-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathQRetroInputBackendSDL3.cpp
More file actions
262 lines (221 loc) · 7.44 KB
/
QRetroInputBackendSDL3.cpp
File metadata and controls
262 lines (221 loc) · 7.44 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
#include "QRetroInputBackendSDL3.h"
#if QRETRO_HAVE_SDL3
QRetroInputBackendSDL3::QRetroInputBackendSDL3(QObject *parent)
: QRetroInputBackend(parent)
{
if (!SDL_WasInit(SDL_INIT_GAMEPAD))
SDL_InitSubSystem(SDL_INIT_GAMEPAD);
}
QRetroInputBackendSDL3::~QRetroInputBackendSDL3()
{
unsigned i;
for (i = 0; i < m_MaxUsers; i++)
{
if (m_Gamepads[i])
{
SDL_CloseGamepad(m_Gamepads[i]);
m_Gamepads[i] = nullptr;
}
}
SDL_QuitSubSystem(SDL_INIT_GAMEPAD);
}
void QRetroInputBackendSDL3::init(QRetroInputJoypad *joypads, unsigned maxUsers)
{
m_Joypads = joypads;
m_MaxUsers = maxUsers;
int count = 0;
SDL_JoystickID *ids = SDL_GetGamepads(&count);
if (ids)
{
for (int i = 0; i < count && static_cast<unsigned>(i) < m_MaxUsers; i++)
openGamepad(static_cast<unsigned>(i), ids[i]);
SDL_free(ids);
}
}
void QRetroInputBackendSDL3::poll()
{
// Pump the event queue so SDL's internal state is up-to-date.
SDL_PumpEvents();
// Drain gamepad add/remove events without consuming window/keyboard events.
// SDL_EVENT_GAMEPAD_ADDED and SDL_EVENT_GAMEPAD_REMOVED are not adjacent in
// SDL3, so drain each type separately.
SDL_Event event;
while (
SDL_PeepEvents(&event, 1, SDL_GETEVENT, SDL_EVENT_GAMEPAD_ADDED, SDL_EVENT_GAMEPAD_ADDED) > 0)
{
SDL_JoystickID id = event.gdevice.which;
// Ignore stale add-events for gamepads already opened during init().
bool already_open = false;
for (unsigned port = 0; port < m_MaxUsers; port++)
{
if (m_InstanceIds[port] == id)
{
already_open = true;
break;
}
}
if (already_open)
continue;
for (unsigned port = 0; port < m_MaxUsers; port++)
{
if (!m_Gamepads[port])
{
openGamepad(port, id);
emit gamepadConnected(port);
break;
}
}
}
while (SDL_PeepEvents(
&event, 1, SDL_GETEVENT, SDL_EVENT_GAMEPAD_REMOVED, SDL_EVENT_GAMEPAD_REMOVED) > 0)
closeGamepad(event.gdevice.which);
// Read direct state for each open gamepad.
for (unsigned port = 0; port < m_MaxUsers; port++)
{
if (m_Gamepads[port])
updatePort(port);
}
}
void QRetroInputBackendSDL3::updatePort(unsigned port)
{
SDL_Gamepad *gp = m_Gamepads[port];
QRetroInputJoypad *jp = &m_Joypads[port];
if (jp->accelEnabled())
SDL_SetGamepadSensorEnabled(gp, SDL_SENSOR_ACCEL, true);
if (jp->gyroEnabled())
SDL_SetGamepadSensorEnabled(gp, SDL_SENSOR_GYRO, true);
#define SDL_BTN(lr_id, sdl_btn) \
jp->setAnalogButton((lr_id), SDL_GetGamepadButton(gp, (sdl_btn)) ? 32767 : 0)
SDL_BTN(RETRO_DEVICE_ID_JOYPAD_B, SDL_GAMEPAD_BUTTON_SOUTH);
SDL_BTN(RETRO_DEVICE_ID_JOYPAD_A, SDL_GAMEPAD_BUTTON_EAST);
SDL_BTN(RETRO_DEVICE_ID_JOYPAD_Y, SDL_GAMEPAD_BUTTON_WEST);
SDL_BTN(RETRO_DEVICE_ID_JOYPAD_X, SDL_GAMEPAD_BUTTON_NORTH);
SDL_BTN(RETRO_DEVICE_ID_JOYPAD_UP, SDL_GAMEPAD_BUTTON_DPAD_UP);
SDL_BTN(RETRO_DEVICE_ID_JOYPAD_DOWN, SDL_GAMEPAD_BUTTON_DPAD_DOWN);
SDL_BTN(RETRO_DEVICE_ID_JOYPAD_LEFT, SDL_GAMEPAD_BUTTON_DPAD_LEFT);
SDL_BTN(RETRO_DEVICE_ID_JOYPAD_RIGHT, SDL_GAMEPAD_BUTTON_DPAD_RIGHT);
SDL_BTN(RETRO_DEVICE_ID_JOYPAD_SELECT, SDL_GAMEPAD_BUTTON_BACK);
SDL_BTN(RETRO_DEVICE_ID_JOYPAD_START, SDL_GAMEPAD_BUTTON_START);
SDL_BTN(RETRO_DEVICE_ID_JOYPAD_L, SDL_GAMEPAD_BUTTON_LEFT_SHOULDER);
SDL_BTN(RETRO_DEVICE_ID_JOYPAD_R, SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER);
SDL_BTN(RETRO_DEVICE_ID_JOYPAD_L3, SDL_GAMEPAD_BUTTON_LEFT_STICK);
SDL_BTN(RETRO_DEVICE_ID_JOYPAD_R3, SDL_GAMEPAD_BUTTON_RIGHT_STICK);
#undef SDL_BTN
/* Sticks */
jp->setAnalogStick(RETRO_DEVICE_INDEX_ANALOG_LEFT, RETRO_DEVICE_ID_ANALOG_X,
sdl2lr_axis(SDL_GetGamepadAxis(gp, SDL_GAMEPAD_AXIS_LEFTX)));
jp->setAnalogStick(RETRO_DEVICE_INDEX_ANALOG_LEFT, RETRO_DEVICE_ID_ANALOG_Y,
sdl2lr_axis(SDL_GetGamepadAxis(gp, SDL_GAMEPAD_AXIS_LEFTY)));
jp->setAnalogStick(RETRO_DEVICE_INDEX_ANALOG_RIGHT, RETRO_DEVICE_ID_ANALOG_X,
sdl2lr_axis(SDL_GetGamepadAxis(gp, SDL_GAMEPAD_AXIS_RIGHTX)));
jp->setAnalogStick(RETRO_DEVICE_INDEX_ANALOG_RIGHT, RETRO_DEVICE_ID_ANALOG_Y,
sdl2lr_axis(SDL_GetGamepadAxis(gp, SDL_GAMEPAD_AXIS_RIGHTY)));
/* Triggers */
jp->setAnalogButton(RETRO_DEVICE_ID_JOYPAD_L2,
sdl2lr_trigger(SDL_GetGamepadAxis(gp, SDL_GAMEPAD_AXIS_LEFT_TRIGGER)));
jp->setAnalogButton(RETRO_DEVICE_ID_JOYPAD_R2,
sdl2lr_trigger(SDL_GetGamepadAxis(gp, SDL_GAMEPAD_AXIS_RIGHT_TRIGGER)));
/* Sensors */
float accel[3] = {}, gyro[3] = {};
SDL_GetGamepadSensorData(gp, SDL_SENSOR_ACCEL, accel, 3);
SDL_GetGamepadSensorData(gp, SDL_SENSOR_GYRO, gyro, 3);
jp->setAccelX(accel[0]);
jp->setAccelY(accel[1]);
jp->setAccelZ(accel[2]);
jp->setGyroX(gyro[0]);
jp->setGyroY(gyro[1]);
jp->setGyroZ(gyro[2]);
}
bool QRetroInputBackendSDL3::setRumble(unsigned port, retro_rumble_effect effect, uint16_t strength)
{
Q_UNUSED(effect)
Q_UNUSED(strength)
if (port >= m_MaxUsers || !m_Gamepads[port])
return false;
else
{
QRetroInputJoypad *jp = &m_Joypads[port];
/* Use a duration of 0ms to turn off, or a short window */
Uint32 duration = (jp->rumbleStrong() || jp->rumbleWeak()) ? 5000 : 0;
return SDL_RumbleGamepad(m_Gamepads[port], jp->rumbleStrong(), jp->rumbleWeak(), duration);
}
}
bool QRetroInputBackendSDL3::setSensorState(
unsigned port, retro_sensor_action action, unsigned rate)
{
Q_UNUSED(rate)
if (port >= m_MaxUsers || !m_Gamepads[port])
return false;
else
{
SDL_Gamepad *gp = m_Gamepads[port];
switch (action)
{
case RETRO_SENSOR_ACCELEROMETER_ENABLE:
case RETRO_SENSOR_ACCELEROMETER_DISABLE:
if (!SDL_GamepadHasSensor(gp, SDL_SENSOR_ACCEL))
return false;
else
return SDL_SetGamepadSensorEnabled(
gp, SDL_SENSOR_ACCEL, action == RETRO_SENSOR_ACCELEROMETER_ENABLE);
case RETRO_SENSOR_GYROSCOPE_ENABLE:
case RETRO_SENSOR_GYROSCOPE_DISABLE:
if (!SDL_GamepadHasSensor(gp, SDL_SENSOR_GYRO))
return false;
else
return SDL_SetGamepadSensorEnabled(
gp, SDL_SENSOR_GYRO, action == RETRO_SENSOR_GYROSCOPE_ENABLE);
case RETRO_SENSOR_ILLUMINANCE_ENABLE:
case RETRO_SENSOR_ILLUMINANCE_DISABLE:
case RETRO_SENSOR_DUMMY:
return false;
}
}
return false;
}
bool QRetroInputBackendSDL3::sensorActive(unsigned port, unsigned id)
{
if (port >= m_MaxUsers || !m_Gamepads[port])
return false;
if (id <= RETRO_SENSOR_ACCELEROMETER_Z)
return m_Joypads[port].accelEnabled();
if (id >= RETRO_SENSOR_GYROSCOPE_X && id <= RETRO_SENSOR_GYROSCOPE_Z)
return m_Joypads[port].gyroEnabled();
return false;
}
void QRetroInputBackendSDL3::openGamepad(unsigned port, SDL_JoystickID instanceId)
{
if (port >= m_MaxUsers)
return;
if (m_Gamepads[port])
{
SDL_CloseGamepad(m_Gamepads[port]);
m_Gamepads[port] = nullptr;
m_InstanceIds[port] = 0;
}
SDL_Gamepad *gp = SDL_OpenGamepad(instanceId);
if (!gp)
return;
m_Gamepads[port] = gp;
m_InstanceIds[port] = instanceId;
}
void QRetroInputBackendSDL3::closeGamepad(SDL_JoystickID instanceId)
{
for (unsigned port = 0; port < m_MaxUsers; port++)
{
if (m_InstanceIds[port] == instanceId)
{
if (m_Gamepads[port])
{
SDL_CloseGamepad(m_Gamepads[port]);
m_Gamepads[port] = nullptr;
}
m_InstanceIds[port] = 0;
m_Joypads[port].setRumbleStrong(0);
m_Joypads[port].setRumbleWeak(0);
emit gamepadDisconnected(port);
return;
}
}
}
#endif