sdl: handle gamepad events

Add new GamepadButton enum with bits corresponding to AppleJack button bits.
Both the AppleJack controller and the SDL GameController coincidentally define
one d-pad, two shoulder buttons, four face buttons, and three system buttons.
This makes mapping modern game controllers to the AppleJack straightforward.
This commit is contained in:
Keith Kaisershot 2024-10-06 23:28:01 -07:00
parent 6696248158
commit d23f21b391
3 changed files with 93 additions and 1 deletions

View File

@ -40,6 +40,8 @@ enum : uint32_t {
MOUSE_EVENT_BUTTON = 1 << 1, MOUSE_EVENT_BUTTON = 1 << 1,
KEYBOARD_EVENT_DOWN = 1 << 0, KEYBOARD_EVENT_DOWN = 1 << 0,
KEYBOARD_EVENT_UP = 1 << 1, KEYBOARD_EVENT_UP = 1 << 1,
GAMEPAD_EVENT_DOWN = 1 << 0,
GAMEPAD_EVENT_UP = 1 << 1,
}; };
class MouseEvent { class MouseEvent {
@ -65,6 +67,36 @@ public:
uint16_t keys_state; uint16_t keys_state;
}; };
/* AppleJack bits 3-7 are supported but unused */
enum GamepadButton : uint8_t {
Red = 14,
Green = 15,
Yellow = 9,
Blue = 8,
FrontLeft = 0,
FrontMiddle = 1,
FrontRight = 2,
LeftTrigger = 17,
RightTrigger = 16,
Up = 10,
Down = 13,
Left = 11,
Right = 12,
};
class GamepadEvent {
public:
GamepadEvent() = default;
~GamepadEvent() = default;
uint32_t gamepad_id;
uint32_t flags;
uint8_t button;
};
class EventManager { class EventManager {
public: public:
static EventManager* get_instance() { static EventManager* get_instance() {
@ -91,6 +123,11 @@ public:
_keyboard_signal.connect_method(inst, func); _keyboard_signal.connect_method(inst, func);
} }
template <typename T>
void add_gamepad_handler(T* inst, void (T::*func)(const GamepadEvent&)) {
_gamepad_signal.connect_method(inst, func);
}
template <typename T> template <typename T>
void add_post_handler(T *inst, void (T::*func)()) { void add_post_handler(T *inst, void (T::*func)()) {
_post_signal.connect_method(inst, func); _post_signal.connect_method(inst, func);
@ -110,6 +147,7 @@ private:
CoreSignal<const WindowEvent&> _window_signal; CoreSignal<const WindowEvent&> _window_signal;
CoreSignal<const MouseEvent&> _mouse_signal; CoreSignal<const MouseEvent&> _mouse_signal;
CoreSignal<const KeyboardEvent&> _keyboard_signal; CoreSignal<const KeyboardEvent&> _keyboard_signal;
CoreSignal<const GamepadEvent&> _gamepad_signal;
CoreSignal<> _post_signal; CoreSignal<> _post_signal;
uint64_t events_captured = 0; uint64_t events_captured = 0;

View File

@ -130,6 +130,52 @@ void EventManager::poll_events()
} }
break; break;
case SDL_CONTROLLERBUTTONDOWN: {
GamepadEvent ge;
switch (event.cbutton.button) {
case SDL_CONTROLLER_BUTTON_BACK: ge.button = GamepadButton::FrontLeft; break;
case SDL_CONTROLLER_BUTTON_GUIDE: ge.button = GamepadButton::FrontMiddle; break;
case SDL_CONTROLLER_BUTTON_START: ge.button = GamepadButton::FrontRight; break;
case SDL_CONTROLLER_BUTTON_Y: ge.button = GamepadButton::Blue; break;
case SDL_CONTROLLER_BUTTON_X: ge.button = GamepadButton::Yellow; break;
case SDL_CONTROLLER_BUTTON_DPAD_UP: ge.button = GamepadButton::Up; break;
case SDL_CONTROLLER_BUTTON_DPAD_LEFT: ge.button = GamepadButton::Left; break;
case SDL_CONTROLLER_BUTTON_DPAD_RIGHT: ge.button = GamepadButton::Right; break;
case SDL_CONTROLLER_BUTTON_DPAD_DOWN: ge.button = GamepadButton::Down; break;
case SDL_CONTROLLER_BUTTON_A: ge.button = GamepadButton::Red; break;
case SDL_CONTROLLER_BUTTON_B: ge.button = GamepadButton::Green; break;
case SDL_CONTROLLER_BUTTON_RIGHTSHOULDER: ge.button = GamepadButton::RightTrigger; break;
case SDL_CONTROLLER_BUTTON_LEFTSHOULDER: ge.button = GamepadButton::LeftTrigger; break;
}
ge.gamepad_id = event.cbutton.which;
ge.flags = GAMEPAD_EVENT_DOWN;
this->_gamepad_signal.emit(ge);
}
break;
case SDL_CONTROLLERBUTTONUP: {
GamepadEvent ge;
switch (event.cbutton.button) {
case SDL_CONTROLLER_BUTTON_BACK: ge.button = GamepadButton::FrontLeft; break;
case SDL_CONTROLLER_BUTTON_GUIDE: ge.button = GamepadButton::FrontMiddle; break;
case SDL_CONTROLLER_BUTTON_START: ge.button = GamepadButton::FrontRight; break;
case SDL_CONTROLLER_BUTTON_Y: ge.button = GamepadButton::Blue; break;
case SDL_CONTROLLER_BUTTON_X: ge.button = GamepadButton::Yellow; break;
case SDL_CONTROLLER_BUTTON_DPAD_UP: ge.button = GamepadButton::Up; break;
case SDL_CONTROLLER_BUTTON_DPAD_LEFT: ge.button = GamepadButton::Left; break;
case SDL_CONTROLLER_BUTTON_DPAD_RIGHT: ge.button = GamepadButton::Right; break;
case SDL_CONTROLLER_BUTTON_DPAD_DOWN: ge.button = GamepadButton::Down; break;
case SDL_CONTROLLER_BUTTON_A: ge.button = GamepadButton::Red; break;
case SDL_CONTROLLER_BUTTON_B: ge.button = GamepadButton::Green; break;
case SDL_CONTROLLER_BUTTON_RIGHTSHOULDER: ge.button = GamepadButton::RightTrigger; break;
case SDL_CONTROLLER_BUTTON_LEFTSHOULDER: ge.button = GamepadButton::LeftTrigger; break;
}
ge.gamepad_id = event.cbutton.which;
ge.flags = GAMEPAD_EVENT_UP;
this->_gamepad_signal.emit(ge);
}
break;
default: default:
unhandled_events++; unhandled_events++;
} }

View File

@ -30,11 +30,19 @@ extern "C" void remap_appkit_menu_shortcuts();
#endif #endif
bool init() { bool init() {
if (SDL_Init(SDL_INIT_VIDEO)) { if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMECONTROLLER)) {
LOG_F(ERROR, "SDL_Init error: %s", SDL_GetError()); LOG_F(ERROR, "SDL_Init error: %s", SDL_GetError());
return false; return false;
} }
int num_joysticks = SDL_NumJoysticks();
for (int i = 0; i < num_joysticks; ++i) {
if (SDL_IsGameController(i)) {
SDL_GameControllerOpen(i); /* only support one controller for now */
break;
}
}
#ifdef __APPLE__ #ifdef __APPLE__
remap_appkit_menu_shortcuts(); remap_appkit_menu_shortcuts();
#endif #endif