0.0f);
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}
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if ((lastState & SDL_HAT_RIGHT) != (currentState & SDL_HAT_RIGHT))
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{
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buildInputEvent(deviceType, deviceInst, SI_POV, hatIndex ? SI_RPOV2 : SI_RPOV,
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(currentState & SDL_HAT_RIGHT) ? SI_MAKE : SI_BREAK, (currentState & SDL_HAT_RIGHT) ? 1.0f : 0.0f);
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}
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}
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if (smPOVMaskEvents)
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{
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buildInputEvent(deviceType, deviceInst, SI_INT, hatIndex ? SI_POVMASK2 : SI_POVMASK, SI_VALUE, (S32) currentState);
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}
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}
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//------------------------------------------------------------------------------
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S32 SDLInputManager::openController(S32 sdlIndex, S32 requestedTID)
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{
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if ((sdlIndex < 0) || (sdlIndex >= SDL_NumJoysticks()) || (requestedTID < 0) || (requestedTID >= MaxControllers))
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return -1;
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if (SDL_IsGameController(sdlIndex))
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{
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SDL_GameController *inputDevice = SDL_GameControllerOpen(sdlIndex);
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if (inputDevice)
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{
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SDL_JoystickID sdlId = SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(inputDevice));
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|
|
// See if the device is already open as a joystick
|
|
for (S32 i = 0; i < MaxJoysticks; ++i)
|
|
{
|
|
if (mJoysticks[i].sdlInstID == sdlId)
|
|
{
|
|
if (!closeJoystickByIndex(i))
|
|
{
|
|
SDL_GameControllerClose(inputDevice);
|
|
return -1;
|
|
}
|
|
}
|
|
}
|
|
|
|
controllerState* torqueMapping = NULL;
|
|
if (mControllerMap.find(sdlId, torqueMapping))
|
|
{
|
|
if (torqueMapping->torqueInstID == (U32) requestedTID)
|
|
{
|
|
SDL_GameControllerClose(inputDevice);
|
|
return requestedTID; // Already open at the requested ID
|
|
}
|
|
closeControllerByIndex(torqueMapping->torqueInstID);
|
|
}
|
|
|
|
S32 gamepadSlot = -1;
|
|
if (!mControllers[requestedTID].inputDevice)
|
|
gamepadSlot = requestedTID;
|
|
else
|
|
{
|
|
// Find the first available gamepad device slot
|
|
for (S32 i = 0; i < MaxControllers; ++i)
|
|
{
|
|
if (!mControllers[i].inputDevice)
|
|
{
|
|
gamepadSlot = i;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (gamepadSlot == -1)
|
|
{
|
|
Con::errorf("Unable to open Game Controller %s. Too many devices present.", SDL_GameControllerName(inputDevice));
|
|
SDL_GameControllerClose(inputDevice);
|
|
return -1;
|
|
}
|
|
|
|
mControllers[gamepadSlot].inputDevice = inputDevice;
|
|
mControllers[gamepadSlot].sdlInstID = sdlId;
|
|
mControllerMap.insertUnique(sdlId, &mControllers[gamepadSlot]);
|
|
|
|
return gamepadSlot;
|
|
}
|
|
}
|
|
return -1;
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
void SDLInputManager::closeController(SDL_JoystickID sdlId)
|
|
{
|
|
controllerState* torqueMapping = NULL;
|
|
if (mControllerMap.find(sdlId, torqueMapping))
|
|
closeControllerByIndex(torqueMapping->torqueInstID);
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
bool SDLInputManager::closeControllerByIndex(S32 index)
|
|
{
|
|
if (index < 0 || index >= MaxControllers)
|
|
return false;
|
|
|
|
if (mControllers[index].inputDevice && mControllers[index].sdlInstID != -1)
|
|
{
|
|
SDL_GameControllerClose(mControllers[index].inputDevice);
|
|
mControllerMap.erase(mControllers[index].sdlInstID);
|
|
mControllers[index].sdlInstID = -1;
|
|
mControllers[index].inputDevice = NULL;
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
S32 SDLInputManager::openJoystick(S32 sdlIndex, S32 requestedTID)
|
|
{
|
|
if ((sdlIndex < 0) || (sdlIndex >= SDL_NumJoysticks()) || (requestedTID < 0) || (requestedTID >= MaxJoysticks))
|
|
return -1;
|
|
|
|
SDL_Joystick *inputDevice = SDL_JoystickOpen(sdlIndex);
|
|
if (inputDevice)
|
|
{
|
|
SDL_JoystickID sdlId = SDL_JoystickInstanceID(inputDevice);
|
|
|
|
// See if the device is already open as a controller
|
|
for (S32 i = 0; i < MaxControllers; ++i)
|
|
{
|
|
if (mControllers[i].sdlInstID == sdlId)
|
|
{
|
|
if (!closeControllerByIndex(i))
|
|
{
|
|
SDL_JoystickClose(inputDevice);
|
|
return -1;
|
|
}
|
|
}
|
|
}
|
|
|
|
joystickState* torqueMapping = NULL;
|
|
if (mJoystickMap.find(sdlId, torqueMapping))
|
|
{
|
|
if (torqueMapping->torqueInstID == (U32) requestedTID)
|
|
{
|
|
SDL_JoystickClose(inputDevice);
|
|
return requestedTID; // Already open at the requested ID
|
|
}
|
|
closeJoystickByIndex(torqueMapping->torqueInstID);
|
|
}
|
|
|
|
S32 joystickSlot = -1;
|
|
if (!mJoysticks[requestedTID].inputDevice)
|
|
joystickSlot = requestedTID;
|
|
else
|
|
{
|
|
// Find the first available joystick device slot
|
|
for (S32 i = 0; i < MaxJoysticks; ++i)
|
|
{
|
|
if (!mJoysticks[i].inputDevice)
|
|
{
|
|
joystickSlot = i;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (joystickSlot == -1)
|
|
{
|
|
Con::errorf("Unable to open Joystick %s. Too many devices present.", SDL_JoystickName(inputDevice));
|
|
SDL_JoystickClose(inputDevice);
|
|
return -1;
|
|
}
|
|
|
|
mJoysticks[joystickSlot].inputDevice = inputDevice;
|
|
mJoysticks[joystickSlot].sdlInstID = sdlId;
|
|
mJoysticks[joystickSlot].numAxes = SDL_JoystickNumAxes(inputDevice);
|
|
mJoystickMap.insertUnique(sdlId, &mJoysticks[joystickSlot]);
|
|
|
|
return joystickSlot;
|
|
}
|
|
return -1;
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
void SDLInputManager::closeJoystick(SDL_JoystickID sdlId)
|
|
{
|
|
joystickState* torqueMapping = NULL;
|
|
if (mJoystickMap.find(sdlId, torqueMapping))
|
|
closeJoystickByIndex(torqueMapping->torqueInstID);
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
bool SDLInputManager::closeJoystickByIndex(S32 index)
|
|
{
|
|
if (index < 0 || index >= MaxJoysticks)
|
|
return false;
|
|
|
|
if (mJoysticks[index].inputDevice && mJoysticks[index].sdlInstID != -1)
|
|
{
|
|
SDL_JoystickClose(mJoysticks[index].inputDevice);
|
|
mJoystickMap.erase(mJoysticks[index].sdlInstID);
|
|
mJoysticks[index].reset();
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
void SDLInputManager::closeDevice(S32 sdlIndex)
|
|
{
|
|
if (sdlIndex < 0 || sdlIndex >= SDL_NumJoysticks())
|
|
return;
|
|
|
|
SDL_JoystickID sdlId = -1;
|
|
SDL_Joystick *inputDevice = SDL_JoystickOpen(sdlIndex);
|
|
if (inputDevice)
|
|
{
|
|
sdlId = SDL_JoystickInstanceID(inputDevice);
|
|
SDL_JoystickClose(inputDevice);
|
|
}
|
|
|
|
if (sdlId < 0)
|
|
return;
|
|
|
|
for (S32 i = 0; i < MaxControllers; ++i)
|
|
{
|
|
if (mControllers[i].sdlInstID == sdlId)
|
|
{
|
|
closeControllerByIndex(i);
|
|
return;
|
|
}
|
|
}
|
|
|
|
for (S32 i = 0; i < MaxJoysticks; ++i)
|
|
{
|
|
if (mJoysticks[i].sdlInstID == sdlId)
|
|
{
|
|
closeJoystickByIndex(i);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
void SDLInputManager::deviceConnectedCallback(S32 index)
|
|
{
|
|
// This will generate the script callback:
|
|
// onSDLDeviceConnected(%sdlIndex, %isController, %deviceName)
|
|
bool isController = SDL_IsGameController(index);
|
|
const char *deviceName = isController ? SDL_GameControllerNameForIndex(index) : SDL_JoystickNameForIndex(index);
|
|
SDL_JoystickType deviceType = SDL_JoystickGetDeviceType(index);
|
|
onSDLDeviceConnected_callback(index, deviceName, castConsoleTypeToString(deviceType));
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Console interface
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Get the N'th SDL device state -1=doesn't exist, 0=closed, 1=open joystick, 2=open controller
|
|
S32 SDLInputManager::getJoystickOpenState(S32 sdlIndex)
|
|
{
|
|
if (sdlIndex < 0 || sdlIndex >= SDL_NumJoysticks())
|
|
return -1;
|
|
|
|
S32 currentState = 0;
|
|
// We need to open the joystick to get the sdl instanceID
|
|
// This will increase the refcount on the joystick if it was already open.
|
|
SDL_Joystick *inputDevice = SDL_JoystickOpen(sdlIndex);
|
|
if (inputDevice)
|
|
{
|
|
SDL_JoystickID sdlId = SDL_JoystickInstanceID(inputDevice);
|
|
controllerState* controllerMapping = NULL;
|
|
joystickState* joystickMapping = NULL;
|
|
if (!mControllerMap.isEmpty() && mControllerMap.find(sdlId, controllerMapping))
|
|
currentState = 2;
|
|
else if (!mJoystickMap.isEmpty() && mJoystickMap.find(sdlId, joystickMapping))
|
|
currentState = 1;
|
|
|
|
// Close the joystick to return the refcount to the previouse state
|
|
SDL_JoystickClose(inputDevice);
|
|
}
|
|
|
|
return currentState;
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Fills in the torque device instance string from an sdl joystick index number
|
|
void SDLInputManager::getJoystickTorqueInst(S32 sdlIndex, char* instBuffer)
|
|
{
|
|
if (sdlIndex < 0 || sdlIndex >= SDL_NumJoysticks())
|
|
return;
|
|
|
|
SDL_Joystick *inputDevice = SDL_JoystickOpen(sdlIndex);
|
|
if (inputDevice)
|
|
{
|
|
SDL_JoystickID sdlId = SDL_JoystickInstanceID(inputDevice);
|
|
controllerState* controllerMapping = NULL;
|
|
joystickState* joystickMapping = NULL;
|
|
if (!mControllerMap.isEmpty() && mControllerMap.find(sdlId, controllerMapping))
|
|
ActionMap::getDeviceName(GamepadDeviceType, controllerMapping->torqueInstID, instBuffer);
|
|
else if (!mJoystickMap.isEmpty() && mJoystickMap.find(sdlId, joystickMapping))
|
|
ActionMap::getDeviceName(JoystickDeviceType, joystickMapping->torqueInstID, instBuffer);
|
|
|
|
SDL_JoystickClose(inputDevice);
|
|
}
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
DefineEngineStaticMethod(SDLInputManager, numJoysticks, S32, (), ,
|
|
"@brief Returns the number of currently connected joystick devices.\n\n"
|
|
"Game Controllers are a sub-set of joysticks and are included in the joystick count. "
|
|
"See https://wiki.libsdl.org/SDL_NumJoysticks for more details.\n"
|
|
"@ingroup Input")
|
|
{
|
|
return SDL_NumJoysticks();
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
DefineEngineStaticMethod(SDLInputManager, getDeviceOpenState, S32, ( S32 sdlIndex ), ( 0 ),
|
|
"@brief Used to determine the current state of the N'th item in the SDL device list.\n\n"
|
|
"@param sdlIndex The SDL index for this device.\n"
|
|
"@return values:\n"
|
|
"-1 if the device does not exist (invalid sdlIndex passed)\n"
|
|
"0 The device is closed\n"
|
|
"1 The device is open as a Joystick\n"
|
|
"2 The device is open as a Game Controller\n"
|
|
"@ingroup Input")
|
|
{
|
|
SDLInputManager* mgr = dynamic_cast<SDLInputManager*>(Input::getManager());
|
|
if (mgr && mgr->isEnabled())
|
|
return mgr->getJoystickOpenState(sdlIndex);
|
|
return -1;
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
DefineEngineStaticMethod(SDLInputManager, openAsJoystick, S32, ( S32 sdlIndex, S32 torqueInstId ), ( 0, 0 ),
|
|
"@brief Used to open the device as a Joystick.\n\n"
|
|
"If the device is currently open as a Game Controller, it will be closed and opened as "
|
|
"a Joystick. If it is currently opened as a Joystick with a different T3D instance ID, "
|
|
"it will be changed to the requested ID if that ID is available.\n"
|
|
"@param sdlIndex The SDL index for this device.\n"
|
|
"@param torqueInstId Is the requested T3D device instance ID. If there is already an open Joystick with "
|
|
"the requested ID, The first available ID will be assigned.\n"
|
|
"@return The T3D device instance ID assigned, or -1 if the device could not be opened.")
|
|
{
|
|
SDLInputManager* mgr = dynamic_cast<SDLInputManager*>(Input::getManager());
|
|
if (mgr && mgr->isEnabled())
|
|
return mgr->openJoystick(sdlIndex, torqueInstId);
|
|
return -1;
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
DefineEngineStaticMethod(SDLInputManager, openAsController, S32, (S32 sdlIndex, S32 torqueInstId), (0, 0),
|
|
"@brief Used to open the device as a Game Controller.\n\n"
|
|
"If the device is currently open as a Joystick, it will be closed and opened as "
|
|
"a Game Controller. If it is currently opened as a Game Controller with a different "
|
|
"T3D instance ID, it will be changed to the requested ID if that ID is available.\n"
|
|
"@param sdlIndex The SDL index for this device.\n"
|
|
"@param torqueInstId Is the requested T3D device instance ID. If there is already an "
|
|
"open Game Controller with the requested ID, The first available ID will be assigned.\n"
|
|
"@return The T3D device instance ID assigned, or -1 if the device could not be opened.")
|
|
{
|
|
SDLInputManager* mgr = dynamic_cast<SDLInputManager*>(Input::getManager());
|
|
if (mgr && mgr->isEnabled())
|
|
return mgr->openController(sdlIndex, torqueInstId);
|
|
return -1;
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
DefineEngineStaticMethod(SDLInputManager, closeDevice, void, (S32 sdlIndex), (0),
|
|
"@brief Used to close the N'th item in the SDL device list.\n\n"
|
|
"This will close a Joystick or Game Controller.\n"
|
|
"@param sdlIndex The SDL index for this device.\n")
|
|
{
|
|
SDLInputManager* mgr = dynamic_cast<SDLInputManager*>(Input::getManager());
|
|
if (mgr && mgr->isEnabled())
|
|
mgr->closeDevice(sdlIndex);
|
|
return;
|
|
}
|
|
|
|
|
|
//------------------------------------------------------------------------------
|
|
DefineEngineStaticMethod(SDLInputManager, getTorqueInstFromDevice, const char *, (S32 sdlIndex), (0),
|
|
"@brief Gets the T3D instance identifier for an open SDL joystick.\n\n"
|
|
"@param sdlIndex The SDL index for this device.\n"
|
|
"@return Returns the T3D instance ID used for mapping this device or Null if it does not exist.\n"
|
|
"@ingroup Input")
|
|
{
|
|
SDLInputManager* mgr = dynamic_cast<SDLInputManager*>(Input::getManager());
|
|
if (mgr && mgr->isEnabled())
|
|
{
|
|
char* deviceInst = Con::getReturnBuffer(32);
|
|
deviceInst[0] = '\0';
|
|
mgr->getJoystickTorqueInst(sdlIndex, deviceInst);
|
|
return deviceInst;
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
DefineEngineStaticMethod(SDLInputManager, JoystickNameForIndex, const char *, (S32 sdlIndex), (0),
|
|
"@brief Exposes SDL_JoystickNameForIndex() to script.\n\n"
|
|
"@param sdlIndex The SDL index for this device.\n"
|
|
"@return Returns the name of the selected joystick or Null if it does not exist.\n"
|
|
"@see https://wiki.libsdl.org/SDL_JoystickNameForIndex \n"
|
|
"@ingroup Input")
|
|
{
|
|
if (sdlIndex >= 0 && sdlIndex < SDL_NumJoysticks())
|
|
return SDL_JoystickNameForIndex(sdlIndex);
|
|
return NULL;
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
DefineEngineStaticMethod(SDLInputManager, ControllerNameForIndex, const char *, (S32 sdlIndex), (0),
|
|
"@brief Exposes SDL_GameControllerNameForIndex() to script.\n\n"
|
|
"@param sdlIndex The SDL index for this device.\n"
|
|
"@return Returns the implementation dependent name for the game controller, "
|
|
"or NULL if there is no name or the index is invalid.\n"
|
|
"@see https://wiki.libsdl.org/SDL_GameControllerNameForIndex \n"
|
|
"@ingroup Input")
|
|
{
|
|
if (sdlIndex >= 0 && sdlIndex < SDL_NumJoysticks() || !SDL_IsGameController(sdlIndex))
|
|
return SDL_GameControllerNameForIndex(sdlIndex);
|
|
return NULL;
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
DefineEngineStaticMethod(SDLInputManager, JoystickGetGUID, const char *, (S32 sdlIndex), (0),
|
|
"@brief Exposes SDL_JoystickGetDeviceGUID() to script.\n\n"
|
|
"@param sdlIndex The SDL index for this device.\n"
|
|
"@return GUID for the indexed device or Null if it does not exist.\n"
|
|
"@see https://wiki.libsdl.org/SDL_JoystickGetDeviceGUID \n"
|
|
"@ingroup Input")
|
|
{
|
|
if (sdlIndex < 0 || sdlIndex >= SDL_NumJoysticks())
|
|
return NULL;
|
|
|
|
SDL_JoystickGUID guidVal = SDL_JoystickGetDeviceGUID(sdlIndex);
|
|
char *guidStr = Con::getReturnBuffer(64);
|
|
SDL_JoystickGetGUIDString(guidVal, guidStr, 64);
|
|
|
|
return guidStr;
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
DefineEngineStaticMethod(SDLInputManager, GetVendor, S32, (S32 sdlIndex), (0),
|
|
"Gets the USB vendor ID of a joystick device, if available.\n\n"
|
|
"@param sdlIndex The SDL index for this device.\n"
|
|
"@return The USB vendor ID. If the vendor ID isn't available this function returns 0.\n"
|
|
"@see https://wiki.libsdl.org/SDL_JoystickGetDeviceVendor \n"
|
|
"@see https://wiki.libsdl.org/SDL_JoystickGetVendor \n"
|
|
"@see https://wiki.libsdl.org/SDL_GameControllerGetVendor \n"
|
|
"@ingroup Input")
|
|
{
|
|
if (sdlIndex < 0 || sdlIndex >= SDL_NumJoysticks())
|
|
return 0;
|
|
|
|
return (S32) SDL_JoystickGetDeviceVendor(sdlIndex);
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
DefineEngineStaticMethod(SDLInputManager, GetProduct, S32, (S32 sdlIndex), (0),
|
|
"Gets the USB product ID of a joystick device, if available.\n\n"
|
|
"@param sdlIndex The SDL index for this device.\n"
|
|
"@return The USB product ID. If the product ID isn't available this function returns 0.\n"
|
|
"@see https://wiki.libsdl.org/SDL_JoystickGetDeviceProduct \n"
|
|
"@see https://wiki.libsdl.org/SDL_JoystickGetProduct \n"
|
|
"@see https://wiki.libsdl.org/SDL_GameControllerGetProduct \n"
|
|
"@ingroup Input")
|
|
{
|
|
if (sdlIndex < 0 || sdlIndex >= SDL_NumJoysticks())
|
|
return 0;
|
|
|
|
return (S32)SDL_JoystickGetDeviceProduct(sdlIndex);
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
DefineEngineStaticMethod(SDLInputManager, GetProductVersion, S32, (S32 sdlIndex), (0),
|
|
"Gets the product version of a joystick device, if available.\n\n"
|
|
"@param sdlIndex The SDL index for this device.\n"
|
|
"@return The product version. If the product version isn't available this function returns 0.\n"
|
|
"@see https://wiki.libsdl.org/SDL_JoystickGetDeviceProductVersion \n"
|
|
"@see https://wiki.libsdl.org/SDL_JoystickGetProductVersion \n"
|
|
"@see https://wiki.libsdl.org/SDL_GameControllerGetProductVersion \n"
|
|
"@ingroup Input")
|
|
{
|
|
if (sdlIndex < 0 || sdlIndex >= SDL_NumJoysticks())
|
|
return 0;
|
|
|
|
return (S32)SDL_JoystickGetDeviceProductVersion(sdlIndex);
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
DefineEngineStaticMethod(SDLInputManager, GetDeviceType, SDLJoystickType, (S32 sdlIndex), (0),
|
|
"@brief Exposes SDL_JoystickGetDeviceType() to script.\n\n"
|
|
"@param sdlIndex The SDL index for this device.\n"
|
|
"@return The type of device connected. Possible return strings are: \"Unknown\", "
|
|
"\"Game Controller\", \"Wheel\", \"Arcade Stick\", \"Flight Stick\", \"Dance Pad\", "
|
|
"\"Guitar\", \"Drum Kit\", \"Arcade Pad\" and \"Throttle\"\n"
|
|
"@see https://wiki.libsdl.org/SDL_JoystickGetDeviceType \n"
|
|
"@ingroup Input")
|
|
{
|
|
if (sdlIndex < 0 || sdlIndex >= SDL_NumJoysticks())
|
|
return SDL_JOYSTICK_TYPE_UNKNOWN;
|
|
|
|
return SDL_JoystickGetDeviceType(sdlIndex);
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
DefineEngineStaticMethod(SDLInputManager, JoystickNumAxes, S32, (S32 sdlIndex), (0),
|
|
"@brief Exposes SDL_JoystickNumAxes() to script.\n\n"
|
|
"@param sdlIndex The SDL index for this device.\n"
|
|
"@return Returns the number of axis controls/number of axes on success or zero on failure.\n"
|
|
"@see https://wiki.libsdl.org/SDL_JoystickNumAxes \n"
|
|
"@ingroup Input")
|
|
{
|
|
if (sdlIndex < 0 || sdlIndex >= SDL_NumJoysticks())
|
|
return 0;
|
|
|
|
S32 numAxes = 0;
|
|
SDL_Joystick *inputDevice = SDL_JoystickOpen(sdlIndex);
|
|
if (inputDevice)
|
|
{
|
|
numAxes = SDL_JoystickNumAxes(inputDevice);
|
|
if (numAxes < 0)
|
|
{
|
|
Con::errorf("SDL Joystick error: %s", SDL_GetError());
|
|
numAxes = 0;
|
|
}
|
|
|
|
SDL_JoystickClose(inputDevice);
|
|
}
|
|
|
|
return numAxes;
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
DefineEngineStaticMethod(SDLInputManager, JoystickNumBalls, S32, (S32 sdlIndex), (0),
|
|
"@brief Exposes SDL_JoystickNumBalls() to script.\n\n"
|
|
"@param sdlIndex The SDL index for this device.\n"
|
|
"@return Returns the number of trackballs on success or zero on failure.\n"
|
|
"@see https://wiki.libsdl.org/SDL_JoystickNumBalls \n"
|
|
"@ingroup Input")
|
|
{
|
|
if (sdlIndex < 0 || sdlIndex >= SDL_NumJoysticks())
|
|
return 0;
|
|
|
|
S32 numBalls = 0;
|
|
SDL_Joystick *inputDevice = SDL_JoystickOpen(sdlIndex);
|
|
if (inputDevice)
|
|
{
|
|
numBalls = SDL_JoystickNumBalls(inputDevice);
|
|
if (numBalls < 0)
|
|
{
|
|
Con::errorf("SDL Joystick error: %s", SDL_GetError());
|
|
numBalls = 0;
|
|
}
|
|
|
|
SDL_JoystickClose(inputDevice);
|
|
}
|
|
|
|
return numBalls;
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
DefineEngineStaticMethod(SDLInputManager, JoystickNumButtons, S32, (S32 sdlIndex), (0),
|
|
"@brief Exposes SDL_JoystickNumButtons() to script.\n\n"
|
|
"@param sdlIndex The SDL index for this device.\n"
|
|
"@return Returns the number of buttons on success or zero on failure.\n"
|
|
"@see https://wiki.libsdl.org/SDL_JoystickNumButtons \n"
|
|
"@ingroup Input")
|
|
{
|
|
if (sdlIndex < 0 || sdlIndex >= SDL_NumJoysticks())
|
|
return 0;
|
|
|
|
S32 numButtons = 0;
|
|
SDL_Joystick *inputDevice = SDL_JoystickOpen(sdlIndex);
|
|
if (inputDevice)
|
|
{
|
|
numButtons = SDL_JoystickNumButtons(inputDevice);
|
|
if (numButtons < 0)
|
|
{
|
|
Con::errorf("SDL Joystick error: %s", SDL_GetError());
|
|
numButtons = 0;
|
|
}
|
|
|
|
SDL_JoystickClose(inputDevice);
|
|
}
|
|
|
|
return numButtons;
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
DefineEngineStaticMethod(SDLInputManager, JoystickNumHats, S32, (S32 sdlIndex), (0),
|
|
"@brief Exposes SDL_JoystickNumHats() to script.\n\n"
|
|
"@param sdlIndex The SDL index for this device.\n"
|
|
"@return Returns the number of POV hats on success or zero on failure.\n"
|
|
"@see https://wiki.libsdl.org/SDL_JoystickNumHats \n"
|
|
"@ingroup Input")
|
|
{
|
|
if (sdlIndex < 0 || sdlIndex >= SDL_NumJoysticks())
|
|
return 0;
|
|
|
|
S32 numHats = 0;
|
|
SDL_Joystick *inputDevice = SDL_JoystickOpen(sdlIndex);
|
|
if (inputDevice)
|
|
{
|
|
numHats = SDL_JoystickNumHats(inputDevice);
|
|
if (numHats < 0)
|
|
{
|
|
Con::errorf("SDL Joystick error: %s", SDL_GetError());
|
|
numHats = 0;
|
|
}
|
|
|
|
SDL_JoystickClose(inputDevice);
|
|
}
|
|
|
|
return numHats;
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
DefineEngineStaticMethod(SDLInputManager, IsGameController, bool, (S32 sdlIndex), (0),
|
|
"@brief Exposes SDL_IsGameController() to script.\n\n"
|
|
"@param sdlIndex The SDL index for this device.\n"
|
|
"@return Returns true if the given joystick is supported by the game controller "
|
|
"interface, false if it isn't or it's an invalid index.\n"
|
|
"@see https://wiki.libsdl.org/SDL_IsGameController \n"
|
|
"@ingroup Input")
|
|
{
|
|
if (sdlIndex < 0 || sdlIndex >= SDL_NumJoysticks() || !SDL_IsGameController(sdlIndex))
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
DefineEngineStaticMethod(SDLInputManager, JoystickIsHaptic, bool, (S32 sdlIndex), (0),
|
|
"@brief Exposes SDL_JoystickIsHaptic() to script.\n\n"
|
|
"@param sdlIndex The SDL index for this device.\n"
|
|
"@return Returns true if the joystick is haptic.\n"
|
|
"@see https://wiki.libsdl.org/SDL_JoystickIsHaptic \n"
|
|
"@ingroup Input")
|
|
{
|
|
if (sdlIndex < 0 || sdlIndex >= SDL_NumJoysticks())
|
|
return false;
|
|
|
|
bool isHaptic = false;
|
|
SDL_Joystick *inputDevice = SDL_JoystickOpen(sdlIndex);
|
|
if (inputDevice)
|
|
{
|
|
isHaptic = (SDL_JoystickIsHaptic(inputDevice) == SDL_TRUE);
|
|
SDL_JoystickClose(inputDevice);
|
|
}
|
|
|
|
return isHaptic;
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
DefineEngineStaticMethod(SDLInputManager, JoystickPowerLevel, SDLPowerEnum, (S32 sdlIndex), (0),
|
|
"@brief Exposes SDL_JoystickCurrentPowerLevel() to script.\n\n"
|
|
"@param sdlIndex The SDL index for this device.\n"
|
|
"@return Returns the current battery level or \"Wired\" if it's a connected device.\n"
|
|
"@see https://wiki.libsdl.org/SDL_JoystickCurrentPowerLevel \n"
|
|
"@ingroup Input")
|
|
{
|
|
SDL_JoystickPowerLevel powerLevel = SDL_JOYSTICK_POWER_UNKNOWN;
|
|
if (sdlIndex >= 0 && sdlIndex < SDL_NumJoysticks())
|
|
{
|
|
SDL_Joystick *inputDevice = SDL_JoystickOpen(sdlIndex);
|
|
if (inputDevice)
|
|
{
|
|
powerLevel = SDL_JoystickCurrentPowerLevel(inputDevice);
|
|
SDL_JoystickClose(inputDevice);
|
|
}
|
|
}
|
|
return powerLevel;
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
DefineEngineStaticMethod(SDLInputManager, JoystickGetSpecs, String, (S32 sdlIndex), (0),
|
|
"@brief A convenience function to reurn all of the data for a Joystick/Game Controller "
|
|
" packed as fields in a tab separated string.\n\n"
|
|
"There is overhead involved in querying joystick data, especially if the device is not open. "
|
|
"If more than one field is required, it is more efficient to call JoystickGetSpecs() and "
|
|
"parse the data out of the return string than to call the console method for each.\n"
|
|
"@param sdlIndex The SDL index for this device.\n"
|
|
"@return A tab separated string that can be parsed from script with getField()/getFields().\n\n"
|
|
"Field 0: Number of Axes\n"
|
|
" 1: Number of Buttons\n"
|
|
" 2: Number of POV Hats\n"
|
|
" 3: Number of Trackballs\n"
|
|
" 4: SDL_IsGameController() (Boolean)\n"
|
|
" 5: SDL_JoystickIsHaptic() (Boolean)\n"
|
|
" 6: Power Level (String)\n"
|
|
" 7: Device Type (String)\n"
|
|
"@ingroup Input")
|
|
{
|
|
String specStr;
|
|
if (sdlIndex < 0 || sdlIndex >= SDL_NumJoysticks())
|
|
return specStr;
|
|
|
|
bool isController = SDL_IsGameController(sdlIndex);
|
|
SDL_Joystick *inputDevice = SDL_JoystickOpen(sdlIndex);
|
|
if (inputDevice)
|
|
{
|
|
SDL_JoystickPowerLevel powerLevel = SDL_JoystickCurrentPowerLevel(inputDevice);
|
|
SDL_JoystickType deviceType = SDL_JoystickGetDeviceType(sdlIndex);
|
|
|
|
specStr = String::ToString("%d\t%d\t%d\t%d\t%d\t%d\t%s\t%s\t",
|
|
SDL_JoystickNumAxes(inputDevice), SDL_JoystickNumButtons(inputDevice),
|
|
SDL_JoystickNumHats(inputDevice), SDL_JoystickNumBalls(inputDevice),
|
|
isController ? 1 : 0, (SDL_JoystickIsHaptic(inputDevice) == SDL_TRUE) ? 1 : 0,
|
|
castConsoleTypeToString(powerLevel), castConsoleTypeToString(deviceType));
|
|
SDL_JoystickClose(inputDevice);
|
|
}
|
|
|
|
return specStr;
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
DefineEngineStaticMethod(SDLInputManager, JoystickGetAxes, String, (S32 sdlIndex), (0),
|
|
"@brief Gets the current value for all joystick axes.\n\n"
|
|
"@param sdlIndex The SDL index for this device.\n"
|
|
"@return A tab separated string that can be parsed from script with getField()/getFields(). "
|
|
"Each axis is one field, so a 4 axis device will have 4 fields.\n\n"
|
|
"@ingroup Input")
|
|
{
|
|
String axesStr;
|
|
if (sdlIndex < 0 || sdlIndex >= SDL_NumJoysticks())
|
|
return axesStr;
|
|
|
|
SDL_Joystick *inputDevice = SDL_JoystickOpen(sdlIndex);
|
|
if (inputDevice)
|
|
{
|
|
S32 numAxes = SDL_JoystickNumAxes(inputDevice);
|
|
for (S32 i = 0; i < numAxes; i++)
|
|
{
|
|
F32 axisVal = (F32) SDL_JoystickGetAxis(inputDevice, i);
|
|
F32 value = axisVal / (F32)(axisVal > 0.0f ? SDL_JOYSTICK_AXIS_MAX : -SDL_JOYSTICK_AXIS_MIN);
|
|
axesStr += String::ToString("%0.3f\t", value);
|
|
}
|
|
SDL_JoystickClose(inputDevice);
|
|
}
|
|
|
|
return axesStr;
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
DefineEngineStaticMethod(SDLInputManager, JoystickGetButtons, String, (S32 sdlIndex), (0),
|
|
"@brief Gets the current value for all joystick buttons.\n\n"
|
|
"@param sdlIndex The SDL index for this device.\n"
|
|
"@return A tab separated string that can be parsed from script with getField()/getFields(). "
|
|
"Each button is one field. 0 - SDL_JoystickNumButtons() fields.\n\n"
|
|
"@ingroup Input")
|
|
{
|
|
String buttonStr;
|
|
if (sdlIndex < 0 || sdlIndex >= SDL_NumJoysticks())
|
|
return buttonStr;
|
|
|
|
SDL_Joystick *inputDevice = SDL_JoystickOpen(sdlIndex);
|
|
if (inputDevice)
|
|
{
|
|
S32 numbuttons = SDL_JoystickNumButtons(inputDevice);
|
|
for (S32 i = 0; i < numbuttons; i++)
|
|
{
|
|
buttonStr += String::ToString("%d\t", (S32) SDL_JoystickGetButton(inputDevice, i));
|
|
}
|
|
SDL_JoystickClose(inputDevice);
|
|
}
|
|
|
|
return buttonStr;
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
DefineEngineStaticMethod(SDLInputManager, JoystickGetHats, String, (S32 sdlIndex), (0),
|
|
"@brief Gets the current value for all POV hats.\n\n"
|
|
"@param sdlIndex The SDL index for this device.\n"
|
|
"@return A tab separated string that can be parsed from script with getField()/getFields(). "
|
|
"Each hat is one field. 0 - SDL_JoystickNumHats() fields. The value is a 4 bit bitmask. "
|
|
"If no bits are set, the hat is centered. Bit 0 is up, 1 is right, 2 is down and 3 is left.\n\n"
|
|
"@ingroup Input")
|
|
{
|
|
String hatStr;
|
|
if (sdlIndex < 0 || sdlIndex >= SDL_NumJoysticks())
|
|
return hatStr;
|
|
|
|
SDL_Joystick *inputDevice = SDL_JoystickOpen(sdlIndex);
|
|
if (inputDevice)
|
|
{
|
|
S32 numHats = SDL_JoystickNumHats(inputDevice);
|
|
for (S32 i = 0; i < numHats; i++)
|
|
{
|
|
hatStr += String::ToString("%d\t", (S32)SDL_JoystickGetHat(inputDevice, i));
|
|
}
|
|
SDL_JoystickClose(inputDevice);
|
|
}
|
|
|
|
return hatStr;
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
DefineEngineStaticMethod(SDLInputManager, ControllerGetAxes, String, (S32 sdlIndex), (0),
|
|
"@brief Gets the current value for all controller axes.\n\n"
|
|
"@param sdlIndex The SDL index for this device.\n"
|
|
"@return A tab separated string that can be parsed from script with getField()/getFields(). "
|
|
"Game controllers always have 6 axes in the following order: 0-LX, 1-LY, 2-RX, 3-RY, 4-LT, 5-RT.\n\n"
|
|
"@ingroup Input")
|
|
{
|
|
String axesStr;
|
|
if (sdlIndex < 0 || sdlIndex >= SDL_NumJoysticks())
|
|
return axesStr;
|
|
|
|
bool isController = SDL_IsGameController(sdlIndex);
|
|
if (!isController)
|
|
return axesStr;
|
|
|
|
SDL_GameController *inputDevice = SDL_GameControllerOpen(sdlIndex);
|
|
if (inputDevice)
|
|
{
|
|
for (S32 i = SDL_CONTROLLER_AXIS_LEFTX; i < SDL_CONTROLLER_AXIS_MAX; i++)
|
|
{
|
|
F32 axisVal = (F32)SDL_GameControllerGetAxis(inputDevice, (SDL_GameControllerAxis) i);
|
|
F32 value = axisVal / (F32)(axisVal > 0.0f ? SDL_JOYSTICK_AXIS_MAX : -SDL_JOYSTICK_AXIS_MIN);
|
|
axesStr += String::ToString("%0.3f\t", value);
|
|
}
|
|
SDL_GameControllerClose(inputDevice);
|
|
}
|
|
|
|
return axesStr;
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
DefineEngineStaticMethod(SDLInputManager, ControllerGetButtons, String, (S32 sdlIndex), (0),
|
|
"@brief Gets the current value for all controller buttons.\n\n"
|
|
"@param sdlIndex The SDL index for this device.\n"
|
|
"@return A tab separated string that can be parsed from script with getField()/getFields(). "
|
|
"Game controllers always have 15 buttons in the following order: 0-A, 1-B, 2-X, 3-Y, 4-Back, "
|
|
"5-Guide, 6-Start, 7-Left Stick, 8-Right Stick, 9-Left Shoulder, 10-Right Shoulder, "
|
|
"11-DPad Up, 12-DPad Down, 13-DPad Left, 14-DPad Right.\n\n"
|
|
"@ingroup Input")
|
|
{
|
|
String buttonStr;
|
|
if (sdlIndex < 0 || sdlIndex >= SDL_NumJoysticks())
|
|
return buttonStr;
|
|
|
|
bool isController = SDL_IsGameController(sdlIndex);
|
|
if (!isController)
|
|
return buttonStr;
|
|
|
|
SDL_GameController *inputDevice = SDL_GameControllerOpen(sdlIndex);
|
|
if (inputDevice)
|
|
{
|
|
for (S32 i = SDL_CONTROLLER_BUTTON_A; i < SDL_CONTROLLER_BUTTON_MAX; i++)
|
|
{
|
|
buttonStr += String::ToString("%d\t", (S32)SDL_GameControllerGetButton(inputDevice, (SDL_GameControllerButton) i));
|
|
}
|
|
SDL_GameControllerClose(inputDevice);
|
|
}
|
|
|
|
return buttonStr;
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
DefineEngineStaticMethod(SDLInputManager, GameControllerMapping, String, (S32 sdlIndex), (0),
|
|
"@brief Exposes SDL_GameControllerMapping() to script.\n\n"
|
|
"@param sdlIndex The SDL index for this device.\n"
|
|
"@return Returns a string that has the controller's mapping or NULL if no mapping "
|
|
"is available or it does not exist.\n"
|
|
"@see https://wiki.libsdl.org/SDL_JoystickNameForIndex \n"
|
|
"@ingroup Input")
|
|
{
|
|
String mapping;
|
|
if (sdlIndex < 0 || sdlIndex >= SDL_NumJoysticks())
|
|
return mapping;
|
|
|
|
SDL_GameController *inputDevice = SDL_GameControllerOpen(sdlIndex);
|
|
if (inputDevice)
|
|
{
|
|
char* sdlStr = SDL_GameControllerMapping(inputDevice);
|
|
if (sdlStr)
|
|
{
|
|
mapping = sdlStr;
|
|
SDL_free(sdlStr);
|
|
}
|
|
else
|
|
Con::errorf("SDL Joystick error: %s", SDL_GetError());
|
|
|
|
SDL_GameControllerClose(inputDevice);
|
|
}
|
|
|
|
return mapping;
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
DefineEngineStaticMethod(SDLInputManager, GameControllerMappingForGUID, String, (const char* guidStr), ,
|
|
"@brief Exposes SDL_GameControllerMappingForGUID() to script.\n\n"
|
|
"@param guidStr The GUID for which a mapping is desired.\n"
|
|
"@return Returns a mapping string or NULL on error.\n"
|
|
"@see https://wiki.libsdl.org/SDL_GameControllerMappingForGUID \n"
|
|
"@ingroup Input")
|
|
{
|
|
String mapping;
|
|
SDL_JoystickGUID guid = SDL_JoystickGetGUIDFromString(guidStr);
|
|
|
|
char* sdlStr = SDL_GameControllerMappingForGUID(guid);
|
|
if (sdlStr)
|
|
{
|
|
mapping = sdlStr;
|
|
SDL_free(sdlStr);
|
|
}
|
|
|
|
return mapping;
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
DefineEngineStaticMethod(SDLInputManager, GameControllerAddMapping, S32, (const char* mappingString), ,
|
|
"@brief Exposes SDL_GameControllerAddMapping() to script.\n\n"
|
|
"Use this function to add support for controllers that SDL is unaware of or "
|
|
"to cause an existing controller to have a different binding.\n"
|
|
"@param mappingString The new mapping string to apply. Full details on the format of this "
|
|
"string are available at the linked SDL wiki page.\n"
|
|
"@return Returns 1 if a new mapping is added, 0 if an existing mapping is updated, -1 on error.\n"
|
|
"@see https://wiki.libsdl.org/SDL_GameControllerAddMapping \n"
|
|
"@ingroup Input")
|
|
{
|
|
S32 retVal = SDL_GameControllerAddMapping(mappingString);
|
|
if (retVal == -1)
|
|
Con::errorf("SDL Joystick error: %s", SDL_GetError());
|
|
|
|
return retVal;
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
DefineEngineStaticMethod(SDLInputManager, GameControllerAddMappingsFromFile, S32, (const char* fileName), ,
|
|
"@brief Exposes SDL_GameControllerAddMappingsFromFile() to script.\n\n"
|
|
"Use this function to load a set of Game Controller mappings from a file, filtered by the "
|
|
"current SDL_GetPlatform(). A community sourced database of controllers is available at "
|
|
"https://raw.githubusercontent.com/gabomdq/SDL_GameControllerDB/master/gamecontrollerdb.txt \n"
|
|
"@param fileName The file to load mappings from.\n"
|
|
"@return Returns the number of mappings added or -1 on error.\n"
|
|
"@see https://wiki.libsdl.org/SDL_GameControllerAddMappingsFromFile \n"
|
|
"@ingroup Input")
|
|
{
|
|
char torquePath[1024];
|
|
Con::expandScriptFilename(torquePath, sizeof(torquePath), fileName);
|
|
S32 retVal = SDL_GameControllerAddMappingsFromFile(torquePath);
|
|
if (retVal == -1)
|
|
Con::errorf("SDL Joystick error: %s", SDL_GetError());
|
|
|
|
return retVal;
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
DefineEngineStaticMethod(SDLInputManager, GameControllerNumMappings, S32, (), ,
|
|
"Get the number of mappings installed. Used with GameControllerMappingForIndex "
|
|
"to iterate through all installed mappings.\n\n"
|
|
"@ingroup Input")
|
|
{
|
|
return SDL_GameControllerNumMappings();
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
DefineEngineStaticMethod(SDLInputManager, GameControllerMappingForIndex, String, (S32 mappingIndex), ,
|
|
"Get the mapping at a particular index.\n\n"
|
|
"@param mappingIndex The index for which a mapping is desired.\n"
|
|
"@return Returns a mapping string or NULL if the index is out of range.\n"
|
|
"@ingroup Input")
|
|
{
|
|
String mapping;
|
|
char* sdlStr = SDL_GameControllerMappingForIndex(mappingIndex);
|
|
|
|
if (sdlStr)
|
|
{
|
|
mapping = sdlStr;
|
|
SDL_free(sdlStr);
|
|
}
|
|
|
|
return mapping;
|
|
}
|