Improved gamepad system

- Support up to 4 gamepads
- Unified system between platforms
- Corrected some bugs
This commit is contained in:
Ray 2016-10-14 11:14:41 +02:00
parent 4a3ed6d73c
commit 98d7a10c08
2 changed files with 68 additions and 105 deletions

View File

@ -128,12 +128,12 @@
//#define DEFAULT_GAMEPAD_DEV "/dev/input/eventN"
#define MOUSE_SENSITIVITY 0.8f
#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
#define MAX_GAMEPADS 4 // 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)
#define RL_LOAD_DEFAULT_FONT // Load default font on window initialization (module: text)
//----------------------------------------------------------------------------------
@ -174,15 +174,11 @@ static int defaultKeyboardMode; // Used to store default keyboar
// Mouse input variables
static int mouseStream = -1; // Mouse device file descriptor
static bool mouseReady = false; // Flag to know if mouse is ready
pthread_t mouseThreadId; // Mouse reading thread id
static pthread_t mouseThreadId; // Mouse reading thread id
// Gamepad input variables
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_GAMEPADS][MAX_GAMEPAD_BUTTONS]; // Gamepad buttons state
float gamepadAxisValues[MAX_GAMEPADS][MAX_GAMEPAD_AXIS]; // Gamepad axis state
static int gamepadStream[MAX_GAMEPADS] = { -1 };// Gamepad device file descriptor
static pthread_t gamepadThreadId; // Gamepad reading thread id
#endif
#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI)
@ -207,18 +203,23 @@ static Matrix downscaleView; // Matrix to downscale view (in case
static const char *windowTitle; // Window text title...
static bool cursorOnScreen = false; // Tracks if cursor is inside client area
static char previousKeyState[512] = { 0 }; // Required to check if key pressed/released once
static char currentKeyState[512] = { 0 }; // Required to check if key pressed/released once
// Register keyboard states
static char previousKeyState[512] = { 0 }; // Registers previous frame key state
static char currentKeyState[512] = { 0 }; // Registers current frame key state
static char previousGamepadState[32] = {0}; // Required to check if gamepad btn pressed/released once
static char currentGamepadState[32] = {0}; // Required to check if gamepad btn pressed/released once
// Register mouse states
static char previousMouseState[3] = { 0 }; // Registers previous mouse button state
static char currentMouseState[3] = { 0 }; // Registers current mouse button state
static int previousMouseWheelY = 0; // Registers previous mouse wheel variation
static int currentMouseWheelY = 0; // Registers current mouse wheel variation
static char previousMouseState[3] = { 0 }; // Required to check if mouse btn pressed/released once
static char currentMouseState[3] = { 0 }; // Required to check if mouse btn pressed/released once
static int previousMouseWheelY = 0; // Required to track mouse wheel variation
static int currentMouseWheelY = 0; // Required to track mouse wheel variation
// Register gamepads states
static bool gamepadReady[MAX_GAMEPADS] = { false }; // Flag to know if gamepad is ready
static float gamepadAxisState[MAX_GAMEPADS][MAX_GAMEPAD_AXIS]; // Gamepad axis state
static char previousGamepadState[MAX_GAMEPADS][MAX_GAMEPAD_BUTTONS] = { 0 };
static char currentGamepadState[MAX_GAMEPADS][MAX_GAMEPAD_BUTTONS] = { 0 };
// Keyboard configuration
static int exitKey = KEY_ESCAPE; // Default exit key (ESC)
static int lastKeyPressed = -1; // Register last key pressed
@ -1157,11 +1158,7 @@ bool IsGamepadAvailable(int gamepad)
{
bool result = false;
#if defined(PLATFORM_RPI)
if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad]) result = true;
#else
if (glfwJoystickPresent(gamepad) == 1) result = true;
#endif
return result;
}
@ -1182,19 +1179,10 @@ float GetGamepadAxisMovement(int gamepad, int axis)
{
float value = 0;
#if defined(PLATFORM_RPI)
if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad])
{
if (axis < MAX_GAMEPAD_AXIS) value = gamepadAxisValues[gamepad][axis];
if (axis < MAX_GAMEPAD_AXIS) value = gamepadAxisState[gamepad][axis];
}
#else
const float *axes;
int axisCount = 0;
axes = glfwGetJoystickAxes(gamepad, &axisCount);
if (axis < axisCount) value = axes[axis];
#endif
return value;
}
@ -1204,19 +1192,9 @@ bool IsGamepadButtonPressed(int gamepad, int button)
{
bool pressed = false;
if ((currentGamepadState[button] != previousGamepadState[button]) && (currentGamepadState[button] == 1)) pressed = true;
else pressed = false;
/*
currentGamepadState[button] = IsGamepadButtonDown(gamepad, button);
if (currentGamepadState[button] != previousGamepadState[button])
{
if (currentGamepadState[button]) pressed = true;
previousGamepadState[button] = currentGamepadState[button];
}
else pressed = false;
*/
if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad] &&
(currentGamepadState[gamepad][button] != previousGamepadState[gamepad][button]) &&
(currentGamepadState[gamepad][button] == 1)) pressed = true;
return pressed;
}
@ -1226,21 +1204,8 @@ bool IsGamepadButtonDown(int gamepad, int button)
{
bool result = false;
#if defined(PLATFORM_RPI)
// Get gamepad buttons information
if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad] && (gamepadButtons[gamepad][button] == 1)) result = true;
else result = false;
#else
const unsigned char *buttons;
int buttonsCount;
buttons = glfwGetJoystickButtons(gamepad, &buttonsCount);
if ((buttons != NULL) && (buttons[button] == GLFW_PRESS)) result = true;
else result = false;
//result = currentGamepadState[button];
#endif
if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad] &&
(currentGamepadState[gamepad][button] == 1)) result = true;
return result;
}
@ -1249,21 +1214,11 @@ bool IsGamepadButtonDown(int gamepad, int button)
bool IsGamepadButtonReleased(int gamepad, int button)
{
bool released = false;
currentGamepadState[button] = IsGamepadButtonUp(gamepad, button);
if ((currentGamepadState[button] != previousGamepadState[button]) && (currentGamepadState[button] == 0)) released = true;
else released = false;
if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad] &&
(currentGamepadState[gamepad][button] != previousGamepadState[gamepad][button]) &&
(currentGamepadState[gamepad][button] == 0)) released = true;
/*
if (currentGamepadState[button] != previousGamepadState[button])
{
if (currentGamepadState[button]) released = true;
previousGamepadState[button] = currentGamepadState[button];
}
else released = false;
*/
return released;
}
@ -1272,19 +1227,8 @@ bool IsGamepadButtonUp(int gamepad, int button)
{
bool result = false;
#if defined(PLATFORM_RPI)
// Get gamepad buttons information
if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad] && (gamepadButtons[gamepad][button] == 0)) result = true;
else result = false;
#else
const unsigned char *buttons;
int buttonsCount;
buttons = glfwGetJoystickButtons(gamepad, &buttonsCount);
if ((buttons != NULL) && (buttons[button] == GLFW_RELEASE)) result = true;
else result = false;
#endif
if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad] &&
(currentGamepadState[gamepad][button] == 0)) result = true;
return result;
}
@ -2008,22 +1952,41 @@ static void PollInputEvents(void)
previousMouseWheelY = currentMouseWheelY;
currentMouseWheelY = 0;
// Register previous gamepad states
for (int i = 0; i < 32; i++) previousGamepadState[i] = currentGamepadState[i];
// Get current gamepad state (no callback)
if (glfwJoystickPresent(GAMEPAD_PLAYER1))
// Register gamepads buttons events
for (int i = 0; i < MAX_GAMEPADS; i++)
{
const unsigned char *buttons;
int buttonsCount;
buttons = glfwGetJoystickButtons(GAMEPAD_PLAYER1, &buttonsCount);
for (int i = 0; (buttons != NULL) && (buttonsCount < 32) && (i < buttonsCount); i++)
if (glfwJoystickPresent(i)) // Check if gamepad is available
{
if (buttons[i] == GLFW_PRESS) currentGamepadState[i] = true;
else currentGamepadState[i] = false;
gamepadReady[i] = true;
// Register previous gamepad states
for (int k = 0; k < MAX_GAMEPAD_BUTTONS; k++) previousGamepadState[i][k] = currentGamepadState[i][k];
// Get current gamepad state
// NOTE: There is no callback available, so we get it manually
const unsigned char *buttons;
int buttonsCount;
buttons = glfwGetJoystickButtons(i, &buttonsCount);
for (int k = 0; (buttons != NULL) && (k < buttonsCount) && (buttonsCount < MAX_GAMEPAD_BUTTONS); k++)
{
if (buttons[i] == GLFW_PRESS) currentGamepadState[i][k] = 1;
else currentGamepadState[i][k] = 0;
}
// Get current axis state
const float *axes;
int axisCount = 0;
axes = glfwGetJoystickAxes(i, &axisCount);
for (int k = 0; (axes != NULL) && (k < axisCount) && (k < MAX_GAMEPAD_AXIS); k++)
{
gamepadAxisState[i][k] = axes[k];
}
}
else gamepadReady[i] = false;
}
glfwPollEvents(); // Register keyboard/mouse events (callbacks)... and window events!
@ -2854,7 +2817,7 @@ static void *GamepadThread(void *arg)
if (gamepadEvent.number < MAX_GAMEPAD_BUTTONS)
{
// 1 - button pressed, 0 - button released
gamepadButtons[i][gamepadEvent.number] = (int)gamepadEvent.value;
currentGamepadState[i][gamepadEvent.number] = (int)gamepadEvent.value;
}
}
else if (gamepadEvent.type == JS_EVENT_AXIS)
@ -2864,7 +2827,7 @@ static void *GamepadThread(void *arg)
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;
gamepadAxisState[i][gamepadEvent.number] = (float)gamepadEvent.value/32768;
}
}
}

View File

@ -185,8 +185,8 @@
// Gamepad Number
#define GAMEPAD_PLAYER1 0
#define GAMEPAD_PLAYER2 1
#define GAMEPAD_PLAYER3 2 // Not supported
#define GAMEPAD_PLAYER4 3 // Not supported
#define GAMEPAD_PLAYER3 2
#define GAMEPAD_PLAYER4 3
// Gamepad Buttons