First pass at extending virtual controller functionality

Added the ability to specify a name and the product VID/PID for a virtual controller

Also added a test case to testgamecontroller, if you pass --virtual as a parameter
This commit is contained in:
Sam Lantinga
2022-05-15 20:01:12 -07:00
parent 7ad15c5b8f
commit 94eeb587c1
9 changed files with 509 additions and 203 deletions

View File

@@ -28,6 +28,10 @@
#define SCREEN_WIDTH 512
#define SCREEN_HEIGHT 320
#define BUTTON_SIZE 50
#define AXIS_SIZE 50
/* This is indexed by SDL_GameControllerButton. */
static const struct { int x; int y; } button_positions[] = {
{387, 167}, /* SDL_CONTROLLER_BUTTON_A */
@@ -50,7 +54,9 @@ static const struct { int x; int y; } button_positions[] = {
{330, 135}, /* SDL_CONTROLLER_BUTTON_PADDLE2 */
{132, 175}, /* SDL_CONTROLLER_BUTTON_PADDLE3 */
{330, 175}, /* SDL_CONTROLLER_BUTTON_PADDLE4 */
{0, 0}, /* SDL_CONTROLLER_BUTTON_TOUCHPAD */
};
SDL_COMPILE_TIME_ASSERT(button_positions, SDL_arraysize(button_positions) == SDL_CONTROLLER_BUTTON_MAX);
/* This is indexed by SDL_GameControllerAxis. */
static const struct { int x; int y; double angle; } axis_positions[] = {
@@ -61,6 +67,7 @@ static const struct { int x; int y; double angle; } axis_positions[] = {
{91, -20, 0.0}, /* TRIGGERLEFT */
{375, -20, 0.0}, /* TRIGGERRIGHT */
};
SDL_COMPILE_TIME_ASSERT(axis_positions, SDL_arraysize(axis_positions) == SDL_CONTROLLER_AXIS_MAX);
static SDL_Window *window = NULL;
static SDL_Renderer *screen = NULL;
@@ -72,6 +79,11 @@ static SDL_Texture *background_front, *background_back, *button, *axis;
static SDL_GameController *gamecontroller;
static SDL_GameController **gamecontrollers;
static int num_controllers = 0;
static SDL_Joystick *virtual_joystick = NULL;
static SDL_GameControllerAxis virtual_axis_active = SDL_CONTROLLER_AXIS_INVALID;
static int virtual_axis_start_x;
static int virtual_axis_start_y;
static SDL_GameControllerButton virtual_button_active = SDL_CONTROLLER_BUTTON_INVALID;
static void UpdateWindowTitle()
{
@@ -280,12 +292,170 @@ static void CyclePS5TriggerEffect()
SDL_GameControllerSendEffect(gamecontroller, &state, sizeof(state));
}
static SDL_bool ShowingFront()
{
SDL_bool showing_front = SDL_TRUE;
int i;
if (gamecontroller) {
/* Show the back of the controller if the paddles are being held */
for (i = SDL_CONTROLLER_BUTTON_PADDLE1; i <= SDL_CONTROLLER_BUTTON_PADDLE4; ++i) {
if (SDL_GameControllerGetButton(gamecontroller, (SDL_GameControllerButton)i) == SDL_PRESSED) {
showing_front = SDL_FALSE;
break;
}
}
}
if ((SDL_GetModState() & KMOD_SHIFT) != 0) {
showing_front = SDL_FALSE;
}
return showing_front;
}
static int OpenVirtualController()
{
SDL_VirtualJoystickDesc desc;
SDL_zero(desc);
desc.version = SDL_VIRTUAL_JOYSTICK_DESC_VERSION;
desc.type = SDL_JOYSTICK_TYPE_GAMECONTROLLER;
desc.naxes = SDL_CONTROLLER_AXIS_MAX;
desc.nbuttons = SDL_CONTROLLER_BUTTON_MAX;
return SDL_JoystickAttachVirtualEx(&desc);
}
static SDL_GameControllerButton FindButtonAtPosition(int x, int y)
{
SDL_Point point;
int i;
SDL_bool showing_front = ShowingFront();
point.x = x;
point.y = y;
for (i = 0; i < SDL_CONTROLLER_BUTTON_TOUCHPAD; ++i) {
SDL_bool on_front = (i < SDL_CONTROLLER_BUTTON_PADDLE1 || i > SDL_CONTROLLER_BUTTON_PADDLE4);
if (on_front == showing_front) {
SDL_Rect rect;
rect.x = button_positions[i].x;
rect.y = button_positions[i].y;
rect.w = BUTTON_SIZE;
rect.h = BUTTON_SIZE;
if (SDL_PointInRect(&point, &rect)) {
return (SDL_GameControllerButton)i;
}
}
}
return SDL_CONTROLLER_BUTTON_INVALID;
}
static SDL_GameControllerAxis FindAxisAtPosition(int x, int y)
{
SDL_Point point;
int i;
SDL_bool showing_front = ShowingFront();
point.x = x;
point.y = y;
for (i = 0; i < SDL_CONTROLLER_AXIS_MAX; ++i) {
if (showing_front) {
SDL_Rect rect;
rect.x = axis_positions[i].x;
rect.y = axis_positions[i].y;
rect.w = AXIS_SIZE;
rect.h = AXIS_SIZE;
if (SDL_PointInRect(&point, &rect)) {
return (SDL_GameControllerAxis)i;
}
}
}
return SDL_CONTROLLER_AXIS_INVALID;
}
static void VirtualControllerMouseMotion(int x, int y)
{
if (virtual_button_active != SDL_CONTROLLER_BUTTON_INVALID) {
if (virtual_axis_active != SDL_CONTROLLER_AXIS_INVALID) {
const int MOVING_DISTANCE = 2;
if (SDL_abs(x - virtual_axis_start_x) >= MOVING_DISTANCE ||
SDL_abs(y - virtual_axis_start_y) >= MOVING_DISTANCE) {
SDL_JoystickSetVirtualButton(virtual_joystick, virtual_button_active, SDL_RELEASED);
virtual_button_active = SDL_CONTROLLER_BUTTON_INVALID;
}
}
}
if (virtual_axis_active != SDL_CONTROLLER_AXIS_INVALID) {
if (virtual_axis_active == SDL_CONTROLLER_AXIS_TRIGGERLEFT ||
virtual_axis_active == SDL_CONTROLLER_AXIS_TRIGGERRIGHT) {
int range = (SDL_JOYSTICK_AXIS_MAX - SDL_JOYSTICK_AXIS_MIN);
float distance = SDL_clamp(((float)y - virtual_axis_start_y) / AXIS_SIZE, 0.0f, 1.0f);
Sint16 value = (Sint16)(SDL_JOYSTICK_AXIS_MIN + (distance * range));
SDL_JoystickSetVirtualAxis(virtual_joystick, virtual_axis_active, value);
} else {
float distanceX = SDL_clamp(((float)x - virtual_axis_start_x) / AXIS_SIZE, -1.0f, 1.0f);
float distanceY = SDL_clamp(((float)y - virtual_axis_start_y) / AXIS_SIZE, -1.0f, 1.0f);
Sint16 valueX, valueY;
if (distanceX >= 0) {
valueX = (Sint16)(distanceX * SDL_JOYSTICK_AXIS_MAX);
} else {
valueX = (Sint16)(distanceX * -SDL_JOYSTICK_AXIS_MIN);
}
if (distanceY >= 0) {
valueY = (Sint16)(distanceY * SDL_JOYSTICK_AXIS_MAX);
} else {
valueY = (Sint16)(distanceY * -SDL_JOYSTICK_AXIS_MIN);
}
SDL_JoystickSetVirtualAxis(virtual_joystick, virtual_axis_active, valueX);
SDL_JoystickSetVirtualAxis(virtual_joystick, virtual_axis_active+1, valueY);
}
}
}
static void VirtualControllerMouseDown(int x, int y)
{
SDL_GameControllerButton button;
SDL_GameControllerAxis axis;
button = FindButtonAtPosition(x, y);
if (button != SDL_CONTROLLER_BUTTON_INVALID) {
virtual_button_active = button;
SDL_JoystickSetVirtualButton(virtual_joystick, virtual_button_active, SDL_PRESSED);
}
axis = FindAxisAtPosition(x, y);
if (axis != SDL_CONTROLLER_AXIS_INVALID) {
virtual_axis_active = axis;
virtual_axis_start_x = x;
virtual_axis_start_y = y;
}
}
static void VirtualControllerMouseUp(int x, int y)
{
if (virtual_button_active != SDL_CONTROLLER_BUTTON_INVALID) {
SDL_JoystickSetVirtualButton(virtual_joystick, virtual_button_active, SDL_RELEASED);
virtual_button_active = SDL_CONTROLLER_BUTTON_INVALID;
}
if (virtual_axis_active != SDL_CONTROLLER_AXIS_INVALID) {
if (virtual_axis_active == SDL_CONTROLLER_AXIS_TRIGGERLEFT ||
virtual_axis_active == SDL_CONTROLLER_AXIS_TRIGGERRIGHT) {
SDL_JoystickSetVirtualAxis(virtual_joystick, virtual_axis_active, SDL_JOYSTICK_AXIS_MIN);
} else {
SDL_JoystickSetVirtualAxis(virtual_joystick, virtual_axis_active, 0);
SDL_JoystickSetVirtualAxis(virtual_joystick, virtual_axis_active+1, 0);
}
virtual_axis_active = SDL_CONTROLLER_AXIS_INVALID;
}
}
void
loop(void *arg)
{
SDL_Event event;
int i;
SDL_bool showing_front = SDL_TRUE;
SDL_bool showing_front;
/* Update to get the current event state */
SDL_PumpEvents();
@@ -356,6 +526,24 @@ loop(void *arg)
}
break;
case SDL_MOUSEBUTTONDOWN:
if (virtual_joystick) {
VirtualControllerMouseDown(event.button.x, event.button.y);
}
break;
case SDL_MOUSEBUTTONUP:
if (virtual_joystick) {
VirtualControllerMouseUp(event.button.x, event.button.y);
}
break;
case SDL_MOUSEMOTION:
if (virtual_joystick) {
VirtualControllerMouseMotion(event.motion.x, event.motion.y);
}
break;
case SDL_KEYDOWN:
if (event.key.keysym.sym >= SDLK_0 && event.key.keysym.sym <= SDLK_9) {
if (gamecontroller) {
@@ -377,15 +565,7 @@ loop(void *arg)
}
}
if (gamecontroller) {
/* Show the back of the controller if the paddles are being held */
for (i = SDL_CONTROLLER_BUTTON_PADDLE1; i <= SDL_CONTROLLER_BUTTON_PADDLE4; ++i) {
if (SDL_GameControllerGetButton(gamecontroller, (SDL_GameControllerButton)i) == SDL_PRESSED) {
showing_front = SDL_FALSE;
break;
}
}
}
showing_front = ShowingFront();
/* blank screen, set up for drawing this frame. */
SDL_SetRenderDrawColor(screen, 0xFF, 0xFF, 0xFF, SDL_ALPHA_OPAQUE);
@@ -401,8 +581,8 @@ loop(void *arg)
SDL_Rect dst;
dst.x = button_positions[i].x;
dst.y = button_positions[i].y;
dst.w = 50;
dst.h = 50;
dst.w = BUTTON_SIZE;
dst.h = BUTTON_SIZE;
SDL_RenderCopyEx(screen, button, NULL, &dst, 0, NULL, SDL_FLIP_NONE);
}
}
@@ -417,16 +597,16 @@ loop(void *arg)
SDL_Rect dst;
dst.x = axis_positions[i].x;
dst.y = axis_positions[i].y;
dst.w = 50;
dst.h = 50;
dst.w = AXIS_SIZE;
dst.h = AXIS_SIZE;
SDL_RenderCopyEx(screen, axis, NULL, &dst, angle, NULL, SDL_FLIP_NONE);
} else if (value > deadzone) {
const double angle = axis_positions[i].angle + 180.0;
SDL_Rect dst;
dst.x = axis_positions[i].x;
dst.y = axis_positions[i].y;
dst.w = 50;
dst.h = 50;
dst.w = AXIS_SIZE;
dst.h = AXIS_SIZE;
SDL_RenderCopyEx(screen, axis, NULL, &dst, angle, NULL, SDL_FLIP_NONE);
}
}
@@ -627,8 +807,22 @@ main(int argc, char *argv[])
/* !!! FIXME: */
/*SDL_RenderSetLogicalSize(screen, background->w, background->h);*/
if (argv[1] && *argv[1] != '-') {
controller_index = SDL_atoi(argv[1]);
for (i = 1; i < argc; ++i) {
if (SDL_strcmp(argv[i], "--virtual") == 0) {
int virtual_index = OpenVirtualController();
if (virtual_index < 0) {
SDL_Log("Couldn't open virtual device: %s\n", SDL_GetError());
} else {
virtual_joystick = SDL_JoystickOpen(virtual_index);
if (!virtual_joystick) {
SDL_Log("Couldn't open virtual device: %s\n", SDL_GetError());
}
}
}
if (argv[i] && *argv[i] != '-') {
controller_index = SDL_atoi(argv[1]);
break;
}
}
if (controller_index < num_controllers) {
gamecontroller = gamecontrollers[controller_index];