| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329 | /** 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 "InputHandler.h"#include "../CGameInfo.h"#include "../gui/CGuiHandler.h"#include "../gui/CursorHandler.h"#include "../gui/EventDispatcher.h"#include "../gui/ShortcutHandler.h"#include "../../lib/CConfigHandler.h"void InputSourceGameController::gameControllerDeleter(SDL_GameController * gameController){	if(gameController)		SDL_GameControllerClose(gameController);}InputSourceGameController::InputSourceGameController():	cursorAxisValueX(0),	cursorAxisValueY(0),	cursorPlanDisX(0.0),	cursorPlanDisY(0.0),	scrollAxisMoved(false),	scrollStart(Point(0,0)),	scrollCurrent(Point(0,0)),	scrollAxisValueX(0),	scrollAxisValueY(0),	scrollPlanDisX(0.0),	scrollPlanDisY(0.0),	configTriggerTreshold(settings["input"]["controllerTriggerTreshold"].Float()),	configAxisDeadZone(settings["input"]["controllerAxisDeadZone"].Float()),	configAxisFullZone(settings["input"]["controllerAxisFullZone"].Float()),	configPointerSpeed(settings["input"]["controllerPointerSpeed"].Float()),	configPointerScale(settings["input"]["controllerPointerScale"].Float()),	configPanningSpeed(settings["input"]["controllerPanningSpeed"].Float()),	configPanningScale(settings["input"]["controllerPanningScale"].Float()){	tryOpenAllGameControllers();}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.try_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 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);}double InputSourceGameController::getRealAxisValue(int value) const{	double ratio = static_cast<double>(value) / SDL_JOYSTICK_AXIS_MAX;	double greenZone = configAxisFullZone - configAxisDeadZone;	if (std::abs(ratio) < configAxisDeadZone)		return 0;	double scaledValue = (ratio - configAxisDeadZone) / greenZone;	double clampedValue = std::clamp(scaledValue, -1.0, +1.0);	return clampedValue;}void InputSourceGameController::dispatchAxisShortcuts(const std::vector<EShortcut> & shortcutsVector, SDL_GameControllerAxis axisID, int axisValue){	if(getRealAxisValue(axisValue) > configTriggerTreshold)	{		if(!pressedAxes.count(axisID))		{			GH.events().dispatchShortcutPressed(shortcutsVector);			pressedAxes.insert(axisID);		}	}	else	{		if(pressedAxes.count(axisID))		{			GH.events().dispatchShortcutReleased(shortcutsVector);			pressedAxes.erase(axisID);		}	}}void InputSourceGameController::handleEventAxisMotion(const SDL_ControllerAxisEvent & axis){	tryToConvertCursor();	SDL_GameControllerAxis axisID = static_cast<SDL_GameControllerAxis>(axis.axis);	std::string axisName = SDL_GameControllerGetStringForAxis(axisID);	auto axisActions = GH.shortcuts().translateJoystickAxis(axisName);	auto buttonActions = GH.shortcuts().translateJoystickButton(axisName);	for(const auto & action : axisActions)	{		switch(action)		{			case EShortcut::MOUSE_CURSOR_X:				cursorAxisValueX = getRealAxisValue(axis.value);				break;			case EShortcut::MOUSE_CURSOR_Y:				cursorAxisValueY = getRealAxisValue(axis.value);				break;			case EShortcut::MOUSE_SWIPE_X:				scrollAxisValueX = getRealAxisValue(axis.value);				break;			case EShortcut::MOUSE_SWIPE_Y:				scrollAxisValueY = getRealAxisValue(axis.value);				break;		}	}	dispatchAxisShortcuts(buttonActions, axisID, axis.value);}void InputSourceGameController::tryToConvertCursor(){	assert(CCS);	assert(CCS->curh);	if(CCS->curh->getShowType() == Cursor::ShowType::HARDWARE)	{		const Point & cursorPosition = GH.getCursorPosition();		CCS->curh->changeCursor(Cursor::ShowType::SOFTWARE);		CCS->curh->cursorMove(cursorPosition.x, cursorPosition.y);		GH.input().setCursorPosition(cursorPosition);	}}void InputSourceGameController::handleEventButtonDown(const SDL_ControllerButtonEvent & button){	std::string buttonName = SDL_GameControllerGetStringForButton(static_cast<SDL_GameControllerButton>(button.button));	const auto & shortcutsVector = GH.shortcuts().translateJoystickButton(buttonName);	GH.events().dispatchShortcutPressed(shortcutsVector);}void InputSourceGameController::handleEventButtonUp(const SDL_ControllerButtonEvent & button){	std::string buttonName = SDL_GameControllerGetStringForButton(static_cast<SDL_GameControllerButton>(button.button));	const auto & shortcutsVector = GH.shortcuts().translateJoystickButton(buttonName);	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(){	std::chrono::steady_clock::time_point nowMs = std::chrono::steady_clock::now();	if(lastCheckTime == std::chrono::steady_clock::time_point())	{		lastCheckTime = nowMs;		return;	}	int32_t deltaTime = std::chrono::duration_cast<std::chrono::milliseconds>(nowMs - lastCheckTime).count();	handleCursorUpdate(deltaTime);	handleScrollUpdate(deltaTime);	lastCheckTime = nowMs;}static double scaleAxis(double value, double power){	if (value > 0)		return std::pow(value, power);	else		return -std::pow(-value, power);}void InputSourceGameController::handleCursorUpdate(int32_t deltaTimeMs){	float deltaTimeSeconds = static_cast<float>(deltaTimeMs) / 1000;	if(vstd::isAlmostZero(cursorAxisValueX))		cursorPlanDisX = 0;	else		cursorPlanDisX += deltaTimeSeconds * configPointerSpeed * scaleAxis(cursorAxisValueX, configPointerScale);	if (vstd::isAlmostZero(cursorAxisValueY))		cursorPlanDisY = 0;	else		cursorPlanDisY += deltaTimeSeconds * configPointerSpeed * scaleAxis(cursorAxisValueY, configPointerScale);	int moveDisX = getMoveDis(cursorPlanDisX);	int moveDisY = getMoveDis(cursorPlanDisY);	cursorPlanDisX -= moveDisX;	cursorPlanDisY -= moveDisY;	doCursorMove(moveDisX, moveDisY);}void InputSourceGameController::handleScrollUpdate(int32_t deltaTimeMs){	if(!scrollAxisMoved && isScrollAxisReleased())	{		return;	}	else if(!scrollAxisMoved && !isScrollAxisReleased())	{		scrollAxisMoved = true;		scrollCurrent = scrollStart = GH.input().getCursorPosition();		GH.events().dispatchGesturePanningStarted(scrollStart);	}	else if(scrollAxisMoved && isScrollAxisReleased())	{		GH.events().dispatchGesturePanningEnded(scrollStart, scrollCurrent);		scrollAxisMoved = false;		scrollPlanDisX = scrollPlanDisY = 0;		return;	}	float deltaTimeSeconds = static_cast<float>(deltaTimeMs) / 1000;	scrollPlanDisX += deltaTimeSeconds * configPanningSpeed * scaleAxis(scrollAxisValueX, configPanningScale);	scrollPlanDisY += deltaTimeSeconds * configPanningSpeed * scaleAxis(scrollAxisValueY, configPanningScale);	int moveDisX = getMoveDis(scrollPlanDisX);	int moveDisY = getMoveDis(scrollPlanDisY);	if(moveDisX != 0 || moveDisY != 0)	{		scrollPlanDisX -= moveDisX;		scrollPlanDisY -= moveDisY;		scrollCurrent.x += moveDisX;		scrollCurrent.y += moveDisY;		Point distance(moveDisX, moveDisY);		GH.events().dispatchGesturePanning(scrollStart, scrollCurrent, distance);	}}bool InputSourceGameController::isScrollAxisReleased() const{	return vstd::isAlmostZero(scrollAxisValueX) && vstd::isAlmostZero(scrollAxisValueY);}
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