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Adds support for SDL joystick and game controllers.

OTHGMars 6 年之前
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4fd6dfeaf0

+ 21 - 26
Engine/source/platformSDL/sdlInput.cpp

@@ -27,15 +27,11 @@
 
 #include "sdlInput.h"
 #include "platform/platformInput.h"
+#include "sdlInputManager.h"
 #include "SDL.h"
 
-#ifdef LOG_INPUT
-#include <time.h>
-#include <stdarg.h>
-#endif
-
 // Static class variables:
-InputManager*  Input::smManager;
+InputManager*  Input::smManager = NULL;
 bool           Input::smActive;
 U8             Input::smModifierKeys;
 bool           Input::smLastKeyboardActivated;
@@ -43,10 +39,6 @@ bool           Input::smLastMouseActivated;
 bool           Input::smLastJoystickActivated;
 InputEvent     Input::smInputEvent;
 
-#ifdef LOG_INPUT
-static HANDLE gInputLog;
-#endif
-
 static void fillAsciiTable() {}
 
 //------------------------------------------------------------------------------
@@ -91,24 +83,17 @@ void Input::init()
    fillAsciiTable();
    Con::printf( "" );
 
+   smManager = new SDLInputManager;
+   if (smManager)
+   {
+      SDLInputManager::init();
+   }
+
    // Set ourselves to participate in per-frame processing.
    Process::notify(Input::process, PROCESS_INPUT_ORDER);
 
 }
 
-//------------------------------------------------------------------------------
-DefineEngineFunction(isJoystickDetected, bool, (),, "")
-{
-   return(SDL_NumJoysticks() > 0);
-}
-
-//------------------------------------------------------------------------------
-DefineEngineFunction(getJoystickAxes, const char*, (const char* instance), , "")
-{
-   // TODO SDL
-   return("");
-}
-
 //------------------------------------------------------------------------------
 U16 Input::getKeyCode( U16 asciiCode )
 {
@@ -159,6 +144,13 @@ void Input::destroy()
 
    SDL_QuitSubSystem( SDL_INIT_JOYSTICK | SDL_INIT_HAPTIC | SDL_INIT_GAMECONTROLLER );
 
+   if (smManager)
+   {
+      if (smManager->isEnabled())
+         smManager->disable();
+      delete smManager;
+      smManager = NULL;
+   }
 }
 
 //------------------------------------------------------------------------------
@@ -186,8 +178,8 @@ void Input::activate()
    //ImmReleaseContext( getWin32WindowHandle(), winState.imeHandle );
 #endif
 
-   if ( !Con::getBoolVariable( "$enableDirectInput" ) )
-      return;
+   if (smManager && !smManager->isEnabled())
+      smManager->enable();
 
    if ( smManager && smManager->isEnabled() && !smActive )
    {
@@ -199,7 +191,10 @@ void Input::activate()
 //------------------------------------------------------------------------------
 void Input::deactivate()
 {
-   if ( smManager && smManager->isEnabled() && smActive )
+   if (smManager && smManager->isEnabled())
+      smManager->disable();
+
+   if (smActive)
    {
       smActive = false;
       Con::printf( "Input deactivated." );

+ 1381 - 0
Engine/source/platformSDL/sdlInputManager.cpp

@@ -0,0 +1,1381 @@
+//-----------------------------------------------------------------------------
+// Copyright (c) 2012 GarageGames, LLC
+//
+// Permission is hereby granted, free of charge, to any person obtaining a copy
+// of this software and associated documentation files (the "Software"), to
+// deal in the Software without restriction, including without limitation the
+// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
+// sell copies of the Software, and to permit persons to whom the Software is
+// furnished to do so, subject to the following conditions:
+//
+// The above copyright notice and this permission notice shall be included in
+// all copies or substantial portions of the Software.
+//
+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
+// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
+// IN THE SOFTWARE.
+//-----------------------------------------------------------------------------
+
+#include "console/console.h"
+#include "console/consoleTypes.h"
+#include "console/engineAPI.h"
+#include "sim/actionMap.h"
+
+#include "sdlInputManager.h"
+
+typedef SDL_JoystickType SDLJoystickType;
+DefineEnumType(SDLJoystickType);
+ImplementEnumType(SDLJoystickType,
+   "The type of device connected.\n\n"
+   "@ingroup Input")
+{ SDL_JOYSTICK_TYPE_UNKNOWN, "Unknown"},
+{ SDL_JOYSTICK_TYPE_GAMECONTROLLER, "Game Controller" },
+{ SDL_JOYSTICK_TYPE_WHEEL, "Wheel" },
+{ SDL_JOYSTICK_TYPE_ARCADE_STICK, "Arcade Stick" },
+{ SDL_JOYSTICK_TYPE_FLIGHT_STICK, "Flight Stick" },
+{ SDL_JOYSTICK_TYPE_DANCE_PAD, "Dance Pad" },
+{ SDL_JOYSTICK_TYPE_GUITAR, "Guitar" },
+{ SDL_JOYSTICK_TYPE_DRUM_KIT, "Drum Kit" },
+{ SDL_JOYSTICK_TYPE_ARCADE_PAD, "Arcade Pad" },
+{ SDL_JOYSTICK_TYPE_THROTTLE, "Throttle" },
+EndImplementEnumType;
+
+typedef SDL_JoystickPowerLevel SDLPowerEnum;
+DefineEnumType(SDLPowerEnum);
+ImplementEnumType(SDLPowerEnum,
+   "An enumeration of battery levels of a joystick.\n\n"
+   "@ingroup Input")
+{ SDL_JOYSTICK_POWER_UNKNOWN, "Unknown" },
+{ SDL_JOYSTICK_POWER_EMPTY, "Empty" },
+{ SDL_JOYSTICK_POWER_LOW, "Low" },
+{ SDL_JOYSTICK_POWER_MEDIUM, "Medium" },
+{ SDL_JOYSTICK_POWER_FULL, "Full" },
+{ SDL_JOYSTICK_POWER_WIRED, "Wired" },
+{ SDL_JOYSTICK_POWER_MAX, "Max" },
+EndImplementEnumType;
+
+IMPLEMENT_STATIC_CLASS(SDLInputManager, ,
+   "@brief Static class exposing the SDL_Joystick and SDL_GameController APIs to Torque Script.\n"
+   "SDLInputManager provides access to the functions of these APIs through static class "
+   "functions.These functions are not required to bind or process events.By setting "
+   "pref::Input::JoystickEnabled or pref::Input::sdlControllerEnabled to true, all connected "
+   "devices will automatically be opened.All of the joystick and controller events defined "
+   "in event.h can then be bound. For complete API documentation see the Joystick and Game "
+   "Controller section of https ://wiki.libsdl.org/APIByCategory#Input_Events.\n\n"
+
+   "@tsexample\n"
+   "// Get the name and device type for all connected devices\n"
+   "%sdlDevices = SDLInputManager::numJoysticks();\n"
+   "for (%i = 0; %i < %sdlDevices; %i++)\n"
+   "{\n"
+   "   %deviceName = SDLInputManager::JoystickNameForIndex(%i);\n"
+   "   %deviceType = SDLInputManager::GetDeviceType(%i);\n"
+   "}\n"
+   "\n"
+   "// List all installed controller mappings\n"
+   "%numMappings = SDLInputManager::GameControllerNumMappings();\n"
+   "for (%i = 0; %i < %numMappings; %i++)\n"
+   "   echo(SDLInputManager::GameControllerMappingForIndex(%i));\n"
+   "@endtsexample\n\n");
+
+IMPLEMENT_GLOBAL_CALLBACK(onSDLDeviceConnected, void, (S32 sdlIndex, const char* deviceName, const char* deviceType),
+(sdlIndex, deviceName, deviceType),
+"Callback that occurs when an input device is connected to the system.\n\n"
+"@param sdlIndex The index that will be used by sdl to refer to the device.\n"
+"@param deviceName The name that the device reports. This will be the return "
+"value of SDL_JoystickNameForIndex or SDL_GameControllerNameForIndex depending on the device type.\n"
+"@param deviceType The type of device connected. See SDLInputManager::getDeviceType() "
+"for possible string values.\n\n");
+
+IMPLEMENT_GLOBAL_CALLBACK(onSDLDeviceDisconnected, void, (S32 sdlIndex), (sdlIndex),
+"Callback that occurs when an input device is disconnected from the system.\n\n"
+"@param sdlIndex The index of the device that was removed.\n");
+
+//------------------------------------------------------------------------------
+// Static class variables:
+bool SDLInputManager::smJoystickEnabled = true;
+bool SDLInputManager::smJoystickSplitAxesLR = true;
+bool SDLInputManager::smControllerEnabled = true;
+bool SDLInputManager::smPOVButtonEvents = true;
+bool SDLInputManager::smPOVMaskEvents = false;
+
+// Map SDL controller Axis to torque input event
+// Commented text from map_StringForControllerAxis[] in SDL_gamecontroller.c
+S32 SDLInputManager::map_EventForControllerAxis[] = {
+   SI_XAXIS, //"leftx",
+   SI_YAXIS, //"lefty",
+   SI_RXAXIS, //"rightx",
+   SI_RYAXIS, //"righty",
+   SI_ZAXIS, //"lefttrigger",
+   SI_RZAXIS, //"righttrigger",
+   -1 // NULL
+};
+
+// Map SDL controller button ID to torque input event
+// Commented text from map_StringForControllerButton[] in SDL_gamecontroller.c
+S32 SDLInputManager::map_EventForControllerButton[] = {
+   XI_A, //"a",
+   XI_B, //"b",
+   XI_X, //"x",
+   XI_Y, //"y",
+   XI_BACK, //"back",
+   XI_GUIDE, //"guide",
+   XI_START, //"start",
+   XI_LEFT_THUMB, //"leftstick",
+   XI_RIGHT_THUMB, //"rightstick",
+   XI_LEFT_SHOULDER, //"leftshoulder",
+   XI_RIGHT_SHOULDER, //"rightshoulder",
+   SI_UPOV, //"dpup",
+   SI_DPOV, //"dpdown",
+   SI_LPOV, //"dpleft",
+   SI_RPOV, //"dpright",
+   -1 // NULL
+};
+
+//------------------------------------------------------------------------------
+void SDLInputManager::joystickState::reset()
+{
+   sdlInstID = -1;
+   inputDevice = NULL;
+   numAxes = 0;
+   lastHatState[0] = 0;
+   lastHatState[1] = 0;
+}
+
+//------------------------------------------------------------------------------
+SDLInputManager::SDLInputManager()
+{
+   mEnabled = true;
+   mJoystickActive = true;
+
+   for (S32 i = 0; i < MaxJoysticks; ++i)
+   {
+      mJoysticks[i].reset();
+      mJoysticks[i].torqueInstID = i;
+   }
+
+   for (S32 i = 0; i < MaxControllers; ++i)
+   {
+      mControllers[i].sdlInstID = -1;
+      mControllers[i].torqueInstID = i;
+      mControllers[i].inputDevice = NULL;
+   }
+}
+
+//------------------------------------------------------------------------------
+void SDLInputManager::init()
+{
+   Con::addVariable( "pref::Input::JoystickEnabled",  TypeBool, &smJoystickEnabled, 
+      "If true, Joystick devices will be automatically opened.\n\n"
+	   "@ingroup Input");
+   Con::addVariable("pref::Input::JoystickSplitAxesLR", TypeBool, &smJoystickSplitAxesLR,
+      "Split axis inputs on 4 axis joysticks. This has no effect on any other device.\n\n"
+      "4 Axis joysticks use IDs 0-3 which get mapped to xaxis, yaxis, zaxis and rxaxis. "
+      "When true, this will increment IDs 2 and 3 so the inputs map to xaxis, yaxis, rxaxis and ryaxis.\n"
+      "@ingroup Input");
+   Con::addVariable("pref::Input::sdlControllerEnabled", TypeBool, &smControllerEnabled,
+      "If true, any Joystick device that SDL recognizes as a Game Controller will be automatically opened as a game controller.\n\n"
+      "@ingroup Input");
+   Con::addVariable("pref::Input::JoystickPOVButtons", TypeBool, &smPOVButtonEvents,
+      "If true, the pov hat will be treated as 4 buttons and make/break events will be generated for "
+      "upov, dpov, lpov and rpov.\n"
+      "@ingroup Input");
+   Con::addVariable("pref::Input::JoystickPOVMask", TypeBool, &smPOVMaskEvents,
+      "If true, the pov hat will be treated as a single input with a 4 bit mask value. The povmask "
+      "event will be generated with the current mask every time the mask value changes.\n"
+      "@ingroup Input");
+
+   // POV Hat mask bits
+   Con::setIntVariable("$SDLMask::HatUp", SDL_HAT_UP);
+   Con::setIntVariable("$SDLMask::HatRight", SDL_HAT_RIGHT);
+   Con::setIntVariable("$SDLMask::HatDown", SDL_HAT_DOWN);
+   Con::setIntVariable("$SDLMask::HatLeft", SDL_HAT_LEFT);
+}
+
+//------------------------------------------------------------------------------
+bool SDLInputManager::enable()
+{
+   disable();
+
+   if (smControllerEnabled || smJoystickEnabled)
+   {
+      for (S32 i = 0; i < SDL_NumJoysticks(); ++i)
+      {
+         if (smControllerEnabled && SDL_IsGameController(i))
+            openController(i, 0);
+         else if (smJoystickEnabled)
+            openJoystick(i, 0);
+      }
+   }
+   mEnabled = true;
+   return true;
+}
+
+//------------------------------------------------------------------------------
+void SDLInputManager::disable()
+{
+   // Close any open devices
+   for (S32 i = 0; i < MaxControllers; ++i)
+      closeControllerByIndex(i);
+   for (S32 i = 0; i < MaxJoysticks; ++i)
+      closeJoystickByIndex(i);
+
+   mEnabled = false;
+}
+
+//------------------------------------------------------------------------------
+void SDLInputManager::process()
+{
+}
+
+//------------------------------------------------------------------------------
+void SDLInputManager::processEvent(SDL_Event &evt)
+{
+   switch (evt.type)
+   {
+   case SDL_JOYAXISMOTION:
+   {
+      joystickState* torqueMapping;
+      if (mJoystickMap.isEmpty() || !mJoystickMap.find(evt.jaxis.which, torqueMapping))
+         break;
+      // SDL axis value inputs are in (range: -32768 to 32767)
+      // Torque axis values are -1.0 to 1.0
+      F32 value = ((F32)evt.jaxis.value) / (F32) (evt.jaxis.value > 0 ? SDL_JOYSTICK_AXIS_MAX : -SDL_JOYSTICK_AXIS_MIN);
+      S32 mapAxis = SI_XAXIS + evt.jaxis.axis;
+      if (evt.jaxis.axis > 1 && torqueMapping->numAxes == 4 && smJoystickSplitAxesLR)
+         mapAxis += 1; // On a 4 axis, we'll shift the second two so we use LX LY RX RY instead of LX LY LZ RX
+      buildInputEvent(JoystickDeviceType, torqueMapping->torqueInstID, SI_AXIS, mapAxis, SI_MOVE, value);
+      break;
+   }
+
+   case SDL_JOYBALLMOTION:
+   {
+      joystickState* torqueMapping;
+      if (mJoystickMap.isEmpty() || !mJoystickMap.find(evt.jball.which, torqueMapping) || evt.jball.ball >= MaxBalls)
+         break;
+      if (evt.jball.xrel != 0)
+         buildInputEvent(JoystickDeviceType, torqueMapping->torqueInstID, SI_INT, evt.jball.ball ? SI_XBALL2 : SI_XBALL, SI_MOVE, (S32) evt.jball.xrel);
+      if (evt.jball.yrel != 0)
+         buildInputEvent(JoystickDeviceType, torqueMapping->torqueInstID, SI_INT, evt.jball.ball ? SI_YBALL2 : SI_YBALL, SI_MOVE, (S32) evt.jball.yrel);
+      break;
+   }
+
+   case SDL_JOYHATMOTION:
+   {
+      joystickState* torqueMapping;
+      if (mJoystickMap.isEmpty() || !mJoystickMap.find(evt.jball.which, torqueMapping) || evt.jhat.hat >= MaxHats)
+         break;
+      if (torqueMapping->lastHatState[evt.jhat.hat] != evt.jhat.value)
+      {
+         buildHatEvents(JoystickDeviceType, torqueMapping->torqueInstID, torqueMapping->lastHatState[evt.jhat.hat], evt.jhat.value, evt.jhat.hat);
+         torqueMapping->lastHatState[evt.jhat.hat] = evt.jhat.value;
+      }
+      break;
+   }
+
+   case SDL_JOYBUTTONDOWN:
+   case SDL_JOYBUTTONUP:
+   {
+      joystickState* torqueMapping;
+      if (mJoystickMap.isEmpty() || !mJoystickMap.find(evt.jbutton.which, torqueMapping))
+         break;
+      buildInputEvent(JoystickDeviceType, torqueMapping->torqueInstID, SI_BUTTON, KEY_BUTTON0 + evt.jbutton.button,
+         evt.cbutton.state == SDL_PRESSED ? SI_MAKE : SI_BREAK, evt.cbutton.state == SDL_PRESSED ? 1.0f : 0.0f);
+      break;
+   }
+
+   case SDL_JOYDEVICEADDED:
+   {
+      deviceConnectedCallback(evt.jdevice.which);
+      if (smControllerEnabled && SDL_IsGameController(evt.jdevice.which))
+         break;   // This device will be added as a controller
+
+      if (smJoystickEnabled)
+         openJoystick(evt.jdevice.which, 0);
+      break;
+   }
+
+   case SDL_JOYDEVICEREMOVED:
+   {
+      onSDLDeviceDisconnected_callback(evt.jdevice.which);
+      closeJoystick(evt.jdevice.which);
+   }
+
+   case SDL_CONTROLLERAXISMOTION:
+   {
+      controllerState* torqueMapping;
+      if (mControllerMap.isEmpty() || !mControllerMap.find(evt.caxis.which, torqueMapping))
+         break;
+      // SDL axis value inputs are in (range: -32768 to 32767)
+      // Torque axis values are -1.0 to 1.0
+      F32 value = ((F32)evt.caxis.value) / (F32) (evt.caxis.value > 0 ? SDL_JOYSTICK_AXIS_MAX : -SDL_JOYSTICK_AXIS_MIN);
+      buildInputEvent(GamepadDeviceType, torqueMapping->torqueInstID, SI_AXIS, map_EventForControllerAxis[evt.caxis.axis], SI_MOVE, value);
+      break;
+   }
+
+   case SDL_CONTROLLERBUTTONDOWN:
+   case SDL_CONTROLLERBUTTONUP:
+   {
+      controllerState* torqueMapping;
+      if (mControllerMap.isEmpty() || !mControllerMap.find(evt.cbutton.which, torqueMapping))
+         break;
+      buildInputEvent(GamepadDeviceType, torqueMapping->torqueInstID, SI_BUTTON, map_EventForControllerButton[evt.cbutton.button],
+         evt.cbutton.state == SDL_PRESSED ? SI_MAKE : SI_BREAK, evt.cbutton.state == SDL_PRESSED ? 1.0f : 0.0f);
+      break;
+   }
+
+   case SDL_CONTROLLERDEVICEADDED:
+   {
+      if (smControllerEnabled)
+         openController(evt.cdevice.which, 0);
+      break;
+   }
+
+   case SDL_CONTROLLERDEVICEREMOVED:
+   {
+      closeController(evt.cdevice.which);
+      break;
+   }
+
+   case SDL_CONTROLLERDEVICEREMAPPED:
+      break;
+
+   default:
+#ifdef TORQUE_DEBUG
+      Con::warnf("Unhandled SDL input event: 0x%04x", evt.type);
+#endif
+      break;
+   }
+}
+
+//------------------------------------------------------------------------------
+void SDLInputManager::buildInputEvent(U32 deviceType, U32 deviceInst, InputEventType objType, InputObjectInstances objInst, InputActionType action, S32 iValue)
+{
+   InputEventInfo newEvent;
+
+   newEvent.deviceType = deviceType;
+   newEvent.deviceInst = deviceInst;
+   newEvent.objType = objType;
+   newEvent.objInst = objInst;
+   newEvent.action = action;
+   newEvent.iValue = iValue;
+
+   newEvent.postToSignal(Input::smInputEvent);
+}
+
+//------------------------------------------------------------------------------
+void SDLInputManager::buildInputEvent(U32 deviceType, U32 deviceInst, InputEventType objType, InputObjectInstances objInst, InputActionType action, F32 fValue)
+{
+   InputEventInfo newEvent;
+
+   newEvent.deviceType = deviceType;
+   newEvent.deviceInst = deviceInst;
+   newEvent.objType = objType;
+   newEvent.objInst = objInst;
+   newEvent.action = action;
+   newEvent.fValue = fValue;
+
+   newEvent.postToSignal(Input::smInputEvent);
+}
+
+//------------------------------------------------------------------------------
+void SDLInputManager::buildHatEvents(U32 deviceType, U32 deviceInst, U8 lastState, U8 currentState, S32 hatIndex)
+{
+   if (smPOVButtonEvents)
+   {
+      if ((lastState & SDL_HAT_UP) != (currentState & SDL_HAT_UP))
+      {
+         buildInputEvent(deviceType, deviceInst, SI_POV, hatIndex ? SI_UPOV2 : SI_UPOV,
+            (currentState & SDL_HAT_UP) ? SI_MAKE : SI_BREAK, (currentState & SDL_HAT_UP) ? 1.0f : 0.0f);
+      }
+
+      if ((lastState & SDL_HAT_DOWN) != (currentState & SDL_HAT_DOWN))
+      {
+         buildInputEvent(deviceType, deviceInst, SI_POV, hatIndex ? SI_DPOV2 : SI_DPOV,
+            (currentState & SDL_HAT_DOWN) ? SI_MAKE : SI_BREAK, (currentState & SDL_HAT_DOWN) ? 1.0f : 0.0f);
+      }
+
+      if ((lastState & SDL_HAT_LEFT) != (currentState & SDL_HAT_LEFT))
+      {
+         buildInputEvent(deviceType, deviceInst, SI_POV, hatIndex ? SI_LPOV2 : SI_LPOV,
+            (currentState & SDL_HAT_LEFT) ? SI_MAKE : SI_BREAK, (currentState & SDL_HAT_LEFT) ? 1.0f : 0.0f);
+      }
+
+      if ((lastState & SDL_HAT_RIGHT) != (currentState & SDL_HAT_RIGHT))
+      {
+         buildInputEvent(deviceType, deviceInst, SI_POV, hatIndex ? SI_RPOV2 : SI_RPOV,
+            (currentState & SDL_HAT_RIGHT) ? SI_MAKE : SI_BREAK, (currentState & SDL_HAT_RIGHT) ? 1.0f : 0.0f);
+      }
+   }
+
+   if (smPOVMaskEvents)
+   {
+      buildInputEvent(deviceType, deviceInst, SI_INT, hatIndex ? SI_POVMASK2 : SI_POVMASK, SI_VALUE, (S32) currentState);
+   }
+}
+
+//------------------------------------------------------------------------------
+S32 SDLInputManager::openController(S32 sdlIndex, S32 requestedTID)
+{
+   if ((sdlIndex < 0) || (sdlIndex >= SDL_NumJoysticks()) || (requestedTID < 0) || (requestedTID >= MaxControllers))
+      return -1;
+
+   if (SDL_IsGameController(sdlIndex))
+   {
+      SDL_GameController *inputDevice = SDL_GameControllerOpen(sdlIndex);
+      if (inputDevice)
+      {
+         SDL_JoystickID sdlId = SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(inputDevice));
+
+         // See if the device is already open as a joystick
+         for (S32 i = 0; i < MaxJoysticks; ++i)
+         {
+            if (mJoysticks[i].sdlInstID == sdlId)
+            {
+               if (!closeJoystickByIndex(i))
+               {
+                  SDL_GameControllerClose(inputDevice);
+                  return -1;
+               }
+            }
+         }
+
+         controllerState* torqueMapping = NULL;
+         if (mControllerMap.find(sdlId, torqueMapping))
+         {
+            if (torqueMapping->torqueInstID == (U32) requestedTID)
+            {
+               SDL_GameControllerClose(inputDevice);
+               return requestedTID;  // Already open at the requested ID
+            }
+            closeControllerByIndex(torqueMapping->torqueInstID);
+         }
+
+         S32 gamepadSlot = -1;
+         if (!mControllers[requestedTID].inputDevice)
+            gamepadSlot = requestedTID;
+         else
+         {
+            // Find the first available gamepad device slot
+            for (S32 i = 0; i < MaxControllers; ++i)
+            {
+               if (!mControllers[i].inputDevice)
+               {
+                  gamepadSlot = i;
+                  break;
+               }
+            }
+         }
+
+         if (gamepadSlot == -1)
+         {
+            Con::errorf("Unable to open Game Controller %s. Too many devices present.", SDL_GameControllerName(inputDevice));
+            SDL_GameControllerClose(inputDevice);
+            return -1;
+         }
+
+         mControllers[gamepadSlot].inputDevice = inputDevice;
+         mControllers[gamepadSlot].sdlInstID = sdlId;
+         mControllerMap.insertUnique(sdlId, &mControllers[gamepadSlot]);
+
+         return gamepadSlot;
+      }
+   }
+   return -1;
+}
+
+//------------------------------------------------------------------------------
+void SDLInputManager::closeController(SDL_JoystickID sdlId)
+{
+   controllerState* torqueMapping = NULL;
+   if (mControllerMap.find(sdlId, torqueMapping))
+      closeControllerByIndex(torqueMapping->torqueInstID);
+}
+
+//------------------------------------------------------------------------------
+bool SDLInputManager::closeControllerByIndex(S32 index)
+{
+   if (index < 0 || index >= MaxControllers)
+      return false;
+
+   if (mControllers[index].inputDevice && mControllers[index].sdlInstID != -1)
+   {
+      SDL_GameControllerClose(mControllers[index].inputDevice);
+      mControllerMap.erase(mControllers[index].sdlInstID);
+      mControllers[index].sdlInstID = -1;
+      mControllers[index].inputDevice = NULL;
+      return true;
+   }
+
+   return false;
+}
+
+//------------------------------------------------------------------------------
+S32 SDLInputManager::openJoystick(S32 sdlIndex, S32 requestedTID)
+{
+   if ((sdlIndex < 0) || (sdlIndex >= SDL_NumJoysticks()) || (requestedTID < 0) || (requestedTID >= MaxJoysticks))
+      return -1;
+
+   SDL_Joystick *inputDevice = SDL_JoystickOpen(sdlIndex);
+   if (inputDevice)
+   {
+      SDL_JoystickID sdlId = SDL_JoystickInstanceID(inputDevice);
+
+      // See if the device is already open as a controller
+      for (S32 i = 0; i < MaxControllers; ++i)
+      {
+         if (mControllers[i].sdlInstID == sdlId)
+         {
+            if (!closeControllerByIndex(i))
+            {
+               SDL_JoystickClose(inputDevice);
+               return -1;
+            }
+         }
+      }
+
+      joystickState* torqueMapping = NULL;
+      if (mJoystickMap.find(sdlId, torqueMapping))
+      {
+         if (torqueMapping->torqueInstID == (U32) requestedTID)
+         {
+            SDL_JoystickClose(inputDevice);
+            return requestedTID;  // Already open at the requested ID
+         }
+         closeJoystickByIndex(torqueMapping->torqueInstID);
+      }
+
+      S32 joystickSlot = -1;
+      if (!mJoysticks[requestedTID].inputDevice)
+         joystickSlot = requestedTID;
+      else
+      {
+         // Find the first available joystick device slot
+         for (S32 i = 0; i < MaxJoysticks; ++i)
+         {
+            if (!mJoysticks[i].inputDevice)
+            {
+               joystickSlot = i;
+               break;
+            }
+         }
+      }
+
+      if (joystickSlot == -1)
+      {
+         Con::errorf("Unable to open Joystick %s. Too many devices present.", SDL_JoystickName(inputDevice));
+         SDL_JoystickClose(inputDevice);
+         return -1;
+      }
+
+      mJoysticks[joystickSlot].inputDevice = inputDevice;
+      mJoysticks[joystickSlot].sdlInstID = sdlId;
+      mJoysticks[joystickSlot].numAxes = SDL_JoystickNumAxes(inputDevice);
+      mJoystickMap.insertUnique(sdlId, &mJoysticks[joystickSlot]);
+
+      return joystickSlot;
+   }
+   return -1;
+}
+
+//------------------------------------------------------------------------------
+void SDLInputManager::closeJoystick(SDL_JoystickID sdlId)
+{
+   joystickState* torqueMapping = NULL;
+   if (mJoystickMap.find(sdlId, torqueMapping))
+      closeJoystickByIndex(torqueMapping->torqueInstID);
+}
+
+//------------------------------------------------------------------------------
+bool SDLInputManager::closeJoystickByIndex(S32 index)
+{
+   if (index < 0 || index >= MaxJoysticks)
+      return false;
+
+   if (mJoysticks[index].inputDevice && mJoysticks[index].sdlInstID != -1)
+   {
+      SDL_JoystickClose(mJoysticks[index].inputDevice);
+      mJoystickMap.erase(mJoysticks[index].sdlInstID);
+      mJoysticks[index].reset();
+      return true;
+   }
+
+   return false;
+}
+
+//------------------------------------------------------------------------------
+void SDLInputManager::closeDevice(S32 sdlIndex)
+{
+   if (sdlIndex < 0 || sdlIndex >= SDL_NumJoysticks())
+      return;
+
+   SDL_JoystickID sdlId = -1;
+   SDL_Joystick *inputDevice = SDL_JoystickOpen(sdlIndex);
+   if (inputDevice)
+   {
+      sdlId = SDL_JoystickInstanceID(inputDevice);
+      SDL_JoystickClose(inputDevice);
+   }
+
+   if (sdlId < 0)
+      return;
+
+   for (S32 i = 0; i < MaxControllers; ++i)
+   {
+      if (mControllers[i].sdlInstID == sdlId)
+      {
+         closeControllerByIndex(i);
+         return;
+      }
+   }
+
+   for (S32 i = 0; i < MaxJoysticks; ++i)
+   {
+      if (mJoysticks[i].sdlInstID == sdlId)
+      {
+         closeJoystickByIndex(i);
+         return;
+      }
+   }
+}
+
+//------------------------------------------------------------------------------
+void SDLInputManager::deviceConnectedCallback(S32 index)
+{
+   // This will generate the script callback:
+   // onSDLDeviceConnected(%sdlIndex, %isController, %deviceName)
+   bool isController = SDL_IsGameController(index);
+   const char *deviceName = isController ? SDL_GameControllerNameForIndex(index) : SDL_JoystickNameForIndex(index);
+   SDL_JoystickType deviceType = SDL_JoystickGetDeviceType(index);
+   onSDLDeviceConnected_callback(index, deviceName, castConsoleTypeToString(deviceType));
+}
+
+//------------------------------------------------------------------------------
+// Console interface
+
+//------------------------------------------------------------------------------
+// Get the N'th SDL device state -1=doesn't exist, 0=closed, 1=open joystick, 2=open controller
+S32 SDLInputManager::getJoystickOpenState(S32 sdlIndex)
+{
+   if (sdlIndex < 0 || sdlIndex >= SDL_NumJoysticks())
+      return -1;
+
+   S32 currentState = 0;
+   // We need to open the joystick to get the sdl instanceID
+   // This will increase the refcount on the joystick if it was already open.
+   SDL_Joystick *inputDevice = SDL_JoystickOpen(sdlIndex);
+   if (inputDevice)
+   {
+      SDL_JoystickID sdlId = SDL_JoystickInstanceID(inputDevice);
+      controllerState* controllerMapping = NULL;
+      joystickState* joystickMapping = NULL;
+      if (!mControllerMap.isEmpty() && mControllerMap.find(sdlId, controllerMapping))
+         currentState = 2;
+      else if (!mJoystickMap.isEmpty() && mJoystickMap.find(sdlId, joystickMapping))
+         currentState = 1;
+
+      // Close the joystick to return the refcount to the previouse state
+      SDL_JoystickClose(inputDevice);
+   }
+
+   return currentState;
+}
+
+//------------------------------------------------------------------------------
+// Fills in the torque device instance string from an sdl joystick index number
+void SDLInputManager::getJoystickTorqueInst(S32 sdlIndex, char* instBuffer)
+{
+   if (sdlIndex < 0 || sdlIndex >= SDL_NumJoysticks())
+      return;
+
+   SDL_Joystick *inputDevice = SDL_JoystickOpen(sdlIndex);
+   if (inputDevice)
+   {
+      SDL_JoystickID sdlId = SDL_JoystickInstanceID(inputDevice);
+      controllerState* controllerMapping = NULL;
+      joystickState* joystickMapping = NULL;
+      if (!mControllerMap.isEmpty() && mControllerMap.find(sdlId, controllerMapping))
+         ActionMap::getDeviceName(GamepadDeviceType, controllerMapping->torqueInstID, instBuffer);
+      else if (!mJoystickMap.isEmpty() && mJoystickMap.find(sdlId, joystickMapping))
+         ActionMap::getDeviceName(JoystickDeviceType, joystickMapping->torqueInstID, instBuffer);
+
+      SDL_JoystickClose(inputDevice);
+   }
+}
+
+//------------------------------------------------------------------------------
+DefineEngineStaticMethod(SDLInputManager, numJoysticks, S32, (), ,
+   "@brief Returns the number of currently connected joystick devices.\n\n"
+   "Game Controllers are a sub-set of joysticks and are included in the joystick count. "
+   "See https://wiki.libsdl.org/SDL_NumJoysticks for more details.\n"
+   "@ingroup Input")
+{
+   return SDL_NumJoysticks();
+}
+
+//------------------------------------------------------------------------------
+DefineEngineStaticMethod(SDLInputManager, getDeviceOpenState, S32, ( S32 sdlIndex ), ( 0 ),
+   "@brief Used to determine the current state of the N'th item in the SDL device list.\n\n"
+   "@param sdlIndex The SDL index for this device.\n"
+   "@return values:\n"
+   "-1 if the device does not exist (invalid sdlIndex passed)\n"
+   "0 The device is closed\n"
+   "1 The device is open as a Joystick\n"
+   "2 The device is open as a Game Controller\n"
+   "@ingroup Input")
+{
+   SDLInputManager* mgr = dynamic_cast<SDLInputManager*>(Input::getManager());
+   if (mgr && mgr->isEnabled())
+      return mgr->getJoystickOpenState(sdlIndex);
+   return -1;
+}
+
+//------------------------------------------------------------------------------
+DefineEngineStaticMethod(SDLInputManager, openAsJoystick, S32, ( S32 sdlIndex, S32 torqueInstId ), ( 0, 0 ),
+   "@brief Used to open the device as a Joystick.\n\n"
+   "If the device is currently open as a Game Controller, it will be closed and opened as "
+   "a Joystick. If it is currently opened as a Joystick with a different T3D instance ID, "
+   "it will be changed to the requested ID if that ID is available.\n"
+   "@param sdlIndex The SDL index for this device.\n"
+   "@param  torqueInstId Is the requested T3D device instance ID. If there is already an open Joystick with "
+   "the requested ID, The first available ID will be assigned.\n"
+   "@return The T3D device instance ID assigned, or -1 if the device could not be opened.")
+{
+   SDLInputManager* mgr = dynamic_cast<SDLInputManager*>(Input::getManager());
+   if (mgr && mgr->isEnabled())
+      return mgr->openJoystick(sdlIndex, torqueInstId);
+   return -1;
+}
+
+//------------------------------------------------------------------------------
+DefineEngineStaticMethod(SDLInputManager, openAsController, S32, (S32 sdlIndex, S32 torqueInstId), (0, 0),
+   "@brief Used to open the device as a Game Controller.\n\n"
+   "If the device is currently open as a Joystick, it will be closed and opened as "
+   "a Game Controller. If it is currently opened as a Game Controller with a different "
+   "T3D instance ID, it will be changed to the requested ID if that ID is available.\n"
+   "@param sdlIndex The SDL index for this device.\n"
+   "@param  torqueInstId Is the requested T3D device instance ID. If there is already an "
+   "open Game Controller with the requested ID, The first available ID will be assigned.\n"
+   "@return The T3D device instance ID assigned, or -1 if the device could not be opened.")
+{
+   SDLInputManager* mgr = dynamic_cast<SDLInputManager*>(Input::getManager());
+   if (mgr && mgr->isEnabled())
+      return mgr->openController(sdlIndex, torqueInstId);
+   return -1;
+}
+
+//------------------------------------------------------------------------------
+DefineEngineStaticMethod(SDLInputManager, closeDevice, void, (S32 sdlIndex), (0),
+   "@brief Used to close the N'th item in the SDL device list.\n\n"
+   "This will close a Joystick or Game Controller.\n"
+   "@param sdlIndex The SDL index for this device.\n")
+{
+   SDLInputManager* mgr = dynamic_cast<SDLInputManager*>(Input::getManager());
+   if (mgr && mgr->isEnabled())
+      mgr->closeDevice(sdlIndex);
+   return;
+}
+
+
+//------------------------------------------------------------------------------
+DefineEngineStaticMethod(SDLInputManager, getTorqueInstFromDevice, const char *, (S32 sdlIndex), (0),
+   "@brief Gets the T3D instance identifier for an open SDL joystick.\n\n"
+   "@param sdlIndex The SDL index for this device.\n"
+   "@return Returns the T3D instance ID used for mapping this device or Null if it does not exist.\n"
+   "@ingroup Input")
+{
+   SDLInputManager* mgr = dynamic_cast<SDLInputManager*>(Input::getManager());
+   if (mgr && mgr->isEnabled())
+   {
+      char* deviceInst = Con::getReturnBuffer(32);
+      deviceInst[0] = '\0';
+      mgr->getJoystickTorqueInst(sdlIndex, deviceInst);
+      return deviceInst;
+   }
+   return NULL;
+}
+
+//------------------------------------------------------------------------------
+DefineEngineStaticMethod(SDLInputManager, JoystickNameForIndex, const char *, (S32 sdlIndex), (0),
+   "@brief Exposes SDL_JoystickNameForIndex() to script.\n\n"
+   "@param sdlIndex The SDL index for this device.\n"
+   "@return Returns the name of the selected joystick or Null if it does not exist.\n"
+   "@see https://wiki.libsdl.org/SDL_JoystickNameForIndex \n"
+   "@ingroup Input")
+{
+   if (sdlIndex >= 0 && sdlIndex < SDL_NumJoysticks())
+      return SDL_JoystickNameForIndex(sdlIndex);
+   return NULL;
+}
+
+//------------------------------------------------------------------------------
+DefineEngineStaticMethod(SDLInputManager, ControllerNameForIndex, const char *, (S32 sdlIndex), (0),
+   "@brief Exposes SDL_GameControllerNameForIndex() to script.\n\n"
+   "@param sdlIndex The SDL index for this device.\n"
+   "@return Returns the implementation dependent name for the game controller, "
+   "or NULL if there is no name or the index is invalid.\n"
+   "@see https://wiki.libsdl.org/SDL_GameControllerNameForIndex \n"
+   "@ingroup Input")
+{
+   if (sdlIndex >= 0 && sdlIndex < SDL_NumJoysticks() || !SDL_IsGameController(sdlIndex))
+      return SDL_GameControllerNameForIndex(sdlIndex);
+   return NULL;
+}
+
+//------------------------------------------------------------------------------
+DefineEngineStaticMethod(SDLInputManager, JoystickGetGUID, const char *, (S32 sdlIndex), (0),
+   "@brief Exposes SDL_JoystickGetDeviceGUID() to script.\n\n"
+   "@param sdlIndex The SDL index for this device.\n"
+   "@return GUID for the indexed device or Null if it does not exist.\n"
+   "@see https://wiki.libsdl.org/SDL_JoystickGetDeviceGUID \n"
+   "@ingroup Input")
+{
+   if (sdlIndex < 0 || sdlIndex >= SDL_NumJoysticks())
+      return NULL;
+      
+   SDL_JoystickGUID guidVal = SDL_JoystickGetDeviceGUID(sdlIndex);
+   char *guidStr = Con::getReturnBuffer(64);
+   SDL_JoystickGetGUIDString(guidVal, guidStr, 64);
+
+   return guidStr;
+}
+
+//------------------------------------------------------------------------------
+DefineEngineStaticMethod(SDLInputManager, GetVendor, S32, (S32 sdlIndex), (0),
+   "Gets the USB vendor ID of a joystick device, if available.\n\n"
+   "@param sdlIndex The SDL index for this device.\n"
+   "@return The USB vendor ID. If the vendor ID isn't available this function returns 0.\n"
+   "@see https://wiki.libsdl.org/SDL_JoystickGetDeviceVendor \n"
+   "@see https://wiki.libsdl.org/SDL_JoystickGetVendor \n"
+   "@see https://wiki.libsdl.org/SDL_GameControllerGetVendor \n"
+   "@ingroup Input")
+{
+   if (sdlIndex < 0 || sdlIndex >= SDL_NumJoysticks())
+      return 0;
+
+   return (S32) SDL_JoystickGetDeviceVendor(sdlIndex);
+}
+
+//------------------------------------------------------------------------------
+DefineEngineStaticMethod(SDLInputManager, GetProduct, S32, (S32 sdlIndex), (0),
+   "Gets the USB product ID of a joystick device, if available.\n\n"
+   "@param sdlIndex The SDL index for this device.\n"
+   "@return The USB product ID. If the product ID isn't available this function returns 0.\n"
+   "@see https://wiki.libsdl.org/SDL_JoystickGetDeviceProduct \n"
+   "@see https://wiki.libsdl.org/SDL_JoystickGetProduct \n"
+   "@see https://wiki.libsdl.org/SDL_GameControllerGetProduct \n"
+   "@ingroup Input")
+{
+   if (sdlIndex < 0 || sdlIndex >= SDL_NumJoysticks())
+      return 0;
+
+   return (S32)SDL_JoystickGetDeviceProduct(sdlIndex);
+}
+
+//------------------------------------------------------------------------------
+DefineEngineStaticMethod(SDLInputManager, GetProductVersion, S32, (S32 sdlIndex), (0),
+   "Gets the product version of a joystick device, if available.\n\n"
+   "@param sdlIndex The SDL index for this device.\n"
+   "@return The product version. If the product version isn't available this function returns 0.\n"
+   "@see https://wiki.libsdl.org/SDL_JoystickGetDeviceProductVersion \n"
+   "@see https://wiki.libsdl.org/SDL_JoystickGetProductVersion \n"
+   "@see https://wiki.libsdl.org/SDL_GameControllerGetProductVersion \n"
+   "@ingroup Input")
+{
+   if (sdlIndex < 0 || sdlIndex >= SDL_NumJoysticks())
+      return 0;
+
+   return (S32)SDL_JoystickGetDeviceProductVersion(sdlIndex);
+}
+
+//------------------------------------------------------------------------------
+DefineEngineStaticMethod(SDLInputManager, GetDeviceType, SDLJoystickType, (S32 sdlIndex), (0),
+   "@brief Exposes SDL_JoystickGetDeviceType() to script.\n\n"
+   "@param sdlIndex The SDL index for this device.\n"
+   "@return The type of device connected. Possible return strings are: \"Unknown\", "
+   "\"Game Controller\", \"Wheel\", \"Arcade Stick\", \"Flight Stick\", \"Dance Pad\", "
+   "\"Guitar\", \"Drum Kit\", \"Arcade Pad\" and \"Throttle\"\n"
+   "@see https://wiki.libsdl.org/SDL_JoystickGetDeviceType \n"
+   "@ingroup Input")
+{
+   if (sdlIndex < 0 || sdlIndex >= SDL_NumJoysticks())
+      return SDL_JOYSTICK_TYPE_UNKNOWN;
+
+   return SDL_JoystickGetDeviceType(sdlIndex);
+}
+
+//------------------------------------------------------------------------------
+DefineEngineStaticMethod(SDLInputManager, JoystickNumAxes, S32, (S32 sdlIndex), (0),
+   "@brief Exposes SDL_JoystickNumAxes() to script.\n\n"
+   "@param sdlIndex The SDL index for this device.\n"
+   "@return Returns the number of axis controls/number of axes on success or zero on failure.\n"
+   "@see https://wiki.libsdl.org/SDL_JoystickNumAxes \n"
+   "@ingroup Input")
+{
+   if (sdlIndex < 0 || sdlIndex >= SDL_NumJoysticks())
+      return 0;
+
+   S32 numAxes = 0;
+   SDL_Joystick *inputDevice = SDL_JoystickOpen(sdlIndex);
+   if (inputDevice)
+   {
+      numAxes = SDL_JoystickNumAxes(inputDevice);
+      if (numAxes < 0)
+      {
+         Con::errorf("SDL Joystick error: %s", SDL_GetError());
+         numAxes = 0;
+      }
+
+      SDL_JoystickClose(inputDevice);
+   }
+
+   return numAxes;
+}
+
+//------------------------------------------------------------------------------
+DefineEngineStaticMethod(SDLInputManager, JoystickNumBalls, S32, (S32 sdlIndex), (0),
+   "@brief Exposes SDL_JoystickNumBalls() to script.\n\n"
+   "@param sdlIndex The SDL index for this device.\n"
+   "@return Returns the number of trackballs on success or zero on failure.\n"
+   "@see https://wiki.libsdl.org/SDL_JoystickNumBalls \n"
+   "@ingroup Input")
+{
+   if (sdlIndex < 0 || sdlIndex >= SDL_NumJoysticks())
+      return 0;
+
+   S32 numBalls = 0;
+   SDL_Joystick *inputDevice = SDL_JoystickOpen(sdlIndex);
+   if (inputDevice)
+   {
+      numBalls = SDL_JoystickNumBalls(inputDevice);
+      if (numBalls < 0)
+      {
+         Con::errorf("SDL Joystick error: %s", SDL_GetError());
+         numBalls = 0;
+      }
+
+      SDL_JoystickClose(inputDevice);
+   }
+
+   return numBalls;
+}
+
+//------------------------------------------------------------------------------
+DefineEngineStaticMethod(SDLInputManager, JoystickNumButtons, S32, (S32 sdlIndex), (0),
+   "@brief Exposes SDL_JoystickNumButtons() to script.\n\n"
+   "@param sdlIndex The SDL index for this device.\n"
+   "@return Returns the number of buttons on success or zero on failure.\n"
+   "@see https://wiki.libsdl.org/SDL_JoystickNumButtons \n"
+   "@ingroup Input")
+{
+   if (sdlIndex < 0 || sdlIndex >= SDL_NumJoysticks())
+      return 0;
+
+   S32 numButtons = 0;
+   SDL_Joystick *inputDevice = SDL_JoystickOpen(sdlIndex);
+   if (inputDevice)
+   {
+      numButtons = SDL_JoystickNumButtons(inputDevice);
+      if (numButtons < 0)
+      {
+         Con::errorf("SDL Joystick error: %s", SDL_GetError());
+         numButtons = 0;
+      }
+
+      SDL_JoystickClose(inputDevice);
+   }
+
+   return numButtons;
+}
+
+//------------------------------------------------------------------------------
+DefineEngineStaticMethod(SDLInputManager, JoystickNumHats, S32, (S32 sdlIndex), (0),
+   "@brief Exposes SDL_JoystickNumHats() to script.\n\n"
+   "@param sdlIndex The SDL index for this device.\n"
+   "@return Returns the number of POV hats on success or zero on failure.\n"
+   "@see https://wiki.libsdl.org/SDL_JoystickNumHats \n"
+   "@ingroup Input")
+{
+   if (sdlIndex < 0 || sdlIndex >= SDL_NumJoysticks())
+      return 0;
+
+   S32 numHats = 0;
+   SDL_Joystick *inputDevice = SDL_JoystickOpen(sdlIndex);
+   if (inputDevice)
+   {
+      numHats = SDL_JoystickNumHats(inputDevice);
+      if (numHats < 0)
+      {
+         Con::errorf("SDL Joystick error: %s", SDL_GetError());
+         numHats = 0;
+      }
+
+      SDL_JoystickClose(inputDevice);
+   }
+
+   return numHats;
+}
+
+//------------------------------------------------------------------------------
+DefineEngineStaticMethod(SDLInputManager, IsGameController, bool, (S32 sdlIndex), (0),
+   "@brief Exposes SDL_IsGameController() to script.\n\n"
+   "@param sdlIndex The SDL index for this device.\n"
+   "@return Returns true if the given joystick is supported by the game controller "
+   "interface, false if it isn't or it's an invalid index.\n"
+   "@see https://wiki.libsdl.org/SDL_IsGameController \n"
+   "@ingroup Input")
+{
+   if (sdlIndex < 0 || sdlIndex >= SDL_NumJoysticks() || !SDL_IsGameController(sdlIndex))
+      return false;
+
+   return true;
+}
+
+//------------------------------------------------------------------------------
+DefineEngineStaticMethod(SDLInputManager, JoystickIsHaptic, bool, (S32 sdlIndex), (0),
+   "@brief Exposes SDL_JoystickIsHaptic() to script.\n\n"
+   "@param sdlIndex The SDL index for this device.\n"
+   "@return Returns true if the joystick is haptic.\n"
+   "@see https://wiki.libsdl.org/SDL_JoystickIsHaptic \n"
+   "@ingroup Input")
+{
+   if (sdlIndex < 0 || sdlIndex >= SDL_NumJoysticks())
+      return false;
+
+   bool isHaptic = false;
+   SDL_Joystick *inputDevice = SDL_JoystickOpen(sdlIndex);
+   if (inputDevice)
+   {
+      isHaptic = (SDL_JoystickIsHaptic(inputDevice) == SDL_TRUE);
+      SDL_JoystickClose(inputDevice);
+   }
+
+   return isHaptic;
+}
+
+//------------------------------------------------------------------------------
+DefineEngineStaticMethod(SDLInputManager, JoystickPowerLevel, SDLPowerEnum, (S32 sdlIndex), (0),
+   "@brief Exposes SDL_JoystickCurrentPowerLevel() to script.\n\n"
+   "@param sdlIndex The SDL index for this device.\n"
+   "@return Returns the current battery level or \"Wired\" if it's a connected device.\n"
+   "@see https://wiki.libsdl.org/SDL_JoystickCurrentPowerLevel \n"
+   "@ingroup Input")
+{
+   SDL_JoystickPowerLevel powerLevel = SDL_JOYSTICK_POWER_UNKNOWN;
+   if (sdlIndex >= 0 && sdlIndex < SDL_NumJoysticks())
+   {
+      SDL_Joystick *inputDevice = SDL_JoystickOpen(sdlIndex);
+      if (inputDevice)
+      {
+         powerLevel = SDL_JoystickCurrentPowerLevel(inputDevice);
+         SDL_JoystickClose(inputDevice);
+      }
+   }
+   return powerLevel;
+}
+
+//------------------------------------------------------------------------------
+DefineEngineStaticMethod(SDLInputManager, JoystickGetSpecs, String, (S32 sdlIndex), (0),
+   "@brief A convenience function to reurn all of the data for a Joystick/Game Controller "
+   " packed as fields in a tab separated string.\n\n"
+   "There is overhead involved in querying joystick data, especially if the device is not open. "
+   "If more than one field is required, it is more efficient to call JoystickGetSpecs() and "
+   "parse the data out of the return string than to call the console method for each.\n"
+   "@param sdlIndex The SDL index for this device.\n"
+   "@return A tab separated string that can be parsed from script with getField()/getFields().\n\n"
+   "Field 0: Number of Axes\n"
+   "      1: Number of Buttons\n"
+   "      2: Number of POV Hats\n"
+   "      3: Number of Trackballs\n"
+   "      4: SDL_IsGameController() (Boolean)\n"
+   "      5: SDL_JoystickIsHaptic() (Boolean)\n"
+   "      6: Power Level (String)\n"
+   "      7: Device Type (String)\n"
+   "@ingroup Input")
+{
+   String specStr;
+   if (sdlIndex < 0 || sdlIndex >= SDL_NumJoysticks())
+      return specStr;
+
+   bool isController = SDL_IsGameController(sdlIndex);
+   SDL_Joystick *inputDevice = SDL_JoystickOpen(sdlIndex);
+   if (inputDevice)
+   {
+      SDL_JoystickPowerLevel powerLevel = SDL_JoystickCurrentPowerLevel(inputDevice);
+      SDL_JoystickType deviceType = SDL_JoystickGetDeviceType(sdlIndex);
+
+      specStr = String::ToString("%d\t%d\t%d\t%d\t%d\t%d\t%s\t%s\t",
+         SDL_JoystickNumAxes(inputDevice), SDL_JoystickNumButtons(inputDevice),
+         SDL_JoystickNumHats(inputDevice), SDL_JoystickNumBalls(inputDevice),
+         isController ? 1 : 0, (SDL_JoystickIsHaptic(inputDevice) == SDL_TRUE) ? 1 : 0,
+         castConsoleTypeToString(powerLevel), castConsoleTypeToString(deviceType));
+      SDL_JoystickClose(inputDevice);
+   }
+
+   return specStr;
+}
+
+//------------------------------------------------------------------------------
+DefineEngineStaticMethod(SDLInputManager, JoystickGetAxes, String, (S32 sdlIndex), (0),
+   "@brief Gets the current value for all joystick axes.\n\n"
+   "@param sdlIndex The SDL index for this device.\n"
+   "@return A tab separated string that can be parsed from script with getField()/getFields(). "
+   "Each axis is one field, so a 4 axis device will have 4 fields.\n\n"
+   "@ingroup Input")
+{
+   String axesStr;
+   if (sdlIndex < 0 || sdlIndex >= SDL_NumJoysticks())
+      return axesStr;
+
+   SDL_Joystick *inputDevice = SDL_JoystickOpen(sdlIndex);
+   if (inputDevice)
+   {
+      S32 numAxes = SDL_JoystickNumAxes(inputDevice);
+      for (S32 i = 0; i < numAxes; i++)
+      {
+         F32 axisVal = (F32) SDL_JoystickGetAxis(inputDevice, i);
+         F32 value = axisVal / (F32)(axisVal > 0.0f ? SDL_JOYSTICK_AXIS_MAX : -SDL_JOYSTICK_AXIS_MIN);
+         axesStr += String::ToString("%0.3f\t", value);
+      }
+      SDL_JoystickClose(inputDevice);
+   }
+
+   return axesStr;
+}
+
+//------------------------------------------------------------------------------
+DefineEngineStaticMethod(SDLInputManager, JoystickGetButtons, String, (S32 sdlIndex), (0),
+   "@brief Gets the current value for all joystick buttons.\n\n"
+   "@param sdlIndex The SDL index for this device.\n"
+   "@return A tab separated string that can be parsed from script with getField()/getFields(). "
+   "Each button is one field. 0 - SDL_JoystickNumButtons() fields.\n\n"
+   "@ingroup Input")
+{
+   String buttonStr;
+   if (sdlIndex < 0 || sdlIndex >= SDL_NumJoysticks())
+      return buttonStr;
+
+   SDL_Joystick *inputDevice = SDL_JoystickOpen(sdlIndex);
+   if (inputDevice)
+   {
+      S32 numbuttons = SDL_JoystickNumButtons(inputDevice);
+      for (S32 i = 0; i < numbuttons; i++)
+      {
+         buttonStr += String::ToString("%d\t", (S32) SDL_JoystickGetButton(inputDevice, i));
+      }
+      SDL_JoystickClose(inputDevice);
+   }
+
+   return buttonStr;
+}
+
+//------------------------------------------------------------------------------
+DefineEngineStaticMethod(SDLInputManager, JoystickGetHats, String, (S32 sdlIndex), (0),
+   "@brief Gets the current value for all POV hats.\n\n"
+   "@param sdlIndex The SDL index for this device.\n"
+   "@return A tab separated string that can be parsed from script with getField()/getFields(). "
+   "Each hat is one field. 0 - SDL_JoystickNumHats() fields. The value is a 4 bit bitmask. "
+   "If no bits are set, the hat is centered. Bit 0 is up, 1 is right, 2 is down and 3 is left.\n\n"
+   "@ingroup Input")
+{
+   String hatStr;
+   if (sdlIndex < 0 || sdlIndex >= SDL_NumJoysticks())
+      return hatStr;
+
+   SDL_Joystick *inputDevice = SDL_JoystickOpen(sdlIndex);
+   if (inputDevice)
+   {
+      S32 numHats = SDL_JoystickNumHats(inputDevice);
+      for (S32 i = 0; i < numHats; i++)
+      {
+         hatStr += String::ToString("%d\t", (S32)SDL_JoystickGetHat(inputDevice, i));
+      }
+      SDL_JoystickClose(inputDevice);
+   }
+
+   return hatStr;
+}
+
+//------------------------------------------------------------------------------
+DefineEngineStaticMethod(SDLInputManager, ControllerGetAxes, String, (S32 sdlIndex), (0),
+   "@brief Gets the current value for all controller axes.\n\n"
+   "@param sdlIndex The SDL index for this device.\n"
+   "@return A tab separated string that can be parsed from script with getField()/getFields(). "
+   "Game controllers always have 6 axes in the following order: 0-LX, 1-LY, 2-RX, 3-RY, 4-LT, 5-RT.\n\n"
+   "@ingroup Input")
+{
+   String axesStr;
+   if (sdlIndex < 0 || sdlIndex >= SDL_NumJoysticks())
+      return axesStr;
+
+   bool isController = SDL_IsGameController(sdlIndex);
+   if (!isController)
+      return axesStr;
+
+   SDL_GameController *inputDevice = SDL_GameControllerOpen(sdlIndex);
+   if (inputDevice)
+   {
+      for (S32 i = SDL_CONTROLLER_AXIS_LEFTX; i < SDL_CONTROLLER_AXIS_MAX; i++)
+      {
+         F32 axisVal = (F32)SDL_GameControllerGetAxis(inputDevice, (SDL_GameControllerAxis) i);
+         F32 value = axisVal / (F32)(axisVal > 0.0f ? SDL_JOYSTICK_AXIS_MAX : -SDL_JOYSTICK_AXIS_MIN);
+         axesStr += String::ToString("%0.3f\t", value);
+      }
+      SDL_GameControllerClose(inputDevice);
+   }
+
+   return axesStr;
+}
+
+//------------------------------------------------------------------------------
+DefineEngineStaticMethod(SDLInputManager, ControllerGetButtons, String, (S32 sdlIndex), (0),
+   "@brief Gets the current value for all controller buttons.\n\n"
+   "@param sdlIndex The SDL index for this device.\n"
+   "@return A tab separated string that can be parsed from script with getField()/getFields(). "
+   "Game controllers always have 15 buttons in the following order: 0-A, 1-B, 2-X, 3-Y, 4-Back, "
+   "5-Guide, 6-Start, 7-Left Stick, 8-Right Stick, 9-Left Shoulder, 10-Right Shoulder, "
+   "11-DPad Up, 12-DPad Down, 13-DPad Left, 14-DPad Right.\n\n"
+   "@ingroup Input")
+{
+   String buttonStr;
+   if (sdlIndex < 0 || sdlIndex >= SDL_NumJoysticks())
+      return buttonStr;
+
+   bool isController = SDL_IsGameController(sdlIndex);
+   if (!isController)
+      return buttonStr;
+
+   SDL_GameController *inputDevice = SDL_GameControllerOpen(sdlIndex);
+   if (inputDevice)
+   {
+      for (S32 i = SDL_CONTROLLER_BUTTON_A; i < SDL_CONTROLLER_BUTTON_MAX; i++)
+      {
+         buttonStr += String::ToString("%d\t", (S32)SDL_GameControllerGetButton(inputDevice, (SDL_GameControllerButton) i));
+      }
+      SDL_GameControllerClose(inputDevice);
+   }
+
+   return buttonStr;
+}
+
+//------------------------------------------------------------------------------
+DefineEngineStaticMethod(SDLInputManager, GameControllerMapping, String, (S32 sdlIndex), (0),
+   "@brief Exposes SDL_GameControllerMapping() to script.\n\n"
+   "@param sdlIndex The SDL index for this device.\n"
+   "@return Returns a string that has the controller's mapping or NULL if no mapping "
+   "is available or it does not exist.\n"
+   "@see https://wiki.libsdl.org/SDL_JoystickNameForIndex \n"
+   "@ingroup Input")
+{
+   String mapping;
+   if (sdlIndex < 0 || sdlIndex >= SDL_NumJoysticks())
+      return mapping;
+
+   SDL_GameController *inputDevice = SDL_GameControllerOpen(sdlIndex);
+   if (inputDevice)
+   {
+      char* sdlStr = SDL_GameControllerMapping(inputDevice);
+      if (sdlStr)
+      {
+         mapping = sdlStr;
+         SDL_free(sdlStr);
+      }
+      else
+         Con::errorf("SDL Joystick error: %s", SDL_GetError());
+
+      SDL_GameControllerClose(inputDevice);
+   }
+
+   return mapping;
+}
+
+//------------------------------------------------------------------------------
+DefineEngineStaticMethod(SDLInputManager, GameControllerMappingForGUID, String, (const char* guidStr), ,
+   "@brief Exposes SDL_GameControllerMappingForGUID() to script.\n\n"
+   "@param guidStr The GUID for which a mapping is desired.\n"
+   "@return Returns a mapping string or NULL on error.\n"
+   "@see https://wiki.libsdl.org/SDL_GameControllerMappingForGUID \n"
+   "@ingroup Input")
+{
+   String mapping;
+   SDL_JoystickGUID guid = SDL_JoystickGetGUIDFromString(guidStr);
+
+   char* sdlStr = SDL_GameControllerMappingForGUID(guid);
+   if (sdlStr)
+   {
+      mapping = sdlStr;
+      SDL_free(sdlStr);
+   }
+
+   return mapping;
+}
+
+//------------------------------------------------------------------------------
+DefineEngineStaticMethod(SDLInputManager, GameControllerAddMapping, S32, (const char* mappingString), ,
+   "@brief Exposes SDL_GameControllerAddMapping() to script.\n\n"
+   "Use this function to add support for controllers that SDL is unaware of or "
+   "to cause an existing controller to have a different binding.\n"
+   "@param mappingString The new mapping string to apply. Full details on the format of this "
+   "string are available at the linked SDL wiki page.\n"
+   "@return Returns 1 if a new mapping is added, 0 if an existing mapping is updated, -1 on error.\n"
+   "@see https://wiki.libsdl.org/SDL_GameControllerAddMapping \n"
+   "@ingroup Input")
+{
+   S32 retVal = SDL_GameControllerAddMapping(mappingString);
+   if (retVal == -1)
+      Con::errorf("SDL Joystick error: %s", SDL_GetError());
+
+   return retVal;
+}
+
+//------------------------------------------------------------------------------
+DefineEngineStaticMethod(SDLInputManager, GameControllerAddMappingsFromFile, S32, (const char* fileName), ,
+   "@brief Exposes SDL_GameControllerAddMappingsFromFile() to script.\n\n"
+   "Use this function to load a set of Game Controller mappings from a file, filtered by the "
+   "current SDL_GetPlatform(). A community sourced database of controllers is available at "
+   "https://raw.githubusercontent.com/gabomdq/SDL_GameControllerDB/master/gamecontrollerdb.txt \n"
+   "@param fileName The file to load mappings from.\n"
+   "@return Returns the number of mappings added or -1 on error.\n"
+   "@see https://wiki.libsdl.org/SDL_GameControllerAddMappingsFromFile \n"
+   "@ingroup Input")
+{
+   char torquePath[1024];
+   Con::expandScriptFilename(torquePath, sizeof(torquePath), fileName);
+   S32 retVal = SDL_GameControllerAddMappingsFromFile(torquePath);
+   if (retVal == -1)
+      Con::errorf("SDL Joystick error: %s", SDL_GetError());
+
+   return retVal;
+}
+
+//------------------------------------------------------------------------------
+DefineEngineStaticMethod(SDLInputManager, GameControllerNumMappings, S32, (), ,
+   "Get the number of mappings installed. Used with GameControllerMappingForIndex "
+   "to iterate through all installed mappings.\n\n"
+   "@ingroup Input")
+{
+   return SDL_GameControllerNumMappings();
+}
+
+//------------------------------------------------------------------------------
+DefineEngineStaticMethod(SDLInputManager, GameControllerMappingForIndex, String, (S32 mappingIndex), ,
+   "Get the mapping at a particular index.\n\n"
+   "@param mappingIndex The index for which a mapping is desired.\n"
+   "@return Returns a mapping string or NULL if the index is out of range.\n"
+   "@ingroup Input")
+{
+   String mapping;
+   char* sdlStr = SDL_GameControllerMappingForIndex(mappingIndex);
+
+   if (sdlStr)
+   {
+      mapping = sdlStr;
+      SDL_free(sdlStr);
+   }
+
+   return mapping;
+}

+ 114 - 0
Engine/source/platformSDL/sdlInputManager.h

@@ -0,0 +1,114 @@
+//-----------------------------------------------------------------------------
+// Copyright (c) 2012 GarageGames, LLC
+//
+// Permission is hereby granted, free of charge, to any person obtaining a copy
+// of this software and associated documentation files (the "Software"), to
+// deal in the Software without restriction, including without limitation the
+// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
+// sell copies of the Software, and to permit persons to whom the Software is
+// furnished to do so, subject to the following conditions:
+//
+// The above copyright notice and this permission notice shall be included in
+// all copies or substantial portions of the Software.
+//
+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
+// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
+// IN THE SOFTWARE.
+//-----------------------------------------------------------------------------
+
+#ifndef _SDLINPUTMANAGER_H_
+#define _SDLINPUTMANAGER_H_
+
+#ifndef _PLATFORMINPUT_H_
+#include "platform/platformInput.h"
+#endif
+#include "SDL.h"
+
+//------------------------------------------------------------------------------
+class SDLInputManager : public InputManager
+{
+   enum Constants {
+      MaxJoysticks = 4,          // Up to 4 simultaneous joysticks
+      MaxControllers = 4,        // Up to 4 simultaneous controllers
+      MaxHats = 2,               // Maximum 2 hats per device
+      MaxBalls = 2,              // Maximum 2 trackballs per device
+      MaxControllerAxes = 7,     // From map_StringForControllerAxis[] in SDL_gamecontroller.c
+      MaxControllerButtons = 16  // From map_StringForControllerButton[] in SDL_gamecontroller.c
+   };
+
+   struct controllerState
+   {
+      S32 sdlInstID;    // SDL device instance id
+      U32 torqueInstID; // Torque device instance id
+      SDL_GameController *inputDevice;
+   };
+
+   struct joystickState
+   {
+      S32 sdlInstID;    // SDL device instance id
+      U32 torqueInstID; // Torque device instance id
+      SDL_Joystick *inputDevice;
+      U32 numAxes;
+      U8 lastHatState[MaxHats];
+
+      void reset();
+   };
+
+private:
+   typedef InputManager Parent;
+
+   static S32 map_EventForControllerAxis[MaxControllerAxes];
+   static S32 map_EventForControllerButton[MaxControllerButtons];
+
+   static bool smJoystickEnabled;
+   static bool smJoystickSplitAxesLR;
+   static bool smControllerEnabled;
+   static bool smPOVButtonEvents;
+   static bool smPOVMaskEvents;
+
+   joystickState mJoysticks[MaxJoysticks];
+   controllerState mControllers[MaxControllers];
+
+   // Used to look up a torque instance based on a device inst
+   HashTable<S32, joystickState*> mJoystickMap;
+   HashTable<S32, controllerState*> mControllerMap;
+
+   bool mJoystickActive;
+
+   void deviceConnectedCallback(S32 index);
+   bool closeControllerByIndex(S32 index);
+   void closeController(SDL_JoystickID sdlId);
+   bool closeJoystickByIndex(S32 index);
+   void closeJoystick(SDL_JoystickID sdlId);
+
+   void buildInputEvent(U32 deviceType, U32 deviceInst, InputEventType objType, InputObjectInstances objInst, InputActionType action, S32 iValue);
+   void buildInputEvent(U32 deviceType, U32 deviceInst, InputEventType objType, InputObjectInstances objInst, InputActionType action, F32 fValue);
+   void buildHatEvents(U32 deviceType, U32 deviceInst, U8 lastState, U8 currentState, S32 hatIndex);
+
+public:
+   DECLARE_STATIC_CLASS(SDLInputManager);
+
+public:
+   SDLInputManager();
+
+   bool enable();
+   void disable();
+   void process();
+
+   void processEvent(SDL_Event &evt);
+
+   static void init();
+
+   // Console interface:
+   S32 openJoystick(S32 sdlIndex, S32 requestedTID);
+   S32 openController(S32 sdlIndex, S32 requestedTID);
+   void closeDevice(S32 sdlIndex);
+   S32 getJoystickOpenState(S32 sdlIndex);
+   void getJoystickTorqueInst(S32 sdlIndex, char* instBuffer);
+};
+
+#endif  // _SDLINPUTMANAGER_H_

+ 14 - 5
Engine/source/windowManager/sdl/sdlWindowMgr.cpp

@@ -21,6 +21,7 @@
 //-----------------------------------------------------------------------------
 
 #include "windowManager/sdl/sdlWindowMgr.h"
+#include "platformSDL/sdlInputManager.h"
 #include "gfx/gfxDevice.h"
 #include "core/util/journal/process.h"
 #include "core/strings/unicode.h"
@@ -269,6 +270,13 @@ void PlatformWindowManagerSDL::_process()
    SDL_Event evt;
    while( SDL_PollEvent(&evt) )
    {      
+      if (evt.type >= SDL_JOYAXISMOTION && evt.type <= SDL_CONTROLLERDEVICEREMAPPED)
+      {
+         SDLInputManager* mgr = static_cast<SDLInputManager*>(Input::getManager());
+         if (mgr)
+            mgr->processEvent(evt);
+         continue;
+      }
       switch(evt.type)
       {
           case SDL_QUIT:
@@ -356,15 +364,16 @@ void PlatformWindowManagerSDL::_process()
 
          case(SDL_DROPCOMPLETE):
          {
-            if (!Con::isFunction("onDropEnd"))
-               break;
-
-            Con::executef("onDropEnd");
+            if (Con::isFunction("onDropEnd"))
+               Con::executef("onDropEnd");
+            break;
          }
 
          default:
          {
-            //Con::printf("Event: %d", evt.type);
+#ifdef TORQUE_DEBUG
+            Con::warnf("Unhandled SDL input event: 0x%04x", evt.type);
+#endif
          }
       }
    }