mirror of https://github.com/AxioDL/metaforce.git
Add initial rumble support, use modified SDL branch to support all GC controller rumble modes
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@ -10,11 +10,13 @@ namespace metaforce {
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struct SAuroraControllerState {
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u32 m_which = -1;
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bool m_isGamecube = false;
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bool m_hasRumble = false;
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std::array<int16_t, size_t(aurora::ControllerAxis::MAX)> m_axes{};
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std::bitset<size_t(aurora::ControllerButton::MAX)> m_btns{};
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SAuroraControllerState() = default;
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SAuroraControllerState(uint32_t which, bool isGamecube) : m_which(which), m_isGamecube(isGamecube) {}
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SAuroraControllerState(uint32_t which, bool isGamecube, bool hasRumble)
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: m_which(which), m_isGamecube(isGamecube), m_hasRumble(hasRumble) {}
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void clamp();
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};
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@ -82,7 +84,8 @@ struct CFinalInput {
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u32 m_which = -1;
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CFinalInput();
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// CFinalInput(int cIdx, float dt, const boo::DolphinControllerState& data, const CFinalInput& prevInput, float leftDiv,
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// CFinalInput(int cIdx, float dt, const boo::DolphinControllerState& data, const CFinalInput& prevInput, float
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// leftDiv,
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// float rightDiv);
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CFinalInput(int cIdx, float dt, const SAuroraControllerState& data, const CFinalInput& prevInput, float leftDiv,
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float rightDiv);
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@ -45,7 +45,8 @@ void CInputGenerator::controllerAdded(uint32_t which) noexcept {
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aurora::set_controller_player_index(which, 0);
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}
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m_state[player] = SAuroraControllerState(which, aurora::is_controller_gamecube(which));
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m_state[player] =
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SAuroraControllerState(which, aurora::is_controller_gamecube(which), aurora::controller_has_rumble(which));
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}
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void CInputGenerator::controllerRemoved(uint32_t which) noexcept {
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@ -93,6 +94,18 @@ void CInputGenerator::controllerAxis(uint32_t which, aurora::ControllerAxis axis
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m_state[player].m_axes[size_t(axis)] = value;
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}
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void CInputGenerator::SetMotorState(EIOPort port, EMotorState state) {
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if (m_state[size_t(port)].m_hasRumble && m_state[size_t(port)].m_isGamecube) {
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if (state == EMotorState::Rumble) {
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aurora::controller_rumble(m_state[size_t(port)].m_which, 1, 1);
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} else if (state == EMotorState::Stop) {
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aurora::controller_rumble(m_state[size_t(port)].m_which, 0, 1);
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} else if (state == EMotorState::StopHard) {
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aurora::controller_rumble(m_state[size_t(port)].m_which, 0, 0);
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}
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} // TODO: Figure out good intensity values for generic controllers with rumble, support HAPTIC?
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}
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const CFinalInput& CInputGenerator::getFinalInput(unsigned int idx, float dt) {
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auto input = CFinalInput(idx, dt, m_data, m_lastUpdate);
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// Merge controller input with kb/m input
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@ -152,11 +152,11 @@ public:
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// if (smashAdapter.get() == device)
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// smashAdapter.reset();
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// }
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void SetMotorState(EIOPort port, EMotorState state) {
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// TODO aurora
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}
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void SetMotorState(EIOPort port, EMotorState state);
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void ControlAllMotors(const std::array<EMotorState, 4>& states) {
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// TODO aurora
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for (u32 i = 0; i <= size_t(EIOPort::Three); ++i ) {
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SetMotorState(EIOPort(i), states[i]);
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}
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}
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/* This is where the game thread enters */
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@ -247,5 +247,7 @@ void set_fullscreen(bool fullscreen) noexcept;
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[[nodiscard]] int32_t get_controller_player_index(uint32_t which) noexcept;
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void set_controller_player_index(uint32_t which, int32_t index) noexcept;
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[[nodiscard]] bool is_controller_gamecube(uint32_t which) noexcept;
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[[nodiscard]] bool controller_has_rumble(uint32_t which) noexcept;
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void controller_rumble(uint32_t which, uint16_t low_freq_intensity, uint16_t high_freq_intensity, uint32_t duration_ms = 0) noexcept;
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[[nodiscard]] std::string get_controller_name(uint32_t which) noexcept;
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} // namespace aurora
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@ -393,17 +393,19 @@ void set_fullscreen(bool fullscreen) noexcept {
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SDL_SetWindowFullscreen(g_Window, fullscreen ? SDL_WINDOW_FULLSCREEN : 0);
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}
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int32_t get_controller_player_index(uint32_t which) noexcept {
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return input::player_index(which);
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int32_t get_controller_player_index(uint32_t instance) noexcept { return input::player_index(instance); }
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void set_controller_player_index(uint32_t instance, int32_t index) noexcept {
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input::set_player_index(instance, index);
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}
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void set_controller_player_index(uint32_t which, int32_t index) noexcept { input::set_player_index(which, index); }
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bool is_controller_gamecube(uint32_t instance) noexcept { return input::is_gamecube(instance); }
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bool is_controller_gamecube(uint32_t which) noexcept {
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return input::is_gamecube(which);
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}
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bool controller_has_rumble(uint32_t instance) noexcept { return input::controller_has_rumble(instance); }
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std::string get_controller_name(uint32_t instance) noexcept {
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return input::controller_name(instance);
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void controller_rumble(uint32_t instance, uint16_t low_freq_intensity, uint16_t high_freq_intensity,
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uint32_t duration_ms) noexcept {
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input::controller_rumble(instance, low_freq_intensity, high_freq_intensity, duration_ms);
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}
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std::string get_controller_name(uint32_t instance) noexcept { return input::controller_name(instance); }
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} // namespace aurora
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@ -1,14 +1,16 @@
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#include "input.hpp"
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#include <SDL_haptic.h>
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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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SDL_GameController* m_controller = nullptr;
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bool m_isGameCube = false;
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Sint32 m_index;
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Sint32 m_index = -1;
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bool m_hasRumble = false;
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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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Sint32 add_controller(Sint32 which) noexcept {
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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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@ -16,7 +18,7 @@ Sint32 add_controller(Uint32 which) {
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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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controller.m_hasRumble = (SDL_GameControllerHasRumble(ctrl) != 0u);
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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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@ -25,44 +27,60 @@ Sint32 add_controller(Uint32 which) {
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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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void remove_controller(Uint32 instance) noexcept {
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if (g_GameControllers.find(instance) != g_GameControllers.end()) {
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SDL_GameControllerClose(g_GameControllers[instance].m_controller);
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g_GameControllers.erase(instance);
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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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bool is_gamecube(Uint32 instance) noexcept {
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if (g_GameControllers.find(instance) != g_GameControllers.end()) {
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return g_GameControllers[instance].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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int32_t player_index(Uint32 instance) noexcept {
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if (g_GameControllers.find(instance) != g_GameControllers.end()) {
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return SDL_GameControllerGetPlayerIndex(g_GameControllers[instance].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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void set_player_index(Uint32 instance, Sint32 index) noexcept {
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if (g_GameControllers.find(instance) != g_GameControllers.end()) {
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SDL_GameControllerSetPlayerIndex(g_GameControllers[instance].m_controller, index);
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}
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}
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std::string controller_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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std::string controller_name(Uint32 instance) noexcept {
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if (g_GameControllers.find(instance) != g_GameControllers.end()) {
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const auto* name = SDL_GameControllerName(g_GameControllers[instance].m_controller);
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if (name != nullptr) {
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return {name};
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}
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}
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return {};
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}
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ControllerButton translate_controller_button(SDL_GameControllerButton btn) {
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bool controller_has_rumble(Uint32 instance) noexcept {
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if (g_GameControllers.find(instance) != g_GameControllers.end()) {
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return g_GameControllers[instance].m_hasRumble;
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}
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return false;
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}
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void controller_rumble(uint32_t instance, uint16_t low_freq_intensity, uint16_t high_freq_intensity,
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uint16_t duration_ms) noexcept {
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if (g_GameControllers.find(instance) != g_GameControllers.end()) {
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SDL_GameControllerRumble(g_GameControllers[instance].m_controller, low_freq_intensity, high_freq_intensity,
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duration_ms);
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}
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}
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ControllerButton translate_controller_button(SDL_GameControllerButton btn) noexcept {
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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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}
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}
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ControllerAxis translate_controller_axis(SDL_GameControllerAxis axis) {
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ControllerAxis translate_controller_axis(SDL_GameControllerAxis axis) noexcept {
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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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@ -118,7 +136,7 @@ ControllerAxis translate_controller_axis(SDL_GameControllerAxis axis) {
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}
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}
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char translate_key(SDL_Keysym sym, SpecialKey& specialSym, ModifierKey& modifierSym) {
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char translate_key(SDL_Keysym sym, SpecialKey& specialSym, ModifierKey& modifierSym) noexcept {
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specialSym = SpecialKey::None;
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modifierSym = ModifierKey::None;
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if (sym.sym >= SDLK_F1 && sym.sym <= SDLK_F12) {
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@ -171,7 +189,7 @@ char translate_key(SDL_Keysym sym, SpecialKey& specialSym, ModifierKey& modifier
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return 0;
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}
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ModifierKey translate_modifiers(Uint16 mods) {
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ModifierKey translate_modifiers(Uint16 mods) noexcept {
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ModifierKey ret = ModifierKey::None;
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if ((mods & SDLK_LSHIFT) != 0) {
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ret |= ModifierKey::LeftShift;
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return ret;
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}
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MouseButton translate_mouse_button(Uint8 button) {
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MouseButton translate_mouse_button(Uint8 button) noexcept {
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if (button == 1) {
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return MouseButton::Primary;
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}
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@ -215,7 +233,7 @@ MouseButton translate_mouse_button(Uint8 button) {
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return MouseButton::None;
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}
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MouseButton translate_mouse_button_state(Uint8 state) {
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MouseButton translate_mouse_button_state(Uint8 state) noexcept {
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auto ret = MouseButton::None;
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if ((state & 0x01) != 0) {
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ret |= MouseButton::Primary;
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@ -7,16 +7,19 @@
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#include "SDL_keycode.h"
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#include "SDL_mouse.h"
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namespace aurora::input {
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Sint32 add_controller(Uint32 which);
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void remove_controller(Uint32 which);
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Sint32 player_index(Uint32 which);
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void set_player_index(Uint32 which, Sint32 index);
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std::string controller_name(Uint32 which);
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bool is_gamecube(Uint32 which);
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ControllerButton translate_controller_button(SDL_GameControllerButton button);
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ControllerAxis translate_controller_axis(SDL_GameControllerAxis axis);
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char translate_key(SDL_Keysym sym, SpecialKey& specialSym, ModifierKey& modifierSym);
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ModifierKey translate_modifiers(Uint16 mods);
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MouseButton translate_mouse_button(Uint8 button);
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MouseButton translate_mouse_button_state(Uint8 state);
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}
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Sint32 add_controller(Sint32 which) noexcept;
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void remove_controller(Uint32 instance) noexcept;
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Sint32 player_index(Uint32 instance) noexcept;
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void set_player_index(Uint32 instance, Sint32 index) noexcept;
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std::string controller_name(Uint32 instance) noexcept;
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bool is_gamecube(Uint32 instance) noexcept;
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bool controller_has_rumble(Uint32 instance) noexcept;
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void controller_rumble(uint32_t instance, uint16_t low_freq_intensity, uint16_t high_freq_intensity,
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uint16_t duration_ms) noexcept;
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ControllerButton translate_controller_button(SDL_GameControllerButton button) noexcept;
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ControllerAxis translate_controller_axis(SDL_GameControllerAxis axis) noexcept;
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char translate_key(SDL_Keysym sym, SpecialKey& specialSym, ModifierKey& modifierSym) noexcept;
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ModifierKey translate_modifiers(Uint16 mods) noexcept;
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MouseButton translate_mouse_button(Uint8 button) noexcept;
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MouseButton translate_mouse_button_state(Uint8 state) noexcept;
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} // namespace aurora::input
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@ -1 +1 @@
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Subproject commit 53091e36a3b418e33133bae2f018954c006f86b8
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Subproject commit b1fafe65d63a947d262e750afccbc6eee28cace1
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