Input refactor to allow arbitrary bindings

This commit is contained in:
Mr-Wiseguy 2023-12-13 02:06:56 -05:00
parent b11e652a20
commit 971d728169
7 changed files with 299 additions and 264 deletions

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@ -5,58 +5,47 @@
#include <variant>
#include <vector>
#include <type_traits>
#include <span>
namespace recomp {
struct ControllerState {
enum Button : uint32_t {
BUTTON_NORTH = 1 << 0,
BUTTON_SOUTH = 1 << 1,
BUTTON_EAST = 1 << 2,
BUTTON_WEST = 1 << 3,
BUTTON_L1 = 1 << 4, // Left Bumper
BUTTON_R1 = 1 << 5, // Right Bumper
BUTTON_L2 = 1 << 6, // Left Trigger Press
BUTTON_R2 = 1 << 7, // Right Trigger Press
BUTTON_L3 = 1 << 8, // Left Joystick Press
BUTTON_R3 = 1 << 9, // Right Joystick Press
BUTTON_DPAD_UP = 1 << 10,
BUTTON_DPAD_DOWN = 1 << 11,
BUTTON_DPAD_RIGHT = 1 << 12,
BUTTON_DPAD_LEFT = 1 << 13,
BUTTON_START = 1 << 14,
};
enum Axis : size_t {
AXIS_LEFT_X,
AXIS_LEFT_Y,
AXIS_RIGHT_X,
AXIS_RIGHT_Y,
AXIS_LEFT_TRIGGER,
AXIS_RIGHT_TRIGGER,
AXIS_MAX
};
uint32_t buttons;
float axes[AXIS_MAX];
struct InputField {
uint32_t device_type;
int32_t input_id;
};
struct MouseState {
enum Button : uint32_t {
LEFT = 1 << 0,
RIGHT = 1 << 1,
MIDDLE = 1 << 2,
BACK = 1 << 3,
FORWARD = 1 << 4,
};
int32_t wheel_pos;
int32_t position_x;
int32_t position_y;
uint32_t buttons;
void poll_inputs();
float get_input_analog(const InputField& field);
float get_input_analog(const std::span<const recomp::InputField> fields);
bool get_input_digital(const InputField& field);
bool get_input_digital(const std::span<const recomp::InputField> fields);
struct DefaultN64Mappings {
std::vector<InputField> a;
std::vector<InputField> b;
std::vector<InputField> l;
std::vector<InputField> r;
std::vector<InputField> z;
std::vector<InputField> start;
std::vector<InputField> c_left;
std::vector<InputField> c_right;
std::vector<InputField> c_up;
std::vector<InputField> c_down;
std::vector<InputField> dpad_left;
std::vector<InputField> dpad_right;
std::vector<InputField> dpad_up;
std::vector<InputField> dpad_down;
std::vector<InputField> analog_left;
std::vector<InputField> analog_right;
std::vector<InputField> analog_up;
std::vector<InputField> analog_down;
};
using InputState = std::variant<ControllerState, MouseState>;
extern const DefaultN64Mappings default_n64_mappings;
void get_keyboard_input(uint16_t* buttons_out, float* x_out, float* y_out);
void get_n64_input(uint16_t* buttons_out, float* x_out, float* y_out);
std::vector<InputState> get_input_states();
void handle_events();
}

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@ -26,6 +26,23 @@ extern "C" {
void name(uint8_t* rdram, recomp_context* ctx);
#endif
enum RecompDigitalInput {
RECOMP_DIGITAL_INPUT_ITEM1,
RECOMP_DIGITAL_INPUT_ITEM2,
RECOMP_DIGITAL_INPUT_ITEM3,
RECOMP_DIGITAL_INPUT_MAX
};
enum RecompAnalogInput {
RECOMP_ANALOG_INPUT_MOVEMENT_X,
RECOMP_ANALOG_INPUT_MOVEMENT_Y,
RECOMP_ANALOG_INPUT_CAMERA_X,
RECOMP_ANALOG_INPUT_CAMERA_Y,
RECOMP_ANALOG_INPUT_MAX,
};
DECLARE_FUNC(u32, recomp_get_digital_input, u32 which);
DECLARE_FUNC(float, recomp_get_analog_input, u32 which);
DECLARE_FUNC(void, recomp_get_item_inputs, u32* buttons);
DECLARE_FUNC(void, recomp_get_camera_inputs, float* x_out, float* y_out);
// TODO move this

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@ -36,141 +36,80 @@ struct GameControllerButtonMapping {
};
using button_map_t = std::vector<GameControllerButtonMapping>;
uint32_t process_controller_mappings(const recomp::ControllerState& controller_state, const axis_map_t& axis_map, const button_map_t& button_map) {
uint32_t cur_buttons = 0;
for (const auto& mapping : axis_map) {
float input_value = controller_state.axes[mapping.axis];
if (mapping.threshold > 0) {
if (input_value > mapping.threshold) {
cur_buttons |= mapping.output_mask;
}
}
else {
if (input_value < mapping.threshold) {
cur_buttons |= mapping.output_mask;
}
}
}
for (const auto& mapping : button_map) {
int input_value = controller_state.buttons & mapping.button;
if (input_value) {
cur_buttons |= mapping.output_mask;
}
}
return cur_buttons;
}
void recomp::get_n64_input(uint16_t* buttons_out, float* x_out, float* y_out) {
static const axis_map_t general_axis_map{
{ recomp::ControllerState::AXIS_RIGHT_X, -controller_default_threshold, N64Inputs::C_LEFT },
{ recomp::ControllerState::AXIS_RIGHT_X, controller_default_threshold, N64Inputs::C_RIGHT },
{ recomp::ControllerState::AXIS_RIGHT_Y, -controller_default_threshold, N64Inputs::C_UP },
{ recomp::ControllerState::AXIS_RIGHT_Y, controller_default_threshold, N64Inputs::C_DOWN },
{ recomp::ControllerState::AXIS_LEFT_TRIGGER, 0.30f, N64Inputs::Z },
};
static const button_map_t general_button_map{
{ recomp::ControllerState::BUTTON_START, N64Inputs::START },
{ recomp::ControllerState::BUTTON_SOUTH, N64Inputs::A },
{ recomp::ControllerState::BUTTON_EAST, N64Inputs::B },
{ recomp::ControllerState::BUTTON_WEST, N64Inputs::B },
{ recomp::ControllerState::BUTTON_L1, N64Inputs::L },
{ recomp::ControllerState::BUTTON_R1, N64Inputs::R },
{ recomp::ControllerState::BUTTON_DPAD_LEFT, N64Inputs::DPAD_LEFT },
{ recomp::ControllerState::BUTTON_DPAD_RIGHT, N64Inputs::DPAD_RIGHT },
{ recomp::ControllerState::BUTTON_DPAD_UP, N64Inputs::DPAD_UP },
{ recomp::ControllerState::BUTTON_DPAD_DOWN, N64Inputs::DPAD_DOWN },
};
uint16_t cur_buttons = 0;
float cur_x = 0.0f;
float cur_y = 0.0f;
recomp::get_keyboard_input(&cur_buttons, &cur_x, &cur_y);
std::vector<InputState> input_states = recomp::get_input_states();
for (const InputState& state : input_states) {
if (const auto* controller_state = std::get_if<ControllerState>(&state)) {
cur_x += controller_state->axes[ControllerState::AXIS_LEFT_X];
cur_y -= controller_state->axes[ControllerState::AXIS_LEFT_Y];
cur_buttons |= (uint16_t)process_controller_mappings(*controller_state, general_axis_map, general_button_map);
}
else if (const auto* mouse_state = std::get_if<MouseState>(&state)) {
// Mouse currently unused
}
}
cur_buttons |= recomp::get_input_digital(recomp::default_n64_mappings.a) ? N64Inputs::A : 0;
cur_buttons |= recomp::get_input_digital(recomp::default_n64_mappings.b) ? N64Inputs::B : 0;
cur_buttons |= recomp::get_input_digital(recomp::default_n64_mappings.l) ? N64Inputs::L : 0;
cur_buttons |= recomp::get_input_digital(recomp::default_n64_mappings.r) ? N64Inputs::R : 0;
cur_buttons |= recomp::get_input_digital(recomp::default_n64_mappings.z) ? N64Inputs::Z : 0;
cur_buttons |= recomp::get_input_digital(recomp::default_n64_mappings.start) ? N64Inputs::START : 0;
cur_buttons |= recomp::get_input_digital(recomp::default_n64_mappings.c_left) ? N64Inputs::C_LEFT : 0;
cur_buttons |= recomp::get_input_digital(recomp::default_n64_mappings.c_right) ? N64Inputs::C_RIGHT : 0;
cur_buttons |= recomp::get_input_digital(recomp::default_n64_mappings.c_up) ? N64Inputs::C_UP : 0;
cur_buttons |= recomp::get_input_digital(recomp::default_n64_mappings.c_down) ? N64Inputs::C_DOWN : 0;
cur_buttons |= recomp::get_input_digital(recomp::default_n64_mappings.dpad_left) ? N64Inputs::DPAD_LEFT : 0;
cur_buttons |= recomp::get_input_digital(recomp::default_n64_mappings.dpad_right) ? N64Inputs::DPAD_RIGHT : 0;
cur_buttons |= recomp::get_input_digital(recomp::default_n64_mappings.dpad_up) ? N64Inputs::DPAD_UP : 0;
cur_buttons |= recomp::get_input_digital(recomp::default_n64_mappings.dpad_down) ? N64Inputs::DPAD_DOWN : 0;
*buttons_out = cur_buttons;
cur_x = std::clamp(cur_x, -1.0f, 1.0f);
cur_y = std::clamp(cur_y, -1.0f, 1.0f);
cur_x = recomp::get_input_analog(recomp::default_n64_mappings.analog_right) - recomp::get_input_analog(recomp::default_n64_mappings.analog_left);
cur_y = recomp::get_input_analog(recomp::default_n64_mappings.analog_up) - recomp::get_input_analog(recomp::default_n64_mappings.analog_down);
*x_out = cur_x;
*y_out = cur_y;
}
extern "C" void recomp_get_item_inputs(uint8_t* rdram, recomp_context* ctx) {
static const axis_map_t item_axis_map{
{ recomp::ControllerState::AXIS_RIGHT_X, -controller_default_threshold, N64Inputs::C_LEFT },
{ recomp::ControllerState::AXIS_RIGHT_X, controller_default_threshold, N64Inputs::C_RIGHT },
{ recomp::ControllerState::AXIS_RIGHT_Y, controller_default_threshold, N64Inputs::C_DOWN },
};
static const button_map_t item_button_map {
{ recomp::ControllerState::BUTTON_EAST, N64Inputs::B },
{ recomp::ControllerState::BUTTON_WEST, N64Inputs::B },
{ recomp::ControllerState::BUTTON_DPAD_LEFT, N64Inputs::DPAD_LEFT },
{ recomp::ControllerState::BUTTON_DPAD_RIGHT, N64Inputs::DPAD_RIGHT },
{ recomp::ControllerState::BUTTON_DPAD_UP, N64Inputs::DPAD_UP },
{ recomp::ControllerState::BUTTON_DPAD_DOWN, N64Inputs::DPAD_DOWN },
};
u32* buttons_out = _arg<0, u32*>(rdram, ctx);
uint32_t cur_buttons = 0;
// TODO do this in a way that will allow for remapping keyboard inputs
uint16_t keyboard_buttons;
float dummy_x, dummy_y;
recomp::get_keyboard_input(&keyboard_buttons, &dummy_x, &dummy_y);
cur_buttons |= keyboard_buttons;
// Process controller inputs
std::vector<recomp::InputState> input_states = recomp::get_input_states();
for (const recomp::InputState& state : input_states) {
if (const auto* controller_state = std::get_if<recomp::ControllerState>(&state)) {
cur_buttons |= process_controller_mappings(*controller_state, item_axis_map, item_button_map);
}
else if (const auto* mouse_state = std::get_if<recomp::MouseState>(&state)) {
// Mouse currently unused
}
}
cur_buttons |= recomp::get_input_digital(recomp::default_n64_mappings.b) ? N64Inputs::B : 0;
cur_buttons |= recomp::get_input_digital(recomp::default_n64_mappings.c_left) ? N64Inputs::C_LEFT : 0;
cur_buttons |= recomp::get_input_digital(recomp::default_n64_mappings.c_right) ? N64Inputs::C_RIGHT : 0;
cur_buttons |= recomp::get_input_digital(recomp::default_n64_mappings.c_down) ? N64Inputs::C_DOWN : 0;
cur_buttons |= recomp::get_input_digital(recomp::default_n64_mappings.dpad_left) ? N64Inputs::DPAD_LEFT : 0;
cur_buttons |= recomp::get_input_digital(recomp::default_n64_mappings.dpad_right) ? N64Inputs::DPAD_RIGHT : 0;
cur_buttons |= recomp::get_input_digital(recomp::default_n64_mappings.dpad_up) ? N64Inputs::DPAD_UP : 0;
cur_buttons |= recomp::get_input_digital(recomp::default_n64_mappings.dpad_down) ? N64Inputs::DPAD_DOWN : 0;
*buttons_out = cur_buttons;
}
bool recomp_digital_input_state[RECOMP_DIGITAL_INPUT_MAX];
float recomp_analog_input_state[RECOMP_ANALOG_INPUT_MAX];
extern "C" void recomp_update_inputs(uint8_t* rdram, recomp_context* ctx) {
recomp::poll_inputs();
}
extern "C" void recomp_get_digital_input(uint8_t* rdram, recomp_context* ctx) {
u32 input_slot = _arg<0, u32>(rdram, ctx);
// TODO implement this
_return<u32>(ctx, 0);
}
extern "C" void recomp_get_analog_input(uint8_t* rdram, recomp_context* ctx) {
u32 input_slot = _arg<0, u32>(rdram, ctx);
// TODO implement this
_return<float>(ctx, 0);
}
extern "C" void recomp_get_camera_inputs(uint8_t* rdram, recomp_context* ctx) {
float* x_out = _arg<0, float*>(rdram, ctx);
float* y_out = _arg<1, float*>(rdram, ctx);
float x_val = 0.0f;
float y_val = 0.0f;
// Process controller inputs
std::vector<recomp::InputState> input_states = recomp::get_input_states();
for (const recomp::InputState& state : input_states) {
if (const auto* controller_state = std::get_if<recomp::ControllerState>(&state)) {
x_val += controller_state->axes[recomp::ControllerState::AXIS_RIGHT_X];
y_val += controller_state->axes[recomp::ControllerState::AXIS_RIGHT_Y];
}
else if (const auto* mouse_state = std::get_if<recomp::MouseState>(&state)) {
// Mouse currently unused
}
}
float x_val = recomp::get_input_analog(recomp::default_n64_mappings.c_right) - recomp::get_input_analog(recomp::default_n64_mappings.c_left);
float y_val = recomp::get_input_analog(recomp::default_n64_mappings.c_up) - recomp::get_input_analog(recomp::default_n64_mappings.c_down);
*x_out = x_val;
*y_out = y_val;

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@ -6,8 +6,14 @@
#include "recomp_ui.h"
#include "SDL.h"
std::atomic_int32_t mouse_wheel_pos = 0;
std::vector<SDL_JoystickID> controllers{};
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) {
@ -36,7 +42,7 @@ bool sdl_event_filter(void* userdata, SDL_Event* event) {
printf("Controller added: %d\n", controller_event->which);
if (controller != nullptr) {
printf(" Instance ID: %d\n", SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(controller)));
controllers.push_back(SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(controller)));
InputState.controller_ids.push_back(SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(controller)));
}
}
break;
@ -44,7 +50,7 @@ bool sdl_event_filter(void* userdata, SDL_Event* event) {
{
SDL_ControllerDeviceEvent* controller_event = (SDL_ControllerDeviceEvent*)event;
printf("Controller removed: %d\n", controller_event->which);
std::erase(controllers, controller_event->which);
std::erase(InputState.controller_ids, controller_event->which);
}
break;
case SDL_EventType::SDL_QUIT:
@ -53,7 +59,7 @@ bool sdl_event_filter(void* userdata, SDL_Event* event) {
case SDL_EventType::SDL_MOUSEWHEEL:
{
SDL_MouseWheelEvent* wheel_event = (SDL_MouseWheelEvent*)event;
mouse_wheel_pos.fetch_add(wheel_event->y * (wheel_event->direction == SDL_MOUSEWHEEL_FLIPPED ? -1 : 1));
InputState.mouse_wheel_pos.fetch_add(wheel_event->y * (wheel_event->direction == SDL_MOUSEWHEEL_FLIPPED ? -1 : 1));
}
recomp::queue_event(*event);
break;
@ -72,126 +78,203 @@ void recomp::handle_events() {
}
}
std::vector<recomp::InputState> recomp::get_input_states() {
std::vector<InputState> ret{};
enum class DeviceType {
Keyboard,
Mouse,
ControllerDigital,
ControllerAnalog // Axis input_id values are the SDL value + 1
};
int32_t mouse_x;
int32_t mouse_y;
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;
Uint32 sdl_mouse_buttons = SDL_GetMouseState(&mouse_x, &mouse_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::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}
},
};
struct MouseButtonMapping {
Sint32 input;
decltype(MouseState::buttons) output;
};
static const std::vector<MouseButtonMapping> input_mouse_map{
{ SDL_BUTTON_LMASK, MouseState::LEFT },
{ SDL_BUTTON_RMASK, MouseState::RIGHT },
{ SDL_BUTTON_MMASK, MouseState::MIDDLE },
{ SDL_BUTTON_X1MASK, MouseState::BACK },
{ SDL_BUTTON_X2MASK, MouseState::FORWARD },
};
void recomp::poll_inputs() {
InputState.keys = SDL_GetKeyboardState(&InputState.numkeys);
decltype(MouseState::buttons) mouse_buttons = 0;
for (const MouseButtonMapping& mapping : input_mouse_map) {
if (sdl_mouse_buttons & mapping.input) {
mouse_buttons |= mapping.output;
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);
}
}
}
if (mouse_buttons & MouseState::FORWARD) {
printf("forward\n");
}
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;
if (mouse_buttons & MouseState::BACK) {
printf("back\n");
}
ret.emplace_back(
MouseState {
.wheel_pos = mouse_wheel_pos,
.position_x = mouse_x,
.position_y = mouse_y,
.buttons = mouse_buttons
for (const auto& controller : InputState.cur_controllers) {
ret |= SDL_GameControllerGetButton(controller, button);
}
);
for (SDL_JoystickID controller_id : controllers) {
struct InputButtonMapping {
SDL_GameControllerButton input;
decltype(ControllerState::buttons) output;
};
static const std::vector<InputButtonMapping> input_button_map{
{ SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_START, ControllerState::BUTTON_START },
{ SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_A, ControllerState::BUTTON_SOUTH },
{ SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_B, ControllerState::BUTTON_EAST },
{ SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_X, ControllerState::BUTTON_WEST },
{ SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_Y, ControllerState::BUTTON_NORTH },
{ SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_LEFTSHOULDER, ControllerState::BUTTON_L1 },
{ SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_RIGHTSHOULDER, ControllerState::BUTTON_R1 },
{ SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_LEFTSTICK, ControllerState::BUTTON_L3 },
{ SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_RIGHTSTICK, ControllerState::BUTTON_R3 },
{ SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_DPAD_LEFT, ControllerState::BUTTON_DPAD_LEFT },
{ SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_DPAD_RIGHT, ControllerState::BUTTON_DPAD_RIGHT },
{ SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_DPAD_UP, ControllerState::BUTTON_DPAD_UP },
{ SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_DPAD_DOWN, ControllerState::BUTTON_DPAD_DOWN },
};
SDL_GameController* controller = SDL_GameControllerFromInstanceID(controller_id);
decltype(ControllerState::buttons) buttons = 0;
return ret;
}
return false;
}
for (const InputButtonMapping& mapping : input_button_map) {
if (SDL_GameControllerGetButton(controller, mapping.input)) {
buttons |= mapping.output;
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);
}
auto& new_input_state = ret.emplace_back(
ControllerState {
.buttons = buttons,
.axes = {},
}
);
auto& new_state = std::get<ControllerState>(new_input_state);
new_state.axes[ControllerState::AXIS_LEFT_X] = SDL_GameControllerGetAxis(controller, SDL_GameControllerAxis::SDL_CONTROLLER_AXIS_LEFTX) * (1/32768.0f);
new_state.axes[ControllerState::AXIS_LEFT_Y] = SDL_GameControllerGetAxis(controller, SDL_GameControllerAxis::SDL_CONTROLLER_AXIS_LEFTY) * (1/32768.0f);
new_state.axes[ControllerState::AXIS_RIGHT_X] = SDL_GameControllerGetAxis(controller, SDL_GameControllerAxis::SDL_CONTROLLER_AXIS_RIGHTX) * (1/32768.0f);
new_state.axes[ControllerState::AXIS_RIGHT_Y] = SDL_GameControllerGetAxis(controller, SDL_GameControllerAxis::SDL_CONTROLLER_AXIS_RIGHTY) * (1/32768.0f);
new_state.axes[ControllerState::AXIS_LEFT_TRIGGER] = SDL_GameControllerGetAxis(controller, SDL_GameControllerAxis::SDL_CONTROLLER_AXIS_TRIGGERLEFT) * (1/32768.0f);
new_state.axes[ControllerState::AXIS_LEFT_TRIGGER] = SDL_GameControllerGetAxis(controller, SDL_GameControllerAxis::SDL_CONTROLLER_AXIS_TRIGGERRIGHT) * (1/32768.0f);
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;
}
// TODO figure out a way to handle this more generally without exposing SDL to controls.cpp
void recomp::get_keyboard_input(uint16_t* buttons_out, float* x_out, float* y_out) {
static const std::vector<std::pair<SDL_Scancode, int>> keyboard_button_map{
{ SDL_Scancode::SDL_SCANCODE_LEFT, 0x0002 }, // c left
{ SDL_Scancode::SDL_SCANCODE_RIGHT, 0x0001 }, // c right
{ SDL_Scancode::SDL_SCANCODE_UP, 0x0008 }, // c up
{ SDL_Scancode::SDL_SCANCODE_DOWN, 0x0004 }, // c down
{ SDL_Scancode::SDL_SCANCODE_RETURN, 0x1000 }, // start
{ SDL_Scancode::SDL_SCANCODE_SPACE, 0x8000 }, // a
{ SDL_Scancode::SDL_SCANCODE_LSHIFT, 0x4000 }, // b
{ SDL_Scancode::SDL_SCANCODE_Q, 0x2000 }, // z
{ SDL_Scancode::SDL_SCANCODE_E, 0x0020 }, // l
{ SDL_Scancode::SDL_SCANCODE_R, 0x0010 }, // r
{ SDL_Scancode::SDL_SCANCODE_J, 0x0200 }, // dpad left
{ SDL_Scancode::SDL_SCANCODE_L, 0x0100 }, // dpad right
{ SDL_Scancode::SDL_SCANCODE_I, 0x0800 }, // dpad up
{ SDL_Scancode::SDL_SCANCODE_K, 0x0400 }, // dpad down
};
const Uint8* key_states = SDL_GetKeyboardState(nullptr);
*buttons_out = 0;
for (const auto& mapping : keyboard_button_map) {
if (key_states[mapping.first]) {
*buttons_out |= mapping.second;
}
}
*x_out = (100.0f / 100.0f) * (key_states[SDL_Scancode::SDL_SCANCODE_D] - key_states[SDL_Scancode::SDL_SCANCODE_A]);
*y_out = (100.0f / 100.0f) * (key_states[SDL_Scancode::SDL_SCANCODE_W] - key_states[SDL_Scancode::SDL_SCANCODE_S]);
}

View File

@ -184,6 +184,7 @@ int main(int argc, char** argv) {
};
ultramodern::input_callbacks_t input_callbacks{
.poll_input = recomp::poll_inputs,
.get_input = recomp::get_n64_input,
};

View File

@ -33,6 +33,10 @@ extern "C" void osContInit_recomp(uint8_t* rdram, recomp_context* ctx) {
}
extern "C" void osContStartReadData_recomp(uint8_t* rdram, recomp_context* ctx) {
if (input_callbacks.poll_input) {
input_callbacks.poll_input();
}
ultramodern::send_si_message();
}

View File

@ -109,7 +109,9 @@ struct audio_callbacks_t {
// Input
struct input_callbacks_t {
using poll_input_t = void(void);
using get_input_t = void(uint16_t*, float*, float*);
poll_input_t* poll_input;
get_input_t* get_input;
};