158 lines
3.5 KiB
C++
158 lines
3.5 KiB
C++
#include "../Controller.h"
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#include <stddef.h>
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#include <stdio.h>
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#define GLFW_INCLUDE_NONE
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#include <GLFW/glfw3.h>
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#include "../../WindowsWrapper.h"
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#define DEADZONE (10000.0f / 32767.0f)
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static BOOL joystick_connected;
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static int connected_joystick_id;
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static void JoystickCallback(int joystick_id, int event)
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{
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switch (event)
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{
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case GLFW_CONNECTED:
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printf("Joystick #%d connected - %s\n", joystick_id, glfwGetJoystickName(joystick_id));
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if (!joystick_connected)
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{
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int total_axis;
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const float *axis = glfwGetJoystickAxes(joystick_id, &total_axis);
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if (total_axis >= 2)
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{
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#if GLFW_VERSION_MAJOR > 3 || (GLFW_VERSION_MAJOR == 3 && GLFW_VERSION_MINOR >= 3)
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if (glfwJoystickIsGamepad(joystick_id) == GLFW_TRUE) // Avoid selecting things like laptop touchpads
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#endif
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{
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printf("Joystick #%d selected\n", joystick_id);
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joystick_connected = TRUE;
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connected_joystick_id = joystick_id;
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}
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}
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}
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break;
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case GLFW_DISCONNECTED:
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if (joystick_connected && joystick_id == connected_joystick_id)
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{
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printf("Joystick #%d disconnected\n", connected_joystick_id);
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joystick_connected = FALSE;
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}
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break;
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}
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}
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BOOL ControllerBackend_Init(void)
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{
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// Connect joysticks that are already plugged-in
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for (int i = GLFW_JOYSTICK_1; i < GLFW_JOYSTICK_LAST; ++i)
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if (glfwJoystickPresent(i) == GLFW_TRUE)
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JoystickCallback(i, GLFW_CONNECTED);
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// Set-up the callback for future (dis)connections
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glfwSetJoystickCallback(JoystickCallback);
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return TRUE;
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}
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void ControllerBackend_Deinit(void)
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{
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glfwSetJoystickCallback(NULL);
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joystick_connected = FALSE;
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connected_joystick_id = 0;
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}
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BOOL ControllerBackend_GetJoystickStatus(JOYSTICK_STATUS *status)
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{
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if (!joystick_connected)
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return FALSE;
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const size_t button_limit = sizeof(status->bButton) / sizeof(status->bButton[0]);
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int total_buttons;
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const unsigned char *buttons = glfwGetJoystickButtons(connected_joystick_id, &total_buttons);
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total_buttons = 0;
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int total_axes;
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const float *axes = glfwGetJoystickAxes(connected_joystick_id, &total_axes);
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int total_hats;
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const unsigned char *hats = glfwGetJoystickHats(connected_joystick_id, &total_hats);
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status->bLeft = axes[0] < -DEADZONE;
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status->bRight = axes[0] > DEADZONE;
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status->bUp = axes[1] < -DEADZONE;
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status->bDown = axes[1] > DEADZONE;
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unsigned int buttons_done = 0;
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for (int i = 0; i < total_buttons; ++i)
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{
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status->bButton[buttons_done] = buttons[i] == GLFW_PRESS;
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if (++buttons_done >= button_limit)
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break;
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}
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for (int i = 0; i < total_axes; ++i)
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{
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status->bButton[buttons_done] = axes[i] < -DEADZONE;
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printf("\n%d %d\n", buttons_done, button_limit);
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if (++buttons_done >= button_limit)
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break;
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status->bButton[buttons_done] = axes[i] > DEADZONE;
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printf("%d\n", buttons_done);
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if (++buttons_done >= button_limit)
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break;
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}
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for (int i = 0; i < total_axes; ++i)
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{
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status->bButton[buttons_done] = hats[i] == GLFW_HAT_UP;
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if (++buttons_done >= button_limit)
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break;
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status->bButton[buttons_done] = hats[i] == GLFW_HAT_RIGHT;
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if (++buttons_done >= button_limit)
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break;
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status->bButton[buttons_done] = hats[i] == GLFW_HAT_DOWN;
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if (++buttons_done >= button_limit)
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break;
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status->bButton[buttons_done] = hats[i] == GLFW_HAT_LEFT;
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if (++buttons_done >= button_limit)
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break;
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}
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// Blank the buttons that do not
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for (size_t i = buttons_done; i < button_limit; ++i)
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status->bButton[i] = FALSE;
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return TRUE;
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}
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BOOL ControllerBackend_ResetJoystickStatus(void)
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{
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if (!joystick_connected)
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return FALSE;
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return TRUE;
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}
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