173 lines
4.5 KiB
C++
173 lines
4.5 KiB
C++
// Released under the MIT licence.
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// See LICENCE.txt for details.
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#include "../Controller.h"
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#include <stddef.h>
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#include <stdlib.h>
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#define GLFW_INCLUDE_NONE
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#include <GLFW/glfw3.h>
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#include "../Misc.h"
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#define DEADZONE (10000.0f / 32767.0f)
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static bool joystick_connected;
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static int connected_joystick_id;
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static float *axis_neutrals;
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static void JoystickCallback(int joystick_id, int event)
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{
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switch (event)
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{
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case GLFW_CONNECTED:
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Backend_PrintInfo("Joystick #%d connected - %s", joystick_id, glfwGetJoystickName(joystick_id));
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if (!joystick_connected)
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{
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int total_axes;
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const float *axes = glfwGetJoystickAxes(joystick_id, &total_axes);
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int total_buttons;
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const unsigned char *buttons = glfwGetJoystickButtons(joystick_id, &total_buttons);
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if (total_axes >= 2 && total_buttons >= 6)
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{
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#if GLFW_VERSION_MAJOR > 3 || (GLFW_VERSION_MAJOR == 3 && GLFW_VERSION_MINOR >= 3)
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if (glfwJoystickIsGamepad(joystick_id) == GLFW_TRUE) // Avoid selecting things like laptop touchpads
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#endif
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{
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// Set up neutral axes
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axis_neutrals = (float*)malloc(sizeof(float) * total_axes);
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if (axis_neutrals != NULL)
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{
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for (int i = 0; i < total_axes; ++i)
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axis_neutrals[i] = axes[i];
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Backend_PrintInfo("Joystick #%d selected\n", joystick_id);
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joystick_connected = true;
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connected_joystick_id = joystick_id;
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}
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else
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{
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Backend_PrintError("Couldn't allocate memory for joystick axes");
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}
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}
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}
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}
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break;
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case GLFW_DISCONNECTED:
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if (joystick_connected && joystick_id == connected_joystick_id)
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{
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Backend_PrintInfo("Joystick #%d disconnected", connected_joystick_id);
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joystick_connected = false;
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free(axis_neutrals);
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}
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break;
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}
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}
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bool ControllerBackend_Init(void)
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{
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// Connect joysticks that are already plugged-in
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for (int i = GLFW_JOYSTICK_1; i < GLFW_JOYSTICK_LAST; ++i)
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if (glfwJoystickPresent(i) == GLFW_TRUE)
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JoystickCallback(i, GLFW_CONNECTED);
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// Set-up the callback for future (dis)connections
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glfwSetJoystickCallback(JoystickCallback);
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return true;
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}
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void ControllerBackend_Deinit(void)
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{
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glfwSetJoystickCallback(NULL);
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joystick_connected = false;
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connected_joystick_id = 0;
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free(axis_neutrals);
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axis_neutrals = NULL;
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}
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bool ControllerBackend_GetJoystickStatus(bool **buttons, unsigned int *button_count, short **axes, unsigned int *axis_count)
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{
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if (!joystick_connected)
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return false;
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int total_glfw_buttons;
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const unsigned char *glfw_buttons = glfwGetJoystickButtons(connected_joystick_id, &total_glfw_buttons);
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int total_glfw_axes;
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const float *glfw_axes = glfwGetJoystickAxes(connected_joystick_id, &total_glfw_axes);
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int total_glfw_hats = 0;
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#if GLFW_VERSION_MAJOR > 3 || (GLFW_VERSION_MAJOR == 3 && GLFW_VERSION_MINOR >= 3)
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const unsigned char *glfw_hats = glfwGetJoystickHats(connected_joystick_id, &total_glfw_hats);
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#endif
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*button_count = total_glfw_buttons + total_glfw_axes * 2 + total_glfw_hats * 4;
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*axis_count = total_glfw_axes;
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static bool *button_buffer = NULL;
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static short *axis_buffer = NULL;
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bool *new_button_buffer = (bool*)realloc(button_buffer, *button_count * sizeof(bool));
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short *new_axis_buffer = (short*)realloc(axis_buffer, *axis_count * sizeof(short));
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if (new_button_buffer == NULL || new_axis_buffer == NULL)
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return false;
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button_buffer = new_button_buffer;
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axis_buffer = new_axis_buffer;
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//////////////////////////
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// Handle button inputs //
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//////////////////////////
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unsigned int current_button = 0;
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// Start with the joystick buttons
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for (int i = 0; i < total_glfw_buttons; ++i)
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button_buffer[current_button++] = glfw_buttons[i] == GLFW_PRESS;
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// Then the joystick axes
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for (int i = 0; i < total_glfw_axes; ++i)
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{
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button_buffer[current_button++] = glfw_axes[i] < axis_neutrals[i] - DEADZONE;
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button_buffer[current_button++] = glfw_axes[i] > axis_neutrals[i] + DEADZONE;
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}
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#if GLFW_VERSION_MAJOR > 3 || (GLFW_VERSION_MAJOR == 3 && GLFW_VERSION_MINOR >= 3)
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// Then the joystick hats
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for (int i = 0; i < total_glfw_hats; ++i)
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{
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button_buffer[current_button++] = glfw_hats[i] & GLFW_HAT_UP;
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button_buffer[current_button++] = glfw_hats[i] & GLFW_HAT_RIGHT;
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button_buffer[current_button++] = glfw_hats[i] & GLFW_HAT_DOWN;
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button_buffer[current_button++] = glfw_hats[i] & GLFW_HAT_LEFT;
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}
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#endif
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*buttons = button_buffer;
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////////////////////////
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// Handle axis inputs //
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////////////////////////
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for (int i = 0; i < total_glfw_axes; ++i)
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axis_buffer[i] = (short)(glfw_axes[i] * 0x7FFF);
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*axes = axis_buffer;
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return true;
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}
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