mirror of
https://github.com/RetroDECK/ES-DE.git
synced 2025-03-06 14:27:43 +00:00
* Added initial text shaping support * Fixed some font issues * (Windows) Added initial text shaping support * (macOS) Added initial text shaping support * Disabled building of HarfBuzz-subset on Windows and macOS * (Android) Added initial text shaping support * Added the nl_NL locale to locale/languages * Changed the font VRAM usage calculation to actually only include texture data * Moved the HarfBuzz segment building to a separate function Also implemented segment caching and fixed an issue where missing glyphs were not handled correctly * Moved the text shaping to a separate function * Fixed a text shaping issue when there was a font change for the last character of a string * Added support for the pl_PL locale * Changed two font calculation functions to use shaped text Also consolidated the HarfBuzz segment creation and shaping into a single function * Added a hack to make shaped text wrap somehow correctly * Changed the text shaping function to return the segment vector * Text shaping segments are no longer created by space characters * RTL text segments are now flagged as such * Fixed an issue where text was not correctly centered after line breaks * Reverted some font changes that were not needed after all * Changed to having HarfBuzz set the horizontal glyph advance * Fixed another failure mode for the wrapText shaped text hack * Added a precaution to prevent crashes in case of broken fonts being used * Made accurate text layout work correctly using HarfBuzz * Removed the offensive wrapText hacks and added some optimizations Also changed the three dots to an actual ellipsis Unicode character when abbreviating text * Reverted a change in TextComponent as it caused unforeseen issues * Changed Font::shapeText() to pass the segments vector by reference * Removed a temporary member variable in Font and replaced it with proper argument passing * Fixed a regression where text shaping stopped working * Added sharing of glyph atlas entries between shaped glyph entries that need the same texture * Added support for the ar_EG locale * Some font-related code and comments cleanup * Fixed a source file header typo * Documentation update * Removed a lot of unnecessary text processing * Added the ICU library as a dependency * (Android) Added the ICU library as a dependency * (macOS) Added the ICU library as a dependency * (Windows) Added the ICU library as a dependency * (Windows) Fixed an MSVC compiler warning * Replaced all built-in Unicode case conversion logic and lookup tables with facilities from the ICU library * Documentation update * Updated the pl_PL translations * Added a menu title font size adjustment for the pl_PL translations * Removed support for NetBSD and OpenBSD * Changed a code comment that referred to BSD Unix * Documentation update * Silenced some Clang compiler warnings * Added experimental support for building on Haiku * (Haiku) Added a ScreenScraper platform identifier * (Haiku) Added support for the Sony PlayStation Portable (psp) game system * (Haiku) Added support for the ScummVM Game Engine (scummvm) game system * Documentation update * Updated the pl_PL translations * Changed ScreenSaver to use TextComponent instead of using Font facilities directly * Changed Window to use TextComponent instead of using Font facilities directly * Changed ButtonComponent to use TextComponent instead of using Font facilities directly * Changed SliderComponent to use TextComponent instead of using Font facilities directly * Reverted ButtonComponent and SliderComponent to render the debug overlays themselves * Changed DateTimeEditComponent to use TextComponent instead of using Font facilities directly * Minor code cleanup * Changed TextEditComponent to use TextComponent instead of using Font facilities directly * Changed Font::buildTextCache() and Font::renderTextCache() to protected functions * Changed a compiler silencing option to only apply to Clang * (Haiku) Updated CMake configuration to make ES-DE build on Haiku Nightly (but no longer on R1/beta4) * Documentation update * (Haiku) Added find rule configuration for RetroArch Also added a single core for testing purposes * Removed direct use of Font::wrapText() from OptionListComponent, TextEditComponent and TextListComponent * Removed direct use of Font::wrapText() from TextComponent * Fixed an issue where ComponentList could generate elements with negative widths * Added an assertion to GuiComponent::setSize() to check for negative mSize values * DateTimeEditComponent no longer renders the debug overlay unless there is a string to display * (FreeBSD) Added support for building with DEINIT_ON_LAUNCH * (FreeBSD) Added the man page to the CPack configuration * (FreeBSD) Added support for rebooting and powering off from inside ES-DE * (FreeBSD) Added fallback method to locate binary * Added layout and line wrapping support for shaped text and for mixing of LTR and RTL scripts * Fixed a special line wrapping scenario where a trailing space should be removed * (Windows) Fixed some MSVC compiler warnings * Fixed some Clang compiler warnings * Fixed an issue where theme names in the theme downloader could get abbreviated * Added support for the ca_AD locale * Documentation update * (Android) Fonts and locales are now copied earlier than the other assets as HarfBuzz and libintl need them earlier in the startup process * Documentation update * Added support for the de_DE locale * (Android) Added a new default find rule entry for Flycast as its application ID has been changed * Documentation update * Fixed an issue where text shaping could be permanently disabled after editing text * Fixed a potential issue where globally disabling text shaping could cause space detection to fail * Added a check for whether a text element has a width defined when the container property is set * (Android) Changed ePSXe to use %ROM% instead of %ROMSAF% * (Haiku) Added support for the PDF viewer * Updated the el_GR.po, es_ES.po, fr_FR.po, it_IT.po, ja_JP.po, ru_RU.po and zh_CN.po locale files * Documentation update * (Haiku) Added correct installation directories to the CMake configuration * (Haiku) Changed to correct installation directories * (Haiku) Added support for the correct system resource directories * (Haiku) Made sure es-pdf-convert is found under all circumstances * Updated the fr_FR translations * Updated the es_ES translations * Updated the it_IT translations * Added a menu title font size adjustment for the it_IT translations * Updated the ja_JP translations * Updated the zh_CN translations * Fixed an issue where scraping using TheGamesDB would crash the application * Added an extra check in OptionListComponent to avoid potential crashes * Removed support for the ca_AD locale * Added a code comment clarification in FileSystemUtil * Updated the pl_PL translations * Some minor code modernization in MameNames * Fixed an issue where returning from a game would sometimes make the helpsystem use the dimmed theme properties * (Haiku) Added a resource file * Added a menu title font size adjustment for the de_DE translations * (Haiku) Added support for some game systems * (Haiku) Added a HaikuPorts recipe * (Haiku) Fixed an URI issue in the HaikuPorts recipe * Documentation update * (Haiku) Added configuration for a number of game systems * Updated the it_IT translations * Documentation update * (Haiku) Updated the srcGitRev value in the HaikuPorts recipe * (Haiku) Added configuration for a number of game systems * Documentation update * (Haiku) Updated the srcGitRev value in the HaikuPorts recipe * (Haiku) Added configuration for a number of game systems * Documentation update * (Haiku) Added configuration for a number of game systems * Documentation update * (Haiku) Updated the srcGitRev value in the HaikuPorts recipe * Added basic configuration support and menu entries for theme localization * Changed a theme loading debug message * (linear-es-de) Fixed an issue where the system logo for saturnjp was incorrectly showing the western variant * (modern-es-de) Fixed an issue where the system logo for saturnjp was incorrectly showing the western variant * Updated the it_IT translations * Added support for using language variables in the theme configuration * Added localization support to DateTimeComponent * Added translations for the automatic collection names when used as theme system variables * Added localization support for the theme game counter * Added theme contextual hinting to the custom collection summary text in CollectionSystemsManager Also added translation support for a string that was previously missed * Added localization support to the label entries in capabilities.xml * Fixed a regression where horizontal text containers would sometimes not work correctly * Fixed an issue where text elements defined as gamecount using the systemdata property could not scroll horizontally * Added support for including theme files from within the colorScheme and fontSize tag pairs * Added translations for the automatic collection names (short name versions) when used as theme system variables * Fixed an incorrect code comment in CollectionSystemsManager * Added translations for the name and fullname systemdata properties for the text element * Added translation support for the metadata property for the text element * Updated all locale (.po) files with the theme engine localization additions * (linear-es-de) Added translations for en_US, en_GB and sv_SE * Documentation update * Updated the fr_FR translations * (linear-es-de) Added translations for fr_FR * Updated the ja_JP translations * Updated the zh_CN translations * (modern-es-de) Added translations for en_US, en_GB, fr_FR and sv_SE * Updated the es_ES translations * Updated the ro_RO translations * (linear-es-de) Added translations for es_ES * (linear-es-de) Added translations for ro_RO * (slate-es-de) Added translations for en_US, en_GB and sv_SE * (linear-es-de) Updated the es_ES translations * (modern-es-de) Updated the fr_FR translations * (linear-es-de) Some minor translation changes * (modern-es-de) Added translations for ro_RO * (slate-es-de) Added translations for ro_RO * Updated the it_IT translations * Updated the pt_BR translations * (linear-es-de) Added translations for it_IT * (modern-es-de) Decreased the helpsystem entry spacing * (modern-es-de) Added translations for es_ES and it_IT * (slate-es-de) Added translations for es_ES, fr_FR and it_IT * (linear-es-de) Added translations for pt_BR * (modern-es-de) Added translations for pt_BR * (slate-es-de) Added translations for pt_BR * (Haiku) Added support for the c64, plus4 and vic20 systems * Documentation update * (Haiku) Updated the srcGitRev value in the HaikuPorts recipe * Updated SDL to 2.30.6 on Android, Windows, macOS and the Linux AppImage builds * Added an ICU filter configuration file * (macOS) Reduced the ICU library size via a data filter file * (Windows) Reduced the ICU library size via a data filter file * Updated the ru_RU translations * (linear-es-de) Added translations for ru_RU * (modern-es-de) Added translations for ru_RU * (slate-es-de) Added translations for ru_RU * Added a menu title font size adjustment for the ru_RU translations * Removed an unnecessary element resize in ScrollableContainer * Fixed a line breaking issue * Added theme engine translations for 'unknown' metadata values for developer, publisher, genre and players * Added theme engine translations for 'never' and 'unknown' date values * (linear-es-de) Added translations for ja_JP and zh_CN * (modern-es-de) Added translations for ja_JP and zh_CN * (slate-es-de) Added translations for ja_JP and zh_CN * Updated all locales with new theme engine translations * Fixed an issue where the text element defaultValue property no longer worked correctly * (modern-es-de) Added some capitalized default metadata values * Documentation update * pdated the el_GR translations * (linear-es-de) Updated the system metadata * (linear-es-de) Added sv_SE translations for all system hardware types * Updated the de_DE translations * Updated the pl_PL translations * Bundled the July 2024 release of the Mozilla TLS/SSL certificates * Updated the MAME index files to include ROMs up to MAME version 0.269 * (linear-es-de) Added translations for pl_PL * Added the VirtualXT RetroArch core as an alternative emulator for the dos and pc systems * Added the Stella 2023 RetroArch core as an alternative emulator for the atari2600 system * Removed support for the ar_EG, de_DE, el_GR and nl_NL locales and moved their .po files to an archive directory * Documentation update * (modern-es-de) Added translations for pl_PL * (slate-es-de) Added translations for pl_PL * Updated SDL to 2.30.7 on Android, Windows, macOS and the Linux AppImage builds * Updated the fr_FR translations * Added support for the new Lime3DS binary names on Linux, macOS and Windows * Added some missing find rules for Lime3DS * (Windows) Added 'Shortcut' as an alternative emulator for the switch system Also added the .lnk file extension * Added jgenesis as an alternative emulator for the famicom, gamegear, gb, gbc, genesis, mastersystem, megacd, megacdjp, megadrive, megadrivejp, nes, segacd, sfc, snes and snesna systems on Linux and Windows * Documentation update * Added izapple2 standalone as an alternative emulator for the apple2 system on Linux and Windows * (Android) Added support for the Microsoft Windows (windows) game system using the Winlator emulator * (Android) Added Winlator PRoot Cmod standalone as an alternative emulator for the windows system * Documentation update * (Android) Added support for the PC Arcade Systems (pcarcade) and Taito Type X (type-x) game systems * Bumped the version to 3.1.0 * (modern-es-de) Eliminated an annoying debug message * (linear-es-de) Added some missing metadata files * (linear-es-de) Added some missing sv_SE translations * Updated the Winlator emulator names * Documentation update * Documentation update for the 3.1.0 release * Updated latest_release.json for the 3.1.0 release * Fixed a typo in the changelog * Documentation update * (Haiku) Updated the srcGitRev value in the HaikuPorts recipe * Bumped the version to 3.1.1-alpha * Video player resources are now completely freed up after finishing view transitions * Changed a rounding in ScrollableContainer to slightly decrease the risk of glyphs getting cut off at the bottom of the container * Added the Nanum Square Neo Korean font * Added support for the ko_KR locale * Fixed an issue where newly entered ScreenScraper username and password values were positioned incorrectly vertically in the account settings menu * Documentation update * Changed the position of the ko_KR language * Changed the ja_JP position in the languages file * Fixed an issue where attempting to view media for a game that had no downloaded media paused the playback of all static theme videos * Documentation update * Added support for the de_DE locale * Updated the fr_FR translations * Documentation update * Updated the de_DE translations --------- Co-authored-by: Leon Styhre <leon@leonstyhre.com>
922 lines
35 KiB
C++
922 lines
35 KiB
C++
// SPDX-License-Identifier: MIT
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//
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// ES-DE Frontend
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// InputManager.cpp
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//
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// Low-level input handling.
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// Initiates and maps the keyboard and controllers.
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// Reads and writes the es_input.xml configuration file.
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//
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#include "InputManager.h"
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#include "Log.h"
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#include "Scripting.h"
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#include "Window.h"
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#include "resources/ResourceManager.h"
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#include "utils/FileSystemUtil.h"
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#include "utils/LocalizationUtil.h"
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#include "utils/PlatformUtil.h"
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#include "utils/StringUtil.h"
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#include <iostream>
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#include <pugixml.hpp>
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#define KEYBOARD_GUID_STRING "-1"
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#define CEC_GUID_STRING "-2"
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#if defined(__ANDROID__)
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#define TOUCH_GUID_STRING "-3"
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#include "utils/PlatformUtilAndroid.h"
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#endif
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namespace
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{
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int SDL_USER_CECBUTTONDOWN {-1};
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int SDL_USER_CECBUTTONUP {-1};
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} // namespace
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InputManager::InputManager() noexcept
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: mWindow {Window::getInstance()}
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#if defined(__ANDROID__)
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, mInputOverlay {InputOverlay::getInstance()}
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#endif
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, mKeyboardInputConfig {nullptr}
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, mTouchInputConfig {nullptr}
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, mCECInputConfig {nullptr}
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{
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}
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InputManager::~InputManager()
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{
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// Deinit when destroyed.
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deinit();
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}
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InputManager& InputManager::getInstance()
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{
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static InputManager instance;
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return instance;
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}
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void InputManager::init()
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{
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if (initialized())
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deinit();
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mConfigFileExists = false;
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LOG(LogInfo) << "Setting up InputManager...";
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SDL_InitSubSystem(SDL_INIT_GAMECONTROLLER);
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SDL_GameControllerEventState(SDL_ENABLE);
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SDL_StopTextInput();
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if (!Utils::FileSystem::exists(getConfigPath())) {
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LOG(LogInfo) << "No input configuration file found, default mappings will be applied";
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}
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else {
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mConfigFileExists = true;
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}
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mKeyboardInputConfig =
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std::make_unique<InputConfig>(DEVICE_KEYBOARD, "Keyboard", KEYBOARD_GUID_STRING);
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bool customConfig {loadInputConfig(mKeyboardInputConfig.get())};
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if (customConfig) {
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LOG(LogInfo) << "Added keyboard with custom configuration";
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}
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else {
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loadDefaultKBConfig();
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LOG(LogInfo) << "Added keyboard with default configuration";
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}
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#if defined(__ANDROID__)
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mTouchInputConfig = std::make_unique<InputConfig>(DEVICE_TOUCH, "Touch", TOUCH_GUID_STRING);
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loadTouchConfig();
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#endif
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// Load optional controller mappings. Normally the supported controllers should be compiled
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// into SDL as a header file, but if a user has a very rare controller that is not supported,
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// the bundled mapping is incorrect, or the SDL version is a bit older, it makes sense to be
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// able to customize this. If a controller GUID is present in the mappings file that is
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// already present inside SDL, the custom mapping will overwrite the bundled one.
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std::string mappingsFile;
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if (Settings::getInstance()->getBool("LegacyAppDataDirectory")) {
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mappingsFile = Utils::FileSystem::getAppDataDirectory() + "/es_controller_mappings.cfg";
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}
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else {
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mappingsFile =
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Utils::FileSystem::getAppDataDirectory() + "/controllers/es_controller_mappings.cfg";
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}
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if (!Utils::FileSystem::exists(mappingsFile))
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mappingsFile = ResourceManager::getInstance().getResourcePath(
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":/controllers/es_controller_mappings.cfg");
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int controllerMappings {SDL_GameControllerAddMappingsFromFile(mappingsFile.c_str())};
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if (controllerMappings != -1 && controllerMappings != 0) {
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LOG(LogInfo) << "Loaded " << controllerMappings << " controller "
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<< (controllerMappings == 1 ? "mapping" : "mappings");
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}
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int numJoysticks {SDL_NumJoysticks()};
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// Make sure that every joystick is actually supported by the GameController API.
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for (int i {0}; i < numJoysticks; ++i) {
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if (SDL_IsGameController(i))
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addControllerByDeviceIndex(nullptr, i);
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}
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SDL_USER_CECBUTTONDOWN = SDL_RegisterEvents(2);
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SDL_USER_CECBUTTONUP = SDL_USER_CECBUTTONDOWN + 1;
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mCECInputConfig = std::make_unique<InputConfig>(DEVICE_CEC, "CEC", CEC_GUID_STRING);
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loadInputConfig(mCECInputConfig.get());
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}
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void InputManager::deinit()
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{
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if (!initialized())
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return;
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for (auto it = mControllers.cbegin(); it != mControllers.cend(); ++it)
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SDL_GameControllerClose(it->second);
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mControllers.clear();
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mJoysticks.clear();
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mPrevAxisValues.clear();
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mPrevButtonValues.clear();
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mInputConfigs.clear();
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mKeyboardInputConfig.reset();
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mTouchInputConfig.reset();
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mCECInputConfig.reset();
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SDL_GameControllerEventState(SDL_DISABLE);
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SDL_QuitSubSystem(SDL_INIT_GAMECONTROLLER);
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}
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void InputManager::writeDeviceConfig(InputConfig* config)
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{
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assert(initialized());
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std::string path {getConfigPath()};
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LOG(LogDebug) << "InputManager::writeDeviceConfig(): "
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"Saving input configuration file to \""
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<< path << "\"";
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pugi::xml_document doc;
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if (Utils::FileSystem::exists(path)) {
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// Merge files.
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#if defined(_WIN64)
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pugi::xml_parse_result result {
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doc.load_file(Utils::String::stringToWideString(path).c_str())};
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#else
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pugi::xml_parse_result result {doc.load_file(path.c_str())};
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#endif
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if (!result) {
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LOG(LogError) << "Couldn't parse input configuration file: " << result.description();
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}
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else {
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// Successfully loaded, delete the old entry if it exists.
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pugi::xml_node root {doc.child("inputList")};
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if (root) {
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// If inputAction @type=onfinish is set, let doOnFinish command take care of
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// creating input configuration. We just put the input configuration into a
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// temporary input config file.
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pugi::xml_node actionnode {
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root.find_child_by_attribute("inputAction", "type", "onfinish")};
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if (actionnode) {
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path = getTemporaryConfigPath();
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doc.reset();
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root = doc.append_child("inputList");
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root.append_copy(actionnode);
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}
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else {
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pugi::xml_node oldEntry {root.find_child_by_attribute(
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"inputConfig", "deviceGUID", config->getDeviceGUIDString().c_str())};
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if (oldEntry)
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root.remove_child(oldEntry);
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oldEntry = root.find_child_by_attribute("inputConfig", "deviceName",
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config->getDeviceName().c_str());
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if (oldEntry)
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root.remove_child(oldEntry);
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}
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}
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}
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}
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pugi::xml_node root {doc.child("inputList")};
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if (!root)
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root = doc.append_child("inputList");
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config->writeToXML(root);
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#if defined(_WIN64)
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doc.save_file(Utils::String::stringToWideString(path).c_str());
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#else
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doc.save_file(path.c_str());
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#endif
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Scripting::fireEvent("config-changed");
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Scripting::fireEvent("controls-changed");
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// Execute any doOnFinish commands and reload the config for changes.
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doOnFinish();
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mConfigFileExists = true;
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loadInputConfig(config);
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}
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void InputManager::doOnFinish()
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{
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assert(initialized());
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std::string path {getConfigPath()};
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pugi::xml_document doc;
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if (Utils::FileSystem::exists(path)) {
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#if defined(_WIN64)
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pugi::xml_parse_result result {
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doc.load_file(Utils::String::stringToWideString(path).c_str())};
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#else
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pugi::xml_parse_result result {doc.load_file(path.c_str())};
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#endif
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if (!result) {
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LOG(LogError) << "Couldn't parse input configuration file: " << result.description();
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}
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else {
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pugi::xml_node root {doc.child("inputList")};
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if (root) {
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root = root.find_child_by_attribute("inputAction", "type", "onfinish");
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if (root) {
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for (pugi::xml_node command {root.child("command")}; command;
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command = command.next_sibling("command")) {
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std::string tocall {command.text().get()};
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LOG(LogInfo) << " " << tocall;
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std::cout << "==============================================\n"
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"input config finish command:\n";
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int exitCode = Utils::Platform::runSystemCommand(tocall);
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std::cout << "==============================================\n";
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if (exitCode != 0) {
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LOG(LogWarning) << "...launch terminated with nonzero exit code "
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<< exitCode << "!";
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}
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}
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}
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}
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}
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}
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}
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std::string InputManager::getConfigPath()
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{
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if (Settings::getInstance()->getBool("LegacyAppDataDirectory"))
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return Utils::FileSystem::getAppDataDirectory() + "/es_input.xml";
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else
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return Utils::FileSystem::getAppDataDirectory() + "/settings/es_input.xml";
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}
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std::string InputManager::getTemporaryConfigPath()
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{
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if (Settings::getInstance()->getBool("LegacyAppDataDirectory"))
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return Utils::FileSystem::getAppDataDirectory() + "/es_temporaryinput.xml";
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else
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return Utils::FileSystem::getAppDataDirectory() + "/settings/es_temporaryinput.xml";
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}
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int InputManager::getNumConfiguredDevices()
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{
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int num {0};
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for (auto it = mInputConfigs.cbegin(); it != mInputConfigs.cend(); ++it)
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if (it->second->isConfigured())
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++num;
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if (mKeyboardInputConfig->isConfigured())
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++num;
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#if defined(__ANDROID__)
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if (mTouchInputConfig->isConfigured())
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++num;
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#endif
|
|
|
|
if (mCECInputConfig->isConfigured())
|
|
++num;
|
|
|
|
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 defined(__ANDROID__)
|
|
else if (deviceId == DEVICE_TOUCH)
|
|
return TOUCH_GUID_STRING;
|
|
#endif
|
|
else 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";
|
|
}
|
|
|
|
std::string guid(65, '\0');
|
|
SDL_JoystickGetGUIDString(SDL_JoystickGetGUID(it->second), &guid[0], 64);
|
|
guid.erase(guid.find('\0'));
|
|
return guid;
|
|
}
|
|
|
|
InputConfig* InputManager::getInputConfigByDevice(int device)
|
|
{
|
|
if (device == DEVICE_KEYBOARD)
|
|
return mKeyboardInputConfig.get();
|
|
#if defined(__ANDROID__)
|
|
else if (device == DEVICE_TOUCH)
|
|
return mTouchInputConfig.get();
|
|
#endif
|
|
else if (device == DEVICE_CEC)
|
|
return mCECInputConfig.get();
|
|
else
|
|
return mInputConfigs[device].get();
|
|
}
|
|
|
|
bool InputManager::parseEvent(const SDL_Event& event)
|
|
{
|
|
bool causedEvent {false};
|
|
int32_t axisValue {0};
|
|
|
|
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 {0};
|
|
if (abs(axisValue) <= deadzone) {
|
|
normValue = 0;
|
|
}
|
|
else {
|
|
if (axisValue > 0)
|
|
normValue = 1;
|
|
else
|
|
normValue = -1;
|
|
}
|
|
|
|
mWindow->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 behavior
|
|
// 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;
|
|
|
|
mWindow->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 (SDL_IsTextInputActive()) {
|
|
// Paste from clipboard.
|
|
#if defined(__APPLE__)
|
|
if (event.key.keysym.mod & KMOD_GUI && event.key.keysym.sym == SDLK_v) {
|
|
#else
|
|
if ((event.key.keysym.mod & KMOD_CTRL && event.key.keysym.sym == SDLK_v) ||
|
|
(event.key.keysym.mod & KMOD_SHIFT && event.key.keysym.sym == SDLK_INSERT)) {
|
|
#endif
|
|
if (SDL_HasClipboardText()) {
|
|
char* clipboardText {SDL_GetClipboardText()};
|
|
mWindow->textInput(clipboardText, true);
|
|
SDL_free(clipboardText);
|
|
return true;
|
|
}
|
|
}
|
|
|
|
// Handle backspace presses.
|
|
if (event.key.keysym.sym == SDLK_BACKSPACE)
|
|
mWindow->textInput("\b");
|
|
}
|
|
|
|
if (event.key.repeat)
|
|
return false;
|
|
|
|
#if defined(__ANDROID__)
|
|
// Quit application if the back button is pressed or if the back gesture is used,
|
|
// unless we're set as the Android home app.
|
|
if (event.key.keysym.sym == SDLK_AC_BACK &&
|
|
Settings::getInstance()->getBool("BackEventAppExit") &&
|
|
!AndroidVariables::sIsHomeApp) {
|
|
SDL_Event quit {};
|
|
quit.type = SDL_QUIT;
|
|
SDL_PushEvent(&quit);
|
|
return false;
|
|
}
|
|
#endif
|
|
// There is no need to handle the OS-default quit shortcut (Alt + F4 on Windows and
|
|
// Linux and Command + Q on macOS) as that's taken care of by the window manager.
|
|
// The exception is Android as there are are no default quit shortcuts on this OS.
|
|
std::string quitShortcut {Settings::getInstance()->getString("KeyboardQuitShortcut")};
|
|
#if defined(__APPLE__)
|
|
if (quitShortcut != "CmdQ") {
|
|
#elif defined(__ANDROID__)
|
|
if (!AndroidVariables::sIsHomeApp) {
|
|
#else
|
|
if (quitShortcut != "AltF4") {
|
|
#endif
|
|
bool quitES {false};
|
|
#if defined(__ANDROID__)
|
|
if (quitShortcut == "AltF4" && event.key.keysym.sym == SDLK_F4 &&
|
|
(event.key.keysym.mod & KMOD_LALT))
|
|
quitES = true;
|
|
else if (quitShortcut == "F4" && event.key.keysym.sym == SDLK_F4 &&
|
|
#else
|
|
if (quitShortcut == "F4" && event.key.keysym.sym == SDLK_F4 &&
|
|
#endif
|
|
!(event.key.keysym.mod & KMOD_LALT))
|
|
quitES = true;
|
|
else if (quitShortcut == "CtrlQ" && event.key.keysym.sym == SDLK_q &&
|
|
event.key.keysym.mod & KMOD_CTRL)
|
|
quitES = true;
|
|
else if (quitShortcut == "AltQ" && event.key.keysym.sym == SDLK_q &&
|
|
event.key.keysym.mod & KMOD_LALT)
|
|
quitES = true;
|
|
|
|
if (quitES) {
|
|
SDL_Event quit {};
|
|
quit.type = SDL_QUIT;
|
|
SDL_PushEvent(&quit);
|
|
return false;
|
|
}
|
|
}
|
|
|
|
if (Settings::getInstance()->getBool("InputIgnoreKeyboard"))
|
|
return true;
|
|
|
|
mWindow->input(getInputConfigByDevice(DEVICE_KEYBOARD),
|
|
Input(DEVICE_KEYBOARD, TYPE_KEY, event.key.keysym.sym, 1, false));
|
|
return true;
|
|
}
|
|
case SDL_KEYUP: {
|
|
if (Settings::getInstance()->getBool("InputIgnoreKeyboard"))
|
|
return true;
|
|
|
|
mWindow->input(getInputConfigByDevice(DEVICE_KEYBOARD),
|
|
Input(DEVICE_KEYBOARD, TYPE_KEY, event.key.keysym.sym, 0, false));
|
|
return true;
|
|
}
|
|
#if defined(__ANDROID__)
|
|
case SDL_FINGERDOWN: {
|
|
if (!Settings::getInstance()->getBool("InputTouchOverlay"))
|
|
return false;
|
|
|
|
const int buttonID {mInputOverlay.getButtonId(
|
|
SDL_FINGERDOWN, event.tfinger.fingerId + 1, event.tfinger.x, event.tfinger.y)};
|
|
if (buttonID != -2) {
|
|
mWindow->input(getInputConfigByDevice(DEVICE_TOUCH),
|
|
Input(DEVICE_TOUCH, TYPE_TOUCH, buttonID, 1, false));
|
|
return true;
|
|
}
|
|
else {
|
|
return false;
|
|
}
|
|
}
|
|
case SDL_FINGERUP: {
|
|
if (!Settings::getInstance()->getBool("InputTouchOverlay"))
|
|
return false;
|
|
|
|
const int buttonID {mInputOverlay.getButtonId(SDL_FINGERUP, event.tfinger.fingerId + 1,
|
|
event.tfinger.x, event.tfinger.y)};
|
|
if (buttonID != -2) {
|
|
mWindow->input(getInputConfigByDevice(DEVICE_TOUCH),
|
|
Input(DEVICE_TOUCH, TYPE_TOUCH, buttonID, 0, false));
|
|
|
|
return true;
|
|
}
|
|
else {
|
|
return false;
|
|
}
|
|
}
|
|
case SDL_FINGERMOTION: {
|
|
if (!Settings::getInstance()->getBool("InputTouchOverlay"))
|
|
return false;
|
|
|
|
bool releasedButton {false};
|
|
const int buttonID {
|
|
mInputOverlay.getButtonId(SDL_FINGERMOTION, event.tfinger.fingerId + 1,
|
|
event.tfinger.x, event.tfinger.y, &releasedButton)};
|
|
|
|
if (buttonID == -2)
|
|
return false;
|
|
|
|
if (releasedButton) {
|
|
mWindow->input(getInputConfigByDevice(DEVICE_TOUCH),
|
|
Input(DEVICE_TOUCH, TYPE_TOUCH, buttonID, 0, false));
|
|
return true;
|
|
}
|
|
else {
|
|
mWindow->input(getInputConfigByDevice(DEVICE_TOUCH),
|
|
Input(DEVICE_TOUCH, TYPE_TOUCH, buttonID, 1, false));
|
|
return true;
|
|
}
|
|
}
|
|
#endif
|
|
case SDL_TEXTINPUT: {
|
|
mWindow->textInput(event.text.text);
|
|
break;
|
|
}
|
|
case SDL_CONTROLLERDEVICEADDED: {
|
|
addControllerByDeviceIndex(mWindow, event.cdevice.which);
|
|
return true;
|
|
}
|
|
case SDL_CONTROLLERDEVICEREMOVED: {
|
|
removeControllerByJoystickID(mWindow, event.cdevice.which);
|
|
return false;
|
|
}
|
|
}
|
|
|
|
if ((event.type == static_cast<unsigned int>(SDL_USER_CECBUTTONDOWN)) ||
|
|
(event.type == static_cast<unsigned int>(SDL_USER_CECBUTTONUP))) {
|
|
mWindow->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::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())};
|
|
|
|
// With the move to the SDL GameController API the button layout changed quite a lot, so
|
|
// 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
|
|
// 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("Back", Input(DEVICE_KEYBOARD, TYPE_KEY, SDLK_F1, 1, true));
|
|
cfg->mapInput("Start", Input(DEVICE_KEYBOARD, TYPE_KEY, SDLK_ESCAPE, 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;
|
|
|
|
// clang-format off
|
|
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));
|
|
// clang-format on
|
|
}
|
|
|
|
void InputManager::loadTouchConfig()
|
|
{
|
|
#if defined(__ANDROID__)
|
|
InputConfig* cfg {mTouchInputConfig.get()};
|
|
|
|
if (cfg->isConfigured())
|
|
return;
|
|
|
|
// clang-format off
|
|
cfg->mapInput("Up", Input(DEVICE_TOUCH, TYPE_TOUCH, SDL_CONTROLLER_BUTTON_DPAD_UP, 1, true));
|
|
cfg->mapInput("Down", Input(DEVICE_TOUCH, TYPE_TOUCH, SDL_CONTROLLER_BUTTON_DPAD_DOWN, 1, true));
|
|
cfg->mapInput("Left", Input(DEVICE_TOUCH, TYPE_TOUCH, SDL_CONTROLLER_BUTTON_DPAD_LEFT, 1, true));
|
|
cfg->mapInput("Right", Input(DEVICE_TOUCH, TYPE_TOUCH, SDL_CONTROLLER_BUTTON_DPAD_RIGHT, 1, true));
|
|
cfg->mapInput("Start", Input(DEVICE_TOUCH, TYPE_TOUCH, SDL_CONTROLLER_BUTTON_START, 1, true));
|
|
cfg->mapInput("Back", Input(DEVICE_TOUCH, TYPE_TOUCH, SDL_CONTROLLER_BUTTON_BACK, 1, true));
|
|
cfg->mapInput("A", Input(DEVICE_TOUCH, TYPE_TOUCH, SDL_CONTROLLER_BUTTON_A, 1, true));
|
|
cfg->mapInput("B", Input(DEVICE_TOUCH, TYPE_TOUCH, SDL_CONTROLLER_BUTTON_B, 1, true));
|
|
cfg->mapInput("X", Input(DEVICE_TOUCH, TYPE_TOUCH, SDL_CONTROLLER_BUTTON_X, 1, true));
|
|
cfg->mapInput("Y", Input(DEVICE_TOUCH, TYPE_TOUCH, SDL_CONTROLLER_BUTTON_Y, 1, true));
|
|
cfg->mapInput("LeftShoulder", Input(DEVICE_TOUCH, TYPE_TOUCH, SDL_CONTROLLER_BUTTON_LEFTSHOULDER, 1, true));
|
|
cfg->mapInput("RightShoulder", Input(DEVICE_TOUCH, TYPE_TOUCH, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER, 1, true));
|
|
cfg->mapInput("LeftTrigger", Input(DEVICE_TOUCH, TYPE_TOUCH, InputOverlay::TriggerButtons::TRIGGER_LEFT, 1, true));
|
|
cfg->mapInput("RightTrigger", Input(DEVICE_TOUCH, TYPE_TOUCH, InputOverlay::TriggerButtons::TRIGGER_RIGHT, 1, true));
|
|
// clang-format on
|
|
#endif
|
|
}
|
|
|
|
void InputManager::addControllerByDeviceIndex(Window* window, int deviceIndex)
|
|
{
|
|
// Open joystick and add it to our list.
|
|
SDL_GameController* controller {SDL_GameControllerOpen(deviceIndex)};
|
|
|
|
if (controller == nullptr) {
|
|
LOG(LogError) << "Couldn't add controller with device index " << deviceIndex << " ("
|
|
<< SDL_GetError() << ")";
|
|
return;
|
|
}
|
|
|
|
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;
|
|
|
|
std::string guid(65, '\0');
|
|
SDL_JoystickGetGUIDString(SDL_JoystickGetGUID(joy), &guid[0], 64);
|
|
guid.erase(guid.find('\0'));
|
|
|
|
if (guid.substr(0, 32) == "00000000000000000000000000000000") {
|
|
// This can occur if there are SDL bugs or controller driver bugs.
|
|
LOG(LogWarning)
|
|
<< "Attempted to add an invalid controller entry with zero GUID, buggy drivers?";
|
|
SDL_GameControllerClose(controller);
|
|
mControllers.erase(mControllers.find(joyID));
|
|
mJoysticks.erase(mJoysticks.find(joyID));
|
|
return;
|
|
}
|
|
|
|
mInputConfigs[joyID] =
|
|
std::make_unique<InputConfig>(joyID, SDL_GameControllerName(mControllers[joyID]), guid);
|
|
|
|
bool customConfig {loadInputConfig(mInputConfigs[joyID].get())};
|
|
|
|
#if SDL_MAJOR_VERSION > 2 || (SDL_MAJOR_VERSION == 2 && SDL_MINOR_VERSION > 0) || \
|
|
(SDL_MAJOR_VERSION == 2 && SDL_MINOR_VERSION == 0 && SDL_PATCHLEVEL >= 14)
|
|
const std::string serialNumber {SDL_GameControllerGetSerial(controller) == nullptr ?
|
|
"" :
|
|
SDL_GameControllerGetSerial(controller)};
|
|
#else
|
|
const std::string serialNumber;
|
|
#endif
|
|
|
|
if (customConfig) {
|
|
LOG(LogInfo) << "Added controller with custom configuration: \""
|
|
<< SDL_GameControllerName(mControllers[joyID]) << "\" (GUID: " << guid
|
|
<< ", serial number: " << (serialNumber == "" ? "n/a" : serialNumber)
|
|
<< ", instance ID: " << joyID << ", device index: " << deviceIndex << ")";
|
|
}
|
|
else {
|
|
loadDefaultControllerConfig(joyID);
|
|
LOG(LogInfo) << "Added controller with default configuration: \""
|
|
<< SDL_GameControllerName(mControllers[joyID]) << "\" (GUID: " << guid
|
|
<< ", serial number: " << (serialNumber == "" ? "n/a" : serialNumber)
|
|
<< ", instance ID: " << joyID << ", device index: " << deviceIndex << ")";
|
|
}
|
|
|
|
if (window != nullptr) {
|
|
window->queueInfoPopup(
|
|
Utils::String::format(
|
|
_("ADDED INPUT DEVICE '%s'"),
|
|
Utils::String::toUpper(std::string(SDL_GameControllerName(mControllers[joyID])))
|
|
.c_str()),
|
|
4000);
|
|
}
|
|
|
|
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(Window* window, SDL_JoystickID joyID)
|
|
{
|
|
assert(joyID != -1);
|
|
|
|
std::string guid(65, '\0');
|
|
SDL_Joystick* joy {SDL_JoystickFromInstanceID(joyID)};
|
|
SDL_JoystickGetGUIDString(SDL_JoystickGetGUID(joy), &guid[0], 64);
|
|
guid.erase(guid.find('\0'));
|
|
|
|
if (guid.substr(0, 32) == "00000000000000000000000000000000") {
|
|
// This can occur if there are SDL bugs or controller driver bugs.
|
|
LOG(LogWarning)
|
|
<< "Attempted to remove an invalid controller entry with zero GUID, buggy drivers?";
|
|
return;
|
|
}
|
|
|
|
#if SDL_MAJOR_VERSION > 2 || (SDL_MAJOR_VERSION == 2 && SDL_MINOR_VERSION > 0) || \
|
|
(SDL_MAJOR_VERSION == 2 && SDL_MINOR_VERSION == 0 && SDL_PATCHLEVEL >= 14)
|
|
const std::string serialNumber {SDL_GameControllerGetSerial(mControllers[joyID]) == nullptr ?
|
|
"" :
|
|
SDL_GameControllerGetSerial(mControllers[joyID])};
|
|
#else
|
|
const std::string serialNumber;
|
|
#endif
|
|
|
|
LOG(LogInfo) << "Removed controller \"" << SDL_GameControllerName(mControllers[joyID])
|
|
<< "\" (GUID: " << guid
|
|
<< ", serial number: " << (serialNumber == "" ? "n/a" : serialNumber)
|
|
<< ", instance ID: " << joyID << ")";
|
|
|
|
if (window != nullptr) {
|
|
window->queueInfoPopup(
|
|
Utils::String::format(
|
|
_("REMOVED INPUT DEVICE '%s'"),
|
|
Utils::String::toUpper(std::string(SDL_GameControllerName(mControllers[joyID])))
|
|
.c_str()),
|
|
4000);
|
|
}
|
|
|
|
// 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 controller and remove its entry.
|
|
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 << ")";
|
|
}
|
|
|
|
// Remove the joystick entry.
|
|
auto joystickIt = mJoysticks.find(joyID);
|
|
if (joystickIt != mJoysticks.cend()) {
|
|
mJoysticks.erase(joystickIt);
|
|
}
|
|
else {
|
|
LOG(LogError) << "Couldn't find joystick entry to remove (instance ID: " << joyID << ")";
|
|
}
|
|
}
|