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