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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.
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6696248158
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@ -40,6 +40,8 @@ enum : uint32_t {
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MOUSE_EVENT_BUTTON = 1 << 1,
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MOUSE_EVENT_BUTTON = 1 << 1,
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KEYBOARD_EVENT_DOWN = 1 << 0,
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KEYBOARD_EVENT_DOWN = 1 << 0,
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KEYBOARD_EVENT_UP = 1 << 1,
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KEYBOARD_EVENT_UP = 1 << 1,
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GAMEPAD_EVENT_DOWN = 1 << 0,
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GAMEPAD_EVENT_UP = 1 << 1,
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};
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};
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class MouseEvent {
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class MouseEvent {
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@ -65,6 +67,36 @@ public:
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uint16_t keys_state;
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uint16_t keys_state;
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};
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};
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/* AppleJack bits 3-7 are supported but unused */
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enum GamepadButton : uint8_t {
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Red = 14,
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Green = 15,
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Yellow = 9,
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Blue = 8,
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FrontLeft = 0,
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FrontMiddle = 1,
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FrontRight = 2,
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LeftTrigger = 17,
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RightTrigger = 16,
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Up = 10,
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Down = 13,
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Left = 11,
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Right = 12,
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};
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class GamepadEvent {
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public:
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GamepadEvent() = default;
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~GamepadEvent() = default;
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uint32_t gamepad_id;
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uint32_t flags;
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uint8_t button;
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};
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class EventManager {
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class EventManager {
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public:
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public:
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static EventManager* get_instance() {
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static EventManager* get_instance() {
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@ -91,6 +123,11 @@ public:
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_keyboard_signal.connect_method(inst, func);
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_keyboard_signal.connect_method(inst, func);
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}
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}
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template <typename T>
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void add_gamepad_handler(T* inst, void (T::*func)(const GamepadEvent&)) {
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_gamepad_signal.connect_method(inst, func);
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}
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template <typename T>
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template <typename T>
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void add_post_handler(T *inst, void (T::*func)()) {
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void add_post_handler(T *inst, void (T::*func)()) {
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_post_signal.connect_method(inst, func);
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_post_signal.connect_method(inst, func);
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@ -110,6 +147,7 @@ private:
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CoreSignal<const WindowEvent&> _window_signal;
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CoreSignal<const WindowEvent&> _window_signal;
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CoreSignal<const MouseEvent&> _mouse_signal;
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CoreSignal<const MouseEvent&> _mouse_signal;
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CoreSignal<const KeyboardEvent&> _keyboard_signal;
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CoreSignal<const KeyboardEvent&> _keyboard_signal;
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CoreSignal<const GamepadEvent&> _gamepad_signal;
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CoreSignal<> _post_signal;
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CoreSignal<> _post_signal;
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uint64_t events_captured = 0;
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uint64_t events_captured = 0;
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@ -130,6 +130,52 @@ void EventManager::poll_events()
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}
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}
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break;
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break;
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case SDL_CONTROLLERBUTTONDOWN: {
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GamepadEvent ge;
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switch (event.cbutton.button) {
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case SDL_CONTROLLER_BUTTON_BACK: ge.button = GamepadButton::FrontLeft; break;
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case SDL_CONTROLLER_BUTTON_GUIDE: ge.button = GamepadButton::FrontMiddle; break;
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case SDL_CONTROLLER_BUTTON_START: ge.button = GamepadButton::FrontRight; break;
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case SDL_CONTROLLER_BUTTON_Y: ge.button = GamepadButton::Blue; break;
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case SDL_CONTROLLER_BUTTON_X: ge.button = GamepadButton::Yellow; break;
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case SDL_CONTROLLER_BUTTON_DPAD_UP: ge.button = GamepadButton::Up; break;
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case SDL_CONTROLLER_BUTTON_DPAD_LEFT: ge.button = GamepadButton::Left; break;
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case SDL_CONTROLLER_BUTTON_DPAD_RIGHT: ge.button = GamepadButton::Right; break;
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case SDL_CONTROLLER_BUTTON_DPAD_DOWN: ge.button = GamepadButton::Down; break;
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case SDL_CONTROLLER_BUTTON_A: ge.button = GamepadButton::Red; break;
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case SDL_CONTROLLER_BUTTON_B: ge.button = GamepadButton::Green; break;
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case SDL_CONTROLLER_BUTTON_RIGHTSHOULDER: ge.button = GamepadButton::RightTrigger; break;
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case SDL_CONTROLLER_BUTTON_LEFTSHOULDER: ge.button = GamepadButton::LeftTrigger; break;
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}
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ge.gamepad_id = event.cbutton.which;
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ge.flags = GAMEPAD_EVENT_DOWN;
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this->_gamepad_signal.emit(ge);
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}
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break;
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case SDL_CONTROLLERBUTTONUP: {
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GamepadEvent ge;
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switch (event.cbutton.button) {
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case SDL_CONTROLLER_BUTTON_BACK: ge.button = GamepadButton::FrontLeft; break;
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case SDL_CONTROLLER_BUTTON_GUIDE: ge.button = GamepadButton::FrontMiddle; break;
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case SDL_CONTROLLER_BUTTON_START: ge.button = GamepadButton::FrontRight; break;
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case SDL_CONTROLLER_BUTTON_Y: ge.button = GamepadButton::Blue; break;
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case SDL_CONTROLLER_BUTTON_X: ge.button = GamepadButton::Yellow; break;
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case SDL_CONTROLLER_BUTTON_DPAD_UP: ge.button = GamepadButton::Up; break;
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case SDL_CONTROLLER_BUTTON_DPAD_LEFT: ge.button = GamepadButton::Left; break;
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case SDL_CONTROLLER_BUTTON_DPAD_RIGHT: ge.button = GamepadButton::Right; break;
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case SDL_CONTROLLER_BUTTON_DPAD_DOWN: ge.button = GamepadButton::Down; break;
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case SDL_CONTROLLER_BUTTON_A: ge.button = GamepadButton::Red; break;
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case SDL_CONTROLLER_BUTTON_B: ge.button = GamepadButton::Green; break;
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case SDL_CONTROLLER_BUTTON_RIGHTSHOULDER: ge.button = GamepadButton::RightTrigger; break;
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case SDL_CONTROLLER_BUTTON_LEFTSHOULDER: ge.button = GamepadButton::LeftTrigger; break;
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}
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ge.gamepad_id = event.cbutton.which;
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ge.flags = GAMEPAD_EVENT_UP;
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this->_gamepad_signal.emit(ge);
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}
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break;
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default:
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default:
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unhandled_events++;
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unhandled_events++;
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}
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}
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10
main_sdl.cpp
10
main_sdl.cpp
@ -30,11 +30,19 @@ extern "C" void remap_appkit_menu_shortcuts();
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#endif
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#endif
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bool init() {
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bool init() {
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if (SDL_Init(SDL_INIT_VIDEO)) {
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if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMECONTROLLER)) {
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LOG_F(ERROR, "SDL_Init error: %s", SDL_GetError());
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LOG_F(ERROR, "SDL_Init error: %s", SDL_GetError());
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return false;
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return false;
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}
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}
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int num_joysticks = SDL_NumJoysticks();
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for (int i = 0; i < num_joysticks; ++i) {
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if (SDL_IsGameController(i)) {
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SDL_GameControllerOpen(i); /* only support one controller for now */
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break;
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}
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}
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#ifdef __APPLE__
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#ifdef __APPLE__
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remap_appkit_menu_shortcuts();
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remap_appkit_menu_shortcuts();
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#endif
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#endif
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