From ac533cb35e1da17c7bfa5edcee736231f7c6f3db Mon Sep 17 00:00:00 2001 From: Clownacy Date: Sat, 4 Apr 2020 23:22:22 +0100 Subject: [PATCH] Add support to the GLFW3 backends as well Also fix the SDL2 backend wow --- src/Backends/GLFW3/Controller.cpp | 84 ++++++++++++++++++++++--------- src/Backends/SDL2/Controller.cpp | 29 ++++++----- 2 files changed, 73 insertions(+), 40 deletions(-) diff --git a/src/Backends/GLFW3/Controller.cpp b/src/Backends/GLFW3/Controller.cpp index bc378cdc..32ce0b4f 100644 --- a/src/Backends/GLFW3/Controller.cpp +++ b/src/Backends/GLFW3/Controller.cpp @@ -12,8 +12,6 @@ static BOOL joystick_connected; static int connected_joystick_id; -static int joystick_neutral_x; -static int joystick_neutral_y; static void JoystickCallback(int joystick_id, int event) { @@ -36,10 +34,6 @@ static void JoystickCallback(int joystick_id, int event) printf("Joystick #%d selected\n", joystick_id); joystick_connected = TRUE; connected_joystick_id = joystick_id; - - // Reset default stick positions (this is performed in ResetJoystickStatus in vanilla Cave Story - joystick_neutral_x = axis[0]; - joystick_neutral_y = axis[1]; } } } @@ -76,8 +70,6 @@ void ControllerBackend_Deinit(void) joystick_connected = FALSE; connected_joystick_id = 0; - joystick_neutral_x = 0; - joystick_neutral_y = 0; } BOOL ControllerBackend_GetJoystickStatus(JOYSTICK_STATUS *status) @@ -85,29 +77,73 @@ BOOL ControllerBackend_GetJoystickStatus(JOYSTICK_STATUS *status) if (!joystick_connected) return FALSE; - // Read axis - int total_axis; - const float *axis = glfwGetJoystickAxes(connected_joystick_id, &total_axis); + const size_t button_limit = sizeof(status->bButton) / sizeof(status->bButton[0]); - status->bLeft = axis[0] < joystick_neutral_x - DEADZONE; - status->bRight = axis[0] > joystick_neutral_x + DEADZONE; - status->bUp = axis[1] < joystick_neutral_y - DEADZONE; - status->bDown = axis[1] > joystick_neutral_y + DEADZONE; - - // Read buttons int total_buttons; const unsigned char *buttons = glfwGetJoystickButtons(connected_joystick_id, &total_buttons); + total_buttons = 0; - // The original `Input.cpp` assumed there were 32 buttons (because of DirectInput's `DIJOYSTATE` struct) - if (total_buttons > 32) - total_buttons = 32; + int total_axes; + const float *axes = glfwGetJoystickAxes(connected_joystick_id, &total_axes); + + int total_hats; + const unsigned char *hats = glfwGetJoystickHats(connected_joystick_id, &total_hats); + + status->bLeft = axes[0] < -DEADZONE; + status->bRight = axes[0] > DEADZONE; + status->bUp = axes[1] < -DEADZONE; + status->bDown = axes[1] > DEADZONE; + + + unsigned int buttons_done = 0; - // Read whatever buttons actually exist for (int i = 0; i < total_buttons; ++i) - status->bButton[i] = buttons[i] == GLFW_PRESS; + { + status->bButton[buttons_done] = buttons[i] == GLFW_PRESS; + + if (++buttons_done >= button_limit) + break; + } + + for (int i = 0; i < total_axes; ++i) + { + status->bButton[buttons_done] = axes[i] < -DEADZONE; + printf("\n%d %d\n", buttons_done, button_limit); + if (++buttons_done >= button_limit) + break; + + status->bButton[buttons_done] = axes[i] > DEADZONE; + printf("%d\n", buttons_done); + + if (++buttons_done >= button_limit) + break; + } + + for (int i = 0; i < total_axes; ++i) + { + status->bButton[buttons_done] = hats[i] == GLFW_HAT_UP; + + if (++buttons_done >= button_limit) + break; + + status->bButton[buttons_done] = hats[i] == GLFW_HAT_RIGHT; + + if (++buttons_done >= button_limit) + break; + + status->bButton[buttons_done] = hats[i] == GLFW_HAT_DOWN; + + if (++buttons_done >= button_limit) + break; + + status->bButton[buttons_done] = hats[i] == GLFW_HAT_LEFT; + + if (++buttons_done >= button_limit) + break; + } // Blank the buttons that do not - for (int i = total_buttons; i < 32; ++i) + for (size_t i = buttons_done; i < button_limit; ++i) status->bButton[i] = FALSE; return TRUE; @@ -118,7 +154,5 @@ BOOL ControllerBackend_ResetJoystickStatus(void) if (!joystick_connected) return FALSE; - // The code that would normally run here has been moved to JoystickCallback, to better-support hotplugging - return TRUE; } diff --git a/src/Backends/SDL2/Controller.cpp b/src/Backends/SDL2/Controller.cpp index 56fc11cb..21174f36 100644 --- a/src/Backends/SDL2/Controller.cpp +++ b/src/Backends/SDL2/Controller.cpp @@ -35,9 +35,8 @@ BOOL ControllerBackend_GetJoystickStatus(JOYSTICK_STATUS *status) if (joystick == NULL) return FALSE; - const size_t button_limit = sizeof(status->bButton) / sizeof(status->bButton); + const size_t button_limit = sizeof(status->bButton) / sizeof(status->bButton[0]); - // Read axis const Sint16 joystick_x = SDL_JoystickGetAxis(joystick, 0); const Sint16 joystick_y = SDL_JoystickGetAxis(joystick, 1); @@ -56,67 +55,67 @@ BOOL ControllerBackend_GetJoystickStatus(JOYSTICK_STATUS *status) { status->bButton[buttons_done] = SDL_JoystickGetButton(joystick, i); - if (++buttons_done < button_limit) + if (++buttons_done >= button_limit) break; } - for (int i = 0; i < total_axes && buttons_done < button_limit; ++i) + for (int i = 0; i < total_axes; ++i) { Sint16 axis = SDL_JoystickGetAxis(joystick, i); status->bButton[buttons_done] = axis < -DEADZONE; - if (++buttons_done < button_limit) + if (++buttons_done >= button_limit) break; status->bButton[buttons_done] = axis > DEADZONE; - if (++buttons_done < button_limit) + if (++buttons_done >= button_limit) break; } - for (int i = 0; i < total_axes && buttons_done < button_limit; ++i) + for (int i = 0; i < total_axes; ++i) { Uint8 hat = SDL_JoystickGetHat(joystick, i); status->bButton[buttons_done] = hat == SDL_HAT_UP; - if (++buttons_done < button_limit) + if (++buttons_done >= button_limit) break; status->bButton[buttons_done] = hat == SDL_HAT_RIGHT; - if (++buttons_done < button_limit) + if (++buttons_done >= button_limit) break; status->bButton[buttons_done] = hat == SDL_HAT_DOWN; - if (++buttons_done < button_limit) + if (++buttons_done >= button_limit) break; status->bButton[buttons_done] = hat == SDL_HAT_LEFT; - if (++buttons_done < button_limit) + if (++buttons_done >= button_limit) break; status->bButton[buttons_done] = hat == SDL_HAT_RIGHTUP; - if (++buttons_done < button_limit) + if (++buttons_done >= button_limit) break; status->bButton[buttons_done] = hat == SDL_HAT_RIGHTDOWN; - if (++buttons_done < button_limit) + if (++buttons_done >= button_limit) break; status->bButton[buttons_done] = hat == SDL_HAT_LEFTUP; - if (++buttons_done < button_limit) + if (++buttons_done >= button_limit) break; status->bButton[buttons_done] = hat == SDL_HAT_LEFTDOWN; - if (++buttons_done < button_limit) + if (++buttons_done >= button_limit) break; }