ES-DE/es-core/src/InputManager.cpp

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// SPDX-License-Identifier: MIT
//
// EmulationStation Desktop Edition
// InputManager.cpp
//
// Low-level input handling.
// Initiates and maps the keyboard and controllers.
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// Reads and writes the es_input.xml configuration file.
//
#include "InputManager.h"
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#include "resources/ResourceManager.h"
#include "utils/FileSystemUtil.h"
#include "utils/StringUtil.h"
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#include "CECInput.h"
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#include "Log.h"
#include "Platform.h"
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#include "Scripting.h"
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#include "Window.h"
#include <iostream>
#include <pugixml.hpp>
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#define KEYBOARD_GUID_STRING "-1"
#define CEC_GUID_STRING "-2"
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int SDL_USER_CECBUTTONDOWN = -1;
int SDL_USER_CECBUTTONUP = -1;
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// save button states for combo-button exit support and predefine exit option-function map
static bool altDown = false;
static bool lguiDown = false;
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InputManager* InputManager::sInstance = nullptr;
InputManager::InputManager() : mKeyboardInputConfig(nullptr)
{
}
InputManager::~InputManager()
{
deinit();
}
InputManager* InputManager::getInstance()
{
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if (!sInstance)
sInstance = new InputManager();
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return sInstance;
}
void InputManager::init()
{
if (initialized())
deinit();
mConfigFileExists = false;
LOG(LogInfo) << "Setting up InputManager...";
SDL_InitSubSystem(SDL_INIT_GAMECONTROLLER);
SDL_GameControllerEventState(SDL_ENABLE);
if (!Utils::FileSystem::exists(getConfigPath())) {
LOG(LogInfo) << "No input configuration file found, default mappings will be applied";
}
else {
mConfigFileExists = true;
}
mKeyboardInputConfig = std::make_unique<InputConfig>(DEVICE_KEYBOARD,
"Keyboard", KEYBOARD_GUID_STRING);
bool customConfig = loadInputConfig(mKeyboardInputConfig.get());
if (customConfig) {
LOG(LogInfo) << "Added keyboard with custom configuration";
}
else {
loadDefaultKBConfig();
LOG(LogInfo) << "Added keyboard with default configuration";
}
// Load optional controller mappings. Normally the supported controllers should be compiled
// into SDL as a header file, but if a user has a very rare controller that is not supported,
// the bundled mapping is incorrect, or the SDL version is a bit older, it makes sense to be
// able to customize this. If a controller GUID is present in the mappings file that is
// already present inside SDL, the custom mapping will overwrite the bundled one.
std::string mappingsFile = Utils::FileSystem::getHomePath() +
"/.emulationstation/" + "es_controller_mappings.cfg";
if (!Utils::FileSystem::exists(mappingsFile))
mappingsFile = ResourceManager::getInstance()->
getResourcePath(":/controllers/es_controller_mappings.cfg");
int controllerMappings = SDL_GameControllerAddMappingsFromFile(mappingsFile.c_str());
if (controllerMappings != -1 && controllerMappings != 0) {
LOG(LogInfo) << "Loaded " << controllerMappings << " controller " <<
(controllerMappings == 1 ? "mapping" : "mappings");
}
int numJoysticks = SDL_NumJoysticks();
// Make sure that every joystick is actually supported by the GameController API.
for (int i = 0; i < numJoysticks; i++)
if (!SDL_IsGameController(i))
numJoysticks--;
for (int i = 0; i < numJoysticks; i++)
addControllerByDeviceIndex(i);
SDL_USER_CECBUTTONDOWN = SDL_RegisterEvents(2);
SDL_USER_CECBUTTONUP = SDL_USER_CECBUTTONDOWN + 1;
CECInput::init();
mCECInputConfig = std::make_unique<InputConfig>(DEVICE_CEC, "CEC", CEC_GUID_STRING);
loadInputConfig(mCECInputConfig.get());
}
void InputManager::deinit()
{
if (!initialized())
return;
for (auto it = mControllers.cbegin(); it != mControllers.cend(); it++)
SDL_GameControllerClose(it->second);
mControllers.clear();
mJoysticks.clear();
mPrevAxisValues.clear();
mPrevButtonValues.clear();
mInputConfigs.clear();
mKeyboardInputConfig.reset();
mCECInputConfig.reset();
CECInput::deinit();
SDL_GameControllerEventState(SDL_DISABLE);
SDL_QuitSubSystem(SDL_INIT_GAMECONTROLLER);
if (sInstance) {
delete sInstance;
sInstance = nullptr;
}
}
void InputManager::writeDeviceConfig(InputConfig* config)
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{
assert(initialized());
std::string path = getConfigPath();
LOG(LogDebug) << "InputManager::writeDeviceConfig(): "
"Saving input configuration file to \"" << path << "\"";
pugi::xml_document doc;
if (Utils::FileSystem::exists(path)) {
// Merge files.
#if defined(_WIN64)
pugi::xml_parse_result result =
doc.load_file(Utils::String::stringToWideString(path).c_str());
#else
pugi::xml_parse_result result = doc.load_file(path.c_str());
#endif
if (!result) {
LOG(LogError) << "Couldn't parse input configuration file: " << result.description();
}
else {
// Successfully loaded, delete the old entry if it exists.
pugi::xml_node root = doc.child("inputList");
if (root) {
// If inputAction @type=onfinish is set, let doOnFinish command take care of
// creating input configuration. We just put the input configuration into a
// temporary input config file.
pugi::xml_node actionnode = root.find_child_by_attribute("inputAction",
"type", "onfinish");
if (actionnode) {
path = getTemporaryConfigPath();
doc.reset();
root = doc.append_child("inputList");
root.append_copy(actionnode);
}
else {
pugi::xml_node oldEntry = root.find_child_by_attribute("inputConfig",
"deviceGUID", config->getDeviceGUIDString().c_str());
if (oldEntry)
root.remove_child(oldEntry);
oldEntry = root.find_child_by_attribute("inputConfig", "deviceName",
config->getDeviceName().c_str());
if (oldEntry)
root.remove_child(oldEntry);
}
}
}
}
pugi::xml_node root = doc.child("inputList");
if (!root)
root = doc.append_child("inputList");
config->writeToXML(root);
#if defined(_WIN64)
doc.save_file(Utils::String::stringToWideString(path).c_str());
#else
doc.save_file(path.c_str());
#endif
Scripting::fireEvent("config-changed");
Scripting::fireEvent("controls-changed");
// Execute any doOnFinish commands and reload the config for changes.
doOnFinish();
mConfigFileExists = true;
loadInputConfig(config);
}
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void InputManager::doOnFinish()
{
assert(initialized());
std::string path = getConfigPath();
pugi::xml_document doc;
if (Utils::FileSystem::exists(path)) {
#if defined(_WIN64)
pugi::xml_parse_result result =
doc.load_file(Utils::String::stringToWideString(path).c_str());
#else
pugi::xml_parse_result result = doc.load_file(path.c_str());
#endif
if (!result) {
LOG(LogError) << "Couldn't parse input configuration file: " << result.description();
}
else {
pugi::xml_node root = doc.child("inputList");
if (root) {
root = root.find_child_by_attribute("inputAction", "type", "onfinish");
if (root) {
for (pugi::xml_node command = root.child("command"); command;
command = command.next_sibling("command")) {
std::string tocall = command.text().get();
LOG(LogInfo) << " " << tocall;
std::cout << "==============================================\n"
"input config finish command:\n";
int exitCode = runSystemCommand(tocall);
std::cout << "==============================================\n";
if (exitCode != 0) {
LOG(LogWarning) << "...launch terminated with nonzero exit code " <<
exitCode << "!";
}
}
}
}
}
}
}
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std::string InputManager::getConfigPath()
{
std::string path = Utils::FileSystem::getHomePath();
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path += "/.emulationstation/es_input.xml";
return path;
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}
std::string InputManager::getTemporaryConfigPath()
{
std::string path = Utils::FileSystem::getHomePath();
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path += "/.emulationstation/es_temporaryinput.xml";
return path;
}
int InputManager::getNumJoysticks()
{
int numJoysticks = 0;
// This is a workaround to exclude the keyboard (ID -1) from the total joystick count.
// It's incorrectly added when configuring the keyboard in GuiInputConfig, but I've
// been unable to find a proper fix to not having it added to mJoysticks.
for (auto it = mJoysticks.cbegin(); it != mJoysticks.cend(); it++) {
if ((*it).first >= 0)
numJoysticks += 1;
}
return numJoysticks;
}
int InputManager::getNumConfiguredDevices()
{
int num = 0;
for (auto it = mInputConfigs.cbegin(); it != mInputConfigs.cend(); it++)
if (it->second->isConfigured())
num++;
if (mKeyboardInputConfig->isConfigured())
num++;
if (mCECInputConfig->isConfigured())
num++;
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return num;
}
int InputManager::getAxisCountByDevice(SDL_JoystickID id)
{
return SDL_JoystickNumAxes(mJoysticks[id]);
}
int InputManager::getButtonCountByDevice(SDL_JoystickID id)
{
if (id == DEVICE_KEYBOARD)
return -1;
else if (id == DEVICE_CEC)
#if defined(HAVE_CECLIB)
return CEC::CEC_USER_CONTROL_CODE_MAX;
#else
return 0;
#endif
else
return SDL_JoystickNumButtons(mJoysticks[id]);
}
std::string InputManager::getDeviceGUIDString(int deviceId)
{
if (deviceId == DEVICE_KEYBOARD)
return KEYBOARD_GUID_STRING;
if (deviceId == DEVICE_CEC)
return CEC_GUID_STRING;
auto it = mJoysticks.find(deviceId);
if (it == mJoysticks.cend()) {
LOG(LogError) << "getDeviceGUIDString - deviceId " << deviceId << " not found!";
return "Something went horribly wrong";
}
char guid[65];
SDL_JoystickGetGUIDString(SDL_JoystickGetGUID(it->second), guid, 65);
return std::string(guid);
}
InputConfig* InputManager::getInputConfigByDevice(int device)
{
if (device == DEVICE_KEYBOARD)
return mKeyboardInputConfig.get();
else if (device == DEVICE_CEC)
return mCECInputConfig.get();
else
return mInputConfigs[device].get();
}
bool InputManager::parseEvent(const SDL_Event& event, Window* window)
{
bool causedEvent = false;
int32_t axisValue;
switch (event.type) {
case SDL_CONTROLLERAXISMOTION: {
// Whether to only accept input from the first controller.
if (Settings::getInstance()->getBool("InputOnlyFirstController"))
if (mInputConfigs.begin()->first != event.cdevice.which)
return false;
// This is needed for a situation which sometimes occur when a game is launched,
// some axis input is generated and then the controller is disconnected before
// leaving the game. In this case, events for the old device index could be received
// when returning from the game. If this happens we simply delete the configuration
// map entry.
if (!mInputConfigs[event.caxis.which]) {
auto it = mInputConfigs.find(event.cdevice.which);
mInputConfigs.erase(it);
return false;
}
axisValue = event.caxis.value;
int deadzone = 0;
if (event.caxis.axis == SDL_CONTROLLER_AXIS_TRIGGERLEFT ||
event.caxis.axis == SDL_CONTROLLER_AXIS_TRIGGERRIGHT)
deadzone = DEADZONE_TRIGGERS;
else
deadzone = DEADZONE_THUMBSTICKS;
// Check if the input value switched boundaries.
if ((abs(axisValue) > deadzone) != (abs(mPrevAxisValues[
std::make_pair(event.caxis.which, event.caxis.axis)]) > deadzone)) {
int normValue;
if (abs(axisValue) <= deadzone) {
normValue = 0;
}
else {
if (axisValue > 0)
normValue = 1;
else
normValue = -1;
}
window->input(getInputConfigByDevice(event.caxis.which), Input(event.caxis.which,
TYPE_AXIS, event.caxis.axis, normValue, false));
causedEvent = true;
}
mPrevAxisValues[std::make_pair(event.caxis.which, event.caxis.axis)] = axisValue;
return causedEvent;
}
case SDL_CONTROLLERBUTTONDOWN: {
}
case SDL_CONTROLLERBUTTONUP: {
// Whether to only accept input from the first controller.
if (Settings::getInstance()->getBool("InputOnlyFirstController"))
if (mInputConfigs.begin()->first != event.cdevice.which)
return false;
// The event filtering below is required as some controllers send button presses
// starting with the state 0 when using the D-pad. I consider this invalid behaviour
// and the more popular controllers such as those from Microsoft and Sony do not show
// this strange behavior.
int buttonState = mPrevButtonValues[
std::make_pair(event.cbutton.which, event.cbutton.button)];
if ((buttonState == -1 || buttonState == 0) && event.cbutton.state == 0)
return false;
mPrevButtonValues[std::make_pair(event.cbutton.which, event.cbutton.button)] =
event.cbutton.state;
window->input(getInputConfigByDevice(event.cbutton.which), Input(event.cbutton.which,
TYPE_BUTTON, event.cbutton.button, event.cbutton.state == SDL_PRESSED, false));
return true;
}
case SDL_KEYDOWN: {
// save button states for alt and command
if (event.key.keysym.sym == SDLK_LALT)
{
altDown = true;
}
if (event.key.keysym.sym == SDLK_LGUI)
{
lguiDown = true;
}
if (event.key.keysym.sym == SDLK_BACKSPACE && SDL_IsTextInputActive())
window->textInput("\b");
if (event.key.repeat)
return false;
// handle application exit
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bool exitState;
std::string exitOption = Settings::getInstance()->getString("ExitButtonCombo");
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if (exitOption == "AltF4"){
exitState = event.key.keysym.sym == SDLK_F4 && altDown;
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}else if (exitOption == "CmdQ"){
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exitState = event.key.keysym.sym == SDLK_q && lguiDown;
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}else if (exitOption == "AltQ"){
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exitState = event.key.keysym.sym == SDLK_q && altDown;
}else{
exitState = event.key.keysym.sym == SDLK_F4;
}
if (exitState) {
SDL_Event quit;
quit.type = SDL_QUIT;
SDL_PushEvent(&quit);
return false;
}
window->input(getInputConfigByDevice(DEVICE_KEYBOARD), Input(DEVICE_KEYBOARD,
TYPE_KEY, event.key.keysym.sym, 1, false));
return true;
}
case SDL_KEYUP: {
// release button states
if (event.key.keysym.sym == SDLK_LALT)
{
altDown = false;
}
if (event.key.keysym.sym == SDLK_LGUI)
{
lguiDown = false;
}
window->input(getInputConfigByDevice(DEVICE_KEYBOARD), Input(DEVICE_KEYBOARD,
TYPE_KEY, event.key.keysym.sym, 0, false));
return true;
}
case SDL_TEXTINPUT: {
window->textInput(event.text.text);
break;
}
case SDL_CONTROLLERDEVICEADDED: {
addControllerByDeviceIndex(event.cdevice.which);
return true;
}
case SDL_CONTROLLERDEVICEREMOVED: {
removeControllerByJoystickID(event.cdevice.which);
return false;
}
}
if ((event.type == static_cast<unsigned int>(SDL_USER_CECBUTTONDOWN)) ||
(event.type == static_cast<unsigned int>(SDL_USER_CECBUTTONUP))) {
window->input(getInputConfigByDevice(DEVICE_CEC), Input(DEVICE_CEC,
TYPE_CEC_BUTTON, event.user.code, event.type ==
static_cast<unsigned int>(SDL_USER_CECBUTTONDOWN), false));
return true;
}
return false;
}
bool InputManager::initialized() const
{
return mKeyboardInputConfig != nullptr;
}
bool InputManager::loadInputConfig(InputConfig* config)
{
if (!mConfigFileExists)
return false;
std::string path = getConfigPath();
pugi::xml_document doc;
#if defined(_WIN64)
pugi::xml_parse_result res = doc.load_file(Utils::String::stringToWideString(path).c_str());
#else
pugi::xml_parse_result res = doc.load_file(path.c_str());
#endif
if (!res) {
LOG(LogError) << "Couldn't parse the input configuration file: " << res.description();
return false;
}
pugi::xml_node root = doc.child("inputList");
if (!root)
return false;
pugi::xml_node configNode = root.find_child_by_attribute("inputConfig",
"deviceGUID", config->getDeviceGUIDString().c_str());
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// Enabling this will match an entry in es_input.xml based on the device name if there
// was no GUID match. This is probably not a good idea as many controllers share the same
// name even though the GUID differ and potentially the button configuration could be
// different between them. Keeping the code for now though.
// if (!configNode)
// configNode = root.find_child_by_attribute("inputConfig",
// "deviceName", config->getDeviceName().c_str());
// With the move to the SDL GameController API the button layout changed quite a lot, so
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// es_input.xml files generated using the old API will end up with a completely unusable
// controller configuration. These older files had the configuration entry type set to
// "joystick", so it's easy to ignore such entries by only accepting entries with the
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// type set to "controller" (which is now applied when saving the es_input.xml file).
if (configNode && config->getDeviceName() != "Keyboard")
if (!root.find_child_by_attribute("inputConfig", "type", "controller"))
return false;
if (!configNode)
return false;
config->loadFromXML(configNode);
return true;
}
void InputManager::loadDefaultKBConfig()
{
InputConfig* cfg = getInputConfigByDevice(DEVICE_KEYBOARD);
if (cfg->isConfigured())
return;
cfg->clear();
cfg->mapInput("Up", Input(DEVICE_KEYBOARD, TYPE_KEY, SDLK_UP, 1, true));
cfg->mapInput("Down", Input(DEVICE_KEYBOARD, TYPE_KEY, SDLK_DOWN, 1, true));
cfg->mapInput("Left", Input(DEVICE_KEYBOARD, TYPE_KEY, SDLK_LEFT, 1, true));
cfg->mapInput("Right", Input(DEVICE_KEYBOARD, TYPE_KEY, SDLK_RIGHT, 1, true));
cfg->mapInput("A", Input(DEVICE_KEYBOARD, TYPE_KEY, SDLK_RETURN, 1, true));
cfg->mapInput("B", Input(DEVICE_KEYBOARD, TYPE_KEY, SDLK_BACKSPACE, 1, true));
cfg->mapInput("X", Input(DEVICE_KEYBOARD, TYPE_KEY, SDLK_DELETE, 1, true));
#if defined(__APPLE__)
cfg->mapInput("Y", Input(DEVICE_KEYBOARD, TYPE_KEY, SDLK_PRINTSCREEN, 1, true));
#else
cfg->mapInput("Y", Input(DEVICE_KEYBOARD, TYPE_KEY, SDLK_INSERT, 1, true));
#endif
cfg->mapInput("Start", Input(DEVICE_KEYBOARD, TYPE_KEY, SDLK_ESCAPE, 1, true));
cfg->mapInput("Back", Input(DEVICE_KEYBOARD, TYPE_KEY, SDLK_F1, 1, true));
cfg->mapInput("LeftShoulder", Input(DEVICE_KEYBOARD, TYPE_KEY, SDLK_PAGEUP, 1, true));
cfg->mapInput("RightShoulder", Input(DEVICE_KEYBOARD, TYPE_KEY, SDLK_PAGEDOWN, 1, true));
cfg->mapInput("LeftTrigger", Input(DEVICE_KEYBOARD, TYPE_KEY, SDLK_HOME, 1, true));
cfg->mapInput("RightTrigger", Input(DEVICE_KEYBOARD, TYPE_KEY, SDLK_END, 1, true));
cfg->mapInput("LeftThumbstickClick", Input(DEVICE_KEYBOARD, TYPE_KEY, SDLK_F2, 1, true));
cfg->mapInput("RightThumbstickClick", Input(DEVICE_KEYBOARD, TYPE_KEY, SDLK_F3, 1, true));
}
void InputManager::loadDefaultControllerConfig(SDL_JoystickID deviceIndex)
{
InputConfig* cfg = getInputConfigByDevice(deviceIndex);
if (cfg->isConfigured())
return;
cfg->mapInput("Up", Input(deviceIndex, TYPE_BUTTON, SDL_CONTROLLER_BUTTON_DPAD_UP, 1, true));
cfg->mapInput("Down", Input(deviceIndex, TYPE_BUTTON, SDL_CONTROLLER_BUTTON_DPAD_DOWN, 1, true));
cfg->mapInput("Left", Input(deviceIndex, TYPE_BUTTON, SDL_CONTROLLER_BUTTON_DPAD_LEFT, 1, true));
cfg->mapInput("Right", Input(deviceIndex, TYPE_BUTTON, SDL_CONTROLLER_BUTTON_DPAD_RIGHT, 1, true));
cfg->mapInput("Start", Input(deviceIndex, TYPE_BUTTON, SDL_CONTROLLER_BUTTON_START, 1, true));
cfg->mapInput("Back", Input(deviceIndex, TYPE_BUTTON, SDL_CONTROLLER_BUTTON_BACK, 1, true));
cfg->mapInput("A", Input(deviceIndex, TYPE_BUTTON, SDL_CONTROLLER_BUTTON_A, 1, true));
cfg->mapInput("B", Input(deviceIndex, TYPE_BUTTON, SDL_CONTROLLER_BUTTON_B, 1, true));
cfg->mapInput("X", Input(deviceIndex, TYPE_BUTTON, SDL_CONTROLLER_BUTTON_X, 1, true));
cfg->mapInput("Y", Input(deviceIndex, TYPE_BUTTON, SDL_CONTROLLER_BUTTON_Y, 1, true));
cfg->mapInput("LeftShoulder", Input(deviceIndex, TYPE_BUTTON, SDL_CONTROLLER_BUTTON_LEFTSHOULDER, 1, true));
cfg->mapInput("RightShoulder", Input(deviceIndex, TYPE_BUTTON, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER, 1, true));
cfg->mapInput("LeftTrigger", Input(deviceIndex, TYPE_AXIS, SDL_CONTROLLER_AXIS_TRIGGERLEFT, 1, true));
cfg->mapInput("RightTrigger", Input(deviceIndex, TYPE_AXIS, SDL_CONTROLLER_AXIS_TRIGGERRIGHT, 1, true));
cfg->mapInput("LeftThumbstickUp", Input(deviceIndex, TYPE_AXIS, SDL_CONTROLLER_AXIS_LEFTY, -1, true));
cfg->mapInput("LeftThumbstickDown", Input(deviceIndex, TYPE_AXIS, SDL_CONTROLLER_AXIS_LEFTY, 1, true));
cfg->mapInput("LeftThumbstickLeft", Input(deviceIndex, TYPE_AXIS, SDL_CONTROLLER_AXIS_LEFTX, -1, true));
cfg->mapInput("LeftThumbstickRight", Input(deviceIndex, TYPE_AXIS, SDL_CONTROLLER_AXIS_LEFTX, 1, true));
cfg->mapInput("LeftThumbstickClick", Input(deviceIndex, TYPE_BUTTON, SDL_CONTROLLER_BUTTON_LEFTSTICK, 1, true));
cfg->mapInput("RightThumbstickUp", Input(deviceIndex, TYPE_AXIS, SDL_CONTROLLER_AXIS_RIGHTY, -1, true));
cfg->mapInput("RightThumbstickDown", Input(deviceIndex, TYPE_AXIS, SDL_CONTROLLER_AXIS_RIGHTY, 1, true));
cfg->mapInput("RightThumbstickLeft", Input(deviceIndex, TYPE_AXIS, SDL_CONTROLLER_AXIS_RIGHTX, -1, true));
cfg->mapInput("RightThumbstickRight", Input(deviceIndex, TYPE_AXIS, SDL_CONTROLLER_AXIS_RIGHTX, 1, true));
cfg->mapInput("RightThumbstickClick", Input(deviceIndex, TYPE_BUTTON, SDL_CONTROLLER_BUTTON_RIGHTSTICK, 1, true));
}
void InputManager::addControllerByDeviceIndex(int deviceIndex)
{
// Open joystick and add it to our list.
SDL_GameController* controller = SDL_GameControllerOpen(deviceIndex);
SDL_Joystick* joy = SDL_GameControllerGetJoystick(controller);
// Add it to our list so we can close it again later.
SDL_JoystickID joyID = SDL_JoystickInstanceID(joy);
mJoysticks[joyID] = joy;
mControllers[joyID] = controller;
char guid[65];
SDL_JoystickGetGUIDString(SDL_JoystickGetGUID(joy), guid, 65);
mInputConfigs[joyID] = std::make_unique<InputConfig>(
joyID, SDL_GameControllerName(mControllers[joyID]), guid);
bool customConfig = loadInputConfig(mInputConfigs[joyID].get());
if (customConfig) {
LOG(LogInfo) << "Added controller with custom configuration: \"" <<
SDL_GameControllerName(mControllers[joyID]) << "\" (GUID: " << guid <<
", instance ID: " << joyID << ", device index: " << deviceIndex << ")";
}
else {
loadDefaultControllerConfig(joyID);
LOG(LogInfo) << "Added controller with default configuration: \"" <<
SDL_GameControllerName(mControllers[joyID]) << "\" (GUID: " << guid <<
", instance ID: " << joyID << ", device index: " << deviceIndex << ")";
}
int numAxes = SDL_JoystickNumAxes(joy);
int numButtons = SDL_JoystickNumButtons(joy);
for (int axis = 0; axis < numAxes; axis++)
mPrevAxisValues[std::make_pair(joyID, axis)] = 0;
for (int button = 0; button < numButtons; button++)
mPrevButtonValues[std::make_pair(joyID, button)] = -1;
}
void InputManager::removeControllerByJoystickID(SDL_JoystickID joyID)
{
assert(joyID != -1);
char guid[65];
SDL_Joystick* joy = SDL_JoystickFromInstanceID(joyID);
SDL_JoystickGetGUIDString(SDL_JoystickGetGUID(joy), guid, 65);
LOG(LogInfo) << "Removed controller \"" << SDL_GameControllerName(mControllers[joyID]) <<
"\" (GUID: " << guid << ", instance ID: " << joyID << ")";
// Delete mPrevAxisValues for the device.
int axisEntries = static_cast<int>(mPrevAxisValues.size());
for (int i = 0; i < axisEntries; i++) {
auto entry = mPrevAxisValues.find(std::make_pair(joyID, i));
if (entry != mPrevAxisValues.end()) {
mPrevAxisValues.erase(entry);
}
}
// Delete mPrevButtonValues for the device.
int buttonEntries = static_cast<int>(mPrevButtonValues.size());
for (int i = 0; i < buttonEntries; i++) {
auto entry = mPrevButtonValues.find(std::make_pair(joyID, i));
if (entry != mPrevButtonValues.end()) {
mPrevButtonValues.erase(entry);
}
}
auto it = mInputConfigs.find(joyID);
mInputConfigs.erase(it);
// Close the controllers.
auto controllerIt = mControllers.find(joyID);
if (controllerIt != mControllers.cend()) {
SDL_GameControllerClose(controllerIt->second);
mControllers.erase(controllerIt);
}
else {
LOG(LogError) << "Couldn't find controller to close (instance ID: " << joyID << ")";
}
}