//---------------------------------------------------------------------------------------------------------------------- // QB64-PE Game Controller Library // Powered by libstem Gamepad (https://github.com/ThemsAllTook/libstem_gamepad) //---------------------------------------------------------------------------------------------------------------------- // #define GAME_CONTROLLER_DEBUG #include "game_controller.h" #include "../../../common.h" #include "event.h" #include "libstem_gamepad/Gamepad.h" static void onButtonDown(struct Gamepad_device *device, unsigned int buttonID, double timestamp, void *context) { // buttonId is base 0 #ifdef GAME_CONTROLLER_DEBUG fprintf(stderr, "Button %u down on device %u at %f with context %p\n", buttonID, device->deviceID, timestamp, context); #endif int button = buttonID; int32_t di, controller; controller = 0; for (di = 1; di <= device_last; di++) { static device_struct *d; d = &devices[di]; if (d->used == 1) { if (d->type == 1) { controller++; if (d->handle_int == device->deviceID) { // ON STRIG event static int32_t i; if (controller <= 256 && button <= 255) { // within supported range i = (controller - 1) * 256 + button; if (onstrig[i].active) { if (onstrig[i].id) { if (onstrig[i].active == 1) { //(1)ON onstrig[i].state++; } else { //(2)STOP onstrig[i].state = 1; } qbevent = 1; } } } // within supported range int32_t eventIndex = createDeviceEvent(d); setDeviceEventButtonValue(d, eventIndex, button, 1); commitDeviceEvent(d); // set STRIG_button_pressed for button if (button >= 0 && button <= 255) { d->STRIG_button_pressed[button] = 1; } } // js index } // type==1 } // used } // di } static void onButtonUp(struct Gamepad_device *device, unsigned int buttonID, double timestamp, void *context) { #ifdef GAME_CONTROLLER_DEBUG fprintf(stderr, "Button %u up on device %u at %f with context %p\n", buttonID, device->deviceID, timestamp, context); #endif int button = buttonID; int32_t di; for (di = 1; di <= device_last; di++) { static device_struct *d; d = &devices[di]; if (d->used == 1) { if (d->type == 1) { if (d->handle_int == device->deviceID) { int32_t eventIndex = createDeviceEvent(d); setDeviceEventButtonValue(d, eventIndex, button, 0); commitDeviceEvent(d); } // js index } // type==1 } // used } // di } static void onAxisMoved(struct Gamepad_device *device, unsigned int axisID, float value, float lastValue, double timestamp, void *context) { #ifdef GAME_CONTROLLER_DEBUG fprintf(stderr, "Axis %u moved from %f to %f on device %u at %f with context %p\n", axisID, lastValue, value, device->deviceID, timestamp, context); #endif int axis = axisID; int32_t di; for (di = 1; di <= device_last; di++) { static device_struct *d; d = &devices[di]; if (d->used == 1) { if (d->type == 1) { if (d->handle_int == device->deviceID) { float f; f = value; /* if (f==-32768) f=-32767; f/=32767.0; */ if (f > 1.0) f = 1.0; if (f < -1.0) f = -1.0; int32_t eventIndex = createDeviceEvent(d); setDeviceEventAxisValue(d, eventIndex, axis, f); commitDeviceEvent(d); } // js index } // type==1 } // used } // di } static void onDeviceAttached(struct Gamepad_device *device, void *context) { #ifdef GAME_CONTROLLER_DEBUG fprintf(stderr, "Device ID %u attached (vendor = 0x%X; product = 0x%X) with context %p\n", device->deviceID, device->vendorID, device->productID, context); #endif int i, x, x2; // re-acquire a potentially dropped device in its original index for (i = 1; i <= device_last; i++) { if (devices[i].used) { if (devices[i].type == 1) { // it's a joystick/gamepad if (!devices[i].connected) { if (device->productID == devices[i].product_id) { if (device->vendorID == devices[i].vendor_id) { if (device->numAxes == devices[i].axes) { if (device->numButtons == devices[i].buttons) { //(sometimes when gamepads are re-plugged they receive a generic name) // if (strlen(device->description)==strlen(devices[i].description)){//same name length // if (strcmp(device->description,devices[i].description)==0){//same name content // re-acquire device devices[i].handle_int = device->deviceID; if (!devices[i].connected) { devices[i].connected = 1; devices[i].name[strlen(devices[i].name) - 14] = 0; // Remove "[DISCONNECTED]" } devices[i].used = 1; return; //} //} } } } } } } } } // i // add new device i = device_last + 1; if (i > device_max) { device_struct *devices = (device_struct *)realloc(devices, (device_max * 2 + 1) * sizeof(device_struct)); device_max *= 2; } memset(&devices[i], 0, sizeof(device_struct)); devices[i].type = DEVICETYPE_CONTROLLER; devices[i].description = strdup(device->description); devices[i].handle_int = device->deviceID; devices[i].buttons = device->numButtons; devices[i].lastbutton = devices[i].buttons; devices[i].axes = device->numAxes; devices[i].lastaxis = devices[i].axes; devices[i].product_id = device->productID; devices[i].vendor_id = device->vendorID; char name[1000]; strcpy(name, "[CONTROLLER][[NAME]["); strcat(name, devices[i].description); strcat(name, "]]"); if (devices[i].lastbutton) strcat(name, "[BUTTON]"); if (devices[i].lastaxis) strcat(name, "[AXIS]"); if (devices[i].lastwheel) strcat(name, "[WHEEL]"); devices[i].name = strdup(name); setupDevice(&devices[i]); device_last = i; } static void onDeviceRemoved(struct Gamepad_device *device, void *context) { #ifdef GAME_CONTROLLER_DEBUG fprintf(stderr, "Device ID %u removed with context %p\n", device->deviceID, context); #endif int i; for (i = 1; i <= device_last; i++) { if (devices[i].used) { if (devices[i].type == 1) { // it's a joystick/gamepad if (devices[i].handle_int == device->deviceID) { char name[1000]; strcpy(name, devices[i].name); strcat(name, "[DISCONNECTED]"); char *oldname = devices[i].name; devices[i].name = strdup(name); free(oldname); devices[i].connected = 0; } } } } // i } void QB64_GAMEPAD_INIT() { Gamepad_deviceAttachFunc(onDeviceAttached, (void *)0x1); Gamepad_deviceRemoveFunc(onDeviceRemoved, (void *)0x2); Gamepad_buttonDownFunc(onButtonDown, (void *)0x3); Gamepad_buttonUpFunc(onButtonUp, (void *)0x4); Gamepad_axisMoveFunc(onAxisMoved, (void *)0x5); Gamepad_init(); } void QB64_GAMEPAD_POLL() { Gamepad_detectDevices(); Gamepad_processEvents(); } void QB64_GAMEPAD_SHUTDOWN() { Gamepad_deviceAttachFunc(NULL, (void *)0x1); Gamepad_deviceRemoveFunc(NULL, (void *)0x2); Gamepad_buttonDownFunc(NULL, (void *)0x3); Gamepad_buttonUpFunc(NULL, (void *)0x4); Gamepad_axisMoveFunc(NULL, (void *)0x5); Gamepad_shutdown(); }