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https://github.com/Relintai/sdl2_frt.git
synced 2024-12-16 11:06:49 +01:00
Generalized the handling of instantaneous guide button presses so there's a minimum of 100 ms between guide button press and release.
This happens with at least the following controllers: All Apple MFI controllers, ASUS Gamepad, XiaoMi Bluetooth Controller
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@ -25,6 +25,7 @@
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#include "SDL_events.h"
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#include "SDL_assert.h"
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#include "SDL_hints.h"
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#include "SDL_timer.h"
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#include "SDL_sysjoystick.h"
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#include "SDL_joystick_c.h"
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#include "SDL_gamecontrollerdb.h"
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@ -38,6 +39,9 @@
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#endif
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/* Many controllers turn the center button into an instantaneous button press */
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#define SDL_MINIMUM_GUIDE_BUTTON_DELAY_MS 100
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#define SDL_CONTROLLER_PLATFORM_FIELD "platform:"
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/* a list of currently opened game controllers */
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@ -112,6 +116,7 @@ struct _SDL_GameController
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SDL_ExtendedGameControllerBind *bindings;
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SDL_ExtendedGameControllerBind **last_match_axis;
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Uint8 *last_hat_mask;
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Uint32 guide_button_down;
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struct _SDL_GameController *next; /* pointer to next game controller we have allocated */
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};
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@ -1964,6 +1969,24 @@ SDL_PrivateGameControllerButton(SDL_GameController * gamecontroller, SDL_GameCon
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}
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#endif /* !SDL_EVENTS_DISABLED */
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if (button == SDL_CONTROLLER_BUTTON_GUIDE) {
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Uint32 now = SDL_GetTicks();
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if (state == SDL_PRESSED) {
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gamecontroller->guide_button_down = now;
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if (gamecontroller->joystick->delayed_guide_button) {
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/* Skip duplicate press */
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return;
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}
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} else {
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if (!SDL_TICKS_PASSED(now, gamecontroller->guide_button_down+SDL_MINIMUM_GUIDE_BUTTON_DELAY_MS) && !gamecontroller->joystick->force_recentering) {
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gamecontroller->joystick->delayed_guide_button = SDL_TRUE;
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return;
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}
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gamecontroller->joystick->delayed_guide_button = SDL_FALSE;
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}
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}
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/* translate the event, if desired */
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posted = 0;
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#if !SDL_EVENTS_DISABLED
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@ -2012,4 +2035,17 @@ SDL_GameControllerEventState(int state)
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#endif /* SDL_EVENTS_DISABLED */
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}
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void
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SDL_GameControllerHandleDelayedGuideButton(SDL_Joystick *joystick)
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{
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SDL_GameController *controllerlist = SDL_gamecontrollers;
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while (controllerlist) {
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if (controllerlist->joystick == joystick) {
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SDL_PrivateGameControllerButton(controllerlist, SDL_CONTROLLER_BUTTON_GUIDE, SDL_RELEASED);
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break;
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}
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controllerlist = controllerlist->next;
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}
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}
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/* vi: set ts=4 sw=4 expandtab: */
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@ -208,7 +208,6 @@ static const char *s_ControllerMappings [] =
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"03000000830500006020000010010000,iBuffalo SNES Controller,a:b1,b:b0,back:b6,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,rightshoulder:b5,start:b7,x:b3,y:b2,",
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#endif
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#if defined(__ANDROID__)
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"05000000050b000000450000bf7f3f00,ASUS Gamepad,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,x:b2,y:b3,",
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"050000004c05000068020000dfff3f00,PS3 Controller,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,",
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"050000004c050000cc090000fffe3f00,PS4 Controller,a:b1,b:b17,back:b15,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b5,leftshoulder:b3,leftstick:b4,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b18,rightstick:b6,righttrigger:a4,rightx:a2,righty:a5,start:b16,x:b0,y:b2,",
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"05000000de2800000511000001000000,Steam Controller,a:b0,b:b1,back:b6,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:a3,start:b7,x:b2,y:b3,",
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@ -874,6 +874,10 @@ SDL_JoystickUpdate(void)
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for (joystick = SDL_joysticks; joystick; joystick = joystick->next) {
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SDL_SYS_JoystickUpdate(joystick);
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if (joystick->delayed_guide_button) {
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SDL_GameControllerHandleDelayedGuideButton(joystick);
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}
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if (joystick->force_recentering) {
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int i;
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@ -42,6 +42,9 @@ extern SDL_bool SDL_IsGameControllerNameAndGUID(const char *name, SDL_JoystickGU
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/* Function to return whether a game controller should be ignored */
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extern SDL_bool SDL_ShouldIgnoreGameController(const char *name, SDL_JoystickGUID guid);
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/* Handle delayed guide button on a game controller */
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extern void SDL_GameControllerHandleDelayedGuideButton(SDL_Joystick *joystick);
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/* Internal event queueing functions */
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extern void SDL_PrivateJoystickAdded(int device_index);
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extern void SDL_PrivateJoystickRemoved(SDL_JoystickID device_instance);
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@ -63,6 +63,7 @@ struct _SDL_Joystick
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int ref_count; /* Reference count for multiple opens */
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SDL_bool is_game_controller;
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SDL_bool delayed_guide_button; /* SDL_TRUE if this device has the guide button event delayed */
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SDL_bool force_recentering; /* SDL_TRUE if this device needs to have its state reset to 0 */
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SDL_JoystickPowerLevel epowerlevel; /* power level of this joystick, SDL_JOYSTICK_POWER_UNKNOWN if not supported */
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struct _SDL_Joystick *next; /* pointer to next joystick we have allocated */
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@ -31,7 +31,6 @@
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#include "SDL_joystick.h"
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#include "SDL_hints.h"
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#include "SDL_stdinc.h"
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#include "SDL_timer.h"
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#include "../SDL_sysjoystick.h"
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#include "../SDL_joystick_c.h"
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#include "../steam/SDL_steamcontroller.h"
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@ -560,8 +559,6 @@ SDL_SYS_MFIJoystickUpdate(SDL_Joystick * joystick)
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Uint8 hatstate = SDL_HAT_CENTERED;
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int i;
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int updateplayerindex = 0;
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const Uint8 pausebutton = joystick->nbuttons - 1; /* The pause button is always last. */
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const Uint32 PAUSE_RELEASE_DELAY_MS = 100;
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if (controller.extendedGamepad) {
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GCExtendedGamepad *gamepad = controller.extendedGamepad;
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@ -650,21 +647,13 @@ SDL_SYS_MFIJoystickUpdate(SDL_Joystick * joystick)
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}
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for (i = 0; i < joystick->hwdata->num_pause_presses; i++) {
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const Uint8 pausebutton = joystick->nbuttons - 1; /* The pause button is always last. */
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SDL_PrivateJoystickButton(joystick, pausebutton, SDL_PRESSED);
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joystick->hwdata->pause_button_down_time = SDL_GetTicks();
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if (!joystick->hwdata->pause_button_down_time) {
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joystick->hwdata->pause_button_down_time = 1;
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}
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SDL_PrivateJoystickButton(joystick, pausebutton, SDL_RELEASED);
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updateplayerindex = YES;
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}
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joystick->hwdata->num_pause_presses = 0;
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if (joystick->hwdata->pause_button_down_time &&
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SDL_TICKS_PASSED(SDL_GetTicks(), joystick->hwdata->pause_button_down_time + PAUSE_RELEASE_DELAY_MS)) {
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SDL_PrivateJoystickButton(joystick, pausebutton, SDL_RELEASED);
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joystick->hwdata->pause_button_down_time = 0;
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}
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if (updateplayerindex && controller.playerIndex == -1) {
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BOOL usedPlayerIndexSlots[4] = {NO, NO, NO, NO};
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