metaforce/aurora/lib/input.cpp

239 lines
6.8 KiB
C++

#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 controller_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_controller_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_START:
return ControllerButton::Start;
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_RIGHTSHOULDER:
return ControllerButton::RightShoulder;
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;
case SDL_CONTROLLER_BUTTON_DPAD_LEFT:
return ControllerButton::DPadLeft;
default:
return ControllerButton::Other;
}
}
ControllerAxis translate_controller_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;
}
}
char translate_key(SDL_Keysym sym, SpecialKey& specialSym, ModifierKey& modifierSym) {
specialSym = SpecialKey::None;
modifierSym = ModifierKey::None;
if (sym.sym >= SDLK_F1 && sym.sym <= SDLK_F12) {
specialSym = SpecialKey(int(SpecialKey::F1) + sym.sym - SDLK_F1);
} else if (sym.sym == SDLK_ESCAPE) {
specialSym = SpecialKey::Esc;
} else if (sym.sym == SDLK_RETURN) {
specialSym = SpecialKey::Enter;
} else if (sym.sym == SDLK_KP_ENTER) {
specialSym = SpecialKey::KpEnter;
} else if (sym.sym == SDLK_BACKSPACE) {
specialSym = SpecialKey::Backspace;
} else if (sym.sym == SDLK_INSERT) {
specialSym = SpecialKey::Insert;
} else if (sym.sym == SDLK_DELETE) {
specialSym = SpecialKey::Delete;
} else if (sym.sym == SDLK_HOME) {
specialSym = SpecialKey::Home;
} else if (sym.sym == SDLK_END) {
specialSym = SpecialKey::End;
} else if (sym.sym == SDLK_PAGEUP) {
specialSym = SpecialKey::PgUp;
} else if (sym.sym == SDLK_PAGEDOWN) {
specialSym = SpecialKey::PgDown;
} else if (sym.sym == SDLK_LEFT) {
specialSym = SpecialKey::Left;
} else if (sym.sym == SDLK_RIGHT) {
specialSym = SpecialKey::Right;
} else if (sym.sym == SDLK_UP) {
specialSym = SpecialKey::Up;
} else if (sym.sym == SDLK_DOWN) {
specialSym = SpecialKey::Down;
} else if (sym.sym == SDLK_TAB) {
specialSym = SpecialKey::Tab;
} else if (sym.sym == SDLK_LSHIFT) {
modifierSym = ModifierKey::LeftShift;
} else if (sym.sym == SDLK_RSHIFT) {
modifierSym = ModifierKey::RightShift;
} else if (sym.sym == SDLK_LCTRL) {
modifierSym = ModifierKey::LeftControl;
} else if (sym.sym == SDLK_RCTRL) {
modifierSym = ModifierKey::RightControl;
} else if (sym.sym == SDLK_LALT) {
modifierSym = ModifierKey::LeftAlt;
} else if (sym.sym == SDLK_RALT) {
modifierSym = ModifierKey::RightAlt;
} else if (sym.sym >= ' ' && sym.sym <= 'z') {
return static_cast<char>(sym.sym);
}
return 0;
}
ModifierKey translate_modifiers(Uint16 mods) {
ModifierKey ret = ModifierKey::None;
if ((mods & SDLK_LSHIFT) != 0) {
ret |= ModifierKey::LeftShift;
}
if ((mods & SDLK_RSHIFT) != 0) {
ret |= ModifierKey::RightShift;
}
if ((mods & SDLK_LCTRL) != 0) {
ret |= ModifierKey::LeftControl;
}
if ((mods & SDLK_RCTRL) != 0) {
ret |= ModifierKey::RightControl;
}
if ((mods & SDLK_LALT) != 0) {
ret |= ModifierKey::LeftAlt;
}
if ((mods & SDLK_RALT) != 0) {
ret |= ModifierKey::RightAlt;
}
return ret;
}
MouseButton translate_mouse_button(Uint8 button) {
if (button == 1) {
return MouseButton::Primary;
}
if (button == 2) {
return MouseButton::Middle;
}
if (button == 3) {
return MouseButton::Secondary;
}
if (button == 4) {
return MouseButton::Aux1;
}
if (button == 5) {
return MouseButton::Aux2;
}
return MouseButton::None;
}
MouseButton translate_mouse_button_state(Uint8 state) {
auto ret = MouseButton::None;
if ((state & 0x01) != 0) {
ret |= MouseButton::Primary;
}
if ((state & 0x02) != 0) {
ret |= MouseButton::Middle;
}
if ((state & 0x04) != 0) {
ret |= MouseButton::Secondary;
}
if ((state & 0x08) != 0) {
ret |= MouseButton::Aux1;
}
if ((state & 0x10) != 0) {
ret |= MouseButton::Aux2;
}
return ret;
}
} // namespace aurora::input