metaforce/aurora/lib/input.cpp

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#include "input.hpp"
namespace aurora::input {
struct GameController {
SDL_GameController* m_controller;
bool m_isGameCube = false;
Sint32 m_index;
};
std::unordered_map<Uint32, GameController> g_GameControllers;
Sint32 add_controller(Uint32 which) {
auto* ctrl = SDL_GameControllerOpen(which);
if (ctrl != nullptr) {
GameController controller;
controller.m_controller = ctrl;
controller.m_index = which;
controller.m_isGameCube =
SDL_GameControllerGetVendor(ctrl) == 0x057E && SDL_GameControllerGetProduct(ctrl) == 0x0337;
Sint32 instance = SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(ctrl));
g_GameControllers[instance] = controller;
return instance;
}
return -1;
}
void remove_controller(Uint32 which) {
if (g_GameControllers.find(which) != g_GameControllers.end()) {
SDL_GameControllerClose(g_GameControllers[which].m_controller);
g_GameControllers.erase(which);
}
}
bool is_gamecube(Uint32 which) {
if (g_GameControllers.find(which) != g_GameControllers.end()) {
return g_GameControllers[which].m_isGameCube;
}
return false;
}
int32_t player_index(Uint32 which) {
if (g_GameControllers.find(which) != g_GameControllers.end()) {
return SDL_GameControllerGetPlayerIndex(g_GameControllers[which].m_controller);
}
return -1;
}
void set_player_index(Uint32 which, Sint32 index) {
if (g_GameControllers.find(which) != g_GameControllers.end()) {
SDL_GameControllerSetPlayerIndex(g_GameControllers[which].m_controller, index);
}
}
std::string name(Uint32 which) {
if (g_GameControllers.find(which) != g_GameControllers.end()) {
auto* name = SDL_GameControllerName(g_GameControllers[which].m_controller);
if (name) {
return std::string(name);
}
}
return {};
}
ControllerButton translate_button(SDL_GameControllerButton btn) {
switch (btn) {
case SDL_CONTROLLER_BUTTON_A:
return ControllerButton::A;
case SDL_CONTROLLER_BUTTON_B:
return ControllerButton::B;
case SDL_CONTROLLER_BUTTON_X:
return ControllerButton::X;
case SDL_CONTROLLER_BUTTON_Y:
return ControllerButton::Y;
case SDL_CONTROLLER_BUTTON_BACK:
return ControllerButton::Back;
case SDL_CONTROLLER_BUTTON_GUIDE:
return ControllerButton::Guide;
case SDL_CONTROLLER_BUTTON_LEFTSTICK:
return ControllerButton::LeftStick;
case SDL_CONTROLLER_BUTTON_RIGHTSTICK:
return ControllerButton::RightStick;
case SDL_CONTROLLER_BUTTON_LEFTSHOULDER:
return ControllerButton::LeftShoulder;
case SDL_CONTROLLER_BUTTON_DPAD_UP:
return ControllerButton::DPadUp;
case SDL_CONTROLLER_BUTTON_DPAD_DOWN:
return ControllerButton::DPadDown;
case SDL_CONTROLLER_BUTTON_DPAD_RIGHT:
return ControllerButton::DPadRight;
default:
return ControllerButton::Other;
}
}
ControllerAxis translate_axis(SDL_GameControllerAxis axis) {
switch (axis) {
case SDL_CONTROLLER_AXIS_LEFTX:
return ControllerAxis::LeftX;
case SDL_CONTROLLER_AXIS_LEFTY:
return ControllerAxis::LeftY;
case SDL_CONTROLLER_AXIS_RIGHTX:
return ControllerAxis::RightX;
case SDL_CONTROLLER_AXIS_RIGHTY:
return ControllerAxis::RightY;
case SDL_CONTROLLER_AXIS_TRIGGERLEFT:
return ControllerAxis::TriggerLeft;
case SDL_CONTROLLER_AXIS_TRIGGERRIGHT:
return ControllerAxis::TriggerRight;
default:
return ControllerAxis::MAX;
}
}
} // namespace aurora::input