Joystick::JoystickInput Joystick::getGamepadMapping(const GamepadInput &input) const { Joystick::JoystickInput jinput; jinput.type = INPUT_TYPE_MAX_ENUM; if (!isGamepad()) return jinput; SDL_GameControllerButtonBind sdlbind = {}; sdlbind.bindType = SDL_CONTROLLER_BINDTYPE_NONE; SDL_GameControllerButton sdlbutton; SDL_GameControllerAxis sdlaxis; switch (input.type) { case INPUT_TYPE_BUTTON: if (getConstant(input.button, sdlbutton)) sdlbind = SDL_GameControllerGetBindForButton(controller, sdlbutton); break; case INPUT_TYPE_AXIS: if (getConstant(input.axis, sdlaxis)) sdlbind = SDL_GameControllerGetBindForAxis(controller, sdlaxis); break; default: break; } switch (sdlbind.bindType) { case SDL_CONTROLLER_BINDTYPE_BUTTON: jinput.type = INPUT_TYPE_BUTTON; jinput.button = sdlbind.value.button; break; case SDL_CONTROLLER_BINDTYPE_AXIS: jinput.type = INPUT_TYPE_AXIS; jinput.axis = sdlbind.value.axis; break; case SDL_CONTROLLER_BINDTYPE_HAT: if (getConstant(sdlbind.value.hat.hat_mask, jinput.hat.value)) { jinput.type = INPUT_TYPE_HAT; jinput.hat.index = sdlbind.value.hat.hat; } break; case SDL_CONTROLLER_BINDTYPE_NONE: default: break; } return jinput; }
QString GameController::getBindStringForButton(int index) { QString temp; SDL_GameControllerButtonBind bind = SDL_GameControllerGetBindForButton(controller, (SDL_GameControllerButton)index); if (bind.bindType != SDL_CONTROLLER_BINDTYPE_NONE) { if (bind.bindType == SDL_CONTROLLER_BINDTYPE_BUTTON) { temp.append("Button %1").arg(QString::number(bind.value.button)); } else if (bind.bindType == SDL_CONTROLLER_BINDTYPE_AXIS) { temp.append("Axis %1").arg(QString::number(bind.value.axis)); } else if (bind.bindType == SDL_CONTROLLER_BINDTYPE_HAT) { temp.append("Hat %1.%2").arg(QString::number(bind.value.hat.hat)) .arg(QString::number(bind.value.hat.hat_mask)); } } return temp; }
int GameController::getBindForButton(State & state, SDL_GameController * gamecontroller){ Stack * stack = state.stack; SDL_GameControllerButtonBind bind = SDL_GameControllerGetBindForButton(gamecontroller, static_cast<SDL_GameControllerButton>(stack->to<int>(1))); stack->newTable(); stack->setField<int>("bindType", bind.bindType); switch (bind.bindType){ case SDL_CONTROLLER_BINDTYPE_AXIS: stack->setField<int>("value", bind.value.axis); break; case SDL_CONTROLLER_BINDTYPE_BUTTON: stack->setField<int>("value", bind.value.button); break; case SDL_CONTROLLER_BINDTYPE_HAT: stack->push<const std::string &>("value"); stack->newTable(); stack->setField<int>("hat", bind.value.hat.hat); stack->setField<int>("mask", bind.value.hat.hat_mask); stack->setTable(); break; } return 1; }
QString GameController::getBindStringForButton(int index, bool trueIndex) { QString temp; SDL_GameControllerButtonBind bind = SDL_GameControllerGetBindForButton(controller, (SDL_GameControllerButton)index); if (bind.bindType != SDL_CONTROLLER_BINDTYPE_NONE) { int offset = trueIndex ? 0 : 1; if (bind.bindType == SDL_CONTROLLER_BINDTYPE_BUTTON) { temp.append(QString("Button %1").arg(bind.value.button + offset)); } else if (bind.bindType == SDL_CONTROLLER_BINDTYPE_AXIS) { temp.append(QString("Axis %1").arg(bind.value.axis + offset)); } else if (bind.bindType == SDL_CONTROLLER_BINDTYPE_HAT) { temp.append(QString("Hat %1.%2").arg(bind.value.hat.hat + offset) .arg(bind.value.hat.hat_mask)); } } return temp; }
/* * Initializes the backend */ void IN_Init(void) { Com_Printf("------- input initialization -------\n"); mouse_x = mouse_y = 0; #if SDL_VERSION_ATLEAST(2, 0, 0) joystick_yaw = joystick_pitch = joystick_forwardmove = joystick_sidemove = 0; #endif exponential_speedup = Cvar_Get("exponential_speedup", "0", CVAR_ARCHIVE); freelook = Cvar_Get("freelook", "1", 0); in_grab = Cvar_Get("in_grab", "2", CVAR_ARCHIVE); lookstrafe = Cvar_Get("lookstrafe", "0", 0); m_filter = Cvar_Get("m_filter", "0", CVAR_ARCHIVE); m_up = Cvar_Get("m_up", "1", 0); m_forward = Cvar_Get("m_forward", "1", 0); m_pitch = Cvar_Get("m_pitch", "0.022", 0); m_side = Cvar_Get("m_side", "0.8", 0); m_yaw = Cvar_Get("m_yaw", "0.022", 0); sensitivity = Cvar_Get("sensitivity", "3", 0); #if SDL_VERSION_ATLEAST(2, 0, 0) joy_haptic_magnitude = Cvar_Get("joy_haptic_magnitude", "0.0", CVAR_ARCHIVE); joy_yawsensitivity = Cvar_Get("joy_yawsensitivity", "1.0", CVAR_ARCHIVE); joy_pitchsensitivity = Cvar_Get("joy_pitchsensitivity", "1.0", CVAR_ARCHIVE); joy_forwardsensitivity = Cvar_Get("joy_forwardsensitivity", "1.0", CVAR_ARCHIVE); joy_sidesensitivity = Cvar_Get("joy_sidesensitivity", "1.0", CVAR_ARCHIVE); joy_upsensitivity = Cvar_Get("joy_upsensitivity", "1.0", CVAR_ARCHIVE); joy_axis_leftx = Cvar_Get("joy_axis_leftx", "sidemove", CVAR_ARCHIVE); joy_axis_lefty = Cvar_Get("joy_axis_lefty", "forwardmove", CVAR_ARCHIVE); joy_axis_rightx = Cvar_Get("joy_axis_rightx", "yaw", CVAR_ARCHIVE); joy_axis_righty = Cvar_Get("joy_axis_righty", "pitch", CVAR_ARCHIVE); joy_axis_triggerleft = Cvar_Get("joy_axis_triggerleft", "triggerleft", CVAR_ARCHIVE); joy_axis_triggerright = Cvar_Get("joy_axis_triggerright", "triggerright", CVAR_ARCHIVE); joy_axis_leftx_threshold = Cvar_Get("joy_axis_leftx_threshold", "0.15", CVAR_ARCHIVE); joy_axis_lefty_threshold = Cvar_Get("joy_axis_lefty_threshold", "0.15", CVAR_ARCHIVE); joy_axis_rightx_threshold = Cvar_Get("joy_axis_rightx_threshold", "0.15", CVAR_ARCHIVE); joy_axis_righty_threshold = Cvar_Get("joy_axis_righty_threshold", "0.15", CVAR_ARCHIVE); joy_axis_triggerleft_threshold = Cvar_Get("joy_axis_triggerleft_threshold", "0.15", CVAR_ARCHIVE); joy_axis_triggerright_threshold = Cvar_Get("joy_axis_triggerright_threshold", "0.15", CVAR_ARCHIVE); #endif vid_fullscreen = Cvar_Get("vid_fullscreen", "0", CVAR_ARCHIVE); windowed_mouse = Cvar_Get("windowed_mouse", "1", CVAR_USERINFO | CVAR_ARCHIVE); Cmd_AddCommand("+mlook", IN_MLookDown); Cmd_AddCommand("-mlook", IN_MLookUp); #if SDL_VERSION_ATLEAST(2, 0, 0) SDL_StartTextInput(); #else SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL); #endif #if SDL_VERSION_ATLEAST(2, 0, 0) /* joystik init */ if (!SDL_WasInit(SDL_INIT_GAMECONTROLLER | SDL_INIT_HAPTIC)) { if (SDL_Init(SDL_INIT_GAMECONTROLLER | SDL_INIT_HAPTIC) == -1) { Com_Printf ("Couldn't init SDL joystick: %s.\n", SDL_GetError ()); } else { Com_Printf ("%i joysticks were found.\n", SDL_NumJoysticks()); if (SDL_NumJoysticks() > 0) { int i; for (i=0; i<SDL_NumJoysticks(); i ++) { joystick = SDL_JoystickOpen(i); Com_Printf ("The name of the joystick is '%s'\n", SDL_JoystickName(joystick)); Com_Printf ("Number of Axes: %d\n", SDL_JoystickNumAxes(joystick)); Com_Printf ("Number of Buttons: %d\n", SDL_JoystickNumButtons(joystick)); Com_Printf ("Number of Balls: %d\n", SDL_JoystickNumBalls(joystick)); Com_Printf ("Number of Hats: %d\n", SDL_JoystickNumHats(joystick)); joystick_haptic = SDL_HapticOpenFromJoystick(joystick); if (joystick_haptic == NULL) Com_Printf ("Most likely joystick isn't haptic\n"); else IN_Haptic_Effects_Info(); if(SDL_IsGameController(i)) { SDL_GameControllerButtonBind backBind; controller = SDL_GameControllerOpen(i); Com_Printf ("Controller settings: %s\n", SDL_GameControllerMapping(controller)); Com_Printf ("Controller axis: \n"); Com_Printf (" * leftx = %s\n", joy_axis_leftx->string); Com_Printf (" * lefty = %s\n", joy_axis_lefty->string); Com_Printf (" * rightx = %s\n", joy_axis_rightx->string); Com_Printf (" * righty = %s\n", joy_axis_righty->string); Com_Printf (" * triggerleft = %s\n", joy_axis_triggerleft->string); Com_Printf (" * triggerright = %s\n", joy_axis_triggerright->string); Com_Printf ("Controller thresholds: \n"); Com_Printf (" * leftx = %f\n", joy_axis_leftx_threshold->value); Com_Printf (" * lefty = %f\n", joy_axis_lefty_threshold->value); Com_Printf (" * rightx = %f\n", joy_axis_rightx_threshold->value); Com_Printf (" * righty = %f\n", joy_axis_righty_threshold->value); Com_Printf (" * triggerleft = %f\n", joy_axis_triggerleft_threshold->value); Com_Printf (" * triggerright = %f\n", joy_axis_triggerright_threshold->value); backBind = SDL_GameControllerGetBindForButton(controller, SDL_CONTROLLER_BUTTON_BACK); if (backBind.bindType == SDL_CONTROLLER_BINDTYPE_BUTTON) { back_button_id = backBind.value.button; Com_Printf ("\nBack button JOY%d will be unbindable.\n", back_button_id+1); } break; } else { char joystick_guid[256] = {0}; SDL_JoystickGUID guid; guid = SDL_JoystickGetDeviceGUID(i); SDL_JoystickGetGUIDString(guid, joystick_guid, 255); Com_Printf ("For use joystic as game contoller please set SDL_GAMECONTROLLERCONFIG:\n"); Com_Printf ("e.g.: SDL_GAMECONTROLLERCONFIG='%s,%s,leftx:a0,lefty:a1,rightx:a2,righty:a3,back:b1,...\n", joystick_guid, SDL_JoystickName(joystick)); } } } else { joystick_haptic = SDL_HapticOpenFromMouse(); if (joystick_haptic == NULL) Com_Printf ("Most likely mouse isn't haptic\n"); else IN_Haptic_Effects_Info(); } } } #endif Com_Printf("------------------------------------\n\n"); }
SDL_GameControllerButtonBind GameController::getBindForButton(int index) { SDL_GameControllerButtonBind bind = SDL_GameControllerGetBindForButton(controller, (SDL_GameControllerButton)index); return bind; }
void GameController::readJoystickConfig(QXmlStreamReader *xml) { if (xml->isStartElement() && xml->name() == "joystick") { //reset(); transferReset(); QHash<unsigned int, SDL_GameControllerButton> buttons; QHash<unsigned int, SDL_GameControllerAxis> axes; QList<SDL_GameControllerButtonBind> hatButtons; for (int i=(int)SDL_CONTROLLER_BUTTON_A; i < (int)SDL_CONTROLLER_BUTTON_MAX; i++) { SDL_GameControllerButton currentButton = (SDL_GameControllerButton)i; SDL_GameControllerButtonBind bound = SDL_GameControllerGetBindForButton(this->controller, currentButton); if (bound.bindType == SDL_CONTROLLER_BINDTYPE_BUTTON) { buttons.insert(bound.value.button, currentButton); } else if (bound.bindType == SDL_CONTROLLER_BINDTYPE_HAT) { hatButtons.append(bound); } } for (int i=(int)SDL_CONTROLLER_AXIS_LEFTX; i < (int)SDL_CONTROLLER_AXIS_MAX; i++) { SDL_GameControllerAxis currentAxis = (SDL_GameControllerAxis)i; SDL_GameControllerButtonBind bound = SDL_GameControllerGetBindForAxis(this->controller, currentAxis); if (bound.bindType == SDL_CONTROLLER_BINDTYPE_AXIS) { axes.insert(bound.value.axis, currentAxis); } } xml->readNextStartElement(); while (!xml->atEnd() && (!xml->isEndElement() && xml->name() != "joystick")) { if (xml->name() == "sets" && xml->isStartElement()) { xml->readNextStartElement(); while (!xml->atEnd() && (!xml->isEndElement() && xml->name() != "sets")) { if (xml->name() == "set" && xml->isStartElement()) { int index = xml->attributes().value("index").toString().toInt(); index = index - 1; if (index >= 0 && index < joystick_sets.size()) { GameControllerSet *currentSet = static_cast<GameControllerSet*>(joystick_sets.value(index)); currentSet->readJoystickConfig(xml, buttons, axes, hatButtons); } } else { // If none of the above, skip the element xml->skipCurrentElement(); } xml->readNextStartElement(); } } else if (xml->name() == "names" && xml->isStartElement()) { bool dpadNameExists = false; bool vdpadNameExists = false; xml->readNextStartElement(); while (!xml->atEnd() && (!xml->isEndElement() && xml->name() != "names")) { if (xml->name() == "buttonname" && xml->isStartElement()) { int index = xml->attributes().value("index").toString().toInt(); QString temp = xml->readElementText(); index = index - 1; if (index >= 0 && !temp.isEmpty()) { SDL_GameControllerButton current = buttons.value(index); if (current) { setButtonName(current, temp); } } } else if (xml->name() == "axisbuttonname" && xml->isStartElement()) { int index = xml->attributes().value("index").toString().toInt(); int buttonIndex = xml->attributes().value("button").toString().toInt(); QString temp = xml->readElementText(); index = index - 1; buttonIndex = buttonIndex - 1; if (index >= 0 && !temp.isEmpty()) { SDL_GameControllerAxis current = axes.value(index); if (current) { if (current == SDL_CONTROLLER_AXIS_LEFTX) { setStickButtonName(0, buttonIndex, temp); } else if (current == SDL_CONTROLLER_AXIS_LEFTY) { setStickButtonName(0, buttonIndex, temp); } else if (current == SDL_CONTROLLER_AXIS_RIGHTX) { setStickButtonName(1, buttonIndex, temp); } else if (current == SDL_CONTROLLER_AXIS_RIGHTY) { setStickButtonName(1, buttonIndex, temp); } else if (current == SDL_CONTROLLER_AXIS_TRIGGERLEFT) { setAxisName(current, temp); } else if (current == SDL_CONTROLLER_AXIS_TRIGGERRIGHT) { setAxisName(current, temp); } } } } else if (xml->name() == "controlstickbuttonname" && xml->isStartElement()) { int index = xml->attributes().value("index").toString().toInt(); int buttonIndex = xml->attributes().value("button").toString().toInt(); QString temp = xml->readElementText(); index = index - 1; if (index >= 0 && !temp.isEmpty()) { setStickButtonName(index, buttonIndex, temp); } } else if (xml->name() == "dpadbuttonname" && xml->isStartElement()) { int index = xml->attributes().value("index").toString().toInt(); int buttonIndex = xml->attributes().value("button").toString().toInt(); QString temp = xml->readElementText(); index = index - 1; if (index >= 0 && !temp.isEmpty()) { bool found = false; QListIterator<SDL_GameControllerButtonBind> iter(hatButtons); SDL_GameControllerButtonBind current; while (iter.hasNext()) { current = iter.next(); if (current.value.hat.hat == index) { found = true; iter.toBack(); } } if (found) { VDPad *dpad = getActiveSetJoystick()->getVDPad(0); if (dpad) { JoyDPadButton *dpadbutton = dpad->getJoyButton(buttonIndex); if (dpad && dpadbutton->getActionName().isEmpty()) { setVDPadButtonName(index, buttonIndex, temp); } } } } } else if (xml->name() == "vdpadbuttonname" && xml->isStartElement()) { int index = xml->attributes().value("index").toString().toInt(); int buttonIndex = xml->attributes().value("button").toString().toInt(); QString temp = xml->readElementText(); index = index - 1; if (index >= 0 && !temp.isEmpty()) { bool found = false; QListIterator<SDL_GameControllerButtonBind> iter(hatButtons); SDL_GameControllerButtonBind current; while (iter.hasNext()) { current = iter.next(); if (current.value.hat.hat == index) { found = true; iter.toBack(); } } if (found) { VDPad *dpad = getActiveSetJoystick()->getVDPad(0); if (dpad) { JoyDPadButton *dpadbutton = dpad->getJoyButton(buttonIndex); if (dpad && dpadbutton->getActionName().isEmpty()) { setVDPadButtonName(index, buttonIndex, temp); } } } } } else if (xml->name() == "axisname" && xml->isStartElement()) { int index = xml->attributes().value("index").toString().toInt(); QString temp = xml->readElementText(); index = index - 1; if (index >= 0 && !temp.isEmpty()) { if (axes.contains(index)) { SDL_GameControllerAxis current = axes.value(index); setAxisName((int)current, temp); } } } else if (xml->name() == "controlstickname" && xml->isStartElement()) { int index = xml->attributes().value("index").toString().toInt(); QString temp = xml->readElementText(); index = index - 1; if (index >= 0 && !temp.isEmpty()) { setStickName(index, temp); } } else if (xml->name() == "dpadname" && xml->isStartElement()) { int index = xml->attributes().value("index").toString().toInt(); QString temp = xml->readElementText(); index = index - 1; if (index >= 0 && !temp.isEmpty() && !vdpadNameExists) { bool found = false; QListIterator<SDL_GameControllerButtonBind> iter(hatButtons); SDL_GameControllerButtonBind current; while (iter.hasNext()) { current = iter.next(); if (current.value.hat.hat == index) { found = true; iter.toBack(); } } if (found) { dpadNameExists = true; VDPad *dpad = getActiveSetJoystick()->getVDPad(0); if (dpad) { if (dpad->getDpadName().isEmpty()) { setVDPadName(index, temp); } } } } } else if (xml->name() == "vdpadname" && xml->isStartElement()) { int index = xml->attributes().value("index").toString().toInt(); QString temp = xml->readElementText(); index = index - 1; if (index >= 0 && !temp.isEmpty() && !dpadNameExists) { bool found = false; QListIterator<SDL_GameControllerButtonBind> iter(hatButtons); SDL_GameControllerButtonBind current; while (iter.hasNext()) { current = iter.next(); if (current.value.hat.hat == index) { found = true; iter.toBack(); } } if (found) { vdpadNameExists = true; VDPad *dpad = getActiveSetJoystick()->getVDPad(0); if (dpad) { if (dpad->getDpadName().isEmpty()) { setVDPadName(index, temp); } } } } } else { // If none of the above, skip the element xml->skipCurrentElement(); } xml->readNextStartElement(); } } else if (xml->name() == "keyPressTime" && xml->isStartElement()) { QString temptext = xml->readElementText(); int tempchoice = temptext.toInt(); if (tempchoice >= 10) { this->setDeviceKeyPressTime(tempchoice); } } else if (xml->name() == "profilename" && xml->isStartElement()) { QString temptext = xml->readElementText(); this->setProfileName(temptext); } else { // If none of the above, skip the element xml->skipCurrentElement(); } xml->readNextStartElement(); } reInitButtons(); } }