Ver Fonte

Merge branch 'master' of https://github.com/raysan5/raylib

Ray há 3 meses atrás
pai
commit
f711c98bd6

+ 6 - 2
cmake/LibraryConfigurations.cmake

@@ -7,6 +7,8 @@ if(POLICY CMP0072)
   cmake_policy(SET CMP0072 NEW)
 endif()
 
+set(RAYLIB_DEPENDENCIES "include(CMakeFindDependencyMacro)")
+
 if (${PLATFORM} MATCHES "Desktop")
     set(PLATFORM_CPP "PLATFORM_DESKTOP")
 
@@ -120,15 +122,17 @@ elseif ("${PLATFORM}" MATCHES "SDL")
 		find_package(SDL3 QUIET)
 		if(SDL3_FOUND)
 			message(STATUS "Found SDL3 via find_package()")
+			set(LIBS_PUBLIC SDL3::SDL3)
+			set(RAYLIB_DEPENDENCIES "${RAYLIB_DEPENDENCIES}\nfind_dependency(SDL3 REQUIRED)")
 			set(PLATFORM_CPP "PLATFORM_DESKTOP_SDL")
-			set(LIBS_PRIVATE SDL3::SDL3)
 			add_compile_definitions(USING_SDL3_PACKAGE)
 		else()
 			# Fallback to SDL2
 			find_package(SDL2 REQUIRED)
 			message(STATUS "Found SDL2 via find_package()")
 			set(PLATFORM_CPP "PLATFORM_DESKTOP_SDL")
-			set(LIBS_PRIVATE SDL2::SDL2)
+			set(LIBS_PUBLIC SDL2::SDL2)
+			set(RAYLIB_DEPENDENCIES "${RAYLIB_DEPENDENCIES}\nfind_dependency(SDL3 REQUIRED)")
 			add_compile_definitions(USING_SDL2_PACKAGE)
 		endif()
 	endif()	

+ 2 - 0
cmake/raylib-config.cmake

@@ -1,2 +1,4 @@
 @PACKAGE_INIT@
+@RAYLIB_DEPENDENCIES@
+
 include("${CMAKE_CURRENT_LIST_DIR}/raylib-targets.cmake")

+ 1 - 0
src/CMakeLists.txt

@@ -92,6 +92,7 @@ if (BUILD_SHARED_LIBS)
 endif ()
 
 target_link_libraries(raylib PRIVATE $<BUILD_INTERFACE:${LIBS_PRIVATE}>)
+target_link_libraries(raylib PUBLIC ${LIBS_PUBLIC})
 
 # Sets some compile time definitions for the pre-processor
 # If CUSTOMIZE_BUILD option is on you will not use config.h by default

+ 49 - 27
src/platforms/rcore_desktop_sdl.c

@@ -98,7 +98,7 @@ typedef struct {
     SDL_GLContext glContext;
 
     SDL_GameController *gamepad[MAX_GAMEPADS];
-    SDL_JoystickID gamepadId[MAX_GAMEPADS]; // Joystick instance ids
+    SDL_JoystickID gamepadId[MAX_GAMEPADS]; // Joystick instance ids, they do not start from 0
     SDL_Cursor *cursor;
     bool cursorRelative;
 } PlatformData;
@@ -1706,19 +1706,34 @@ void PollInputEvents(void)
             {
                 int jid = event.jdevice.which; // Joystick device index
 
-                if (CORE.Input.Gamepad.ready[jid] && (jid < MAX_GAMEPADS))
+                // check if already added at InitPlatform
+                for (int i = 0; i < MAX_GAMEPADS; ++i)
                 {
-                    platform.gamepad[jid] = SDL_GameControllerOpen(jid);
-                    platform.gamepadId[jid] = SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(platform.gamepad[jid]));
+                    if (jid == platform.gamepadId[i])
+                    {
+                        return;
+                    }
+                }
 
-                    if (platform.gamepad[jid])
+                int nextAvailableSlot = 0;
+                while (nextAvailableSlot < MAX_GAMEPADS && CORE.Input.Gamepad.ready[nextAvailableSlot])
+                {
+                    ++nextAvailableSlot;
+                }
+
+                if ((nextAvailableSlot < MAX_GAMEPADS) && !CORE.Input.Gamepad.ready[nextAvailableSlot])
+                {
+                    platform.gamepad[nextAvailableSlot] = SDL_GameControllerOpen(jid);
+                    platform.gamepadId[nextAvailableSlot] = SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(platform.gamepad[nextAvailableSlot]));
+
+                    if (platform.gamepad[nextAvailableSlot])
                     {
-                        CORE.Input.Gamepad.ready[jid] = true;
-                        CORE.Input.Gamepad.axisCount[jid] = SDL_JoystickNumAxes(SDL_GameControllerGetJoystick(platform.gamepad[jid]));
-                        CORE.Input.Gamepad.axisState[jid][GAMEPAD_AXIS_LEFT_TRIGGER] = -1.0f;
-                        CORE.Input.Gamepad.axisState[jid][GAMEPAD_AXIS_RIGHT_TRIGGER] = -1.0f;
-                        memset(CORE.Input.Gamepad.name[jid], 0, MAX_GAMEPAD_NAME_LENGTH);
-                        strncpy(CORE.Input.Gamepad.name[jid], SDL_GameControllerNameForIndex(jid), MAX_GAMEPAD_NAME_LENGTH - 1);
+                        CORE.Input.Gamepad.ready[nextAvailableSlot] = true;
+                        CORE.Input.Gamepad.axisCount[nextAvailableSlot] = SDL_JoystickNumAxes(SDL_GameControllerGetJoystick(platform.gamepad[nextAvailableSlot]));
+                        CORE.Input.Gamepad.axisState[nextAvailableSlot][GAMEPAD_AXIS_LEFT_TRIGGER] = -1.0f;
+                        CORE.Input.Gamepad.axisState[nextAvailableSlot][GAMEPAD_AXIS_RIGHT_TRIGGER] = -1.0f;
+                        memset(CORE.Input.Gamepad.name[nextAvailableSlot], 0, MAX_GAMEPAD_NAME_LENGTH);
+                        strncpy(CORE.Input.Gamepad.name[nextAvailableSlot], SDL_GameControllerNameForIndex(nextAvailableSlot), MAX_GAMEPAD_NAME_LENGTH - 1);
                     }
                     else
                     {
@@ -1746,7 +1761,7 @@ void PollInputEvents(void)
             {
                 int button = -1;
 
-                switch (event.jbutton.button)
+                switch (event.gbutton.button)
                 {
                     case SDL_CONTROLLER_BUTTON_Y: button = GAMEPAD_BUTTON_RIGHT_FACE_UP; break;
                     case SDL_CONTROLLER_BUTTON_B: button = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT; break;
@@ -1774,7 +1789,7 @@ void PollInputEvents(void)
                 {
                     for (int i = 0; i < MAX_GAMEPADS; i++)
                     {
-                        if (platform.gamepadId[i] == event.jbutton.which)
+                        if (platform.gamepadId[i] == event.gbutton.which)
                         {
                             CORE.Input.Gamepad.currentButtonState[i][button] = 1;
                             CORE.Input.Gamepad.lastButtonPressed = button;
@@ -1787,7 +1802,7 @@ void PollInputEvents(void)
             {
                 int button = -1;
 
-                switch (event.jbutton.button)
+                switch (event.gbutton.button)
                 {
                     case SDL_CONTROLLER_BUTTON_Y: button = GAMEPAD_BUTTON_RIGHT_FACE_UP; break;
                     case SDL_CONTROLLER_BUTTON_B: button = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT; break;
@@ -1815,7 +1830,7 @@ void PollInputEvents(void)
                 {
                     for (int i = 0; i < MAX_GAMEPADS; i++)
                     {
-                        if (platform.gamepadId[i] == event.jbutton.which)
+                        if (platform.gamepadId[i] == event.gbutton.which)
                         {
                             CORE.Input.Gamepad.currentButtonState[i][button] = 0;
                             if (CORE.Input.Gamepad.lastButtonPressed == button) CORE.Input.Gamepad.lastButtonPressed = 0;
@@ -2044,21 +2059,28 @@ int InitPlatform(void)
         platform.gamepadId[i] = -1; // Set all gamepad initial instance ids as invalid to not conflict with instance id zero
     }
 
-    for (int i = 0; (i < SDL_NumJoysticks()) && (i < MAX_GAMEPADS); i++)
-    {
-        platform.gamepad[i] = SDL_GameControllerOpen(i);
-        platform.gamepadId[i] = SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(platform.gamepad[i]));
+    int numJoysticks = 0;
+    SDL_JoystickID *joysticks = SDL_GetJoysticks(&numJoysticks); // array of joystick IDs, they do not start from 0
 
-        if (platform.gamepad[i])
+    if (joysticks)
+    {
+        for (int i = 0; (i < numJoysticks) && (i < MAX_GAMEPADS); i++)
         {
-            CORE.Input.Gamepad.ready[i] = true;
-            CORE.Input.Gamepad.axisCount[i] = SDL_JoystickNumAxes(SDL_GameControllerGetJoystick(platform.gamepad[i]));
-            CORE.Input.Gamepad.axisState[i][GAMEPAD_AXIS_LEFT_TRIGGER] = -1.0f;
-            CORE.Input.Gamepad.axisState[i][GAMEPAD_AXIS_RIGHT_TRIGGER] = -1.0f;
-            strncpy(CORE.Input.Gamepad.name[i], SDL_GameControllerNameForIndex(i), MAX_GAMEPAD_NAME_LENGTH - 1);
-            CORE.Input.Gamepad.name[i][MAX_GAMEPAD_NAME_LENGTH - 1] = '\0';
+            platform.gamepad[i] = SDL_GameControllerOpen(joysticks[i]);
+            platform.gamepadId[i] = SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(platform.gamepad[i]));
+
+            if (platform.gamepad[i])
+            {
+                CORE.Input.Gamepad.ready[i] = true;
+                CORE.Input.Gamepad.axisCount[i] = SDL_JoystickNumAxes(SDL_GameControllerGetJoystick(platform.gamepad[i]));
+                CORE.Input.Gamepad.axisState[i][GAMEPAD_AXIS_LEFT_TRIGGER] = -1.0f;
+                CORE.Input.Gamepad.axisState[i][GAMEPAD_AXIS_RIGHT_TRIGGER] = -1.0f;
+                strncpy(CORE.Input.Gamepad.name[i], SDL_GameControllerNameForIndex(i), MAX_GAMEPAD_NAME_LENGTH - 1);
+                CORE.Input.Gamepad.name[i][MAX_GAMEPAD_NAME_LENGTH - 1] = '\0';
+            }
+            else TRACELOG(LOG_WARNING, "PLATFORM: Unable to open game controller [ERROR: %s]", SDL_GetError());
         }
-        else TRACELOG(LOG_WARNING, "PLATFORM: Unable to open game controller [ERROR: %s]", SDL_GetError());
+        SDL_free(joysticks);
     }
 
     // Disable mouse events being interpreted as touch events