Migrated to the SDL2 GameController API.

This commit is contained in:
Leon Styhre 2021-05-22 22:18:00 +02:00
parent 65e119cff9
commit 0bde8dc79d
9 changed files with 520 additions and 516 deletions

View file

@ -527,9 +527,8 @@ int main(int argc, char* argv[])
}
}
// Dont generate joystick events while we're loading.
// (Hopefully fixes "automatically started emulator" bug.)
SDL_JoystickEventState(SDL_DISABLE);
// Don't generate controller events while we're loading.
SDL_GameControllerEventState(SDL_DISABLE);
// Preload what we can right away instead of waiting for the user to select it.
// This makes for no delays when accessing content, but a longer startup time.
@ -538,23 +537,14 @@ int main(int argc, char* argv[])
if (splashScreen && splashScreenProgress)
window.renderLoadingScreen("Done");
// Choose which GUI to open depending on if an input configuration already exists and
// whether the flag to force the input configuration was passed from the command line.
// Open the input configuration GUI if the flag to force this was passed from the command line.
if (!loadSystemsStatus) {
if (!forceInputConfig && Utils::FileSystem::exists(InputManager::getConfigPath()) &&
InputManager::getInstance()->getNumConfiguredDevices() > 0) {
ViewController::get()->goToStart();
}
else if (forceInputConfig) {
if (forceInputConfig) {
window.pushGui(new GuiDetectDevice(&window, true, true, [] {
ViewController::get()->goToStart(); }));
ViewController::get()->goToStart(); }));
}
else {
if (InputManager::getInstance()->getNumJoysticks() > 0)
window.pushGui(new GuiDetectDevice(&window, true, false, [] {
ViewController::get()->goToStart(); }));
else
ViewController::get()->goToStart();
ViewController::get()->goToStart();
}
}
@ -566,8 +556,8 @@ int main(int argc, char* argv[])
LOG(LogInfo) << FileData::getMediaDirectory();
}
// Generate joystick events since we're done loading.
SDL_JoystickEventState(SDL_ENABLE);
// Generate controller events since we're done loading.
SDL_GameControllerEventState(SDL_ENABLE);
int lastTime = SDL_GetTicks();
const auto applicationEndTime = std::chrono::system_clock::now();

View file

@ -161,15 +161,6 @@ bool UIModeController::isValidInput(InputConfig* config, Input input)
if ((config->getMappedTo(input).size() == 0) || // Not a mapped input, so ignore it.
(!input.value)) // Not a key-down event.
return false;
else if (input.type == TYPE_HAT) {
// When the hat goes back to neutral, getMappedTo() will return entries for all
// four directions as the neutral cancels any of them out. So a neutral is
// equivalent to a key-up event and should therefore be ignored.
if (config->getMappedTo(input).size() == 4)
return false;
else
return true;
}
else
return true;
}

View file

@ -198,28 +198,6 @@ void ViewController::noGamesDialog()
void ViewController::goToStart()
{
// Check if the keyboard config is set as application default, meaning no user
// configuration has been performed.
if (InputManager::getInstance()->
getInputConfigByDevice(DEVICE_KEYBOARD)->getDefaultConfigFlag()) {
LOG(LogInfo) << "Applying default keyboard mappings...";
if (Settings::getInstance()->getBool("ShowDefaultKeyboardWarning")) {
std::string message = "NO KEYBOARD CONFIGURATION COULD BE\n"
"FOUND IN ES_INPUT.CFG, SO APPLYING THE\n"
"DEFAULT KEYBOARD MAPPINGS. IT'S HOWEVER\n"
"RECOMMENDED TO SETUP YOUR OWN KEYBOARD\n"
"CONFIGURATION. TO DO SO, CHOOSE THE ENTRY\n"
"'CONFIGURE INPUT' ON THE MAIN MENU.";
mWindow->pushGui(new GuiMsgBox(mWindow, HelpStyle(), message.c_str(),
"OK", nullptr, "DON'T SHOW AGAIN", [] {
Settings::getInstance()->setBool("ShowDefaultKeyboardWarning", false);
Settings::getInstance()->saveFile();
}));
}
}
// If the system view does not exist, then create it. We do this here as it would
// otherwise not be done if jumping directly into a specific game system on startup.
if (!mSystemListView)

View file

@ -12,33 +12,38 @@
#include <pugixml.hpp>
// Some utility functions.
std::string inputTypeToString(InputType type)
InputConfig::InputConfig(
int deviceId,
const std::string& deviceName,
const std::string& deviceGUID)
: mDeviceId(deviceId),
mDeviceName(deviceName),
mDeviceGUID(deviceGUID)
{
}
std::string InputConfig::inputTypeToString(InputType type)
{
switch (type) {
case TYPE_AXIS:
return "axis";
case TYPE_BUTTON:
return "button";
case TYPE_HAT:
return "hat";
case TYPE_KEY:
return "key";
case TYPE_CEC_BUTTON:
return "cec-button";
default:
return "error";
case TYPE_AXIS:
return "axis";
case TYPE_BUTTON:
return "button";
case TYPE_KEY:
return "key";
case TYPE_CEC_BUTTON:
return "cec-button";
default:
return "error";
}
}
InputType stringToInputType(const std::string& type)
InputType InputConfig::stringToInputType(const std::string& type)
{
if (type == "axis")
return TYPE_AXIS;
if (type == "button")
return TYPE_BUTTON;
if (type == "hat")
return TYPE_HAT;
if (type == "key")
return TYPE_KEY;
if (type == "cec-button")
@ -46,25 +51,13 @@ InputType stringToInputType(const std::string& type)
return TYPE_COUNT;
}
std::string toLower(std::string str)
std::string InputConfig::toLower(std::string str)
{
for (unsigned int i = 0; i < str.length(); i++)
str[i] = static_cast<char>(tolower(str[i]));
return str;
}
// End of utility functions.
InputConfig::InputConfig(
int deviceId,
const std::string& deviceName,
const std::string& deviceGUID)
: mDeviceId(deviceId),
mDeviceName(deviceName),
mDeviceGUID(deviceGUID),
mDefaultConfigFlag(false)
{
}
void InputConfig::clear()
{
@ -88,25 +81,6 @@ void InputConfig::unmapInput(const std::string& name)
mNameMap.erase(it);
}
bool InputConfig::getInputByName(const std::string& name, Input* result)
{
auto it = mNameMap.find(toLower(name));
if (it != mNameMap.cend()) {
*result = it->second;
return true;
}
return false;
}
int InputConfig::getInputIDByName(const std::string& name)
{
auto it = mNameMap.find(toLower(name));
if (it != mNameMap.cend()) {
return it->second.id;
}
return -1;
}
bool InputConfig::isMappedTo(const std::string& name, Input input)
{
Input comp;
@ -114,9 +88,6 @@ bool InputConfig::isMappedTo(const std::string& name, Input input)
return false;
if (comp.configured && comp.type == input.type && comp.id == input.id) {
if (comp.type == TYPE_HAT)
return (input.value == 0 || input.value & comp.value);
if (comp.type == TYPE_AXIS)
return input.value == 0 || comp.value == input.value;
else
@ -170,12 +141,6 @@ std::vector<std::string> InputConfig::getMappedTo(Input input)
continue;
if (chk.device == input.device && chk.type == input.type && chk.id == input.id) {
if (chk.type == TYPE_HAT) {
if (input.value == 0 || input.value & chk.value)
maps.push_back(iterator->first);
continue;
}
if (input.type == TYPE_AXIS) {
if (input.value == 0 || chk.value == input.value)
maps.push_back(iterator->first);
@ -188,6 +153,25 @@ std::vector<std::string> InputConfig::getMappedTo(Input input)
return maps;
}
bool InputConfig::getInputByName(const std::string& name, Input* result)
{
auto it = mNameMap.find(toLower(name));
if (it != mNameMap.cend()) {
*result = it->second;
return true;
}
return false;
}
int InputConfig::getInputIDByName(const std::string& name)
{
auto it = mNameMap.find(toLower(name));
if (it != mNameMap.cend()) {
return it->second.id;
}
return -1;
}
void InputConfig::loadFromXML(pugi::xml_node& node)
{
clear();
@ -228,7 +212,7 @@ void InputConfig::writeToXML(pugi::xml_node& parent)
cfg.append_attribute("deviceName") = "CEC";
}
else {
cfg.append_attribute("type") = "joystick";
cfg.append_attribute("type") = "controller";
cfg.append_attribute("deviceName") = mDeviceName.c_str();
}

View file

@ -22,7 +22,6 @@
enum InputType {
TYPE_AXIS,
TYPE_BUTTON,
TYPE_HAT,
TYPE_KEY,
TYPE_CEC_BUTTON,
TYPE_COUNT
@ -64,19 +63,6 @@ public:
{
}
std::string getHatDir(int val)
{
if (val & SDL_HAT_UP)
return "up";
else if (val & SDL_HAT_DOWN)
return "down";
else if (val & SDL_HAT_LEFT)
return "left";
else if (val & SDL_HAT_RIGHT)
return "right";
return "neutral?";
}
std::string getCECButtonName(int keycode)
{
return CECInput::getKeyCodeString(keycode);
@ -86,14 +72,11 @@ public:
{
std::stringstream stream;
switch (type) {
case TYPE_BUTTON:
stream << "Button " << id;
break;
case TYPE_AXIS:
stream << "Axis " << id << (value > 0 ? "+" : "-");
break;
case TYPE_HAT:
stream << "Hat " << id << " " << getHatDir(value);
case TYPE_BUTTON:
stream << "Button " << id;
break;
case TYPE_KEY:
stream << "Key " << SDL_GetKeyName((SDL_Keycode)id);
@ -115,18 +98,17 @@ class InputConfig
public:
InputConfig(int deviceId, const std::string& deviceName, const std::string& deviceGUID);
// Utility functions.
std::string inputTypeToString(InputType type);
InputType stringToInputType(const std::string& type);
std::string toLower(std::string str);
void clear();
bool isConfigured();
void mapInput(const std::string& name, Input input);
void unmapInput(const std::string& name); // Unmap all Inputs mapped to this name.
inline int getDeviceId() const { return mDeviceId; };
inline const std::string& getDeviceName() { return mDeviceName; }
inline const std::string& getDeviceGUIDString() { return mDeviceGUID; }
void setDefaultConfigFlag() { mDefaultConfigFlag = true; };
void unsetDefaultConfigFlag() { mDefaultConfigFlag = false; };
bool getDefaultConfigFlag() { return mDefaultConfigFlag; };
// Returns true if Input is mapped to this name, false otherwise.
bool isMappedTo(const std::string& name, Input input);
bool isMappedLike(const std::string& name, Input input);
@ -142,14 +124,15 @@ public:
void loadFromXML(pugi::xml_node& root);
void writeToXML(pugi::xml_node& parent);
bool isConfigured();
inline int getDeviceId() const { return mDeviceId; };
inline const std::string& getDeviceName() { return mDeviceName; }
inline const std::string& getDeviceGUIDString() { return mDeviceGUID; }
private:
std::map<std::string, Input> mNameMap;
const int mDeviceId;
const std::string mDeviceName;
const std::string mDeviceGUID;
bool mDefaultConfigFlag;
};
#endif // ES_CORE_INPUT_CONFIG_H

View file

@ -10,38 +10,22 @@
#include "InputManager.h"
#include "resources/ResourceManager.h"
#include "utils/FileSystemUtil.h"
#include "utils/StringUtil.h"
#include "CECInput.h"
#include "Log.h"
#include "Platform.h"
#include "Scripting.h"
#include "Window.h"
#include <SDL2/SDL.h>
#include <assert.h>
#include <iostream>
#include <pugixml.hpp>
#define KEYBOARD_GUID_STRING "-1"
#define CEC_GUID_STRING "-2"
// There are four distinct IDs used for joysticks:
// 1. Device index - this is the "lowest level" identifier, and is just the Nth joystick plugged
// in to the system (like /dev/js#). It can change even if the device is the same, and is
// only used to open joysticks (required to receive SDL events).
// 2. SDL_JoystickID - this is an ID for each joystick that is supposed to remain consistent
// between plugging and unplugging. ES doesn't care if it does, though.
// 3. "Device ID" - this is something I made up and is what InputConfig's getDeviceID() returns.
// This is actually just an SDL_JoystickID (also called instance ID), but -1 means "keyboard"
// instead of "error."
// 4. Joystick GUID - this is some squashed version of joystick vendor, version, and a bunch of
// other device-specific things. It should remain the same across runs of the program/system
// restarts/device reordering and is what I use to identify which joystick to load.
// Hack for CEC support.
int SDL_USER_CECBUTTONDOWN = -1;
int SDL_USER_CECBUTTONUP = -1;
int SDL_USER_CECBUTTONUP = -1;
InputManager* InputManager::sInstance = nullptr;
@ -67,80 +51,67 @@ void InputManager::init()
if (initialized())
deinit();
SDL_SetHint(SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS,
Settings::getInstance()->getBool("BackgroundJoystickInput") ? "1" : "0");
SDL_InitSubSystem(SDL_INIT_JOYSTICK);
SDL_JoystickEventState(SDL_ENABLE);
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 exists";
}
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");
}
// First, open all currently present joysticks.
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++)
addJoystickByDeviceIndex(i);
mKeyboardInputConfig = new InputConfig(DEVICE_KEYBOARD, "Keyboard", KEYBOARD_GUID_STRING);
loadInputConfig(mKeyboardInputConfig);
SDL_USER_CECBUTTONDOWN = SDL_RegisterEvents(2);
SDL_USER_CECBUTTONUP = SDL_USER_CECBUTTONDOWN + 1;
CECInput::init();
mCECInputConfig = new InputConfig(DEVICE_CEC, "CEC", CEC_GUID_STRING);
loadInputConfig(mCECInputConfig);
}
void InputManager::addJoystickByDeviceIndex(int id)
{
assert(id >= 0 && id < SDL_NumJoysticks());
// Open joystick & add to our list.
SDL_Joystick* joy = SDL_JoystickOpen(id);
assert(joy);
// Add it to our list so we can close it again later.
SDL_JoystickID joyId = SDL_JoystickInstanceID(joy);
mJoysticks[joyId] = joy;
char guid[65];
SDL_JoystickGetGUIDString(SDL_JoystickGetGUID(joy), guid, 65);
// Create the InputConfig.
mInputConfigs[joyId] = new InputConfig(joyId, SDL_JoystickName(joy), guid);
if (!loadInputConfig(mInputConfigs[joyId]))
LOG(LogInfo) << "Added unconfigured joystick " << SDL_JoystickName(joy) << " (GUID: " <<
guid << ", instance ID: " << joyId << ", device index: " << id << ").";
else
LOG(LogInfo) << "Added known joystick " << SDL_JoystickName(joy) << " (instance ID: " <<
joyId << ", device index: " << id << ")";
// Set up the prevAxisValues.
int numAxes = SDL_JoystickNumAxes(joy);
mPrevAxisValues[joyId] = new int[numAxes];
// Initialize array to 0.
std::fill(mPrevAxisValues[joyId], mPrevAxisValues[joyId] + numAxes, 0);
}
void InputManager::removeJoystickByJoystickID(SDL_JoystickID joyId)
{
assert(joyId != -1);
// Delete old prevAxisValues.
auto axisIt = mPrevAxisValues.find(joyId);
delete[] axisIt->second;
mPrevAxisValues.erase(axisIt);
// Delete old InputConfig.
auto it = mInputConfigs.find(joyId);
delete it->second;
mInputConfigs.erase(it);
// Close the joystick.
auto joyIt = mJoysticks.find(joyId);
if (joyIt != mJoysticks.cend()) {
SDL_JoystickClose(joyIt->second);
mJoysticks.erase(joyIt);
}
else {
LOG(LogError) << "Could not find joystick to close (instance ID: " << joyId << ")";
}
mCECInputConfig = std::make_unique<InputConfig>(DEVICE_CEC, "CEC", CEC_GUID_STRING);
loadInputConfig(mCECInputConfig.get());
}
void InputManager::deinit()
@ -148,32 +119,22 @@ void InputManager::deinit()
if (!initialized())
return;
for (auto it = mJoysticks.cbegin(); it != mJoysticks.cend(); it++)
SDL_JoystickClose(it->second);
mJoysticks.clear();
for (auto it = mControllers.cbegin(); it != mControllers.cend(); it++)
SDL_GameControllerClose(it->second);
for (auto it = mInputConfigs.cbegin(); it != mInputConfigs.cend(); it++)
delete it->second;
mControllers.clear();
mJoysticks.clear();
mPrevAxisValues.clear();
mPrevButtonValues.clear();
mInputConfigs.clear();
for (auto it = mPrevAxisValues.cbegin(); it != mPrevAxisValues.cend(); it++)
delete[] it->second;
mPrevAxisValues.clear();
if (mKeyboardInputConfig != nullptr) {
delete mKeyboardInputConfig;
mKeyboardInputConfig = nullptr;
}
if (mCECInputConfig != nullptr) {
delete mCECInputConfig;
mCECInputConfig = nullptr;
}
mKeyboardInputConfig.reset();
mCECInputConfig.reset();
CECInput::deinit();
SDL_JoystickEventState(SDL_DISABLE);
SDL_QuitSubSystem(SDL_INIT_JOYSTICK);
SDL_GameControllerEventState(SDL_DISABLE);
SDL_QuitSubSystem(SDL_INIT_GAMECONTROLLER);
if (sInstance) {
delete sInstance;
@ -181,243 +142,6 @@ void InputManager::deinit()
}
}
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::getAxisCountByDevice(SDL_JoystickID id)
{
return SDL_JoystickNumAxes(mJoysticks[id]);
}
int InputManager::getButtonCountByDevice(SDL_JoystickID id)
{
if (id == DEVICE_KEYBOARD)
return 120; // It's a lot, okay.
else if (id == DEVICE_CEC)
#if defined(HAVE_CECLIB)
return CEC::CEC_USER_CONTROL_CODE_MAX;
#else // HAVE_LIBCEF
return 0;
#endif // HAVE_CECLIB
else
return SDL_JoystickNumButtons(mJoysticks[id]);
}
InputConfig* InputManager::getInputConfigByDevice(int device)
{
if (device == DEVICE_KEYBOARD)
return mKeyboardInputConfig;
else if (device == DEVICE_CEC)
return mCECInputConfig;
else
return mInputConfigs[device];
}
bool InputManager::parseEvent(const SDL_Event& ev, Window* window)
{
bool causedEvent = false;
int32_t axisValue;
switch (ev.type) {
case SDL_JOYAXISMOTION:
// This should hopefully prevent a potential crash if the controller was unplugged
// while a game was running.
if (!mInputConfigs[ev.jaxis.which])
return false;
axisValue = ev.jaxis.value;
// For the analog trigger buttons, convert the negative<->positive axis values to only
// positive values in order to avoid registering double inputs. This is only a
// temporary solution until ES has been updated to use the SDL GameController API.
if (ev.jaxis.axis == mInputConfigs[ev.jaxis.which]->getInputIDByName("lefttrigger") ||
ev.jaxis.axis == mInputConfigs[ev.jaxis.which]->getInputIDByName("righttrigger")) {
axisValue += 32768;
axisValue /= 2;
}
// Check if the input value switched boundaries.
if ((abs(axisValue) > DEADZONE) !=
(abs(mPrevAxisValues[ev.jaxis.which][ev.jaxis.axis]) > DEADZONE)) {
int normValue;
if (abs(axisValue) <= DEADZONE) {
normValue = 0;
}
else {
if (axisValue > 0)
normValue = 1;
else
normValue = -1;
}
window->input(getInputConfigByDevice(ev.jaxis.which), Input(ev.jaxis.which,
TYPE_AXIS, ev.jaxis.axis, normValue, false));
causedEvent = true;
}
mPrevAxisValues[ev.jaxis.which][ev.jaxis.axis] = axisValue;
return causedEvent;
case SDL_JOYBUTTONDOWN:
case SDL_JOYBUTTONUP:
if (!mInputConfigs[ev.jaxis.which])
return false;
window->input(getInputConfigByDevice(ev.jbutton.which), Input(ev.jbutton.which,
TYPE_BUTTON, ev.jbutton.button, ev.jbutton.state == SDL_PRESSED, false));
return true;
case SDL_JOYHATMOTION:
if (!mInputConfigs[ev.jaxis.which])
return false;
window->input(getInputConfigByDevice(ev.jhat.which), Input(ev.jhat.which,
TYPE_HAT, ev.jhat.hat, ev.jhat.value, false));
return true;
case SDL_KEYDOWN:
if (ev.key.keysym.sym == SDLK_BACKSPACE && SDL_IsTextInputActive())
window->textInput("\b");
if (ev.key.repeat)
return false;
if (ev.key.keysym.sym == SDLK_F4) {
SDL_Event quit;
quit.type = SDL_QUIT;
SDL_PushEvent(&quit);
return false;
}
window->input(getInputConfigByDevice(DEVICE_KEYBOARD), Input(DEVICE_KEYBOARD,
TYPE_KEY, ev.key.keysym.sym, 1, false));
return true;
case SDL_KEYUP:
window->input(getInputConfigByDevice(DEVICE_KEYBOARD), Input(DEVICE_KEYBOARD,
TYPE_KEY, ev.key.keysym.sym, 0, false));
return true;
case SDL_TEXTINPUT:
window->textInput(ev.text.text);
break;
case SDL_JOYDEVICEADDED:
// ev.jdevice.which is a device index.
addJoystickByDeviceIndex(ev.jdevice.which);
return true;
case SDL_JOYDEVICEREMOVED:
// ev.jdevice.which is an SDL_JoystickID (instance ID).
removeJoystickByJoystickID(ev.jdevice.which);
return false;
}
if ((ev.type == static_cast<unsigned int>(SDL_USER_CECBUTTONDOWN)) ||
(ev.type == static_cast<unsigned int>(SDL_USER_CECBUTTONUP))) {
window->input(getInputConfigByDevice(DEVICE_CEC), Input(DEVICE_CEC,
TYPE_CEC_BUTTON, ev.user.code, ev.type ==
static_cast<unsigned int>(SDL_USER_CECBUTTONDOWN), false));
return true;
}
return false;
}
bool InputManager::loadInputConfig(InputConfig* config)
{
std::string path = getConfigPath();
if (!Utils::FileSystem::exists(path)) {
if (config->getDeviceName() == "Keyboard") {
LOG(LogDebug) << "InputManager::loadInputConfig(): Will assign default keyboard "
"mappings as there is no es_input.cfg configuration file";
loadDefaultKBConfig();
config->setDefaultConfigFlag();
}
return false;
}
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) << "Error parsing input config: " << 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());
if (!configNode)
configNode = root.find_child_by_attribute("inputConfig",
"deviceName", config->getDeviceName().c_str());
if (!configNode) {
if (config->getDeviceName() == "Keyboard") {
LOG(LogDebug) << "InputManager::loadInputConfig(): Assigning default keyboard "
"mappings as there is no keyboard configuration in es_input.cfg.";
loadDefaultKBConfig();
config->setDefaultConfigFlag();
return true;
}
else {
return false;
}
}
config->loadFromXML(configNode);
return true;
}
// If there is no es_input.cfg file or if the user has not yet configured the keyboard
// mappings, then load these defaults.
void InputManager::loadDefaultKBConfig()
{
InputConfig* cfg = getInputConfigByDevice(DEVICE_KEYBOARD);
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("select", 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::writeDeviceConfig(InputConfig* config)
{
assert(initialized());
@ -425,7 +149,7 @@ void InputManager::writeDeviceConfig(InputConfig* config)
std::string path = getConfigPath();
LOG(LogDebug) << "InputManager::writeDeviceConfig(): "
"Saving input configuration file to " << path;
"Saving input configuration file to \"" << path << "\"";
pugi::xml_document doc;
@ -438,7 +162,7 @@ void InputManager::writeDeviceConfig(InputConfig* config)
pugi::xml_parse_result result = doc.load_file(path.c_str());
#endif
if (!result) {
LOG(LogError) << "Error parsing input config: " << result.description();
LOG(LogError) << "Couldn't parse input configuration file: " << result.description();
}
else {
// Successfully loaded, delete the old entry if it exists.
@ -486,6 +210,7 @@ void InputManager::writeDeviceConfig(InputConfig* config)
// Execute any doOnFinish commands and reload the config for changes.
doOnFinish();
mConfigFileExists = true;
loadInputConfig(config);
}
@ -504,7 +229,7 @@ void InputManager::doOnFinish()
#endif
if (!result) {
LOG(LogError) << "Couldn't parse input config: " << result.description();
LOG(LogError) << "Couldn't parse input configuration file: " << result.description();
}
else {
pugi::xml_node root = doc.child("inputList");
@ -546,18 +271,26 @@ std::string InputManager::getTemporaryConfigPath()
return path;
}
bool InputManager::initialized() const
int InputManager::getNumJoysticks()
{
return mKeyboardInputConfig != nullptr;
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++) {
for (auto it = mInputConfigs.cbegin(); it != mInputConfigs.cend(); it++)
if (it->second->isConfigured())
num++;
}
if (mKeyboardInputConfig->isConfigured())
num++;
@ -568,6 +301,25 @@ int InputManager::getNumConfiguredDevices()
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)
@ -579,10 +331,329 @@ std::string InputManager::getDeviceGUIDString(int deviceId)
auto it = mJoysticks.find(deviceId);
if (it == mJoysticks.cend()) {
LOG(LogError) << "getDeviceGUIDString - deviceId " << deviceId << " not found!";
return "something went horribly wrong";
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: {
// 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;
// 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: {
// 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: {
if (event.key.keysym.sym == SDLK_BACKSPACE && SDL_IsTextInputActive())
window->textInput("\b");
if (event.key.repeat)
return false;
if (event.key.keysym.sym == SDLK_F4) {
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: {
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: {
addJoystickByDeviceIndex(event.cdevice.which);
return true;
}
case SDL_CONTROLLERDEVICEREMOVED: {
removeJoystickByJoystickID(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());
// Enabling this will match an entry in es_input.cfg 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
// es_input.cfg 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
// type set to "controller" (which is now applied when saving the es_input.cfg 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("select", 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("Select", 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::addJoystickByDeviceIndex(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::removeJoystickByJoystickID(SDL_JoystickID deviceIndex)
{
assert(deviceIndex != -1);
// Delete mPrevAxisValues for the device.
int axisEntries = mPrevAxisValues.size();
for (int i = 0; i < axisEntries; i++) {
auto entry = mPrevAxisValues.find(std::make_pair(deviceIndex, i));
if (entry != mPrevAxisValues.end()) {
mPrevAxisValues.erase(entry);
}
}
// Delete mPrevButtonValues for the device.
int buttonEntries = mPrevButtonValues.size();
for (int i = 0; i < buttonEntries; i++) {
auto entry = mPrevButtonValues.find(std::make_pair(deviceIndex, i));
if (entry != mPrevButtonValues.end()) {
mPrevButtonValues.erase(entry);
}
}
auto it = mInputConfigs.find(deviceIndex);
mInputConfigs.erase(it);
// Close the controllers.
auto controllerIt = mControllers.find(deviceIndex);
if (controllerIt != mControllers.cend()) {
SDL_GameControllerClose(controllerIt->second);
mControllers.erase(controllerIt);
}
else {
LOG(LogError) << "Couldn't find controller to close (instance ID: " << deviceIndex << ")";
}
}

View file

@ -11,6 +11,8 @@
#ifndef ES_CORE_INPUT_MANAGER_H
#define ES_CORE_INPUT_MANAGER_H
#include <SDL2/SDL.h>
#if defined(__linux__) || defined(_WIN64)
#include <SDL2/SDL_joystick.h>
#else
@ -18,61 +20,62 @@
#endif
#include <map>
#include <memory>
#include <string>
class InputConfig;
class Window;
union SDL_Event;
// You should only ever instantiate one of these, by the way.
class InputManager
{
public:
InputManager();
virtual ~InputManager();
static InputManager* getInstance();
void writeDeviceConfig(InputConfig* config);
void doOnFinish();
static std::string getConfigPath();
static std::string getTemporaryConfigPath();
void init();
void deinit();
void writeDeviceConfig(InputConfig* config);
void doOnFinish();
static std::string getConfigPath();
static std::string getTemporaryConfigPath();
int getNumJoysticks();
int getNumConfiguredDevices();
int getAxisCountByDevice(int deviceId);
int getButtonCountByDevice(int deviceId);
int getNumConfiguredDevices();
std::string getDeviceGUIDString(int deviceId);
InputConfig* getInputConfigByDevice(int deviceId);
bool parseEvent(const SDL_Event& ev, Window* window);
bool parseEvent(const SDL_Event& event, Window* window);
private:
InputManager();
static InputManager* sInstance;
static const int DEADZONE = 23000;
void loadDefaultKBConfig();
std::map<SDL_JoystickID, SDL_Joystick*> mJoysticks;
std::map<SDL_JoystickID, InputConfig*> mInputConfigs;
InputConfig* mKeyboardInputConfig;
InputConfig* mCECInputConfig;
std::map<SDL_JoystickID, int*> mPrevAxisValues;
bool initialized() const;
void addJoystickByDeviceIndex(int id);
void removeJoystickByJoystickID(SDL_JoystickID id);
// Returns true if successfully loaded, false if not (or if it didn't exist).
bool loadInputConfig(InputConfig* config);
void loadDefaultKBConfig();
void loadDefaultControllerConfig(SDL_JoystickID deviceIndex);
void addJoystickByDeviceIndex(int deviceIndex);
void removeJoystickByJoystickID(SDL_JoystickID deviceIndex);
static InputManager* sInstance;
static const int DEADZONE = 23000;
bool mConfigFileExists;
std::map<SDL_JoystickID, SDL_Joystick*> mJoysticks;
std::map<SDL_JoystickID, SDL_GameController*> mControllers;
std::map<SDL_JoystickID, std::unique_ptr<InputConfig>> mInputConfigs;
std::unique_ptr<InputConfig> mKeyboardInputConfig;
std::unique_ptr<InputConfig> mCECInputConfig;
std::map<std::pair<SDL_JoystickID, int>, int> mPrevAxisValues;
std::map<std::pair<SDL_JoystickID, int>, int> mPrevButtonValues;
};
#endif // ES_CORE_INPUT_MANAGER_H

View file

@ -297,7 +297,6 @@ void Settings::setDefaults()
// but that are not configurable via the GUI.
//
mBoolMap["ShowDefaultKeyboardWarning"] = { true, true };
mStringMap["ROMDirectory"] = { "", "" };
mIntMap["ScraperResizeMaxWidth"] = { 600, 600 };
mIntMap["ScraperResizeMaxHeight"] = { 0, 0 };
@ -306,7 +305,6 @@ void Settings::setDefaults()
// Hardcoded or program-internal settings.
//
mBoolMap["BackgroundJoystickInput"] = { false, false };
mBoolMap["DebugGrid"] = { false, false };
mBoolMap["DebugText"] = { false, false };
mBoolMap["DebugImage"] = { false, false };

View file

@ -0,0 +1,6 @@
# This file can be used to add mappings for controllers that are not supported by SDL by default.
# Either modify the file at its default location or copy it to ~/.emulationstation/
#
# Configuration entries should be in the format described at this URL:
# https://github.com/gabomdq/SDL_GameControllerDB