forked from MoonsideGames/MoonWorks
improve gamepad init and support hotplugging
parent
646e5e9283
commit
f6fc80804e
24
src/Game.cs
24
src/Game.cs
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@ -205,6 +205,14 @@ namespace MoonWorks
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case SDL.SDL_EventType.SDL_DROPFILE:
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HandleFileDrop(_event);
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break;
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case SDL.SDL_EventType.SDL_CONTROLLERDEVICEADDED:
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HandleControllerAdded(_event);
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break;
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case SDL.SDL_EventType.SDL_CONTROLLERDEVICEREMOVED:
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HandleControllerRemoved(_event);
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break;
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}
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}
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}
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@ -244,6 +252,22 @@ namespace MoonWorks
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DropFile(filePath);
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}
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private void HandleControllerAdded(SDL.SDL_Event evt)
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{
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var index = evt.cdevice.which;
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if (SDL.SDL_IsGameController(index) == SDL.SDL_bool.SDL_TRUE)
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{
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System.Console.WriteLine($"New controller detected!");
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Inputs.AddGamepad(index);
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}
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}
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private void HandleControllerRemoved(SDL.SDL_Event evt)
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{
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System.Console.WriteLine($"Controller removal detected!");
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Inputs.RemoveGamepad(evt.cdevice.which);
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}
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private TimeSpan AdvanceElapsedTime()
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{
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long currentTicks = gameTimer.Elapsed.Ticks;
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@ -1,4 +1,3 @@
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using System;
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using MoonWorks.Math;
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using SDL2;
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@ -6,7 +5,7 @@ namespace MoonWorks.Input
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{
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public class Axis
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{
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IntPtr GamepadHandle;
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public Gamepad Parent { get; }
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SDL.SDL_GameControllerAxis SDL_Axis;
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public AxisCode Code { get; private set; }
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@ -17,11 +16,11 @@ namespace MoonWorks.Input
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public float Value { get; private set; }
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public Axis(
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IntPtr gamepadHandle,
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Gamepad parent,
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AxisCode code,
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SDL.SDL_GameControllerAxis sdlAxis
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) {
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GamepadHandle = gamepadHandle;
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Parent = parent;
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SDL_Axis = sdlAxis;
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Code = code;
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}
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@ -29,7 +28,7 @@ namespace MoonWorks.Input
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internal void Update()
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{
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Value = MathHelper.Normalize(
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SDL.SDL_GameControllerGetAxis(GamepadHandle, SDL_Axis),
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SDL.SDL_GameControllerGetAxis(Parent.Handle, SDL_Axis),
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short.MinValue, short.MaxValue,
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-1, 1
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);
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@ -8,7 +8,9 @@ namespace MoonWorks.Input
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public class Gamepad
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{
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internal IntPtr Handle;
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internal int Index;
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internal int JoystickInstanceID;
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public int Slot { get; internal set; }
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public GamepadButton A { get; }
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public GamepadButton B { get; }
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@ -61,37 +63,40 @@ namespace MoonWorks.Input
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private VirtualButton[] VirtualButtons;
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internal Gamepad(IntPtr handle, int index)
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internal Gamepad(IntPtr handle, int slot)
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{
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Handle = handle;
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Index = index;
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Slot = slot;
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IntPtr joystickHandle = SDL.SDL_GameControllerGetJoystick(Handle);
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JoystickInstanceID = SDL.SDL_JoystickInstanceID(joystickHandle);
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AnyPressed = false;
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A = new GamepadButton(handle, GamepadButtonCode.A, SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_A);
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B = new GamepadButton(handle, GamepadButtonCode.B, SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_B);
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X = new GamepadButton(handle, GamepadButtonCode.X, SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_X);
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Y = new GamepadButton(handle, GamepadButtonCode.Y, SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_Y);
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A = new GamepadButton(this, GamepadButtonCode.A, SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_A);
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B = new GamepadButton(this, GamepadButtonCode.B, SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_B);
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X = new GamepadButton(this, GamepadButtonCode.X, SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_X);
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Y = new GamepadButton(this, GamepadButtonCode.Y, SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_Y);
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Back = new GamepadButton(handle, GamepadButtonCode.Back, SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_BACK);
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Guide = new GamepadButton(handle, GamepadButtonCode.Guide, SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_GUIDE);
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Start = new GamepadButton(handle, GamepadButtonCode.Start, SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_START);
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Back = new GamepadButton(this, GamepadButtonCode.Back, SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_BACK);
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Guide = new GamepadButton(this, GamepadButtonCode.Guide, SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_GUIDE);
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Start = new GamepadButton(this, GamepadButtonCode.Start, SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_START);
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LeftStick = new GamepadButton(handle, GamepadButtonCode.LeftStick, SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_LEFTSTICK);
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RightStick = new GamepadButton(handle, GamepadButtonCode.RightStick, SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_RIGHTSTICK);
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LeftStick = new GamepadButton(this, GamepadButtonCode.LeftStick, SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_LEFTSTICK);
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RightStick = new GamepadButton(this, GamepadButtonCode.RightStick, SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_RIGHTSTICK);
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LeftShoulder = new GamepadButton(handle, GamepadButtonCode.LeftShoulder, SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_LEFTSHOULDER);
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RightShoulder = new GamepadButton(handle, GamepadButtonCode.RightShoulder, SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_RIGHTSHOULDER);
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LeftShoulder = new GamepadButton(this, GamepadButtonCode.LeftShoulder, SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_LEFTSHOULDER);
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RightShoulder = new GamepadButton(this, GamepadButtonCode.RightShoulder, SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_RIGHTSHOULDER);
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DpadUp = new GamepadButton(handle, GamepadButtonCode.DpadUp, SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_DPAD_UP);
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DpadDown = new GamepadButton(handle, GamepadButtonCode.DpadDown, SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_DPAD_DOWN);
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DpadLeft = new GamepadButton(handle, GamepadButtonCode.DpadLeft, SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_DPAD_LEFT);
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DpadRight = new GamepadButton(handle, GamepadButtonCode.DpadRight, SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_DPAD_RIGHT);
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DpadUp = new GamepadButton(this, GamepadButtonCode.DpadUp, SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_DPAD_UP);
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DpadDown = new GamepadButton(this, GamepadButtonCode.DpadDown, SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_DPAD_DOWN);
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DpadLeft = new GamepadButton(this, GamepadButtonCode.DpadLeft, SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_DPAD_LEFT);
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DpadRight = new GamepadButton(this, GamepadButtonCode.DpadRight, SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_DPAD_RIGHT);
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LeftX = new Axis(handle, AxisCode.LeftX, SDL.SDL_GameControllerAxis.SDL_CONTROLLER_AXIS_LEFTX);
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LeftY = new Axis(handle, AxisCode.LeftY, SDL.SDL_GameControllerAxis.SDL_CONTROLLER_AXIS_LEFTY);
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RightX = new Axis(handle, AxisCode.RightX, SDL.SDL_GameControllerAxis.SDL_CONTROLLER_AXIS_RIGHTX);
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RightY = new Axis(handle, AxisCode.RightY, SDL.SDL_GameControllerAxis.SDL_CONTROLLER_AXIS_RIGHTY);
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LeftX = new Axis(this, AxisCode.LeftX, SDL.SDL_GameControllerAxis.SDL_CONTROLLER_AXIS_LEFTX);
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LeftY = new Axis(this, AxisCode.LeftY, SDL.SDL_GameControllerAxis.SDL_CONTROLLER_AXIS_LEFTY);
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RightX = new Axis(this, AxisCode.RightX, SDL.SDL_GameControllerAxis.SDL_CONTROLLER_AXIS_RIGHTX);
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RightY = new Axis(this, AxisCode.RightY, SDL.SDL_GameControllerAxis.SDL_CONTROLLER_AXIS_RIGHTY);
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LeftXLeft = new AxisButton(LeftX, false);
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LeftXRight = new AxisButton(LeftX, true);
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@ -103,8 +108,8 @@ namespace MoonWorks.Input
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RightYUp = new AxisButton(RightY, false);
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RightYDown = new AxisButton(RightY, true);
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TriggerLeft = new Trigger(handle, TriggerCode.Left, SDL.SDL_GameControllerAxis.SDL_CONTROLLER_AXIS_TRIGGERLEFT);
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TriggerRight = new Trigger(handle, TriggerCode.Right, SDL.SDL_GameControllerAxis.SDL_CONTROLLER_AXIS_TRIGGERRIGHT);
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TriggerLeft = new Trigger(this, TriggerCode.Left, SDL.SDL_GameControllerAxis.SDL_CONTROLLER_AXIS_TRIGGERLEFT);
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TriggerRight = new Trigger(this, TriggerCode.Right, SDL.SDL_GameControllerAxis.SDL_CONTROLLER_AXIS_TRIGGERRIGHT);
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TriggerLeftButton = new TriggerButton(TriggerLeft);
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TriggerRightButton = new TriggerButton(TriggerRight);
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@ -24,16 +24,10 @@ namespace MoonWorks.Input
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gamepads = new Gamepad[MAX_GAMEPADS];
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for (var i = 0; i < 4; i += 1)
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// initialize dummy controllers
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for (var slot = 0; slot < MAX_GAMEPADS; slot += 1)
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{
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if (SDL.SDL_IsGameController(i) == SDL.SDL_bool.SDL_TRUE)
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{
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gamepads[i] = new Gamepad(SDL.SDL_GameControllerOpen(i), i);
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}
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else
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{
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gamepads[i] = new Gamepad(IntPtr.Zero, -1);
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}
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gamepads[slot] = new Gamepad(IntPtr.Zero, slot);
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}
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}
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@ -74,14 +68,49 @@ namespace MoonWorks.Input
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public bool GamepadExists(int slot)
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{
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if (slot < 0 || slot >= MAX_GAMEPADS)
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{
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return false;
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}
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return !gamepads[slot].IsDummy;
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}
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// From 0-4
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public Gamepad GetGamepad(int slot)
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{
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return gamepads[slot];
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}
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internal void AddGamepad(int index)
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{
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for (var slot = 0; slot < MAX_GAMEPADS; slot += 1)
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{
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if (!GamepadExists(slot))
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{
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gamepads[slot].Handle = SDL.SDL_GameControllerOpen(index);
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System.Console.WriteLine($"Gamepad added to slot {slot}!");
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return;
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}
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}
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System.Console.WriteLine("Too many gamepads already!");
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}
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internal void RemoveGamepad(int joystickInstanceID)
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{
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for (int slot = 0; slot < MAX_GAMEPADS; slot += 1)
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{
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if (joystickInstanceID == gamepads[slot].JoystickInstanceID)
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{
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SDL.SDL_GameControllerClose(gamepads[slot].Handle);
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gamepads[slot].Handle = IntPtr.Zero;
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System.Console.WriteLine($"Removing gamepad from slot {slot}!");
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return;
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}
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}
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}
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internal static void OnTextInput(char c)
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{
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if (TextInput != null)
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@ -1,4 +1,3 @@
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using System;
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using MoonWorks.Math;
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using SDL2;
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@ -6,7 +5,7 @@ namespace MoonWorks.Input
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{
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public class Trigger
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{
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public IntPtr GamepadHandle;
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public Gamepad Parent { get; }
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public SDL.SDL_GameControllerAxis SDL_Axis;
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public TriggerCode Code { get; }
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public float Value { get; private set; }
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public Trigger(
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IntPtr gamepadHandle,
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Gamepad parent,
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TriggerCode code,
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SDL.SDL_GameControllerAxis sdlAxis
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) {
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GamepadHandle = gamepadHandle;
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Parent = parent;
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Code = code;
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SDL_Axis = sdlAxis;
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}
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@ -29,7 +28,7 @@ namespace MoonWorks.Input
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internal void Update()
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{
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Value = MathHelper.Normalize(
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SDL.SDL_GameControllerGetAxis(GamepadHandle, SDL_Axis),
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SDL.SDL_GameControllerGetAxis(Parent.Handle, SDL_Axis),
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0, short.MaxValue,
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0, 1
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);
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@ -1,25 +1,23 @@
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using System;
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using SDL2;
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namespace MoonWorks.Input
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{
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public class GamepadButton : VirtualButton
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{
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IntPtr GamepadHandle;
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public Gamepad Parent { get; }
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SDL.SDL_GameControllerButton SDL_Button;
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public GamepadButtonCode Code { get; }
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public GamepadButtonCode Code { get; private set; }
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internal GamepadButton(IntPtr gamepadHandle, GamepadButtonCode code, SDL.SDL_GameControllerButton sdlButton)
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internal GamepadButton(Gamepad parent, GamepadButtonCode code, SDL.SDL_GameControllerButton sdlButton)
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{
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GamepadHandle = gamepadHandle;
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Parent = parent;
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Code = code;
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SDL_Button = sdlButton;
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}
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internal override bool CheckPressed()
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{
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return MoonWorks.Conversions.ByteToBool(SDL.SDL_GameControllerGetButton(GamepadHandle, SDL_Button));
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return MoonWorks.Conversions.ByteToBool(SDL.SDL_GameControllerGetButton(Parent.Handle, SDL_Button));
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}
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}
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}
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