mirror of https://github.com/raysan5/raylib
Add support for multiple gamepads on RPI
This commit is contained in:
parent
95c1bf9544
commit
49df957058
102
src/core.c
102
src/core.c
|
@ -116,9 +116,9 @@
|
|||
|
||||
#if defined(PLATFORM_RPI)
|
||||
// Old device inputs system
|
||||
#define DEFAULT_KEYBOARD_DEV STDIN_FILENO // Standard input
|
||||
#define DEFAULT_MOUSE_DEV "/dev/input/mouse0"
|
||||
#define DEFAULT_GAMEPAD_DEV "/dev/input/js0"
|
||||
#define DEFAULT_KEYBOARD_DEV STDIN_FILENO // Standard input
|
||||
#define DEFAULT_MOUSE_DEV "/dev/input/mouse0" // Mouse input
|
||||
#define DEFAULT_GAMEPAD_DEV "/dev/input/js" // Gamepad input (base dev for all gamepads: js0, js1, ...)
|
||||
|
||||
// New device input events (evdev) (must be detected)
|
||||
//#define DEFAULT_KEYBOARD_DEV "/dev/input/eventN"
|
||||
|
@ -126,8 +126,10 @@
|
|||
//#define DEFAULT_GAMEPAD_DEV "/dev/input/eventN"
|
||||
|
||||
#define MOUSE_SENSITIVITY 0.8f
|
||||
#define MAX_GAMEPAD_BUTTONS 11
|
||||
#define MAX_GAMEPAD_AXIS 5
|
||||
|
||||
#define MAX_GAMEPADS 2 // Max number of gamepads supported
|
||||
#define MAX_GAMEPAD_BUTTONS 11 // Max bumber of buttons supported (per gamepad)
|
||||
#define MAX_GAMEPAD_AXIS 8 // Max number of axis supported (per gamepad)
|
||||
#endif
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
|
@ -164,12 +166,12 @@ static bool mouseReady = false; // Flag to know if mouse is read
|
|||
pthread_t mouseThreadId; // Mouse reading thread id
|
||||
|
||||
// Gamepad input variables
|
||||
static int gamepadStream = -1; // Gamepad device file descriptor
|
||||
static bool gamepadReady = false; // Flag to know if gamepad is ready
|
||||
pthread_t gamepadThreadId; // Gamepad reading thread id
|
||||
static int gamepadStream[MAX_GAMEPADS] = { -1 }; // Gamepad device file descriptor (two gamepads supported)
|
||||
static bool gamepadReady[MAX_GAMEPADS] = { false }; // Flag to know if gamepad is ready (two gamepads supported)
|
||||
pthread_t gamepadThreadId; // Gamepad reading thread id
|
||||
|
||||
int gamepadButtons[MAX_GAMEPAD_BUTTONS];
|
||||
float gamepadAxisValues[MAX_GAMEPAD_AXIS];
|
||||
int gamepadButtons[MAX_GAMEPADS][MAX_GAMEPAD_BUTTONS]; // Gamepad buttons state
|
||||
float gamepadAxisValues[MAX_GAMEPADS][MAX_GAMEPAD_AXIS]; // Gamepad axis state
|
||||
#endif
|
||||
|
||||
#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI)
|
||||
|
@ -1168,7 +1170,7 @@ bool IsGamepadAvailable(int gamepad)
|
|||
bool result = false;
|
||||
|
||||
#if defined(PLATFORM_RPI)
|
||||
if (gamepadReady && (gamepad == 0)) result = true;
|
||||
if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad]) result = true;
|
||||
#else
|
||||
if (glfwJoystickPresent(gamepad) == 1) result = true;
|
||||
#endif
|
||||
|
@ -1182,7 +1184,10 @@ float GetGamepadAxisMovement(int gamepad, int axis)
|
|||
float value = 0;
|
||||
|
||||
#if defined(PLATFORM_RPI)
|
||||
if (axis < MAX_GAMEPAD_AXIS) value = gamepadAxisValues[axis];
|
||||
if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad])
|
||||
{
|
||||
if (axis < MAX_GAMEPAD_AXIS) value = gamepadAxisValues[gamepad][axis];
|
||||
}
|
||||
#else
|
||||
const float *axes;
|
||||
int axisCount = 0;
|
||||
|
@ -1219,7 +1224,7 @@ bool IsGamepadButtonDown(int gamepad, int button)
|
|||
|
||||
#if defined(PLATFORM_RPI)
|
||||
// Get gamepad buttons information
|
||||
if ((gamepad == 0) && (gamepadButtons[button] == 1)) result = true;
|
||||
if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad] && (gamepadButtons[gamepad][button] == 1)) result = true;
|
||||
else result = false;
|
||||
#else
|
||||
const unsigned char *buttons;
|
||||
|
@ -1258,7 +1263,7 @@ bool IsGamepadButtonUp(int gamepad, int button)
|
|||
|
||||
#if defined(PLATFORM_RPI)
|
||||
// Get gamepad buttons information
|
||||
if ((gamepad == 0) && (gamepadButtons[button] == 0)) result = true;
|
||||
if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad] && (gamepadButtons[gamepad][button] == 0)) result = true;
|
||||
else result = false;
|
||||
#else
|
||||
const unsigned char *buttons;
|
||||
|
@ -2447,18 +2452,30 @@ static void *MouseThread(void *arg)
|
|||
// Init gamepad system
|
||||
static void InitGamepad(void)
|
||||
{
|
||||
if ((gamepadStream = open(DEFAULT_GAMEPAD_DEV, O_RDONLY|O_NONBLOCK)) < 0)
|
||||
{
|
||||
TraceLog(WARNING, "Gamepad device could not be opened, no gamepad available");
|
||||
}
|
||||
else
|
||||
{
|
||||
gamepadReady = true;
|
||||
char gamepadDev[128] = "";
|
||||
|
||||
int error = pthread_create(&gamepadThreadId, NULL, &GamepadThread, NULL);
|
||||
for (int i = 0; i < MAX_GAMEPADS; i++)
|
||||
{
|
||||
sprintf(gamepadDev, "%s%i", DEFAULT_GAMEPAD_DEV, i);
|
||||
|
||||
if (error != 0) TraceLog(WARNING, "Error creating gamepad input event thread");
|
||||
else TraceLog(INFO, "Gamepad device initialized successfully");
|
||||
if ((gamepadStream[i] = open(gamepadDev, O_RDONLY|O_NONBLOCK)) < 0)
|
||||
{
|
||||
// NOTE: Only show message for first gamepad
|
||||
if (i == 0) TraceLog(WARNING, "Gamepad device could not be opened, no gamepad available");
|
||||
}
|
||||
else
|
||||
{
|
||||
gamepadReady[i] = true;
|
||||
|
||||
// NOTE: Only create one thread
|
||||
if (i == 0)
|
||||
{
|
||||
int error = pthread_create(&gamepadThreadId, NULL, &GamepadThread, NULL);
|
||||
|
||||
if (error != 0) TraceLog(WARNING, "Error creating gamepad input event thread");
|
||||
else TraceLog(INFO, "Gamepad device initialized successfully");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -2481,29 +2498,32 @@ static void *GamepadThread(void *arg)
|
|||
|
||||
while (1)
|
||||
{
|
||||
if (read(gamepadStream, &gamepadEvent, sizeof(struct js_event)) == (int)sizeof(struct js_event))
|
||||
for (int i = 0; i < MAX_GAMEPADS; i++)
|
||||
{
|
||||
gamepadEvent.type &= ~JS_EVENT_INIT; // Ignore synthetic events
|
||||
|
||||
// Process gamepad events by type
|
||||
if (gamepadEvent.type == JS_EVENT_BUTTON)
|
||||
if (read(gamepadStream[i], &gamepadEvent, sizeof(struct js_event)) == (int)sizeof(struct js_event))
|
||||
{
|
||||
TraceLog(DEBUG, "Gamepad button: %i, value: %i", gamepadEvent.number, gamepadEvent.value);
|
||||
gamepadEvent.type &= ~JS_EVENT_INIT; // Ignore synthetic events
|
||||
|
||||
if (gamepadEvent.number < MAX_GAMEPAD_BUTTONS)
|
||||
// Process gamepad events by type
|
||||
if (gamepadEvent.type == JS_EVENT_BUTTON)
|
||||
{
|
||||
// 1 - button pressed, 0 - button released
|
||||
gamepadButtons[gamepadEvent.number] = (int)gamepadEvent.value;
|
||||
TraceLog(DEBUG, "Gamepad button: %i, value: %i", gamepadEvent.number, gamepadEvent.value);
|
||||
|
||||
if (gamepadEvent.number < MAX_GAMEPAD_BUTTONS)
|
||||
{
|
||||
// 1 - button pressed, 0 - button released
|
||||
gamepadButtons[i][gamepadEvent.number] = (int)gamepadEvent.value;
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (gamepadEvent.type == JS_EVENT_AXIS)
|
||||
{
|
||||
TraceLog(DEBUG, "Gamepad axis: %i, value: %i", gamepadEvent.number, gamepadEvent.value);
|
||||
|
||||
if (gamepadEvent.number < MAX_GAMEPAD_AXIS)
|
||||
else if (gamepadEvent.type == JS_EVENT_AXIS)
|
||||
{
|
||||
// NOTE: Scaling of gamepadEvent.value to get values between -1..1
|
||||
gamepadAxisValues[gamepadEvent.number] = (float)gamepadEvent.value/32768;
|
||||
TraceLog(DEBUG, "Gamepad axis: %i, value: %i", gamepadEvent.number, gamepadEvent.value);
|
||||
|
||||
if (gamepadEvent.number < MAX_GAMEPAD_AXIS)
|
||||
{
|
||||
// NOTE: Scaling of gamepadEvent.value to get values between -1..1
|
||||
gamepadAxisValues[i][gamepadEvent.number] = (float)gamepadEvent.value/32768;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -174,8 +174,8 @@
|
|||
// Gamepad Number
|
||||
#define GAMEPAD_PLAYER1 0
|
||||
#define GAMEPAD_PLAYER2 1
|
||||
#define GAMEPAD_PLAYER3 2
|
||||
#define GAMEPAD_PLAYER4 3
|
||||
#define GAMEPAD_PLAYER3 2 // Not supported
|
||||
#define GAMEPAD_PLAYER4 3 // Not supported
|
||||
|
||||
// Gamepad Buttons
|
||||
// NOTE: Adjusted for a PS3 USB Controller
|
||||
|
@ -201,8 +201,8 @@
|
|||
#define GAMEPAD_XBOX_BUTTON_START 7
|
||||
|
||||
#if defined(PLATFORM_RPI)
|
||||
#define GAMEPAD_XBOX_AXIS_DPAD_X 32
|
||||
#define GAMEPAD_XBOX_AXIS_DPAD_Y 64
|
||||
#define GAMEPAD_XBOX_AXIS_DPAD_X 7
|
||||
#define GAMEPAD_XBOX_AXIS_DPAD_Y 6
|
||||
#define GAMEPAD_XBOX_AXIS_RIGHT_X 3
|
||||
#define GAMEPAD_XBOX_AXIS_RIGHT_Y 4
|
||||
#define GAMEPAD_XBOX_AXIS_LT 2
|
||||
|
|
Loading…
Reference in New Issue