Fixing gamepad buttons not working in drm backend (#3888)
* Fixing gamepad buttons in drm backend * Remove trailing spaces * Axis enumeration now works properly
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@ -82,6 +82,10 @@
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#define DEFAULT_EVDEV_PATH "/dev/input/" // Path to the linux input events
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// So actually the biggest key is KEY_CNT but we only really map the keys up to
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// KEY_ALS_TOGGLE
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#define KEYMAP_SIZE KEY_ALS_TOGGLE
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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//----------------------------------------------------------------------------------
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@ -135,31 +139,13 @@ static PlatformData platform = { 0 }; // Platform specific data
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//----------------------------------------------------------------------------------
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// Local Variables Definition
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//----------------------------------------------------------------------------------
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// Scancode to keycode mapping for US keyboards
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// NOTE: The complete evdev EV_KEY list can be found at /usr/include/linux/input-event-codes.h
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// TODO: Complete the LUT with all unicode decimal values
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// TODO: Replace this with a keymap from the X11 to get the correct regional map for the keyboard:
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// Currently non US keyboards will have the wrong mapping for some keys
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// NOTE: Replacing this with the keymap from X11 would probably be useless, as people use the drm
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// backend to *avoid* X11
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static const int keymapUS[] = {
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0, 256, 49, 50, 51, 52, 53, 54, 55, 56, 57, 48, 45, 61, 259, 258, 81, 87, 69, 82, 84,
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89, 85, 73, 79, 80, 91, 93, 257, 341, 65, 83, 68, 70, 71, 72, 74, 75, 76, 59, 39, 96,
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340, 92, 90, 88, 67, 86, 66, 78, 77, 44, 46, 47, 344, 332, 342, 32, 280, 290, 291,
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292, 293, 294, 295, 296, 297, 298, 299, 282, 281, 327, 328, 329, 333, 324, 325,
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326, 334, 321, 322, 323, 320, 330, 0, 85, 86, 300, 301, 89, 90, 91, 92, 93, 94, 95,
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335, 345, 331, 283, 346, 101, 268, 265, 266, 263, 262, 269, 264, 267, 260, 261,
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112, 113, 114, 115, 116, 117, 118, 119, 120, 121, 122, 123, 124, 125, 347, 127,
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128, 129, 130, 131, 132, 133, 134, 135, 136, 137, 138, 139, 140, 141, 142, 143,
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144, 145, 146, 147, 148, 149, 150, 151, 152, 153, 154, 155, 156, 157, 158, 159,
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160, 161, 162, 163, 164, 165, 166, 167, 168, 169, 170, 171, 172, 173, 174, 175,
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176, 177, 178, 179, 180, 181, 182, 183, 184, 185, 186, 187, 188, 189, 190, 191,
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192, 193, 194, 0, 0, 0, 0, 0, 200, 201, 202, 203, 204, 205, 206, 207, 208, 209, 210,
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211, 212, 213, 214, 215, 216, 217, 218, 219, 220, 221, 222, 223, 224, 225, 226,
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227, 228, 229, 230, 231, 232, 233, 234, 235, 236, 237, 238, 239, 240, 241, 242,
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243, 244, 245, 246, 247, 248, 0, 0, 0, 0, 0, 0, 0
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};
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// NOTE: The complete evdev EV_KEY list can be found at /usr/include/linux/input-event-codes.h
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// TODO: Complete the LUT with all unicode decimal values
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static const int evkeyToUnicodeLUT[] = {
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0, 27, 49, 50, 51, 52, 53, 54, 55, 56, 57, 48, 45, 61, 8, 0, 113, 119, 101, 114,
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116, 121, 117, 105, 111, 112, 0, 0, 13, 0, 97, 115, 100, 102, 103, 104, 106, 107, 108, 59,
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@ -167,6 +153,67 @@ static const int evkeyToUnicodeLUT[] = {
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// LUT currently incomplete, just mapped the most essential keys
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};
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// This is the map used to map any keycode returned from linux to a raylib code from 'raylib.h'
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// NOTE: Use short here to save a little memory
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static const short linuxToRaylibMap[KEYMAP_SIZE] = {
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// We don't map those with designated initialization, because we would getting
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// into loads of naming conflicts
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0, 256, 49, 50, 51, 52, 53, 54,
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55, 56, 57, 48, 45, 61, 259, 258,
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81, 87, 69, 82, 84, 89, 85, 73,
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79, 80, 91, 93, 257, 341, 65, 83,
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68, 70, 71, 72, 74, 75, 76, 59,
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39, 96, 340, 92, 90, 88, 67, 86,
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66, 78, 77, 44, 46, 47, 344, 332,
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342, 32, 280, 290, 291, 292, 293, 294,
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295, 296, 297, 298, 299, 282, 281, 327,
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328, 329, 333, 324, 325, 326, 334, 321,
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322, 323, 320, 330, 0, 85, 86, 300,
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301, 89, 90, 91, 92, 93, 94, 95,
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335, 345, 331, 283, 346, 101, 268, 265,
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266, 263, 262, 269, 264, 267, 260, 261,
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112, 113, 114, 115, 116, 117, 118, 119,
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120, 121, 122, 123, 124, 125, 347, 127,
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128, 129, 130, 131, 132, 133, 134, 135,
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136, 137, 138, 139, 140, 141, 142, 143,
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144, 145, 146, 147, 148, 149, 150, 151,
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152, 153, 154, 155, 156, 157, 158, 159,
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160, 161, 162, 163, 164, 165, 166, 167,
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168, 169, 170, 171, 172, 173, 174, 175,
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176, 177, 178, 179, 180, 181, 182, 183,
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184, 185, 186, 187, 188, 189, 190, 191,
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192, 193, 194, 0, 0, 0, 0, 0,
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200, 201, 202, 203, 204, 205, 206, 207,
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208, 209, 210, 211, 212, 213, 214, 215,
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216, 217, 218, 219, 220, 221, 222, 223,
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224, 225, 226, 227, 228, 229, 230, 231,
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232, 233, 234, 235, 236, 237, 238, 239,
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240, 241, 242, 243, 244, 245, 246, 247,
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248, 0, 0, 0, 0, 0, 0, 0,
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// Gamepads are mapped according to:
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// https://www.kernel.org/doc/html/next/input/gamepad.html
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// Those mappings are standardized, but that doesn't mean people follow
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// the standards, so this is more of an approximation
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[BTN_DPAD_UP] = GAMEPAD_BUTTON_LEFT_FACE_UP,
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[BTN_DPAD_RIGHT] = GAMEPAD_BUTTON_LEFT_FACE_RIGHT,
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[BTN_DPAD_DOWN] = GAMEPAD_BUTTON_LEFT_FACE_DOWN,
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[BTN_DPAD_LEFT] = GAMEPAD_BUTTON_LEFT_FACE_LEFT,
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[BTN_Y] = GAMEPAD_BUTTON_RIGHT_FACE_UP,
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[BTN_B] = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT,
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[BTN_A] = GAMEPAD_BUTTON_RIGHT_FACE_DOWN,
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[BTN_X] = GAMEPAD_BUTTON_RIGHT_FACE_LEFT,
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[BTN_TL] = GAMEPAD_BUTTON_LEFT_TRIGGER_1,
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[BTN_TL2] = GAMEPAD_BUTTON_LEFT_TRIGGER_2,
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[BTN_TR] = GAMEPAD_BUTTON_RIGHT_TRIGGER_1,
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[BTN_TR2] GAMEPAD_BUTTON_RIGHT_TRIGGER_2,
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[BTN_SELECT] = GAMEPAD_BUTTON_MIDDLE_LEFT,
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[BTN_MODE] = GAMEPAD_BUTTON_MIDDLE,
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[BTN_START] = GAMEPAD_BUTTON_MIDDLE_RIGHT,
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[BTN_THUMBL] = GAMEPAD_BUTTON_LEFT_THUMB,
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[BTN_THUMBR] = GAMEPAD_BUTTON_RIGHT_THUMB,
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};
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//----------------------------------------------------------------------------------
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// Module Internal Functions Declaration
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//----------------------------------------------------------------------------------
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@ -574,7 +621,7 @@ void PollInputEvents(void)
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CORE.Input.Mouse.previousWheelMove = CORE.Input.Mouse.currentWheelMove;
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CORE.Input.Mouse.currentWheelMove = platform.eventWheelMove;
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platform.eventWheelMove = (Vector2){ 0.0f, 0.0f };
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for (int i = 0; i < MAX_MOUSE_BUTTONS; i++)
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{
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CORE.Input.Mouse.previousButtonState[i] = CORE.Input.Mouse.currentButtonState[i];
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@ -1293,7 +1340,10 @@ static void ConfigureEvdevDevice(char *device)
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// Identify the device
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//-------------------------------------------------------------------------------------------------------
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struct input_absinfo absinfo[ABS_CNT] = { 0 };
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struct {
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bool exist;
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struct input_absinfo info;
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} absinfo[ABS_CNT] = { 0 };
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// These flags aren't really a one of
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// Some devices could have properties we assosciate with keyboards as well as properties
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@ -1318,8 +1368,12 @@ static void ConfigureEvdevDevice(char *device)
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if (hasAbsXY)
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{
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absAxisCount += 2;
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ioctl(fd, EVIOCGABS(ABS_X), &absinfo[ABS_X]);
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ioctl(fd, EVIOCGABS(ABS_Y), &absinfo[ABS_Y]);
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absinfo[ABS_X].exist = true;
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absinfo[ABS_Y].exist = true;
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ioctl(fd, EVIOCGABS(ABS_X), &absinfo[ABS_X].info);
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ioctl(fd, EVIOCGABS(ABS_Y), &absinfo[ABS_Y].info);
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}
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// If it has any of these buttons it's a touch device
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@ -1340,10 +1394,11 @@ static void ConfigureEvdevDevice(char *device)
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{
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if (TEST_BIT(absBits, axis))
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{
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absinfo[axis].exist = true;
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isGamepad = true;
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absAxisCount++;
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ioctl(fd, EVIOCGABS(axis), &absinfo[axis]);
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ioctl(fd, EVIOCGABS(axis), &absinfo[axis].info);
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}
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}
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}
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@ -1398,11 +1453,11 @@ static void ConfigureEvdevDevice(char *device)
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if (absAxisCount > 0)
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{
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platform.absRange.x = absinfo[ABS_X].minimum;
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platform.absRange.width = absinfo[ABS_X].maximum - absinfo[ABS_X].minimum;
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platform.absRange.x = absinfo[ABS_X].info.minimum;
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platform.absRange.width = absinfo[ABS_X].info.maximum - absinfo[ABS_X].info.minimum;
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platform.absRange.y = absinfo[ABS_Y].minimum;
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platform.absRange.height = absinfo[ABS_Y].maximum - absinfo[ABS_Y].minimum;
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platform.absRange.y = absinfo[ABS_Y].info.minimum;
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platform.absRange.height = absinfo[ABS_Y].info.maximum - absinfo[ABS_Y].info.minimum;
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}
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}
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else if (isGamepad && !isMouse && !isKeyboard && platform.gamepadCount < MAX_GAMEPADS)
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@ -1429,10 +1484,14 @@ static void ConfigureEvdevDevice(char *device)
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int axisIndex = 0;
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for (int axis = ABS_X; axis < ABS_PRESSURE; axis++)
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{
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platform.gamepadAbsAxisRange[index][axisIndex][0] = absinfo[axisIndex].minimum;
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platform.gamepadAbsAxisRange[index][axisIndex][1] = absinfo[axisIndex].maximum - absinfo[axisIndex].minimum;
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if (absinfo[axis].exist)
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{
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platform.gamepadAbsAxisRange[index][axisIndex][0] = absinfo[axisIndex].info.minimum;
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platform.gamepadAbsAxisRange[index][axisIndex][1] = absinfo[axisIndex].info.maximum - absinfo[axisIndex].info.minimum;
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platform.gamepadAbsAxisMap[index][axis] = axisIndex++;
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platform.gamepadAbsAxisMap[index][axis] = axisIndex;
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axisIndex++;
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}
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}
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}
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}
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@ -1475,7 +1534,7 @@ static void PollKeyboardEvents(void)
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{
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// Lookup the scancode in the keymap to get a keycode
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keycode = keymapUS[event.code];
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keycode = linuxToRaylibMap[event.code];
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// Make sure we got a valid keycode
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if ((keycode > 0) && (keycode < MAX_KEYBOARD_KEYS))
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@ -1527,27 +1586,38 @@ static void PollGamepadEvents(void)
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{
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if (event.type == EV_KEY)
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{
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if (event.code >= MAX_GAMEPAD_BUTTONS) continue;
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if (event.code < KEYMAP_SIZE)
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{
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short keycodeRaylib = linuxToRaylibMap[event.code];
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TRACELOG(LOG_DEBUG, "INPUT: Gamepad %i button: %i, value: %i", i, event.code, event.value);
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TRACELOG(LOG_DEBUG, "INPUT: Gamepad %2i: KEY_%s Keycode(linux): %4i Keycode(raylib): %4i", i, (event.value == 0) ? "UP " : "DOWN", event.code, keycodeRaylib);
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// 1 - button pressed, 0 - button released
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CORE.Input.Gamepad.currentButtonState[i][event.code] = event.value;
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if ((keycodeRaylib != 0) && (keycodeRaylib < MAX_GAMEPAD_BUTTONS))
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{
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// 1 - button pressed, 0 - button released
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CORE.Input.Gamepad.currentButtonState[i][keycodeRaylib] = event.value;
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if (event.value == 1) CORE.Input.Gamepad.lastButtonPressed = event.code;
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else CORE.Input.Gamepad.lastButtonPressed = 0; // GAMEPAD_BUTTON_UNKNOWN
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CORE.Input.Gamepad.lastButtonPressed = (event.value == 1)? keycodeRaylib : GAMEPAD_BUTTON_UNKNOWN;
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}
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}
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}
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else if (event.type == EV_ABS)
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{
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if (event.code >= MAX_GAMEPAD_AXIS) continue;
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if (event.code < ABS_CNT)
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{
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int axisRaylib = platform.gamepadAbsAxisMap[i][event.code];
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TRACELOG(LOG_DEBUG, "INPUT: Gamepad %i axis: %i, value: %i", i, platform.gamepadAbsAxisMap[i][event.code], event.value);
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TRACELOG(LOG_DEBUG, "INPUT: Gamepad %2i: Axis: %2i Value: %i", i, axisRaylib, event.value);
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int min = platform.gamepadAbsAxisRange[i][event.code][0];
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int range = platform.gamepadAbsAxisRange[i][event.code][1];
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if (axisRaylib < MAX_GAMEPAD_AXIS)
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{
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int min = platform.gamepadAbsAxisRange[i][event.code][0];
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int range = platform.gamepadAbsAxisRange[i][event.code][1];
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// NOTE: Scaling of event.value to get values between -1..1
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CORE.Input.Gamepad.axisState[i][platform.gamepadAbsAxisMap[i][event.code]] = (2 * (float)(event.value - min) / range) - 1;
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// NOTE: Scaling of event.value to get values between -1..1
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CORE.Input.Gamepad.axisState[i][axisRaylib] = (2 * (float)(event.value - min) / range) - 1;
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}
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}
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}
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}
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}
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@ -1576,7 +1646,7 @@ static void PollMouseEvents(void)
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CORE.Input.Mouse.previousPosition.x = 0.0f;
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}
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else CORE.Input.Mouse.currentPosition.x += event.value;
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CORE.Input.Touch.position[0].x = CORE.Input.Mouse.currentPosition.x;
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touchAction = 2; // TOUCH_ACTION_MOVE
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}
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@ -1589,7 +1659,7 @@ static void PollMouseEvents(void)
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CORE.Input.Mouse.previousPosition.y = 0.0f;
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}
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else CORE.Input.Mouse.currentPosition.y += event.value;
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CORE.Input.Touch.position[0].y = CORE.Input.Mouse.currentPosition.y;
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touchAction = 2; // TOUCH_ACTION_MOVE
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}
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@ -721,9 +721,9 @@ typedef enum {
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GAMEPAD_BUTTON_LEFT_FACE_DOWN, // Gamepad left DPAD down button
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GAMEPAD_BUTTON_LEFT_FACE_LEFT, // Gamepad left DPAD left button
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GAMEPAD_BUTTON_RIGHT_FACE_UP, // Gamepad right button up (i.e. PS3: Triangle, Xbox: Y)
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GAMEPAD_BUTTON_RIGHT_FACE_RIGHT, // Gamepad right button right (i.e. PS3: Square, Xbox: X)
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GAMEPAD_BUTTON_RIGHT_FACE_RIGHT, // Gamepad right button right (i.e. PS3: Circle, Xbox: B)
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GAMEPAD_BUTTON_RIGHT_FACE_DOWN, // Gamepad right button down (i.e. PS3: Cross, Xbox: A)
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GAMEPAD_BUTTON_RIGHT_FACE_LEFT, // Gamepad right button left (i.e. PS3: Circle, Xbox: B)
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GAMEPAD_BUTTON_RIGHT_FACE_LEFT, // Gamepad right button left (i.e. PS3: Square, Xbox: X)
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GAMEPAD_BUTTON_LEFT_TRIGGER_1, // Gamepad top/back trigger left (first), it could be a trailing button
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GAMEPAD_BUTTON_LEFT_TRIGGER_2, // Gamepad top/back trigger left (second), it could be a trailing button
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GAMEPAD_BUTTON_RIGHT_TRIGGER_1, // Gamepad top/back trigger right (one), it could be a trailing button
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