Torque3D/Engine/source/platformSDL/sdlInputManager.cpp
AzaezelX c337d5a9d2 clang tidy misc fixes
adress mixed || plus && concerns raised
2024-03-18 20:11:44 -05:00

1383 lines
52 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "console/console.h"
#include "console/consoleTypes.h"
#include "console/engineAPI.h"
#include "sim/actionMap.h"
#include "sdlInputManager.h"
typedef SDL_JoystickType SDLJoystickType;
DefineEnumType(SDLJoystickType);
ImplementEnumType(SDLJoystickType,
"The type of device connected.\n\n"
"@ingroup Input")
{ SDL_JOYSTICK_TYPE_UNKNOWN, "Unknown"},
{ SDL_JOYSTICK_TYPE_GAMECONTROLLER, "Game Controller" },
{ SDL_JOYSTICK_TYPE_WHEEL, "Wheel" },
{ SDL_JOYSTICK_TYPE_ARCADE_STICK, "Arcade Stick" },
{ SDL_JOYSTICK_TYPE_FLIGHT_STICK, "Flight Stick" },
{ SDL_JOYSTICK_TYPE_DANCE_PAD, "Dance Pad" },
{ SDL_JOYSTICK_TYPE_GUITAR, "Guitar" },
{ SDL_JOYSTICK_TYPE_DRUM_KIT, "Drum Kit" },
{ SDL_JOYSTICK_TYPE_ARCADE_PAD, "Arcade Pad" },
{ SDL_JOYSTICK_TYPE_THROTTLE, "Throttle" },
EndImplementEnumType;
typedef SDL_JoystickPowerLevel SDLPowerEnum;
DefineEnumType(SDLPowerEnum);
ImplementEnumType(SDLPowerEnum,
"An enumeration of battery levels of a joystick.\n\n"
"@ingroup Input")
{ SDL_JOYSTICK_POWER_UNKNOWN, "Unknown" },
{ SDL_JOYSTICK_POWER_EMPTY, "Empty" },
{ SDL_JOYSTICK_POWER_LOW, "Low" },
{ SDL_JOYSTICK_POWER_MEDIUM, "Medium" },
{ SDL_JOYSTICK_POWER_FULL, "Full" },
{ SDL_JOYSTICK_POWER_WIRED, "Wired" },
{ SDL_JOYSTICK_POWER_MAX, "Max" },
EndImplementEnumType;
IMPLEMENT_STATIC_CLASS(SDLInputManager, ,
"@brief Static class exposing the SDL_Joystick and SDL_GameController APIs to Torque Script.\n"
"SDLInputManager provides access to the functions of these APIs through static class "
"functions.These functions are not required to bind or process events.By setting "
"pref::Input::JoystickEnabled or pref::Input::sdlControllerEnabled to true, all connected "
"devices will automatically be opened.All of the joystick and controller events defined "
"in event.h can then be bound. For complete API documentation see the Joystick and Game "
"Controller section of https ://wiki.libsdl.org/APIByCategory#Input_Events.\n\n"
"@tsexample\n"
"// Get the name and device type for all connected devices\n"
"%sdlDevices = SDLInputManager::numJoysticks();\n"
"for (%i = 0; %i < %sdlDevices; %i++)\n"
"{\n"
" %deviceName = SDLInputManager::JoystickNameForIndex(%i);\n"
" %deviceType = SDLInputManager::GetDeviceType(%i);\n"
"}\n"
"\n"
"// List all installed controller mappings\n"
"%numMappings = SDLInputManager::GameControllerNumMappings();\n"
"for (%i = 0; %i < %numMappings; %i++)\n"
" echo(SDLInputManager::GameControllerMappingForIndex(%i));\n"
"@endtsexample\n\n");
IMPLEMENT_GLOBAL_CALLBACK(onSDLDeviceConnected, void, (S32 sdlIndex, const char* deviceName, const char* deviceType),
(sdlIndex, deviceName, deviceType),
"Callback that occurs when an input device is connected to the system.\n\n"
"@param sdlIndex The index that will be used by sdl to refer to the device.\n"
"@param deviceName The name that the device reports. This will be the return "
"value of SDL_JoystickNameForIndex or SDL_GameControllerNameForIndex depending on the device type.\n"
"@param deviceType The type of device connected. See SDLInputManager::getDeviceType() "
"for possible string values.\n\n");
IMPLEMENT_GLOBAL_CALLBACK(onSDLDeviceDisconnected, void, (S32 sdlIndex), (sdlIndex),
"Callback that occurs when an input device is disconnected from the system.\n\n"
"@param sdlIndex The index of the device that was removed.\n");
//------------------------------------------------------------------------------
// Static class variables:
bool SDLInputManager::smJoystickEnabled = true;
bool SDLInputManager::smJoystickSplitAxesLR = true;
bool SDLInputManager::smControllerEnabled = true;
bool SDLInputManager::smPOVButtonEvents = true;
bool SDLInputManager::smPOVMaskEvents = false;
// Map SDL controller Axis to torque input event
// Commented text from map_StringForControllerAxis[] in SDL_gamecontroller.c
S32 SDLInputManager::map_EventForControllerAxis[] = {
SI_XAXIS, //"leftx",
SI_YAXIS, //"lefty",
SI_RXAXIS, //"rightx",
SI_RYAXIS, //"righty",
SI_ZAXIS, //"lefttrigger",
SI_RZAXIS, //"righttrigger",
-1 // NULL
};
// Map SDL controller button ID to torque input event
// Commented text from map_StringForControllerButton[] in SDL_gamecontroller.c
S32 SDLInputManager::map_EventForControllerButton[] = {
XI_A, //"a",
XI_B, //"b",
XI_X, //"x",
XI_Y, //"y",
XI_BACK, //"back",
XI_GUIDE, //"guide",
XI_START, //"start",
XI_LEFT_THUMB, //"leftstick",
XI_RIGHT_THUMB, //"rightstick",
XI_LEFT_SHOULDER, //"leftshoulder",
XI_RIGHT_SHOULDER, //"rightshoulder",
SI_UPOV, //"dpup",
SI_DPOV, //"dpdown",
SI_LPOV, //"dpleft",
SI_RPOV, //"dpright",
-1 // NULL
};
//------------------------------------------------------------------------------
void SDLInputManager::joystickState::reset()
{
sdlInstID = -1;
inputDevice = NULL;
numAxes = 0;
lastHatState[0] = 0;
lastHatState[1] = 0;
}
//------------------------------------------------------------------------------
SDLInputManager::SDLInputManager()
{
mEnabled = true;
mJoystickActive = true;
for (S32 i = 0; i < MaxJoysticks; ++i)
{
mJoysticks[i].reset();
mJoysticks[i].torqueInstID = i;
}
for (S32 i = 0; i < MaxControllers; ++i)
{
mControllers[i].sdlInstID = -1;
mControllers[i].torqueInstID = i;
mControllers[i].inputDevice = NULL;
}
}
//------------------------------------------------------------------------------
void SDLInputManager::init()
{
Con::addVariable( "pref::Input::JoystickEnabled", TypeBool, &smJoystickEnabled,
"If true, Joystick devices will be automatically opened.\n\n"
"@ingroup Input");
Con::addVariable("pref::Input::JoystickSplitAxesLR", TypeBool, &smJoystickSplitAxesLR,
"Split axis inputs on 4 axis joysticks. This has no effect on any other device.\n\n"
"4 Axis joysticks use IDs 0-3 which get mapped to xaxis, yaxis, zaxis and rxaxis. "
"When true, this will increment IDs 2 and 3 so the inputs map to xaxis, yaxis, rxaxis and ryaxis.\n"
"@ingroup Input");
Con::addVariable("pref::Input::sdlControllerEnabled", TypeBool, &smControllerEnabled,
"If true, any Joystick device that SDL recognizes as a Game Controller will be automatically opened as a game controller.\n\n"
"@ingroup Input");
Con::addVariable("pref::Input::JoystickPOVButtons", TypeBool, &smPOVButtonEvents,
"If true, the pov hat will be treated as 4 buttons and make/break events will be generated for "
"upov, dpov, lpov and rpov.\n"
"@ingroup Input");
Con::addVariable("pref::Input::JoystickPOVMask", TypeBool, &smPOVMaskEvents,
"If true, the pov hat will be treated as a single input with a 4 bit mask value. The povmask "
"event will be generated with the current mask every time the mask value changes.\n"
"@ingroup Input");
// POV Hat mask bits
Con::setIntVariable("$SDLMask::HatUp", SDL_HAT_UP);
Con::setIntVariable("$SDLMask::HatRight", SDL_HAT_RIGHT);
Con::setIntVariable("$SDLMask::HatDown", SDL_HAT_DOWN);
Con::setIntVariable("$SDLMask::HatLeft", SDL_HAT_LEFT);
}
//------------------------------------------------------------------------------
bool SDLInputManager::enable()
{
disable();
if (smControllerEnabled || smJoystickEnabled)
{
for (S32 i = 0; i < SDL_NumJoysticks(); ++i)
{
if (smControllerEnabled && SDL_IsGameController(i))
openController(i, 0);
else if (smJoystickEnabled)
openJoystick(i, 0);
}
}
mEnabled = true;
return true;
}
//------------------------------------------------------------------------------
void SDLInputManager::disable()
{
// Close any open devices
for (S32 i = 0; i < MaxControllers; ++i)
closeControllerByIndex(i);
for (S32 i = 0; i < MaxJoysticks; ++i)
closeJoystickByIndex(i);
mEnabled = false;
}
//------------------------------------------------------------------------------
void SDLInputManager::process()
{
}
//------------------------------------------------------------------------------
void SDLInputManager::processEvent(SDL_Event &evt)
{
switch (evt.type)
{
case SDL_JOYAXISMOTION:
{
joystickState* torqueMapping;
if (mJoystickMap.isEmpty() || !mJoystickMap.find(evt.jaxis.which, torqueMapping))
break;
// SDL axis value inputs are in (range: -32768 to 32767)
// Torque axis values are -1.0 to 1.0
F32 value = ((F32)evt.jaxis.value) / (F32) (evt.jaxis.value > 0 ? SDL_JOYSTICK_AXIS_MAX : -SDL_JOYSTICK_AXIS_MIN);
S32 mapAxis = SI_XAXIS + evt.jaxis.axis;
if (evt.jaxis.axis > 1 && torqueMapping->numAxes == 4 && smJoystickSplitAxesLR)
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
buildInputEvent(JoystickDeviceType, torqueMapping->torqueInstID, SI_AXIS, mapAxis, SI_MOVE, value);
break;
}
case SDL_JOYBALLMOTION:
{
joystickState* torqueMapping;
if (mJoystickMap.isEmpty() || !mJoystickMap.find(evt.jball.which, torqueMapping) || evt.jball.ball >= MaxBalls)
break;
if (evt.jball.xrel != 0)
buildInputEvent(JoystickDeviceType, torqueMapping->torqueInstID, SI_INT, evt.jball.ball ? SI_XBALL2 : SI_XBALL, SI_MOVE, (S32) evt.jball.xrel);
if (evt.jball.yrel != 0)
buildInputEvent(JoystickDeviceType, torqueMapping->torqueInstID, SI_INT, evt.jball.ball ? SI_YBALL2 : SI_YBALL, SI_MOVE, (S32) evt.jball.yrel);
break;
}
case SDL_JOYHATMOTION:
{
joystickState* torqueMapping;
if (mJoystickMap.isEmpty() || !mJoystickMap.find(evt.jball.which, torqueMapping) || evt.jhat.hat >= MaxHats)
break;
if (torqueMapping->lastHatState[evt.jhat.hat] != evt.jhat.value)
{
buildHatEvents(JoystickDeviceType, torqueMapping->torqueInstID, torqueMapping->lastHatState[evt.jhat.hat], evt.jhat.value, evt.jhat.hat);
torqueMapping->lastHatState[evt.jhat.hat] = evt.jhat.value;
}
break;
}
case SDL_JOYBUTTONDOWN:
case SDL_JOYBUTTONUP:
{
joystickState* torqueMapping;
if (mJoystickMap.isEmpty() || !mJoystickMap.find(evt.jbutton.which, torqueMapping))
break;
buildInputEvent(JoystickDeviceType, torqueMapping->torqueInstID, SI_BUTTON, KEY_BUTTON0 + evt.jbutton.button,
evt.cbutton.state == SDL_PRESSED ? SI_MAKE : SI_BREAK, evt.cbutton.state == SDL_PRESSED ? 1.0f : 0.0f);
break;
}
case SDL_JOYDEVICEADDED:
{
deviceConnectedCallback(evt.jdevice.which);
if (smControllerEnabled && SDL_IsGameController(evt.jdevice.which))
break; // This device will be added as a controller
if (smJoystickEnabled)
openJoystick(evt.jdevice.which, 0);
break;
}
case SDL_JOYDEVICEREMOVED:
{
onSDLDeviceDisconnected_callback(evt.jdevice.which);
closeJoystick(evt.jdevice.which);
break;
}
case SDL_CONTROLLERAXISMOTION:
{
controllerState* torqueMapping;
if (mControllerMap.isEmpty() || !mControllerMap.find(evt.caxis.which, torqueMapping))
break;
// SDL axis value inputs are in (range: -32768 to 32767)
// Torque axis values are -1.0 to 1.0
F32 value = ((F32)evt.caxis.value) / (F32) (evt.caxis.value > 0 ? SDL_JOYSTICK_AXIS_MAX : -SDL_JOYSTICK_AXIS_MIN);
buildInputEvent(GamepadDeviceType, torqueMapping->torqueInstID, SI_AXIS, map_EventForControllerAxis[evt.caxis.axis], SI_MOVE, value);
break;
}
case SDL_CONTROLLERBUTTONDOWN:
case SDL_CONTROLLERBUTTONUP:
{
controllerState* torqueMapping;
if (mControllerMap.isEmpty() || !mControllerMap.find(evt.cbutton.which, torqueMapping))
break;
buildInputEvent(GamepadDeviceType, torqueMapping->torqueInstID, SI_BUTTON, map_EventForControllerButton[evt.cbutton.button],
evt.cbutton.state == SDL_PRESSED ? SI_MAKE : SI_BREAK, evt.cbutton.state == SDL_PRESSED ? 1.0f : 0.0f);
break;
}
case SDL_CONTROLLERDEVICEADDED:
{
if (smControllerEnabled)
openController(evt.cdevice.which, 0);
break;
}
case SDL_CONTROLLERDEVICEREMOVED:
{
closeController(evt.cdevice.which);
break;
}
case SDL_CONTROLLERDEVICEREMAPPED:
break;
default:
#ifdef TORQUE_DEBUG
Con::warnf("Unhandled SDL input event: 0x%04x", evt.type);
#endif
break;
}
}
//------------------------------------------------------------------------------
void SDLInputManager::buildInputEvent(U32 deviceType, U32 deviceInst, InputEventType objType, InputObjectInstances objInst, InputActionType action, S32 iValue)
{
InputEventInfo newEvent;
newEvent.deviceType = deviceType;
newEvent.deviceInst = deviceInst;
newEvent.objType = objType;
newEvent.objInst = objInst;
newEvent.action = action;
newEvent.iValue = iValue;
newEvent.postToSignal(Input::smInputEvent);
}
//------------------------------------------------------------------------------
void SDLInputManager::buildInputEvent(U32 deviceType, U32 deviceInst, InputEventType objType, InputObjectInstances objInst, InputActionType action, F32 fValue)
{
InputEventInfo newEvent;
newEvent.deviceType = deviceType;
newEvent.deviceInst = deviceInst;
newEvent.objType = objType;
newEvent.objInst = objInst;
newEvent.action = action;
newEvent.fValue = fValue;
newEvent.postToSignal(Input::smInputEvent);
}
//------------------------------------------------------------------------------
void SDLInputManager::buildHatEvents(U32 deviceType, U32 deviceInst, U8 lastState, U8 currentState, S32 hatIndex)
{
if (smPOVButtonEvents)
{
if ((lastState & SDL_HAT_UP) != (currentState & SDL_HAT_UP))
{
buildInputEvent(deviceType, deviceInst, SI_POV, hatIndex ? SI_UPOV2 : SI_UPOV,
(currentState & SDL_HAT_UP) ? SI_MAKE : SI_BREAK, (currentState & SDL_HAT_UP) ? 1.0f : 0.0f);
}
if ((lastState & SDL_HAT_DOWN) != (currentState & SDL_HAT_DOWN))
{
buildInputEvent(deviceType, deviceInst, SI_POV, hatIndex ? SI_DPOV2 : SI_DPOV,
(currentState & SDL_HAT_DOWN) ? SI_MAKE : SI_BREAK, (currentState & SDL_HAT_DOWN) ? 1.0f : 0.0f);
}
if ((lastState & SDL_HAT_LEFT) != (currentState & SDL_HAT_LEFT))
{
buildInputEvent(deviceType, deviceInst, SI_POV, hatIndex ? SI_LPOV2 : SI_LPOV,
(currentState & SDL_HAT_LEFT) ? SI_MAKE : SI_BREAK, (currentState & SDL_HAT_LEFT) ? 1.0f : 0.0f);
}
if ((lastState & SDL_HAT_RIGHT) != (currentState & SDL_HAT_RIGHT))
{
buildInputEvent(deviceType, deviceInst, SI_POV, hatIndex ? SI_RPOV2 : SI_RPOV,
(currentState & SDL_HAT_RIGHT) ? SI_MAKE : SI_BREAK, (currentState & SDL_HAT_RIGHT) ? 1.0f : 0.0f);
}
}
if (smPOVMaskEvents)
{
buildInputEvent(deviceType, deviceInst, SI_INT, hatIndex ? SI_POVMASK2 : SI_POVMASK, SI_VALUE, (S32) currentState);
}
}
//------------------------------------------------------------------------------
S32 SDLInputManager::openController(S32 sdlIndex, S32 requestedTID)
{
if ((sdlIndex < 0) || (sdlIndex >= SDL_NumJoysticks()) || (requestedTID < 0) || (requestedTID >= MaxControllers))
return -1;
if (SDL_IsGameController(sdlIndex))
{
SDL_GameController *inputDevice = SDL_GameControllerOpen(sdlIndex);
if (inputDevice)
{
SDL_JoystickID sdlId = SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(inputDevice));
// 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;
}