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- #include "IZ_gamecontroller.h"
-
- static INI_ConfigItem game_controller_config_items[IZ_PLAYERS * (IZ_CONTROLS + IZ_GAME_CONTROLLER_DEFAULT_CONFIGS) + 1];
-
- bool IZ_GameControllerIsValidAxisThreshold(u16 value) {
- return (IZ_GAME_CONTROLLER_MIN_AXIS_THRESHOLD <= value && value <= IZ_GAME_CONTROLLER_MAX_AXIS_THRESHOLD);
- }
-
- void IZ_GameControllerHandleDeviceEvents(IZ_GameControllerState* state, SDL_Event e) {
- if (e.type == SDL_CONTROLLERDEVICEADDED) {
- u8 game_controllers_count = SDL_NumJoysticks();
- if (game_controllers_count <= IZ_PLAYERS && !state->device) {
- state->device = SDL_GameControllerOpen(e.cdevice.which);
- }
- return;
- }
-
- if (e.type == SDL_CONTROLLERDEVICEREMOVED) {
- if (
- state->device
- && SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(state->device)) == e.cdevice.which
- ) {
- state->device = NULL;
- }
- }
- }
-
- void IZ_GameControllerHandleAxisEvents(IZ_GameControllerState* state, IZ_Action* action, SDL_Event e) {
- if (e.type != SDL_CONTROLLERAXISMOTION) {
- return;
- }
-
- u8 control_index;
-
- for (control_index = 0; control_index < IZ_CONTROLS; control_index += 1) {
- const char* current_axis_name = SDL_GameControllerGetStringForAxis(e.caxis.axis);
- if (!current_axis_name) {
- continue;
- }
-
- char current_positive_axis_full_name[IZ_GAME_CONTROLLER_MAX_CONTROL_NAME_LENGTH];
- sprintf(
- current_positive_axis_full_name,
- "axis:+%s",
- current_axis_name
- );
-
- char current_negative_axis_full_name[IZ_GAME_CONTROLLER_MAX_CONTROL_NAME_LENGTH];
- sprintf(
- current_negative_axis_full_name,
- "axis:-%s",
- current_axis_name
- );
-
- bool is_capture = false;
- const u16 bitflag = (0x1 << control_index);
- if (
- strstr(state->config.control_mapping[control_index], current_positive_axis_full_name)
- || strstr(state->config.control_mapping[control_index], current_negative_axis_full_name)
- ) {
- *action &= ~bitflag;
- // should we implement actions that do not cancel out across input controllers?
- // add extra byte for source of action:
- // 0x1 - keyboard
- // 0x2 - game controller dpad
- // 0x4 - game controller left stick
- // 0x8 - game controller right stick
- // 0x10 - other device
- }
-
- char current_axis_full_name[IZ_GAME_CONTROLLER_MAX_CONTROL_NAME_LENGTH];
- if (e.caxis.value > 0) {
- IZ_memcpy(
- current_axis_full_name,
- IZ_GAME_CONTROLLER_MAX_CONTROL_NAME_LENGTH,
- current_positive_axis_full_name,
- IZ_GAME_CONTROLLER_MAX_CONTROL_NAME_LENGTH
- );
- is_capture = e.caxis.value > state->config.axis_threshold;
- }
- if (e.caxis.value < 0) {
- IZ_memcpy(
- current_axis_full_name,
- IZ_GAME_CONTROLLER_MAX_CONTROL_NAME_LENGTH,
- current_negative_axis_full_name,
- IZ_GAME_CONTROLLER_MAX_CONTROL_NAME_LENGTH
- );
- is_capture = e.jaxis.value <= -state->config.axis_threshold;
- }
-
- if (!strstr(state->config.control_mapping[control_index], current_axis_full_name)) {
- continue;
- }
-
- if (!is_capture) {
- continue;
- }
-
- *action |= bitflag;
- }
- }
-
- void IZ_GameControllerHandleButtonEvents(IZ_GameControllerState* state, IZ_Action* action, SDL_Event e) {
- u8 control_index;
- for (control_index = 0; control_index < IZ_CONTROLS; control_index += 1) {
- const char* current_button_name = SDL_GameControllerGetStringForButton(e.cbutton.button);
- if (!current_button_name) {
- continue;
- }
-
- char current_button_full_name[IZ_GAME_CONTROLLER_MAX_CONTROL_NAME_LENGTH];
- sprintf(
- current_button_full_name,
- "button:%s",
- current_button_name
- );
-
- if (!strstr(state->config.control_mapping[control_index], current_button_full_name)) {
- continue;
- }
-
- const u16 bitflag = (0x1 << control_index);
- if (e.type == SDL_CONTROLLERBUTTONDOWN) {
- *action |= bitflag;
- return;
- }
-
- if (e.type == SDL_CONTROLLERBUTTONUP) {
- *action &= ~bitflag;
- return;
- }
- }
- }
-
- void IZ_GameControllerHandleEvents(IZ_GameControllerState(* state)[IZ_PLAYERS], IZ_Action(* action)[IZ_PLAYERS], SDL_Event e) {
- u8 player_index;
- for (player_index = 0; player_index < IZ_PLAYERS; player_index += 1) {
- IZ_GameControllerHandleDeviceEvents(&(*state)[player_index], e);
- IZ_GameControllerHandleAxisEvents(&(*state)[player_index], &(*action)[player_index], e);
- IZ_GameControllerHandleButtonEvents(&(*state)[player_index], &(*action)[player_index], e);
- }
- }
-
- void IZ_GameControllerBindStateToConfig(IZ_GameControllerState(* state)[IZ_PLAYERS], INI_ConfigItem config_items[]) {
- u8 player_index;
- u8 control_index;
- for (player_index = 0; player_index < IZ_PLAYERS; player_index += 1) {
- // The `+ 3` corresponds to the first three config items. Add as appropriate.
- u8 base_index = (player_index * (IZ_CONTROLS + IZ_GAME_CONTROLLER_DEFAULT_CONFIGS));
- config_items[base_index + 0].dest = &((*state)[player_index].config.axis_threshold);
- config_items[base_index + 1].dest = &((*state)[player_index].config.guid);
- for (control_index = 0; control_index < IZ_CONTROLS; control_index += 1) {
- config_items[base_index + IZ_GAME_CONTROLLER_DEFAULT_CONFIGS + control_index].dest = &((*state)[player_index].config.control_mapping[control_index]);
- }
- }
- }
-
- IZ_ProcedureResult IZ_GameControllerSaveConfig(IZ_GameControllerState(* state)[IZ_PLAYERS], const char* config_path) {
- IZ_GameControllerBindStateToConfig(state, game_controller_config_items);
- return INI_ConfigSave(game_controller_config_items, config_path);
- }
-
- void IZ_GameControllerInitializeConfigItems(INI_ConfigItem config_items[]) {
- u8 player_index;
- u8 control_index;
- char* main_section_name;
- char* control_mapping_section_name;
- for (player_index = 0; player_index < IZ_PLAYERS; player_index += 1) {
- main_section_name = IZ_calloc(64, sizeof(char));
- sprintf(main_section_name, "GameController.%d", player_index);
- // The `+ 3` corresponds to the first three config items. Add as appropriate.
- u8 base_index = (player_index * (IZ_CONTROLS + IZ_GAME_CONTROLLER_DEFAULT_CONFIGS));
- config_items[base_index + 0] = (INI_ConfigItem) {
- INI_CONFIG_TYPE_U16,
- main_section_name,
- "AxisThreshold",
- NULL,
- &IZ_GAME_CONTROLLER_DEFAULT_STATE[player_index].config.axis_threshold,
- IZ_GameControllerIsValidAxisThreshold,
- INI_CONFIG_TRANSFORMER_NONE,
- NULL,
- };
-
- config_items[base_index + 1] = (INI_ConfigItem) {
- INI_CONFIG_TYPE_GUID,
- main_section_name,
- "GUID",
- NULL,
- &IZ_GAME_CONTROLLER_DEFAULT_STATE[player_index].config.guid,
- NULL,
- INI_CONFIG_TRANSFORMER_NONE,
- NULL,
- };
-
- control_mapping_section_name = IZ_calloc(64, sizeof(char));
- sprintf(control_mapping_section_name, "GameController.%d.ControlMapping", player_index);
- for (control_index = 0; control_index < IZ_CONTROLS; control_index += 1) {
- config_items[base_index + IZ_GAME_CONTROLLER_DEFAULT_CONFIGS + control_index] = (INI_ConfigItem) {
- INI_CONFIG_TYPE_STRING(IZ_GAME_CONTROLLER_MAX_CONTROL_NAME_LENGTH),
- control_mapping_section_name,
- IZ_ACTION_NAMES[control_index],
- NULL,
- &IZ_GAME_CONTROLLER_DEFAULT_STATE[player_index].config.control_mapping[control_index],
- NULL,
- INI_CONFIG_TRANSFORMER_NONE,
- NULL,
- };
- }
- }
-
- config_items[IZ_PLAYERS * (IZ_CONTROLS + IZ_GAME_CONTROLLER_DEFAULT_CONFIGS)] = INI_CONFIG_ITEM_NULL;
- }
-
- IZ_ProcedureResult IZ_GameControllerInitializeConfig(IZ_GameControllerState(* state)[IZ_PLAYERS], const char* config_path, u8 argc, const char* argv[]) {
- IZ_GameControllerInitializeConfigItems(game_controller_config_items);
- IZ_GameControllerBindStateToConfig(state, game_controller_config_items);
- if (INI_ConfigInitialize(game_controller_config_items, config_path, argc, argv) < 0) {
- return -1;
- }
- return 0;
- }
-
- IZ_ProcedureResult IZ_GameControllerInitialize(IZ_GameControllerState(* state)[IZ_PLAYERS], const char* config_path, u8 argc, const char* argv[]) {
- IZ_memcpy(state, sizeof(IZ_GameControllerState) * IZ_PLAYERS, &IZ_GAME_CONTROLLER_DEFAULT_STATE, sizeof(IZ_GameControllerState) * IZ_PLAYERS);
-
- // TODO query this file from the internet?
- IZ_LogInfo(IZ_LOG_CATEGORY_GENERIC, "input", "Loading game controller mappings file: %s", "assets/gamecontrollerdb.txt");
- const i16 loaded_mappings = SDL_GameControllerAddMappingsFromFile("assets/gamecontrollerdb.txt");
- if (loaded_mappings <= 0) {
- return -1;
- }
- IZ_LogInfo(IZ_LOG_CATEGORY_GENERIC, "input", "Mappings loaded: %d", loaded_mappings);
- u8 player_index;
-
- if (IZ_GameControllerInitializeConfig(state, config_path, argc, argv) < 0) {
- return -2;
- }
-
- u8 game_controllers_count = SDL_NumJoysticks();
- for (player_index = 0; player_index < game_controllers_count; player_index += 1) {
- if (player_index >= IZ_PLAYERS) {
- break;
- }
-
- (*state)[player_index].device = SDL_GameControllerOpen(state[player_index]->config.device_id);
- if (!(*state)[player_index].device) {
- break;
- }
- (*state)[player_index].config.device_id = SDL_JoystickInstanceID(SDL_GameControllerGetJoystick((*state)[player_index].device));
- SDL_GUID game_controller_guid = SDL_JoystickGetGUID(SDL_GameControllerGetJoystick((*state)[player_index].device));
- IZ_memcpy(&(*state)[player_index].config.guid, sizeof(SDL_GUID), &game_controller_guid, sizeof(SDL_GUID));
- }
-
- // Post config (after game_controller GUIDs have been queried), this is unique to game_controllers since they can be plugged in any
- // time.
- INI_ConfigSaveResult post_config_save_result = IZ_GameControllerSaveConfig(state, config_path);
- if (post_config_save_result < 0) {
- return -3;
- }
-
- return 0;
- }
-
- void IZ_GameControllerTeardown(IZ_GameControllerState(* state)[IZ_PLAYERS]) {
- u8 player_index;
- for (player_index = 0; player_index < IZ_PLAYERS; player_index += 1) {
- if (!(*state)[player_index].device) {
- continue;
- }
- SDL_GameControllerClose((*state)[player_index].device);
- }
- }
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