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First gamepad stuff

Reece Mackie 6 years ago
parent
commit
b911cefab3
3 changed files with 161 additions and 23 deletions
  1. 4 3
      projects/VS2017/examples/core_basic_window_cpp.vcxproj
  2. 106 20
      src/core.c
  3. 51 0
      src/raylib.h

+ 4 - 3
projects/VS2017/examples/core_basic_window_cpp.vcxproj

@@ -166,14 +166,15 @@
       <AdditionalDependencies>kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
       <AdditionalDependencies>kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
     </Link>
     </Link>
   </ItemDefinitionGroup>
   </ItemDefinitionGroup>
+  <ItemGroup>
+    <ClCompile Include="..\..\..\examples\core\core_basic_window.cpp" />
+  </ItemGroup>
   <ItemGroup>
   <ItemGroup>
     <ProjectReference Include="..\raylib\raylib.vcxproj">
     <ProjectReference Include="..\raylib\raylib.vcxproj">
       <Project>{e89d61ac-55de-4482-afd4-df7242ebc859}</Project>
       <Project>{e89d61ac-55de-4482-afd4-df7242ebc859}</Project>
+      <UseLibraryDependencyInputs>true</UseLibraryDependencyInputs>
     </ProjectReference>
     </ProjectReference>
   </ItemGroup>
   </ItemGroup>
-  <ItemGroup>
-    <ClCompile Include="..\..\..\examples\core\core_basic_window.cpp" />
-  </ItemGroup>
   <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
   <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
   <ImportGroup Label="ExtensionTargets">
   <ImportGroup Label="ExtensionTargets">
   </ImportGroup>
   </ImportGroup>

+ 106 - 20
src/core.c

@@ -3050,6 +3050,86 @@ static bool GetMouseButtonStatus(int button)
 #endif
 #endif
 }
 }
 
 
+static GamepadButton GetGamepadButton(int button)
+{
+	GamepadButton b = GAMEPAD_BUTTON_UNKNOWN;
+#if defined(PLATFORM_DESKTOP)
+    switch (button)
+    {
+	case GLFW_GAMEPAD_BUTTON_Y: b = GAMEPAD_BUTTON_RIGHT_FACE_UP; break;
+	case GLFW_GAMEPAD_BUTTON_B: b = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT; break;
+	case GLFW_GAMEPAD_BUTTON_A: b = GAMEPAD_BUTTON_RIGHT_FACE_DOWN; break;
+	case GLFW_GAMEPAD_BUTTON_X: b = GAMEPAD_BUTTON_RIGHT_FACE_LEFT; break;
+	case GLFW_GAMEPAD_BUTTON_LEFT_BUMPER: b = GAMEPAD_BUTTON_LEFT_TRIGGER_1; break;
+	case GLFW_GAMEPAD_BUTTON_RIGHT_BUMPER: b = GAMEPAD_BUTTON_RIGHT_TRIGGER_1; break;
+	case GLFW_GAMEPAD_BUTTON_BACK: b = GAMEPAD_BUTTON_MIDDLE_LEFT; break;
+	case GLFW_GAMEPAD_BUTTON_GUIDE: b = GAMEPAD_BUTTON_MIDDLE; break;
+	case GLFW_GAMEPAD_BUTTON_START: b = GAMEPAD_BUTTON_MIDDLE_RIGHT; break;
+	case GLFW_GAMEPAD_BUTTON_DPAD_UP: b = GAMEPAD_BUTTON_LEFT_FACE_UP; break;
+	case GLFW_GAMEPAD_BUTTON_DPAD_RIGHT: b = GAMEPAD_BUTTON_LEFT_FACE_RIGHT; break;
+	case GLFW_GAMEPAD_BUTTON_DPAD_DOWN: b = GAMEPAD_BUTTON_LEFT_FACE_DOWN; break;
+	case GLFW_GAMEPAD_BUTTON_DPAD_LEFT: b = GAMEPAD_BUTTON_LEFT_FACE_LEFT; break;
+	case GLFW_GAMEPAD_BUTTON_LEFT_THUMB: b = GAMEPAD_BUTTON_LEFT_THUMB; break;
+	case GLFW_GAMEPAD_BUTTON_RIGHT_THUMB: b = GAMEPAD_BUTTON_RIGHT_THUMB; break;
+    }
+#endif
+
+#if defined(PLATFORM_WEB)
+    //TODO: TEST
+    //https://www.w3.org/TR/gamepad/#gamepad-interface
+    switch (button)
+    {
+	case 0: b = GAMEPAD_BUTTON_RIGHT_FACE_DOWN; break;
+	case 1: b = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT; break;
+	case 2: b = GAMEPAD_BUTTON_RIGHT_FACE_LEFT; break;
+	case 3: b = GAMEPAD_BUTTON_RIGHT_FACE_UP; break;
+	case 4: b = GAMEPAD_BUTTON_LEFT_TRIGGER_1; break;
+	case 5: b = GAMEPAD_BUTTON_RIGHT_TRIGGER_1; break;
+	case 6: b = GAMEPAD_BUTTON_LEFT_TRIGGER_2; break;
+	case 7: b = GAMEPAD_BUTTON_RIGHT_TRIGGER_2; break;
+	case 8: b = GAMEPAD_BUTTON_MIDDLE_LEFT; break;
+	case 9: b = GAMEPAD_BUTTON_MIDDLE_RIGHT; break;
+	case 10: b = GAMEPAD_BUTTON_LEFT_THUMB; break;
+	case 11: b = GAMEPAD_BUTTON_RIGHT_THUMB; break;
+	case 12: b = GAMEPAD_BUTTON_LEFT_FACE_UP; break;
+	case 13: b = GAMEPAD_BUTTON_LEFT_FACE_DOWN; break;
+	case 14: b = GAMEPAD_BUTTON_LEFT_FACE_LEFT; break;
+	case 15: b = GAMEPAD_BUTTON_LEFT_FACE_RIGHT; break;
+    }
+#endif
+
+	return b;
+}
+
+static GamepadAxis GetGamepadAxis(int axis)
+{
+	GamepadAxis a = GAMEPAD_AXIS_UNKNOWN;
+#if defined(PLATFORM_DESKTOP)
+    switch(axis)
+    {
+	case GLFW_GAMEPAD_AXIS_LEFT_X: a = GAMEPAD_AXIS_LEFT_X; break;
+	case GLFW_GAMEPAD_AXIS_LEFT_Y: a = GAMEPAD_AXIS_LEFT_Y; break;
+	case GLFW_GAMEPAD_AXIS_RIGHT_X: a = GAMEPAD_AXIS_RIGHT_X; break;
+	case GLFW_GAMEPAD_AXIS_RIGHT_Y: a = GAMEPAD_AXIS_RIGHT_Y; break;
+	case GLFW_GAMEPAD_AXIS_LEFT_TRIGGER: a = GAMEPAD_AXIS_LEFT_TRIGGER; break;
+	case GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER: a = GAMEPAD_AXIS_RIGHT_TRIGGER; break;
+    }
+#endif
+
+#if defined(PLATFORM_WEB)
+    //TODO: TEST
+    switch(axis)
+    {
+	case 0: a = GAMEPAD_AXIS_LEFT_X;
+	case 1: a = GAMEPAD_AXIS_LEFT_Y;
+	case 2: a = GAMEPAD_AXIS_RIGHT_X;
+	case 3: a = GAMEPAD_AXIS_RIGHT_X;
+    }
+#endif
+
+	return a;
+}
+
 // Poll (store) all input events
 // Poll (store) all input events
 static void PollInputEvents(void)
 static void PollInputEvents(void)
 {
 {
@@ -3114,7 +3194,7 @@ static void PollInputEvents(void)
 
 
 #if defined(PLATFORM_DESKTOP)
 #if defined(PLATFORM_DESKTOP)
     // Check if gamepads are ready
     // Check if gamepads are ready
-    // NOTE: We do it here in case of disconection
+    // NOTE: We do it here in case of disconnection
     for (int i = 0; i < MAX_GAMEPADS; i++)
     for (int i = 0; i < MAX_GAMEPADS; i++)
     {
     {
         if (glfwJoystickPresent(i)) gamepadReady[i] = true;
         if (glfwJoystickPresent(i)) gamepadReady[i] = true;
@@ -3131,33 +3211,37 @@ static void PollInputEvents(void)
 
 
             // Get current gamepad state
             // Get current gamepad state
             // NOTE: There is no callback available, so we get it manually
             // NOTE: There is no callback available, so we get it manually
-            const unsigned char *buttons;
-            int buttonsCount;
-
-            buttons = glfwGetJoystickButtons(i, &buttonsCount);
+            //Get remapped buttons
+			GLFWgamepadstate state;
+			glfwGetGamepadState(i, &state); //This remapps all gamepads so they work the same
+			const unsigned char *buttons = state.buttons;
 
 
-            for (int k = 0; (buttons != NULL) && (k < buttonsCount) && (buttonsCount < MAX_GAMEPAD_BUTTONS); k++)
+            for (int k = 0; (buttons != NULL) && (k < GLFW_GAMEPAD_BUTTON_DPAD_LEFT + 1) && (k < MAX_GAMEPAD_BUTTONS); k++)
             {
             {
+				const GamepadButton button = GetGamepadButton(k);
+
                 if (buttons[k] == GLFW_PRESS)
                 if (buttons[k] == GLFW_PRESS)
                 {
                 {
-                    currentGamepadState[i][k] = 1;
-                    lastGamepadButtonPressed = k;
+                    currentGamepadState[i][button] = 1;
+                    lastGamepadButtonPressed = button;
                 }
                 }
-                else currentGamepadState[i][k] = 0;
+                else currentGamepadState[i][button] = 0;
             }
             }
 
 
             // Get current axis state
             // Get current axis state
-            const float *axes;
-            int axisCount = 0;
-
-            axes = glfwGetJoystickAxes(i, &axisCount);
+            const float *axes = state.axes;
 
 
-            for (int k = 0; (axes != NULL) && (k < axisCount) && (k < MAX_GAMEPAD_AXIS); k++)
+            for (int k = 0; (axes != NULL) && (k < GLFW_GAMEPAD_AXIS_LAST + 1) && (k < MAX_GAMEPAD_AXIS); k++)
             {
             {
-                gamepadAxisState[i][k] = axes[k];
+				const GamepadAxis axis = GetGamepadAxis(k);
+                gamepadAxisState[i][axis] = axes[k];
             }
             }
 
 
-            gamepadAxisCount = axisCount;
+            //Register buttons for 2nd triggers
+			currentGamepadState[i][GAMEPAD_BUTTON_LEFT_TRIGGER_2] = (char)(gamepadAxisState[i][GAMEPAD_AXIS_LEFT_TRIGGER] > 0.1);
+			currentGamepadState[i][GAMEPAD_BUTTON_RIGHT_TRIGGER_2] = (char)(gamepadAxisState[i][GAMEPAD_AXIS_RIGHT_TRIGGER] > 0.1);
+
+            gamepadAxisCount = GLFW_GAMEPAD_AXIS_LAST;
         }
         }
     }
     }
 
 
@@ -3191,12 +3275,13 @@ static void PollInputEvents(void)
             // Register buttons data for every connected gamepad
             // Register buttons data for every connected gamepad
             for (int j = 0; (j < gamepadState.numButtons) && (j < MAX_GAMEPAD_BUTTONS); j++)
             for (int j = 0; (j < gamepadState.numButtons) && (j < MAX_GAMEPAD_BUTTONS); j++)
             {
             {
+				const GamepadButton button = GetGamepadButton(j);
                 if (gamepadState.digitalButton[j] == 1)
                 if (gamepadState.digitalButton[j] == 1)
                 {
                 {
-                    currentGamepadState[i][j] = 1;
-                    lastGamepadButtonPressed = j;
+                    currentGamepadState[i][button] = 1;
+                    lastGamepadButtonPressed = button;
                 }
                 }
-                else currentGamepadState[i][j] = 0;
+                else currentGamepadState[i][button] = 0;
 
 
                 //TraceLog(LOG_DEBUG, "Gamepad %d, button %d: Digital: %d, Analog: %g", gamepadState.index, j, gamepadState.digitalButton[j], gamepadState.analogButton[j]);
                 //TraceLog(LOG_DEBUG, "Gamepad %d, button %d: Digital: %d, Analog: %g", gamepadState.index, j, gamepadState.digitalButton[j], gamepadState.analogButton[j]);
             }
             }
@@ -3204,7 +3289,8 @@ static void PollInputEvents(void)
             // Register axis data for every connected gamepad
             // Register axis data for every connected gamepad
             for (int j = 0; (j < gamepadState.numAxes) && (j < MAX_GAMEPAD_AXIS); j++)
             for (int j = 0; (j < gamepadState.numAxes) && (j < MAX_GAMEPAD_AXIS); j++)
             {
             {
-                gamepadAxisState[i][j] = gamepadState.axis[j];
+				const GamepadAxis axis = GetGamepadAxis(k);
+                gamepadAxisState[i][axis] = gamepadState.axis[j];
             }
             }
 
 
             gamepadAxisCount = gamepadState.numAxes;
             gamepadAxisCount = gamepadState.numAxes;

+ 51 - 0
src/raylib.h

@@ -619,6 +619,57 @@ typedef enum {
     GAMEPAD_PLAYER4     = 3
     GAMEPAD_PLAYER4     = 3
 } GamepadNumber;
 } GamepadNumber;
 
 
+// Gamepad Buttons
+typedef enum
+{
+    //This is here just for error checking
+    GAMEPAD_BUTTON_UNKNOWN = 0,
+
+    //This is normally ABXY/Circle, Triangle, Square, Cross.   No support for 6 button controllers though..
+    GAMEPAD_BUTTON_LEFT_FACE_UP,
+	GAMEPAD_BUTTON_LEFT_FACE_RIGHT,
+	GAMEPAD_BUTTON_LEFT_FACE_DOWN,
+    GAMEPAD_BUTTON_LEFT_FACE_LEFT,
+  
+
+    //This is normally a DPAD
+	GAMEPAD_BUTTON_RIGHT_FACE_UP,
+	GAMEPAD_BUTTON_RIGHT_FACE_RIGHT,
+	GAMEPAD_BUTTON_RIGHT_FACE_DOWN,
+	GAMEPAD_BUTTON_RIGHT_FACE_LEFT,
+
+    //Triggers
+    GAMEPAD_BUTTON_LEFT_TRIGGER_1,
+    GAMEPAD_BUTTON_LEFT_TRIGGER_2,
+	GAMEPAD_BUTTON_RIGHT_TRIGGER_1,
+	GAMEPAD_BUTTON_RIGHT_TRIGGER_2,
+
+    //These are buttons in the center of the gamepad
+    GAMEPAD_BUTTON_MIDDLE_LEFT, //PS3 Select
+    GAMEPAD_BUTTON_MIDDLE, //PS Button/XBOX Button
+    GAMEPAD_BUTTON_MIDDLE_RIGHT, //PS3 Start
+
+    //These are the joystick press in buttons
+    GAMEPAD_BUTTON_LEFT_THUMB,
+	GAMEPAD_BUTTON_RIGHT_THUMB
+} GamepadButton;
+
+typedef enum
+{
+    GAMEPAD_AXIS_UNKNOWN = 0,
+    //Left stick
+	GAMEPAD_AXIS_LEFT_X,
+	GAMEPAD_AXIS_LEFT_Y,
+
+    //Right stick
+	GAMEPAD_AXIS_RIGHT_X,
+	GAMEPAD_AXIS_RIGHT_Y,
+
+    //Pressure levels
+	GAMEPAD_AXIS_LEFT_TRIGGER,    // [1..-1] (pressure-level)
+	GAMEPAD_AXIS_RIGHT_TRIGGER     // [1..-1] (pressure-level)
+} GamepadAxis;
+
 // PS3 USB Controller Buttons
 // PS3 USB Controller Buttons
 // TODO: Provide a generic way to list gamepad controls schemes,
 // TODO: Provide a generic way to list gamepad controls schemes,
 // defining specific controls schemes is not a good option
 // defining specific controls schemes is not a good option