/* * InputSourceGameController.cpp, part of VCMI engine * * Authors: listed in file AUTHORS in main folder * * License: GNU General Public License v2.0 or later * Full text of license available in license.txt file, in main folder * */ #include "StdInc.h" #include "InputSourceGameController.h" #include "GameControllerShortcuts.h" #include "InputHandler.h" #include "../CGameInfo.h" #include "../gui/CursorHandler.h" #include "../gui/CGuiHandler.h" #include "../gui/EventDispatcher.h" #include "../gui/ShortcutHandler.h" void InputSourceGameController::gameControllerDeleter(SDL_GameController * gameController) { if(gameController) SDL_GameControllerClose(gameController); } InputSourceGameController::InputSourceGameController(): lastCheckTime(0), axisValueX(0), axisValueY(0), planDisX(0.0), planDisY(0.0) { // SDL_init has not been called. so it is unnecessary to open joystick. } void InputSourceGameController::tryOpenAllGameControllers() { for(int i = 0; i < SDL_NumJoysticks(); ++i) if(SDL_IsGameController(i)) openGameController(i); else logGlobal->warn("Joystick %d is an unsupported game controller!", i); } void InputSourceGameController::openGameController(int index) { SDL_GameController * controller = SDL_GameControllerOpen(index); if(!controller) { logGlobal->error("Fail to open game controller %d!", index); return; } GameControllerPtr controllerPtr(controller, gameControllerDeleter); // Need to save joystick index for event. Joystick index may not be equal to index sometimes. int joystickIndex = getJoystickIndex(controllerPtr.get()); if(joystickIndex < 0) { logGlobal->error("Fail to get joystick index of game controller %d!", index); return; } if(gameControllerMap.find(joystickIndex) != gameControllerMap.end()) { logGlobal->warn("Game controller with joystick index %d is already opened.", joystickIndex); return; } gameControllerMap.emplace(joystickIndex, std::move(controllerPtr)); } int InputSourceGameController::getJoystickIndex(SDL_GameController * controller) { SDL_Joystick* joystick = SDL_GameControllerGetJoystick(controller); if(!joystick) return -1; SDL_JoystickID instanceID = SDL_JoystickInstanceID(joystick); if(instanceID < 0) return -1; return (int)instanceID; } void InputSourceGameController::handleEventDeviceAdded(const SDL_ControllerDeviceEvent & device) { if(gameControllerMap.find(device.which) != gameControllerMap.end()) { logGlobal->warn("Game controller %d is already opened.", device.which); return; } openGameController(device.which); } void InputSourceGameController::handleEventDeviceRemoved(const SDL_ControllerDeviceEvent & device) { if(gameControllerMap.find(device.which) == gameControllerMap.end()) { logGlobal->warn("Game controller %d is not opened before.", device.which); return; } gameControllerMap.erase(device.which); } void InputSourceGameController::handleEventDeviceRemapped(const SDL_ControllerDeviceEvent & device) { if(gameControllerMap.find(device.which) == gameControllerMap.end()) { logGlobal->warn("Game controller %d is not opened.", device.which); return; } gameControllerMap.erase(device.which); openGameController(device.which); } int InputSourceGameController::getRealAxisValue(int value) { if(value < AXIS_DEAD_ZOOM && value > -AXIS_DEAD_ZOOM) return 0; if(value > AXIS_MAX_ZOOM) return AXIS_MAX_ZOOM; if(value < -AXIS_MAX_ZOOM) return -AXIS_MAX_ZOOM; int base = value > 0 ? AXIS_DEAD_ZOOM: -AXIS_DEAD_ZOOM; return (value - base) * AXIS_MAX_ZOOM / (AXIS_MAX_ZOOM - AXIS_DEAD_ZOOM); } void InputSourceGameController::dispatchTriggerShortcuts(const std::vector & shortcutsVector, int axisValue) { if(axisValue >= TRIGGER_PRESS_THRESHOLD) GH.events().dispatchShortcutPressed(shortcutsVector); else GH.events().dispatchShortcutReleased(shortcutsVector); } void InputSourceGameController::handleEventAxisMotion(const SDL_ControllerAxisEvent & axis) { const auto & triggerShortcutsMap = getTriggerShortcutsMap(); if(axis.axis == SDL_CONTROLLER_AXIS_LEFTX) { axisValueX = getRealAxisValue(axis.value); } else if(axis.axis == SDL_CONTROLLER_AXIS_LEFTY) { axisValueY = getRealAxisValue(axis.value); } else if(triggerShortcutsMap.find(axis.axis) != triggerShortcutsMap.end()) { const auto & shortcutsVector = triggerShortcutsMap.find(axis.axis)->second; dispatchTriggerShortcuts(shortcutsVector, axis.value); } } void InputSourceGameController::handleEventButtonDown(const SDL_ControllerButtonEvent & button) { const Point & position = GH.input().getCursorPosition(); const auto & buttonShortcutsMap = getButtonShortcutsMap(); // TODO: define keys by user if(button.button == SDL_CONTROLLER_BUTTON_A) { GH.events().dispatchMouseLeftButtonPressed(position, 0); } else if(button.button == SDL_CONTROLLER_BUTTON_Y) { GH.events().dispatchShowPopup(position, 0); } else if(buttonShortcutsMap.find(button.button) != buttonShortcutsMap.end()) { const auto & shortcutsVector = buttonShortcutsMap.find(button.button)->second; GH.events().dispatchShortcutPressed(shortcutsVector); } } void InputSourceGameController::handleEventButtonUp(const SDL_ControllerButtonEvent & button) { const Point & position = GH.input().getCursorPosition(); const auto & buttonShortcutsMap = getButtonShortcutsMap(); if(button.button == SDL_CONTROLLER_BUTTON_A) { GH.events().dispatchMouseLeftButtonReleased(position, 0); } else if(button.button == SDL_CONTROLLER_BUTTON_Y) { GH.events().dispatchClosePopup(position); } else if(buttonShortcutsMap.find(button.button) != buttonShortcutsMap.end()) { const auto & shortcutsVector = buttonShortcutsMap.find(button.button)->second; GH.events().dispatchShortcutReleased(shortcutsVector); } } void InputSourceGameController::doCursorMove(int deltaX, int deltaY) { if(deltaX == 0 && deltaY == 0) return; const Point & screenSize = GH.screenDimensions(); const Point &cursorPosition = GH.getCursorPosition(); int newX = std::min(std::max(cursorPosition.x + deltaX, 0), screenSize.x); int newY = std::min(std::max(cursorPosition.y + deltaY, 0), screenSize.y); Point targetPosition{newX, newY}; GH.input().setCursorPosition(targetPosition); if(CCS && CCS->curh) CCS->curh->cursorMove(GH.getCursorPosition().x, GH.getCursorPosition().y); } int InputSourceGameController::getMoveDis(float planDis) { if(planDis >= 0) return std::floor(planDis); else return std::ceil(planDis); } void InputSourceGameController::handleUpdate() { auto now = std::chrono::high_resolution_clock::now(); auto nowMs = std::chrono::duration_cast(now.time_since_epoch()).count(); if(lastCheckTime == 0) { lastCheckTime = nowMs; return; } long long deltaTime = nowMs - lastCheckTime; if(axisValueX == 0) planDisX = 0; else planDisX += ((float)deltaTime / 1000) * ((float)axisValueX / AXIS_MAX_ZOOM) * AXIS_MOVE_SPEED; if(axisValueY == 0) planDisY = 0; else planDisY += ((float)deltaTime / 1000) * ((float)axisValueY / AXIS_MAX_ZOOM) * AXIS_MOVE_SPEED; int moveDisX = getMoveDis(planDisX); int moveDisY = getMoveDis(planDisY); planDisX -= moveDisX; planDisY -= moveDisY; doCursorMove(moveDisX, moveDisY); lastCheckTime = nowMs; }