mirror of
https://github.com/QB64-Phoenix-Edition/QB64pe.git
synced 2024-09-09 15:10:18 +00:00
240 lines
8.7 KiB
C++
240 lines
8.7 KiB
C++
//----------------------------------------------------------------------------------------------------------------------
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// QB64-PE Game Controller Library
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// Powered by libstem Gamepad (https://github.com/ThemsAllTook/libstem_gamepad)
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//----------------------------------------------------------------------------------------------------------------------
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// #define GAME_CONTROLLER_DEBUG
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#include "game_controller.h"
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#include "../../../common.h"
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#include "event.h"
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#include "libstem_gamepad/Gamepad.h"
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static void onButtonDown(struct Gamepad_device *device, unsigned int buttonID, double timestamp, void *context) {
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// buttonId is base 0
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#ifdef GAME_CONTROLLER_DEBUG
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fprintf(stderr, "Button %u down on device %u at %f with context %p\n", buttonID, device->deviceID, timestamp, context);
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#endif
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int button = buttonID;
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int32_t di, controller;
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controller = 0;
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for (di = 1; di <= device_last; di++) {
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static device_struct *d;
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d = &devices[di];
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if (d->used == 1) {
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if (d->type == 1) {
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controller++;
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if (d->handle_int == device->deviceID) {
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// ON STRIG event
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static int32_t i;
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if (controller <= 256 && button <= 255) { // within supported range
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i = (controller - 1) * 256 + button;
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if (onstrig[i].active) {
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if (onstrig[i].id) {
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if (onstrig[i].active == 1) { //(1)ON
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onstrig[i].state++;
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} else { //(2)STOP
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onstrig[i].state = 1;
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}
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qbevent = 1;
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}
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}
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} // within supported range
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int32_t eventIndex = createDeviceEvent(d);
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setDeviceEventButtonValue(d, eventIndex, button, 1);
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commitDeviceEvent(d);
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// set STRIG_button_pressed for button
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if (button >= 0 && button <= 255) {
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d->STRIG_button_pressed[button] = 1;
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}
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} // js index
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} // type==1
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} // used
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} // di
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}
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static void onButtonUp(struct Gamepad_device *device, unsigned int buttonID, double timestamp, void *context) {
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#ifdef GAME_CONTROLLER_DEBUG
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fprintf(stderr, "Button %u up on device %u at %f with context %p\n", buttonID, device->deviceID, timestamp, context);
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#endif
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int button = buttonID;
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int32_t di;
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for (di = 1; di <= device_last; di++) {
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static device_struct *d;
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d = &devices[di];
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if (d->used == 1) {
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if (d->type == 1) {
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if (d->handle_int == device->deviceID) {
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int32_t eventIndex = createDeviceEvent(d);
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setDeviceEventButtonValue(d, eventIndex, button, 0);
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commitDeviceEvent(d);
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} // js index
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} // type==1
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} // used
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} // di
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}
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static void onAxisMoved(struct Gamepad_device *device, unsigned int axisID, float value, float lastValue, double timestamp, void *context) {
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#ifdef GAME_CONTROLLER_DEBUG
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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);
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#endif
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int axis = axisID;
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int32_t di;
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for (di = 1; di <= device_last; di++) {
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static device_struct *d;
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d = &devices[di];
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if (d->used == 1) {
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if (d->type == 1) {
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if (d->handle_int == device->deviceID) {
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float f;
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f = value;
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/*
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if (f==-32768) f=-32767;
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f/=32767.0;
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*/
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if (f > 1.0)
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f = 1.0;
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if (f < -1.0)
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f = -1.0;
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int32_t eventIndex = createDeviceEvent(d);
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setDeviceEventAxisValue(d, eventIndex, axis, f);
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commitDeviceEvent(d);
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} // js index
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} // type==1
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} // used
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} // di
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}
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static void onDeviceAttached(struct Gamepad_device *device, void *context) {
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#ifdef GAME_CONTROLLER_DEBUG
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fprintf(stderr, "Device ID %u attached (vendor = 0x%X; product = 0x%X) with context %p\n", device->deviceID, device->vendorID, device->productID, context);
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#endif
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int i, x, x2;
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// re-acquire a potentially dropped device in its original index
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for (i = 1; i <= device_last; i++) {
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if (devices[i].used) {
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if (devices[i].type == 1) { // it's a joystick/gamepad
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if (!devices[i].connected) {
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if (device->productID == devices[i].product_id) {
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if (device->vendorID == devices[i].vendor_id) {
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if (device->numAxes == devices[i].axes) {
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if (device->numButtons == devices[i].buttons) {
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//(sometimes when gamepads are re-plugged they receive a generic name)
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// if (strlen(device->description)==strlen(devices[i].description)){//same name length
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// if (strcmp(device->description,devices[i].description)==0){//same name content
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// re-acquire device
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devices[i].handle_int = device->deviceID;
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if (!devices[i].connected) {
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devices[i].connected = 1;
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devices[i].name[strlen(devices[i].name) - 14] = 0; // Remove "[DISCONNECTED]"
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}
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devices[i].used = 1;
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return;
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//}
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//}
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}
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}
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}
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}
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}
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}
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}
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} // i
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// add new device
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i = device_last + 1;
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if (i > device_max) {
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device_struct *devices = (device_struct *)realloc(devices, (device_max * 2 + 1) * sizeof(device_struct));
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device_max *= 2;
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}
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memset(&devices[i], 0, sizeof(device_struct));
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devices[i].type = DEVICETYPE_CONTROLLER;
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devices[i].description = strdup(device->description);
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devices[i].handle_int = device->deviceID;
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devices[i].buttons = device->numButtons;
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devices[i].lastbutton = devices[i].buttons;
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devices[i].axes = device->numAxes;
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devices[i].lastaxis = devices[i].axes;
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devices[i].product_id = device->productID;
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devices[i].vendor_id = device->vendorID;
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char name[1000];
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strcpy(name, "[CONTROLLER][[NAME][");
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strcat(name, devices[i].description);
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strcat(name, "]]");
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if (devices[i].lastbutton)
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strcat(name, "[BUTTON]");
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if (devices[i].lastaxis)
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strcat(name, "[AXIS]");
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if (devices[i].lastwheel)
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strcat(name, "[WHEEL]");
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devices[i].name = strdup(name);
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setupDevice(&devices[i]);
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device_last = i;
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}
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static void onDeviceRemoved(struct Gamepad_device *device, void *context) {
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#ifdef GAME_CONTROLLER_DEBUG
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fprintf(stderr, "Device ID %u removed with context %p\n", device->deviceID, context);
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#endif
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int i;
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for (i = 1; i <= device_last; i++) {
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if (devices[i].used) {
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if (devices[i].type == 1) { // it's a joystick/gamepad
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if (devices[i].handle_int == device->deviceID) {
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char name[1000];
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strcpy(name, devices[i].name);
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strcat(name, "[DISCONNECTED]");
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char *oldname = devices[i].name;
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devices[i].name = strdup(name);
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free(oldname);
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devices[i].connected = 0;
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}
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}
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}
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} // i
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}
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void QB64_GAMEPAD_INIT() {
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Gamepad_deviceAttachFunc(onDeviceAttached, (void *)0x1);
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Gamepad_deviceRemoveFunc(onDeviceRemoved, (void *)0x2);
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Gamepad_buttonDownFunc(onButtonDown, (void *)0x3);
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Gamepad_buttonUpFunc(onButtonUp, (void *)0x4);
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Gamepad_axisMoveFunc(onAxisMoved, (void *)0x5);
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Gamepad_init();
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}
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void QB64_GAMEPAD_POLL() {
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Gamepad_detectDevices();
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Gamepad_processEvents();
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}
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void QB64_GAMEPAD_SHUTDOWN() {
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Gamepad_deviceAttachFunc(NULL, (void *)0x1);
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Gamepad_deviceRemoveFunc(NULL, (void *)0x2);
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Gamepad_buttonDownFunc(NULL, (void *)0x3);
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Gamepad_buttonUpFunc(NULL, (void *)0x4);
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Gamepad_axisMoveFunc(NULL, (void *)0x5);
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Gamepad_shutdown();
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}
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