CSE2-archive/src/Backends/Controller/GLFW3.cpp

173 lines
4.5 KiB
C++

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