First gamepad stuff
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@ -167,12 +167,13 @@
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</Link>
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</ItemDefinitionGroup>
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<ItemGroup>
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<ProjectReference Include="..\raylib\raylib.vcxproj">
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<Project>{e89d61ac-55de-4482-afd4-df7242ebc859}</Project>
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</ProjectReference>
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<ClCompile Include="..\..\..\examples\core\core_basic_window.cpp" />
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</ItemGroup>
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<ItemGroup>
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<ClCompile Include="..\..\..\examples\core\core_basic_window.cpp" />
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<ProjectReference Include="..\raylib\raylib.vcxproj">
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<Project>{e89d61ac-55de-4482-afd4-df7242ebc859}</Project>
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<UseLibraryDependencyInputs>true</UseLibraryDependencyInputs>
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</ProjectReference>
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</ItemGroup>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
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<ImportGroup Label="ExtensionTargets">
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126
src/core.c
126
src/core.c
@ -3050,6 +3050,86 @@ static bool GetMouseButtonStatus(int button)
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#endif
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}
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static GamepadButton GetGamepadButton(int button)
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{
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GamepadButton b = GAMEPAD_BUTTON_UNKNOWN;
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#if defined(PLATFORM_DESKTOP)
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switch (button)
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{
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case GLFW_GAMEPAD_BUTTON_Y: b = GAMEPAD_BUTTON_RIGHT_FACE_UP; break;
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case GLFW_GAMEPAD_BUTTON_B: b = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT; break;
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case GLFW_GAMEPAD_BUTTON_A: b = GAMEPAD_BUTTON_RIGHT_FACE_DOWN; break;
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case GLFW_GAMEPAD_BUTTON_X: b = GAMEPAD_BUTTON_RIGHT_FACE_LEFT; break;
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case GLFW_GAMEPAD_BUTTON_LEFT_BUMPER: b = GAMEPAD_BUTTON_LEFT_TRIGGER_1; break;
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case GLFW_GAMEPAD_BUTTON_RIGHT_BUMPER: b = GAMEPAD_BUTTON_RIGHT_TRIGGER_1; break;
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case GLFW_GAMEPAD_BUTTON_BACK: b = GAMEPAD_BUTTON_MIDDLE_LEFT; break;
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case GLFW_GAMEPAD_BUTTON_GUIDE: b = GAMEPAD_BUTTON_MIDDLE; break;
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case GLFW_GAMEPAD_BUTTON_START: b = GAMEPAD_BUTTON_MIDDLE_RIGHT; break;
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case GLFW_GAMEPAD_BUTTON_DPAD_UP: b = GAMEPAD_BUTTON_LEFT_FACE_UP; break;
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case GLFW_GAMEPAD_BUTTON_DPAD_RIGHT: b = GAMEPAD_BUTTON_LEFT_FACE_RIGHT; break;
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case GLFW_GAMEPAD_BUTTON_DPAD_DOWN: b = GAMEPAD_BUTTON_LEFT_FACE_DOWN; break;
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case GLFW_GAMEPAD_BUTTON_DPAD_LEFT: b = GAMEPAD_BUTTON_LEFT_FACE_LEFT; break;
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case GLFW_GAMEPAD_BUTTON_LEFT_THUMB: b = GAMEPAD_BUTTON_LEFT_THUMB; break;
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case GLFW_GAMEPAD_BUTTON_RIGHT_THUMB: b = GAMEPAD_BUTTON_RIGHT_THUMB; break;
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}
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#endif
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#if defined(PLATFORM_WEB)
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//TODO: TEST
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//https://www.w3.org/TR/gamepad/#gamepad-interface
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switch (button)
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{
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case 0: b = GAMEPAD_BUTTON_RIGHT_FACE_DOWN; break;
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case 1: b = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT; break;
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case 2: b = GAMEPAD_BUTTON_RIGHT_FACE_LEFT; break;
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case 3: b = GAMEPAD_BUTTON_RIGHT_FACE_UP; break;
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case 4: b = GAMEPAD_BUTTON_LEFT_TRIGGER_1; break;
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case 5: b = GAMEPAD_BUTTON_RIGHT_TRIGGER_1; break;
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case 6: b = GAMEPAD_BUTTON_LEFT_TRIGGER_2; break;
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case 7: b = GAMEPAD_BUTTON_RIGHT_TRIGGER_2; break;
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case 8: b = GAMEPAD_BUTTON_MIDDLE_LEFT; break;
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case 9: b = GAMEPAD_BUTTON_MIDDLE_RIGHT; break;
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case 10: b = GAMEPAD_BUTTON_LEFT_THUMB; break;
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case 11: b = GAMEPAD_BUTTON_RIGHT_THUMB; break;
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case 12: b = GAMEPAD_BUTTON_LEFT_FACE_UP; break;
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case 13: b = GAMEPAD_BUTTON_LEFT_FACE_DOWN; break;
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case 14: b = GAMEPAD_BUTTON_LEFT_FACE_LEFT; break;
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case 15: b = GAMEPAD_BUTTON_LEFT_FACE_RIGHT; break;
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}
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#endif
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return b;
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}
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static GamepadAxis GetGamepadAxis(int axis)
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{
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GamepadAxis a = GAMEPAD_AXIS_UNKNOWN;
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#if defined(PLATFORM_DESKTOP)
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switch(axis)
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{
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case GLFW_GAMEPAD_AXIS_LEFT_X: a = GAMEPAD_AXIS_LEFT_X; break;
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case GLFW_GAMEPAD_AXIS_LEFT_Y: a = GAMEPAD_AXIS_LEFT_Y; break;
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case GLFW_GAMEPAD_AXIS_RIGHT_X: a = GAMEPAD_AXIS_RIGHT_X; break;
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case GLFW_GAMEPAD_AXIS_RIGHT_Y: a = GAMEPAD_AXIS_RIGHT_Y; break;
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case GLFW_GAMEPAD_AXIS_LEFT_TRIGGER: a = GAMEPAD_AXIS_LEFT_TRIGGER; break;
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case GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER: a = GAMEPAD_AXIS_RIGHT_TRIGGER; break;
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}
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#endif
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#if defined(PLATFORM_WEB)
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//TODO: TEST
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switch(axis)
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{
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case 0: a = GAMEPAD_AXIS_LEFT_X;
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case 1: a = GAMEPAD_AXIS_LEFT_Y;
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case 2: a = GAMEPAD_AXIS_RIGHT_X;
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case 3: a = GAMEPAD_AXIS_RIGHT_X;
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}
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#endif
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return a;
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}
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// Poll (store) all input events
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static void PollInputEvents(void)
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{
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@ -3114,7 +3194,7 @@ static void PollInputEvents(void)
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#if defined(PLATFORM_DESKTOP)
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// Check if gamepads are ready
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// NOTE: We do it here in case of disconection
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// NOTE: We do it here in case of disconnection
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for (int i = 0; i < MAX_GAMEPADS; i++)
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{
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if (glfwJoystickPresent(i)) gamepadReady[i] = true;
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@ -3131,33 +3211,37 @@ static void PollInputEvents(void)
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// Get current gamepad state
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// NOTE: There is no callback available, so we get it manually
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const unsigned char *buttons;
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int buttonsCount;
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//Get remapped buttons
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GLFWgamepadstate state;
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glfwGetGamepadState(i, &state); //This remapps all gamepads so they work the same
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const unsigned char *buttons = state.buttons;
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buttons = glfwGetJoystickButtons(i, &buttonsCount);
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for (int k = 0; (buttons != NULL) && (k < buttonsCount) && (buttonsCount < MAX_GAMEPAD_BUTTONS); k++)
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for (int k = 0; (buttons != NULL) && (k < GLFW_GAMEPAD_BUTTON_DPAD_LEFT + 1) && (k < MAX_GAMEPAD_BUTTONS); k++)
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{
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const GamepadButton button = GetGamepadButton(k);
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if (buttons[k] == GLFW_PRESS)
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{
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currentGamepadState[i][k] = 1;
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lastGamepadButtonPressed = k;
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currentGamepadState[i][button] = 1;
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lastGamepadButtonPressed = button;
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}
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else currentGamepadState[i][k] = 0;
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else currentGamepadState[i][button] = 0;
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}
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// Get current axis state
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const float *axes;
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int axisCount = 0;
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const float *axes = state.axes;
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axes = glfwGetJoystickAxes(i, &axisCount);
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for (int k = 0; (axes != NULL) && (k < axisCount) && (k < MAX_GAMEPAD_AXIS); k++)
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for (int k = 0; (axes != NULL) && (k < GLFW_GAMEPAD_AXIS_LAST + 1) && (k < MAX_GAMEPAD_AXIS); k++)
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{
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gamepadAxisState[i][k] = axes[k];
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const GamepadAxis axis = GetGamepadAxis(k);
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gamepadAxisState[i][axis] = axes[k];
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}
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gamepadAxisCount = axisCount;
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//Register buttons for 2nd triggers
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currentGamepadState[i][GAMEPAD_BUTTON_LEFT_TRIGGER_2] = (char)(gamepadAxisState[i][GAMEPAD_AXIS_LEFT_TRIGGER] > 0.1);
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currentGamepadState[i][GAMEPAD_BUTTON_RIGHT_TRIGGER_2] = (char)(gamepadAxisState[i][GAMEPAD_AXIS_RIGHT_TRIGGER] > 0.1);
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gamepadAxisCount = GLFW_GAMEPAD_AXIS_LAST;
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}
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}
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@ -3191,12 +3275,13 @@ static void PollInputEvents(void)
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// Register buttons data for every connected gamepad
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for (int j = 0; (j < gamepadState.numButtons) && (j < MAX_GAMEPAD_BUTTONS); j++)
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{
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const GamepadButton button = GetGamepadButton(j);
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if (gamepadState.digitalButton[j] == 1)
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{
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currentGamepadState[i][j] = 1;
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lastGamepadButtonPressed = j;
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currentGamepadState[i][button] = 1;
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lastGamepadButtonPressed = button;
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}
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else currentGamepadState[i][j] = 0;
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else currentGamepadState[i][button] = 0;
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//TraceLog(LOG_DEBUG, "Gamepad %d, button %d: Digital: %d, Analog: %g", gamepadState.index, j, gamepadState.digitalButton[j], gamepadState.analogButton[j]);
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}
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@ -3204,7 +3289,8 @@ static void PollInputEvents(void)
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// Register axis data for every connected gamepad
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for (int j = 0; (j < gamepadState.numAxes) && (j < MAX_GAMEPAD_AXIS); j++)
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{
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gamepadAxisState[i][j] = gamepadState.axis[j];
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const GamepadAxis axis = GetGamepadAxis(k);
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gamepadAxisState[i][axis] = gamepadState.axis[j];
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}
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gamepadAxisCount = gamepadState.numAxes;
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51
src/raylib.h
51
src/raylib.h
@ -619,6 +619,57 @@ typedef enum {
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GAMEPAD_PLAYER4 = 3
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} GamepadNumber;
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// Gamepad Buttons
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typedef enum
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{
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//This is here just for error checking
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GAMEPAD_BUTTON_UNKNOWN = 0,
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//This is normally ABXY/Circle, Triangle, Square, Cross. No support for 6 button controllers though..
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GAMEPAD_BUTTON_LEFT_FACE_UP,
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GAMEPAD_BUTTON_LEFT_FACE_RIGHT,
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GAMEPAD_BUTTON_LEFT_FACE_DOWN,
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GAMEPAD_BUTTON_LEFT_FACE_LEFT,
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//This is normally a DPAD
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GAMEPAD_BUTTON_RIGHT_FACE_UP,
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GAMEPAD_BUTTON_RIGHT_FACE_RIGHT,
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GAMEPAD_BUTTON_RIGHT_FACE_DOWN,
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GAMEPAD_BUTTON_RIGHT_FACE_LEFT,
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//Triggers
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GAMEPAD_BUTTON_LEFT_TRIGGER_1,
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GAMEPAD_BUTTON_LEFT_TRIGGER_2,
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GAMEPAD_BUTTON_RIGHT_TRIGGER_1,
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GAMEPAD_BUTTON_RIGHT_TRIGGER_2,
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//These are buttons in the center of the gamepad
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GAMEPAD_BUTTON_MIDDLE_LEFT, //PS3 Select
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GAMEPAD_BUTTON_MIDDLE, //PS Button/XBOX Button
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GAMEPAD_BUTTON_MIDDLE_RIGHT, //PS3 Start
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//These are the joystick press in buttons
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GAMEPAD_BUTTON_LEFT_THUMB,
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GAMEPAD_BUTTON_RIGHT_THUMB
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} GamepadButton;
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typedef enum
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{
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GAMEPAD_AXIS_UNKNOWN = 0,
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//Left stick
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GAMEPAD_AXIS_LEFT_X,
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GAMEPAD_AXIS_LEFT_Y,
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//Right stick
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GAMEPAD_AXIS_RIGHT_X,
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GAMEPAD_AXIS_RIGHT_Y,
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//Pressure levels
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GAMEPAD_AXIS_LEFT_TRIGGER, // [1..-1] (pressure-level)
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GAMEPAD_AXIS_RIGHT_TRIGGER // [1..-1] (pressure-level)
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} GamepadAxis;
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// PS3 USB Controller Buttons
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// TODO: Provide a generic way to list gamepad controls schemes,
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// defining specific controls schemes is not a good option
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