Split SDL2 code from Input.cpp

...So, *all* of it.
This commit is contained in:
Clownacy 2020-03-31 16:24:20 +01:00
parent 142bca6578
commit 37c5236b9b
4 changed files with 133 additions and 96 deletions

View file

@ -163,8 +163,10 @@ add_executable(CSE2 WIN32
"src/ValueView.cpp" "src/ValueView.cpp"
"src/ValueView.h" "src/ValueView.h"
"src/WindowsWrapper.h" "src/WindowsWrapper.h"
"src/Backends/Controller/SDL2.cpp"
"src/Backends/Platform/SDL2.cpp" "src/Backends/Platform/SDL2.cpp"
"src/Backends/Audio.h" "src/Backends/Audio.h"
"src/Backends/Controller.h"
"src/Backends/Platform.h" "src/Backends/Platform.h"
"src/Backends/Rendering.h" "src/Backends/Rendering.h"
) )

10
src/Backends/Controller.h Normal file
View file

@ -0,0 +1,10 @@
#pragma once
#include "../WindowsWrapper.h"
#include "../Input.h"
void ControllerBackend_Deinit(void);
BOOL ControllerBackend_Init(void);
BOOL ControllerBackend_GetJoystickStatus(JOYSTICK_STATUS *status);
BOOL ControllerBackend_ResetJoystickStatus(void);

View file

@ -0,0 +1,116 @@
#include "../Controller.h"
#include <stddef.h>
#include <stdio.h>
#include <string.h>
#include "SDL.h"
#include "../../WindowsWrapper.h"
// The original names for these variables are unknown
static SDL_Joystick *joystick = NULL;
static int joystick_neutral_x = 0;
static int joystick_neutral_y = 0;
void ControllerBackend_Deinit(void)
{
// Close opened joystick (if exists)
if (joystick != NULL)
{
SDL_JoystickClose(joystick);
joystick = NULL;
}
SDL_QuitSubSystem(SDL_INIT_JOYSTICK);
}
// It looks like Pixel declared his functions early, so he could forward-reference
BOOL FindAndOpenDirectInputDevice(void);
BOOL ControllerBackend_Init(void)
{
SDL_InitSubSystem(SDL_INIT_JOYSTICK);
if (!FindAndOpenDirectInputDevice())
return FALSE;
return TRUE;
}
// The original name for this function and its variables are unknown.
// This function finds and hooks the first available DirectInput device (or SDL Joystick, in this case).
BOOL FindAndOpenDirectInputDevice(void)
{
int i;
for (i = 0; i < SDL_NumJoysticks(); ++i)
printf("Joystick #%d name: %s\n", i, SDL_JoystickNameForIndex(i));
// Open first available joystick
for (i = 0; i < SDL_NumJoysticks(); ++i)
{
joystick = SDL_JoystickOpen(i);
// Break as soon as a joystick is properly opened
if (joystick != NULL)
return TRUE;
}
return FALSE;
}
BOOL ControllerBackend_GetJoystickStatus(JOYSTICK_STATUS *status)
{
if (joystick == NULL)
return FALSE;
// The original Input.cpp assumed there were 32 buttons (because of DirectInput's 'DIJOYSTATE' struct)
int numButtons = SDL_JoystickNumButtons(joystick);
if (numButtons > 32)
numButtons = 32;
// Read whatever buttons actually exist
int i = 0;
for (; i < numButtons; ++i)
{
if (SDL_JoystickGetButton(joystick, i) != 0)
status->bButton[i] = TRUE;
else
status->bButton[i] = FALSE;
}
// Blank the buttons that do not
for (; i < 32; ++i)
status->bButton[i] = FALSE;
status->bDown = FALSE;
status->bRight = FALSE;
status->bUp = FALSE;
status->bLeft = FALSE;
const Sint16 joystick_x = SDL_JoystickGetAxis(joystick, 0);
if (joystick_x < joystick_neutral_x - 10000)
status->bLeft = TRUE;
else if (joystick_x > joystick_neutral_x + 10000)
status->bRight = TRUE;
const Sint16 joystick_y = SDL_JoystickGetAxis(joystick, 1);
if (joystick_y < joystick_neutral_y - 10000)
status->bUp = TRUE;
else if (joystick_y > joystick_neutral_y + 10000)
status->bDown = TRUE;
return TRUE;
}
BOOL ControllerBackend_ResetJoystickStatus(void)
{
if (joystick == NULL)
return FALSE;
joystick_neutral_x = SDL_JoystickGetAxis(joystick, 0);
joystick_neutral_y = SDL_JoystickGetAxis(joystick, 1);
return TRUE;
}

View file

@ -1,116 +1,25 @@
#include "Input.h" #include "Input.h"
#include <stddef.h> #include "Backends/Controller.h"
#include <stdio.h>
#include <string.h>
#include "SDL.h"
#include "WindowsWrapper.h" #include "WindowsWrapper.h"
// The original names for these variables are unknown
static SDL_Joystick *joystick = NULL;
static int joystick_neutral_x = 0;
static int joystick_neutral_y = 0;
void ReleaseDirectInput(void) void ReleaseDirectInput(void)
{ {
// Close opened joystick (if exists) ControllerBackend_Deinit();
if (joystick != NULL)
{
SDL_JoystickClose(joystick);
joystick = NULL;
}
SDL_QuitSubSystem(SDL_INIT_JOYSTICK);
} }
// It looks like Pixel declared his functions early, so he could forward-reference
BOOL FindAndOpenDirectInputDevice(void);
BOOL InitDirectInput(void) BOOL InitDirectInput(void)
{ {
SDL_InitSubSystem(SDL_INIT_JOYSTICK); return ControllerBackend_Init();
if (!FindAndOpenDirectInputDevice())
return FALSE;
return TRUE;
}
// The original name for this function and its variables are unknown.
// This function finds and hooks the first available DirectInput device (or SDL Joystick, in this case).
BOOL FindAndOpenDirectInputDevice(void)
{
int i;
for (i = 0; i < SDL_NumJoysticks(); ++i)
printf("Joystick #%d name: %s\n", i, SDL_JoystickNameForIndex(i));
// Open first available joystick
for (i = 0; i < SDL_NumJoysticks(); ++i)
{
joystick = SDL_JoystickOpen(i);
// Break as soon as a joystick is properly opened
if (joystick != NULL)
return TRUE;
}
return FALSE;
} }
BOOL GetJoystickStatus(JOYSTICK_STATUS *status) BOOL GetJoystickStatus(JOYSTICK_STATUS *status)
{ {
if (joystick == NULL) return ControllerBackend_GetJoystickStatus(status);
return FALSE;
// The original Input.cpp assumed there were 32 buttons (because of DirectInput's 'DIJOYSTATE' struct)
int numButtons = SDL_JoystickNumButtons(joystick);
if (numButtons > 32)
numButtons = 32;
// Read whatever buttons actually exist
int i = 0;
for (; i < numButtons; ++i)
{
if (SDL_JoystickGetButton(joystick, i) != 0)
status->bButton[i] = TRUE;
else
status->bButton[i] = FALSE;
}
// Blank the buttons that do not
for (; i < 32; ++i)
status->bButton[i] = FALSE;
status->bDown = FALSE;
status->bRight = FALSE;
status->bUp = FALSE;
status->bLeft = FALSE;
const Sint16 joystick_x = SDL_JoystickGetAxis(joystick, 0);
if (joystick_x < joystick_neutral_x - 10000)
status->bLeft = TRUE;
else if (joystick_x > joystick_neutral_x + 10000)
status->bRight = TRUE;
const Sint16 joystick_y = SDL_JoystickGetAxis(joystick, 1);
if (joystick_y < joystick_neutral_y - 10000)
status->bUp = TRUE;
else if (joystick_y > joystick_neutral_y + 10000)
status->bDown = TRUE;
return TRUE;
} }
BOOL ResetJoystickStatus(void) BOOL ResetJoystickStatus(void)
{ {
if (joystick == NULL) return ControllerBackend_ResetJoystickStatus();
return FALSE;
joystick_neutral_x = SDL_JoystickGetAxis(joystick, 0);
joystick_neutral_y = SDL_JoystickGetAxis(joystick, 1);
return TRUE;
} }