Zelda64Recomp/src/game/input.cpp

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#include <atomic>
#include "../ultramodern/ultramodern.hpp"
#include "recomp.h"
#include "recomp_input.h"
#include "recomp_ui.h"
#include "SDL.h"
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#include "rt64_layer.h"
static struct {
const Uint8* keys = nullptr;
int numkeys = 0;
std::atomic_int32_t mouse_wheel_pos = 0;
std::vector<SDL_JoystickID> controller_ids{};
std::vector<SDL_GameController*> cur_controllers{};
} InputState;
bool sdl_event_filter(void* userdata, SDL_Event* event) {
switch (event->type) {
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case SDL_EventType::SDL_KEYDOWN:
{
SDL_KeyboardEvent* keyevent = (SDL_KeyboardEvent*)event;
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if (keyevent->keysym.scancode == SDL_Scancode::SDL_SCANCODE_RETURN && (keyevent->keysym.mod & SDL_Keymod::KMOD_ALT)) {
ChangeWindow();
}
}
break;
case SDL_EventType::SDL_CONTROLLERDEVICEADDED:
{
SDL_ControllerDeviceEvent* controller_event = (SDL_ControllerDeviceEvent*)event;
SDL_GameController* controller = SDL_GameControllerOpen(controller_event->which);
printf("Controller added: %d\n", controller_event->which);
if (controller != nullptr) {
printf(" Instance ID: %d\n", SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(controller)));
InputState.controller_ids.push_back(SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(controller)));
}
}
break;
case SDL_EventType::SDL_CONTROLLERDEVICEREMOVED:
{
SDL_ControllerDeviceEvent* controller_event = (SDL_ControllerDeviceEvent*)event;
printf("Controller removed: %d\n", controller_event->which);
std::erase(InputState.controller_ids, controller_event->which);
}
break;
case SDL_EventType::SDL_QUIT:
ultramodern::quit();
return true;
case SDL_EventType::SDL_MOUSEWHEEL:
{
SDL_MouseWheelEvent* wheel_event = (SDL_MouseWheelEvent*)event;
InputState.mouse_wheel_pos.fetch_add(wheel_event->y * (wheel_event->direction == SDL_MOUSEWHEEL_FLIPPED ? -1 : 1));
}
recomp::queue_event(*event);
break;
default:
recomp::queue_event(*event);
break;
}
return false;
}
void recomp::handle_events() {
SDL_Event cur_event;
static bool exited = false;
while (SDL_PollEvent(&cur_event) && !exited) {
exited = sdl_event_filter(nullptr, &cur_event);
}
}
enum class DeviceType {
Keyboard,
Mouse,
ControllerDigital,
ControllerAnalog // Axis input_id values are the SDL value + 1
};
constexpr SDL_GameControllerButton SDL_CONTROLLER_BUTTON_SOUTH = SDL_CONTROLLER_BUTTON_A;
constexpr SDL_GameControllerButton SDL_CONTROLLER_BUTTON_EAST = SDL_CONTROLLER_BUTTON_B;
constexpr SDL_GameControllerButton SDL_CONTROLLER_BUTTON_WEST = SDL_CONTROLLER_BUTTON_X;
constexpr SDL_GameControllerButton SDL_CONTROLLER_BUTTON_NORTH = SDL_CONTROLLER_BUTTON_Y;
const recomp::DefaultN64Mappings recomp::default_n64_mappings = {
.a = {
{.device_type = (uint32_t)DeviceType::ControllerDigital, .input_id = SDL_CONTROLLER_BUTTON_SOUTH},
{.device_type = (uint32_t)DeviceType::Keyboard, .input_id = SDL_SCANCODE_SPACE}
},
.b = {
{.device_type = (uint32_t)DeviceType::ControllerDigital, .input_id = SDL_CONTROLLER_BUTTON_EAST},
{.device_type = (uint32_t)DeviceType::ControllerDigital, .input_id = SDL_CONTROLLER_BUTTON_WEST},
{.device_type = (uint32_t)DeviceType::Keyboard, .input_id = SDL_SCANCODE_LSHIFT}
},
.l = {
{.device_type = (uint32_t)DeviceType::ControllerDigital, .input_id = SDL_CONTROLLER_BUTTON_LEFTSHOULDER},
{.device_type = (uint32_t)DeviceType::Keyboard, .input_id = SDL_SCANCODE_E}
},
.r = {
{.device_type = (uint32_t)DeviceType::ControllerDigital, .input_id = SDL_CONTROLLER_BUTTON_RIGHTSHOULDER},
{.device_type = (uint32_t)DeviceType::ControllerAnalog, .input_id = SDL_CONTROLLER_AXIS_TRIGGERRIGHT + 1},
{.device_type = (uint32_t)DeviceType::Keyboard, .input_id = SDL_SCANCODE_R}
},
.z = {
{.device_type = (uint32_t)DeviceType::ControllerAnalog, .input_id = SDL_CONTROLLER_AXIS_TRIGGERLEFT + 1},
{.device_type = (uint32_t)DeviceType::Keyboard, .input_id = SDL_SCANCODE_Q}
},
.start = {
{.device_type = (uint32_t)DeviceType::ControllerDigital, .input_id = SDL_CONTROLLER_BUTTON_START},
{.device_type = (uint32_t)DeviceType::Keyboard, .input_id = SDL_SCANCODE_RETURN}
},
.c_left = {
{.device_type = (uint32_t)DeviceType::ControllerAnalog, .input_id = -(SDL_CONTROLLER_AXIS_RIGHTX + 1)},
{.device_type = (uint32_t)DeviceType::Keyboard, .input_id = SDL_SCANCODE_LEFT}
},
.c_right = {
{.device_type = (uint32_t)DeviceType::ControllerAnalog, .input_id = SDL_CONTROLLER_AXIS_RIGHTX + 1},
{.device_type = (uint32_t)DeviceType::Keyboard, .input_id = SDL_SCANCODE_RIGHT}
},
.c_up = {
{.device_type = (uint32_t)DeviceType::ControllerAnalog, .input_id = -(SDL_CONTROLLER_AXIS_RIGHTY + 1)},
{.device_type = (uint32_t)DeviceType::Keyboard, .input_id = SDL_SCANCODE_UP}
},
.c_down = {
{.device_type = (uint32_t)DeviceType::ControllerAnalog, .input_id = SDL_CONTROLLER_AXIS_RIGHTY + 1},
{.device_type = (uint32_t)DeviceType::Keyboard, .input_id = SDL_SCANCODE_DOWN}
},
.dpad_left = {
{.device_type = (uint32_t)DeviceType::ControllerDigital, .input_id = SDL_CONTROLLER_BUTTON_DPAD_LEFT},
{.device_type = (uint32_t)DeviceType::Keyboard, .input_id = SDL_SCANCODE_J}
},
.dpad_right = {
{.device_type = (uint32_t)DeviceType::ControllerDigital, .input_id = SDL_CONTROLLER_BUTTON_DPAD_RIGHT},
{.device_type = (uint32_t)DeviceType::Keyboard, .input_id = SDL_SCANCODE_L}
},
.dpad_up = {
{.device_type = (uint32_t)DeviceType::ControllerDigital, .input_id = SDL_CONTROLLER_BUTTON_DPAD_UP},
{.device_type = (uint32_t)DeviceType::Keyboard, .input_id = SDL_SCANCODE_I}
},
.dpad_down = {
{.device_type = (uint32_t)DeviceType::ControllerDigital, .input_id = SDL_CONTROLLER_BUTTON_DPAD_DOWN},
{.device_type = (uint32_t)DeviceType::Keyboard, .input_id = SDL_SCANCODE_K}
},
.analog_left = {
{.device_type = (uint32_t)DeviceType::ControllerAnalog, .input_id = -(SDL_CONTROLLER_AXIS_LEFTX + 1)},
{.device_type = (uint32_t)DeviceType::Keyboard, .input_id = SDL_SCANCODE_A}
},
.analog_right = {
{.device_type = (uint32_t)DeviceType::ControllerAnalog, .input_id = SDL_CONTROLLER_AXIS_LEFTX + 1},
{.device_type = (uint32_t)DeviceType::Keyboard, .input_id = SDL_SCANCODE_D}
},
.analog_up = {
{.device_type = (uint32_t)DeviceType::ControllerAnalog, .input_id = -(SDL_CONTROLLER_AXIS_LEFTY + 1)},
{.device_type = (uint32_t)DeviceType::Keyboard, .input_id = SDL_SCANCODE_W}
},
.analog_down = {
{.device_type = (uint32_t)DeviceType::ControllerAnalog, .input_id = SDL_CONTROLLER_AXIS_LEFTY + 1},
{.device_type = (uint32_t)DeviceType::Keyboard, .input_id = SDL_SCANCODE_S}
},
};
void recomp::poll_inputs() {
InputState.keys = SDL_GetKeyboardState(&InputState.numkeys);
InputState.cur_controllers.clear();
for (SDL_JoystickID id : InputState.controller_ids) {
SDL_GameController* controller = SDL_GameControllerFromInstanceID(id);
if (controller != nullptr) {
InputState.cur_controllers.push_back(controller);
}
}
}
bool controller_button_state(int32_t input_id) {
if (input_id >= 0 && input_id < SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_MAX) {
SDL_GameControllerButton button = (SDL_GameControllerButton)input_id;
bool ret = false;
for (const auto& controller : InputState.cur_controllers) {
ret |= SDL_GameControllerGetButton(controller, button);
}
return ret;
}
return false;
}
float controller_axis_state(int32_t input_id) {
if (abs(input_id) - 1 < SDL_GameControllerAxis::SDL_CONTROLLER_AXIS_MAX) {
SDL_GameControllerAxis axis = (SDL_GameControllerAxis)(abs(input_id) - 1);
bool negative_range = input_id < 0;
float ret = 0.0f;
for (const auto& controller : InputState.cur_controllers) {
float cur_val = SDL_GameControllerGetAxis(controller, axis) * (1/32768.0f);
if (negative_range) {
cur_val = -cur_val;
}
ret += std::clamp(cur_val, 0.0f, 1.0f);
}
return std::clamp(ret, 0.0f, 1.0f);
}
return false;
}
float recomp::get_input_analog(const recomp::InputField& field) {
switch ((DeviceType)field.device_type) {
case DeviceType::Keyboard:
{
if (InputState.keys && field.input_id >= 0 && field.input_id < InputState.numkeys) {
return InputState.keys[field.input_id] ? 1.0f : 0.0f;
}
return 0.0f;
}
case DeviceType::ControllerDigital:
{
return controller_button_state(field.input_id) ? 1.0f : 0.0f;
}
case DeviceType::ControllerAnalog:
{
return controller_axis_state(field.input_id);
}
case DeviceType::Mouse:
{
// TODO mouse support
return 0.0f;
}
}
}
float recomp::get_input_analog(const std::span<const recomp::InputField> fields) {
float ret = 0.0f;
for (const auto& field : fields) {
ret += get_input_analog(field);
}
return std::clamp(ret, 0.0f, 1.0f);
}
bool recomp::get_input_digital(const recomp::InputField& field) {
switch ((DeviceType)field.device_type) {
case DeviceType::Keyboard:
{
if (InputState.keys && field.input_id >= 0 && field.input_id < InputState.numkeys) {
return InputState.keys[field.input_id] != 0;
}
return false;
}
case DeviceType::ControllerDigital:
{
return controller_button_state(field.input_id);
}
case DeviceType::ControllerAnalog:
{
// TODO adjustable threshold
return controller_axis_state(field.input_id) >= 0.5f;
}
case DeviceType::Mouse:
{
// TODO mouse support
return false;
}
}
}
bool recomp::get_input_digital(const std::span<const recomp::InputField> fields) {
bool ret = 0;
for (const auto& field : fields) {
ret |= get_input_digital(field);
}
return ret;
}