//----------------------------------------------------------------------------- // 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); break; } 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(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(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(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(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(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; }