#pragma once #include "controller_interface.h" #include "core/types.h" #include #include #include #include class SDLControllerInterface final : public ControllerInterface { public: SDLControllerInterface(); ~SDLControllerInterface(); Backend GetBackend() const override; bool Initialize(CommonHostInterface* host_interface) override; void Shutdown() override; /// Returns the path of the optional game controller database file. std::string GetGameControllerDBFileName() const; // Removes all bindings. Call before setting new bindings. void ClearBindings() override; // Binding to events. If a binding for this axis/button already exists, returns false. bool BindControllerAxis(int controller_index, int axis_number, AxisSide axis_side, AxisCallback callback) override; bool BindControllerButton(int controller_index, int button_number, ButtonCallback callback) override; bool BindControllerAxisToButton(int controller_index, int axis_number, bool direction, ButtonCallback callback) override; bool BindControllerHatToButton(int controller_index, int hat_number, std::string_view hat_position, ButtonCallback callback) override; bool BindControllerButtonToAxis(int controller_index, int button_number, AxisCallback callback) override; // Changing rumble strength. u32 GetControllerRumbleMotorCount(int controller_index) override; void SetControllerRumbleStrength(int controller_index, const float* strengths, u32 num_motors) override; // Set deadzone that will be applied on axis-to-button mappings bool SetControllerDeadzone(int controller_index, float size = 0.25f) override; void PollEvents() override; bool ProcessSDLEvent(const union SDL_Event* event); private: struct ControllerData { void* haptic; void* game_controller; int haptic_left_right_effect; int joystick_id; int player_id; bool use_game_controller_rumble; float deadzone = 0.25f; // TODO: Turn to vectors to support arbitrary amounts of buttons and axes (for Joysticks) // Preferably implement a simple "flat map", an ordered view over a vector std::array, MAX_NUM_AXISES> axis_mapping; std::array button_mapping; std::array, MAX_NUM_AXISES> axis_button_mapping; std::array button_axis_mapping; std::vector> hat_button_mapping; ALWAYS_INLINE bool IsGameController() const { return (game_controller != nullptr); } }; using ControllerDataVector = std::vector; ControllerDataVector::iterator GetControllerDataForJoystickId(int id); ControllerDataVector::iterator GetControllerDataForPlayerId(int id); int GetFreePlayerId() const; bool OpenGameController(int index); bool CloseGameController(int joystick_index, bool notify); bool HandleControllerAxisEvent(const struct SDL_ControllerAxisEvent* event); bool HandleControllerButtonEvent(const struct SDL_ControllerButtonEvent* event); bool OpenJoystick(int index); bool HandleJoystickAxisEvent(const struct SDL_JoyAxisEvent* event); bool HandleJoystickButtonEvent(const struct SDL_JoyButtonEvent* event); bool HandleJoystickHatEvent(const struct SDL_JoyHatEvent* event); ControllerDataVector m_controllers; std::mutex m_event_intercept_mutex; Hook::Callback m_event_intercept_callback; bool m_sdl_subsystem_initialized = false; };