mirror of
https://github.com/Mr-Wiseguy/Zelda64Recomp.git
synced 2024-11-22 12:59:14 +01:00
Input refactor to allow arbitrary bindings
This commit is contained in:
parent
b11e652a20
commit
971d728169
@ -5,58 +5,47 @@
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#include <variant>
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#include <vector>
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#include <type_traits>
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#include <span>
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namespace recomp {
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struct ControllerState {
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enum Button : uint32_t {
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BUTTON_NORTH = 1 << 0,
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BUTTON_SOUTH = 1 << 1,
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BUTTON_EAST = 1 << 2,
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BUTTON_WEST = 1 << 3,
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BUTTON_L1 = 1 << 4, // Left Bumper
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BUTTON_R1 = 1 << 5, // Right Bumper
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BUTTON_L2 = 1 << 6, // Left Trigger Press
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BUTTON_R2 = 1 << 7, // Right Trigger Press
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BUTTON_L3 = 1 << 8, // Left Joystick Press
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BUTTON_R3 = 1 << 9, // Right Joystick Press
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BUTTON_DPAD_UP = 1 << 10,
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BUTTON_DPAD_DOWN = 1 << 11,
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BUTTON_DPAD_RIGHT = 1 << 12,
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BUTTON_DPAD_LEFT = 1 << 13,
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BUTTON_START = 1 << 14,
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};
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enum Axis : size_t {
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AXIS_LEFT_X,
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AXIS_LEFT_Y,
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AXIS_RIGHT_X,
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AXIS_RIGHT_Y,
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AXIS_LEFT_TRIGGER,
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AXIS_RIGHT_TRIGGER,
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AXIS_MAX
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};
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uint32_t buttons;
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float axes[AXIS_MAX];
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struct InputField {
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uint32_t device_type;
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int32_t input_id;
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};
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struct MouseState {
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enum Button : uint32_t {
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LEFT = 1 << 0,
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RIGHT = 1 << 1,
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MIDDLE = 1 << 2,
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BACK = 1 << 3,
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FORWARD = 1 << 4,
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};
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int32_t wheel_pos;
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int32_t position_x;
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int32_t position_y;
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uint32_t buttons;
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void poll_inputs();
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float get_input_analog(const InputField& field);
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float get_input_analog(const std::span<const recomp::InputField> fields);
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bool get_input_digital(const InputField& field);
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bool get_input_digital(const std::span<const recomp::InputField> fields);
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struct DefaultN64Mappings {
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std::vector<InputField> a;
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std::vector<InputField> b;
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std::vector<InputField> l;
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std::vector<InputField> r;
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std::vector<InputField> z;
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std::vector<InputField> start;
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std::vector<InputField> c_left;
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std::vector<InputField> c_right;
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std::vector<InputField> c_up;
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std::vector<InputField> c_down;
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std::vector<InputField> dpad_left;
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std::vector<InputField> dpad_right;
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std::vector<InputField> dpad_up;
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std::vector<InputField> dpad_down;
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std::vector<InputField> analog_left;
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std::vector<InputField> analog_right;
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std::vector<InputField> analog_up;
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std::vector<InputField> analog_down;
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};
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using InputState = std::variant<ControllerState, MouseState>;
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extern const DefaultN64Mappings default_n64_mappings;
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void get_keyboard_input(uint16_t* buttons_out, float* x_out, float* y_out);
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void get_n64_input(uint16_t* buttons_out, float* x_out, float* y_out);
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std::vector<InputState> get_input_states();
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void handle_events();
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}
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@ -26,6 +26,23 @@ extern "C" {
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void name(uint8_t* rdram, recomp_context* ctx);
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#endif
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enum RecompDigitalInput {
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RECOMP_DIGITAL_INPUT_ITEM1,
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RECOMP_DIGITAL_INPUT_ITEM2,
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RECOMP_DIGITAL_INPUT_ITEM3,
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RECOMP_DIGITAL_INPUT_MAX
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};
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enum RecompAnalogInput {
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RECOMP_ANALOG_INPUT_MOVEMENT_X,
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RECOMP_ANALOG_INPUT_MOVEMENT_Y,
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RECOMP_ANALOG_INPUT_CAMERA_X,
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RECOMP_ANALOG_INPUT_CAMERA_Y,
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RECOMP_ANALOG_INPUT_MAX,
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};
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DECLARE_FUNC(u32, recomp_get_digital_input, u32 which);
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DECLARE_FUNC(float, recomp_get_analog_input, u32 which);
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DECLARE_FUNC(void, recomp_get_item_inputs, u32* buttons);
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DECLARE_FUNC(void, recomp_get_camera_inputs, float* x_out, float* y_out);
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// TODO move this
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@ -36,141 +36,80 @@ struct GameControllerButtonMapping {
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};
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using button_map_t = std::vector<GameControllerButtonMapping>;
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uint32_t process_controller_mappings(const recomp::ControllerState& controller_state, const axis_map_t& axis_map, const button_map_t& button_map) {
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uint32_t cur_buttons = 0;
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for (const auto& mapping : axis_map) {
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float input_value = controller_state.axes[mapping.axis];
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if (mapping.threshold > 0) {
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if (input_value > mapping.threshold) {
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cur_buttons |= mapping.output_mask;
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}
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}
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else {
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if (input_value < mapping.threshold) {
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cur_buttons |= mapping.output_mask;
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}
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}
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}
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for (const auto& mapping : button_map) {
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int input_value = controller_state.buttons & mapping.button;
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if (input_value) {
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cur_buttons |= mapping.output_mask;
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}
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}
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return cur_buttons;
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}
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void recomp::get_n64_input(uint16_t* buttons_out, float* x_out, float* y_out) {
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static const axis_map_t general_axis_map{
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{ recomp::ControllerState::AXIS_RIGHT_X, -controller_default_threshold, N64Inputs::C_LEFT },
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{ recomp::ControllerState::AXIS_RIGHT_X, controller_default_threshold, N64Inputs::C_RIGHT },
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{ recomp::ControllerState::AXIS_RIGHT_Y, -controller_default_threshold, N64Inputs::C_UP },
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{ recomp::ControllerState::AXIS_RIGHT_Y, controller_default_threshold, N64Inputs::C_DOWN },
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{ recomp::ControllerState::AXIS_LEFT_TRIGGER, 0.30f, N64Inputs::Z },
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};
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static const button_map_t general_button_map{
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{ recomp::ControllerState::BUTTON_START, N64Inputs::START },
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{ recomp::ControllerState::BUTTON_SOUTH, N64Inputs::A },
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{ recomp::ControllerState::BUTTON_EAST, N64Inputs::B },
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{ recomp::ControllerState::BUTTON_WEST, N64Inputs::B },
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{ recomp::ControllerState::BUTTON_L1, N64Inputs::L },
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{ recomp::ControllerState::BUTTON_R1, N64Inputs::R },
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{ recomp::ControllerState::BUTTON_DPAD_LEFT, N64Inputs::DPAD_LEFT },
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{ recomp::ControllerState::BUTTON_DPAD_RIGHT, N64Inputs::DPAD_RIGHT },
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{ recomp::ControllerState::BUTTON_DPAD_UP, N64Inputs::DPAD_UP },
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{ recomp::ControllerState::BUTTON_DPAD_DOWN, N64Inputs::DPAD_DOWN },
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};
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uint16_t cur_buttons = 0;
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float cur_x = 0.0f;
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float cur_y = 0.0f;
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recomp::get_keyboard_input(&cur_buttons, &cur_x, &cur_y);
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std::vector<InputState> input_states = recomp::get_input_states();
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for (const InputState& state : input_states) {
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if (const auto* controller_state = std::get_if<ControllerState>(&state)) {
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cur_x += controller_state->axes[ControllerState::AXIS_LEFT_X];
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cur_y -= controller_state->axes[ControllerState::AXIS_LEFT_Y];
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cur_buttons |= (uint16_t)process_controller_mappings(*controller_state, general_axis_map, general_button_map);
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}
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else if (const auto* mouse_state = std::get_if<MouseState>(&state)) {
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// Mouse currently unused
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}
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}
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cur_buttons |= recomp::get_input_digital(recomp::default_n64_mappings.a) ? N64Inputs::A : 0;
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cur_buttons |= recomp::get_input_digital(recomp::default_n64_mappings.b) ? N64Inputs::B : 0;
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cur_buttons |= recomp::get_input_digital(recomp::default_n64_mappings.l) ? N64Inputs::L : 0;
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cur_buttons |= recomp::get_input_digital(recomp::default_n64_mappings.r) ? N64Inputs::R : 0;
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cur_buttons |= recomp::get_input_digital(recomp::default_n64_mappings.z) ? N64Inputs::Z : 0;
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cur_buttons |= recomp::get_input_digital(recomp::default_n64_mappings.start) ? N64Inputs::START : 0;
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cur_buttons |= recomp::get_input_digital(recomp::default_n64_mappings.c_left) ? N64Inputs::C_LEFT : 0;
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cur_buttons |= recomp::get_input_digital(recomp::default_n64_mappings.c_right) ? N64Inputs::C_RIGHT : 0;
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cur_buttons |= recomp::get_input_digital(recomp::default_n64_mappings.c_up) ? N64Inputs::C_UP : 0;
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cur_buttons |= recomp::get_input_digital(recomp::default_n64_mappings.c_down) ? N64Inputs::C_DOWN : 0;
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cur_buttons |= recomp::get_input_digital(recomp::default_n64_mappings.dpad_left) ? N64Inputs::DPAD_LEFT : 0;
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cur_buttons |= recomp::get_input_digital(recomp::default_n64_mappings.dpad_right) ? N64Inputs::DPAD_RIGHT : 0;
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cur_buttons |= recomp::get_input_digital(recomp::default_n64_mappings.dpad_up) ? N64Inputs::DPAD_UP : 0;
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cur_buttons |= recomp::get_input_digital(recomp::default_n64_mappings.dpad_down) ? N64Inputs::DPAD_DOWN : 0;
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*buttons_out = cur_buttons;
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cur_x = std::clamp(cur_x, -1.0f, 1.0f);
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cur_y = std::clamp(cur_y, -1.0f, 1.0f);
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cur_x = recomp::get_input_analog(recomp::default_n64_mappings.analog_right) - recomp::get_input_analog(recomp::default_n64_mappings.analog_left);
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cur_y = recomp::get_input_analog(recomp::default_n64_mappings.analog_up) - recomp::get_input_analog(recomp::default_n64_mappings.analog_down);
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*x_out = cur_x;
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*y_out = cur_y;
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}
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extern "C" void recomp_get_item_inputs(uint8_t* rdram, recomp_context* ctx) {
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static const axis_map_t item_axis_map{
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{ recomp::ControllerState::AXIS_RIGHT_X, -controller_default_threshold, N64Inputs::C_LEFT },
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{ recomp::ControllerState::AXIS_RIGHT_X, controller_default_threshold, N64Inputs::C_RIGHT },
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{ recomp::ControllerState::AXIS_RIGHT_Y, controller_default_threshold, N64Inputs::C_DOWN },
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};
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static const button_map_t item_button_map {
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{ recomp::ControllerState::BUTTON_EAST, N64Inputs::B },
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{ recomp::ControllerState::BUTTON_WEST, N64Inputs::B },
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{ recomp::ControllerState::BUTTON_DPAD_LEFT, N64Inputs::DPAD_LEFT },
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{ recomp::ControllerState::BUTTON_DPAD_RIGHT, N64Inputs::DPAD_RIGHT },
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{ recomp::ControllerState::BUTTON_DPAD_UP, N64Inputs::DPAD_UP },
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{ recomp::ControllerState::BUTTON_DPAD_DOWN, N64Inputs::DPAD_DOWN },
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};
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u32* buttons_out = _arg<0, u32*>(rdram, ctx);
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uint32_t cur_buttons = 0;
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// TODO do this in a way that will allow for remapping keyboard inputs
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uint16_t keyboard_buttons;
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float dummy_x, dummy_y;
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recomp::get_keyboard_input(&keyboard_buttons, &dummy_x, &dummy_y);
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cur_buttons |= keyboard_buttons;
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// Process controller inputs
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std::vector<recomp::InputState> input_states = recomp::get_input_states();
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for (const recomp::InputState& state : input_states) {
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if (const auto* controller_state = std::get_if<recomp::ControllerState>(&state)) {
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cur_buttons |= process_controller_mappings(*controller_state, item_axis_map, item_button_map);
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}
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else if (const auto* mouse_state = std::get_if<recomp::MouseState>(&state)) {
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// Mouse currently unused
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}
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}
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cur_buttons |= recomp::get_input_digital(recomp::default_n64_mappings.b) ? N64Inputs::B : 0;
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cur_buttons |= recomp::get_input_digital(recomp::default_n64_mappings.c_left) ? N64Inputs::C_LEFT : 0;
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cur_buttons |= recomp::get_input_digital(recomp::default_n64_mappings.c_right) ? N64Inputs::C_RIGHT : 0;
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cur_buttons |= recomp::get_input_digital(recomp::default_n64_mappings.c_down) ? N64Inputs::C_DOWN : 0;
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cur_buttons |= recomp::get_input_digital(recomp::default_n64_mappings.dpad_left) ? N64Inputs::DPAD_LEFT : 0;
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cur_buttons |= recomp::get_input_digital(recomp::default_n64_mappings.dpad_right) ? N64Inputs::DPAD_RIGHT : 0;
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cur_buttons |= recomp::get_input_digital(recomp::default_n64_mappings.dpad_up) ? N64Inputs::DPAD_UP : 0;
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cur_buttons |= recomp::get_input_digital(recomp::default_n64_mappings.dpad_down) ? N64Inputs::DPAD_DOWN : 0;
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*buttons_out = cur_buttons;
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}
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bool recomp_digital_input_state[RECOMP_DIGITAL_INPUT_MAX];
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float recomp_analog_input_state[RECOMP_ANALOG_INPUT_MAX];
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extern "C" void recomp_update_inputs(uint8_t* rdram, recomp_context* ctx) {
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recomp::poll_inputs();
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}
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extern "C" void recomp_get_digital_input(uint8_t* rdram, recomp_context* ctx) {
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u32 input_slot = _arg<0, u32>(rdram, ctx);
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// TODO implement this
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_return<u32>(ctx, 0);
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}
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extern "C" void recomp_get_analog_input(uint8_t* rdram, recomp_context* ctx) {
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u32 input_slot = _arg<0, u32>(rdram, ctx);
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// TODO implement this
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_return<float>(ctx, 0);
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}
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extern "C" void recomp_get_camera_inputs(uint8_t* rdram, recomp_context* ctx) {
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float* x_out = _arg<0, float*>(rdram, ctx);
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float* y_out = _arg<1, float*>(rdram, ctx);
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float x_val = 0.0f;
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float y_val = 0.0f;
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// Process controller inputs
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std::vector<recomp::InputState> input_states = recomp::get_input_states();
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for (const recomp::InputState& state : input_states) {
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if (const auto* controller_state = std::get_if<recomp::ControllerState>(&state)) {
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x_val += controller_state->axes[recomp::ControllerState::AXIS_RIGHT_X];
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y_val += controller_state->axes[recomp::ControllerState::AXIS_RIGHT_Y];
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}
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else if (const auto* mouse_state = std::get_if<recomp::MouseState>(&state)) {
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// Mouse currently unused
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}
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}
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float x_val = recomp::get_input_analog(recomp::default_n64_mappings.c_right) - recomp::get_input_analog(recomp::default_n64_mappings.c_left);
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float y_val = recomp::get_input_analog(recomp::default_n64_mappings.c_up) - recomp::get_input_analog(recomp::default_n64_mappings.c_down);
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*x_out = x_val;
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*y_out = y_val;
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@ -6,8 +6,14 @@
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#include "recomp_ui.h"
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#include "SDL.h"
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static struct {
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const Uint8* keys = nullptr;
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int numkeys = 0;
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std::atomic_int32_t mouse_wheel_pos = 0;
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std::vector<SDL_JoystickID> controllers{};
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std::vector<SDL_JoystickID> controller_ids{};
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std::vector<SDL_GameController*> cur_controllers{};
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} InputState;
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bool sdl_event_filter(void* userdata, SDL_Event* event) {
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switch (event->type) {
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@ -36,7 +42,7 @@ bool sdl_event_filter(void* userdata, SDL_Event* event) {
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printf("Controller added: %d\n", controller_event->which);
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if (controller != nullptr) {
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printf(" Instance ID: %d\n", SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(controller)));
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controllers.push_back(SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(controller)));
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InputState.controller_ids.push_back(SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(controller)));
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}
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}
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break;
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@ -44,7 +50,7 @@ bool sdl_event_filter(void* userdata, SDL_Event* event) {
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{
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SDL_ControllerDeviceEvent* controller_event = (SDL_ControllerDeviceEvent*)event;
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printf("Controller removed: %d\n", controller_event->which);
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std::erase(controllers, controller_event->which);
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std::erase(InputState.controller_ids, controller_event->which);
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}
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break;
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case SDL_EventType::SDL_QUIT:
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@ -53,7 +59,7 @@ bool sdl_event_filter(void* userdata, SDL_Event* event) {
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case SDL_EventType::SDL_MOUSEWHEEL:
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{
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SDL_MouseWheelEvent* wheel_event = (SDL_MouseWheelEvent*)event;
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mouse_wheel_pos.fetch_add(wheel_event->y * (wheel_event->direction == SDL_MOUSEWHEEL_FLIPPED ? -1 : 1));
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InputState.mouse_wheel_pos.fetch_add(wheel_event->y * (wheel_event->direction == SDL_MOUSEWHEEL_FLIPPED ? -1 : 1));
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}
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recomp::queue_event(*event);
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break;
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@ -72,126 +78,203 @@ void recomp::handle_events() {
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}
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}
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std::vector<recomp::InputState> recomp::get_input_states() {
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std::vector<InputState> ret{};
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int32_t mouse_x;
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int32_t mouse_y;
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Uint32 sdl_mouse_buttons = SDL_GetMouseState(&mouse_x, &mouse_y);
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struct MouseButtonMapping {
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Sint32 input;
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decltype(MouseState::buttons) output;
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};
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static const std::vector<MouseButtonMapping> input_mouse_map{
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{ SDL_BUTTON_LMASK, MouseState::LEFT },
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{ SDL_BUTTON_RMASK, MouseState::RIGHT },
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{ SDL_BUTTON_MMASK, MouseState::MIDDLE },
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{ SDL_BUTTON_X1MASK, MouseState::BACK },
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{ SDL_BUTTON_X2MASK, MouseState::FORWARD },
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enum class DeviceType {
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Keyboard,
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Mouse,
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ControllerDigital,
|
||||
ControllerAnalog // Axis input_id values are the SDL value + 1
|
||||
};
|
||||
|
||||
decltype(MouseState::buttons) mouse_buttons = 0;
|
||||
for (const MouseButtonMapping& mapping : input_mouse_map) {
|
||||
if (sdl_mouse_buttons & mapping.input) {
|
||||
mouse_buttons |= mapping.output;
|
||||
}
|
||||
}
|
||||
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;
|
||||
|
||||
if (mouse_buttons & MouseState::FORWARD) {
|
||||
printf("forward\n");
|
||||
}
|
||||
|
||||
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 (SDL_JoystickID controller_id : controllers) {
|
||||
struct InputButtonMapping {
|
||||
SDL_GameControllerButton input;
|
||||
decltype(ControllerState::buttons) output;
|
||||
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}
|
||||
},
|
||||
};
|
||||
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;
|
||||
|
||||
for (const InputButtonMapping& mapping : input_button_map) {
|
||||
if (SDL_GameControllerGetButton(controller, mapping.input)) {
|
||||
buttons |= mapping.output;
|
||||
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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
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);
|
||||
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;
|
||||
}
|
||||
|
||||
// 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
|
||||
};
|
||||
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;
|
||||
|
||||
const Uint8* key_states = SDL_GetKeyboardState(nullptr);
|
||||
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);
|
||||
}
|
||||
|
||||
*buttons_out = 0;
|
||||
return std::clamp(ret, 0.0f, 1.0f);
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
for (const auto& mapping : keyboard_button_map) {
|
||||
if (key_states[mapping.first]) {
|
||||
*buttons_out |= mapping.second;
|
||||
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;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
*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]);
|
||||
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;
|
||||
}
|
||||
|
@ -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,
|
||||
};
|
||||
|
||||
|
@ -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();
|
||||
}
|
||||
|
||||
|
@ -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;
|
||||
};
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user