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https://github.com/Relintai/sdl2_frt.git
synced 2025-03-25 13:16:35 +01:00
Jan Bujak I wrote a new driver for my gamepad on Linux. I'd like SDL to support it out-of-box, as currently it just treats it as a generic joystick instead of a gamepad. From what I can see the only way to do that is to either 1) pick one of the already supported controllers' PID, VID and button layouts and have my driver send that (effectively lying that it's something else), or 2) submit a preconfigured, hardcoded mapping to SDL. Both of those, in my opinion, are silly when we already have the Linux Gamepad Specification which standarizes this: https://www.kernel.org/doc/html/v4.15/input/gamepad.html Unfortunately SDL doesn't make use of it currently. So I've took it upon myself to add it; patch is in the attachments. Basically what the patch does is that if SDL finds no built-it controller mappings for a given joystick it then asks the joystick backend to autodetect it, and that uses the relevant evdev bits to figure out which button/axis is which. (See the specs for more details.) With this patch applied my own driver for my controller works out-of-box with SDL with no extra configuration and is correctly recognized as a gamepad; this is also going to be the case for any other driver which follows the Linux Gamepad Specification.
433 lines
12 KiB
C
433 lines
12 KiB
C
/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#include "../../SDL_internal.h"
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#ifdef SDL_JOYSTICK_EMSCRIPTEN
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#include <stdio.h> /* For the definition of NULL */
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#include "SDL_error.h"
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#include "SDL_events.h"
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#include "SDL_joystick.h"
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#include "SDL_assert.h"
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#include "SDL_timer.h"
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#include "SDL_sysjoystick_c.h"
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#include "../SDL_joystick_c.h"
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static SDL_joylist_item * JoystickByIndex(int index);
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static SDL_joylist_item *SDL_joylist = NULL;
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static SDL_joylist_item *SDL_joylist_tail = NULL;
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static int numjoysticks = 0;
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static int instance_counter = 0;
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static EM_BOOL
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Emscripten_JoyStickConnected(int eventType, const EmscriptenGamepadEvent *gamepadEvent, void *userData)
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{
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int i;
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SDL_joylist_item *item;
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if (JoystickByIndex(gamepadEvent->index) != NULL) {
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return 1;
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}
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item = (SDL_joylist_item *) SDL_malloc(sizeof (SDL_joylist_item));
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if (item == NULL) {
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return 1;
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}
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SDL_zerop(item);
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item->index = gamepadEvent->index;
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item->name = SDL_CreateJoystickName(0, 0, NULL, gamepadEvent->id);
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if ( item->name == NULL ) {
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SDL_free(item);
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return 1;
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}
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item->mapping = SDL_strdup(gamepadEvent->mapping);
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if ( item->mapping == NULL ) {
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SDL_free(item->name);
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SDL_free(item);
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return 1;
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}
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item->naxes = gamepadEvent->numAxes;
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item->nbuttons = gamepadEvent->numButtons;
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item->device_instance = instance_counter++;
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item->timestamp = gamepadEvent->timestamp;
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for( i = 0; i < item->naxes; i++) {
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item->axis[i] = gamepadEvent->axis[i];
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}
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for( i = 0; i < item->nbuttons; i++) {
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item->analogButton[i] = gamepadEvent->analogButton[i];
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item->digitalButton[i] = gamepadEvent->digitalButton[i];
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}
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if (SDL_joylist_tail == NULL) {
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SDL_joylist = SDL_joylist_tail = item;
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} else {
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SDL_joylist_tail->next = item;
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SDL_joylist_tail = item;
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}
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++numjoysticks;
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SDL_PrivateJoystickAdded(item->device_instance);
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#ifdef DEBUG_JOYSTICK
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SDL_Log("Number of joysticks is %d", numjoysticks);
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#endif
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#ifdef DEBUG_JOYSTICK
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SDL_Log("Added joystick with index %d", item->index);
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#endif
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return 1;
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}
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static EM_BOOL
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Emscripten_JoyStickDisconnected(int eventType, const EmscriptenGamepadEvent *gamepadEvent, void *userData)
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{
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SDL_joylist_item *item = SDL_joylist;
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SDL_joylist_item *prev = NULL;
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while (item != NULL) {
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if (item->index == gamepadEvent->index) {
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break;
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}
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prev = item;
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item = item->next;
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}
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if (item == NULL) {
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return 1;
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}
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if (item->joystick) {
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item->joystick->hwdata = NULL;
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}
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if (prev != NULL) {
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prev->next = item->next;
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} else {
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SDL_assert(SDL_joylist == item);
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SDL_joylist = item->next;
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}
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if (item == SDL_joylist_tail) {
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SDL_joylist_tail = prev;
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}
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/* Need to decrement the joystick count before we post the event */
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--numjoysticks;
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SDL_PrivateJoystickRemoved(item->device_instance);
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#ifdef DEBUG_JOYSTICK
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SDL_Log("Removed joystick with id %d", item->device_instance);
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#endif
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SDL_free(item->name);
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SDL_free(item->mapping);
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SDL_free(item);
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return 1;
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}
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/* Function to perform any system-specific joystick related cleanup */
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static void
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EMSCRIPTEN_JoystickQuit(void)
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{
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SDL_joylist_item *item = NULL;
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SDL_joylist_item *next = NULL;
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for (item = SDL_joylist; item; item = next) {
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next = item->next;
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SDL_free(item->mapping);
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SDL_free(item->name);
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SDL_free(item);
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}
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SDL_joylist = SDL_joylist_tail = NULL;
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numjoysticks = 0;
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instance_counter = 0;
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emscripten_set_gamepadconnected_callback(NULL, 0, NULL);
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emscripten_set_gamepaddisconnected_callback(NULL, 0, NULL);
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}
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/* Function to scan the system for joysticks.
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* It should return 0, or -1 on an unrecoverable fatal error.
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*/
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static int
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EMSCRIPTEN_JoystickInit(void)
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{
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int retval, i, numjs;
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EmscriptenGamepadEvent gamepadState;
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numjoysticks = 0;
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retval = emscripten_sample_gamepad_data();
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/* Check if gamepad is supported by browser */
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if (retval == EMSCRIPTEN_RESULT_NOT_SUPPORTED) {
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return SDL_SetError("Gamepads not supported");
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}
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numjs = emscripten_get_num_gamepads();
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/* handle already connected gamepads */
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if (numjs > 0) {
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for(i = 0; i < numjs; i++) {
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retval = emscripten_get_gamepad_status(i, &gamepadState);
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if (retval == EMSCRIPTEN_RESULT_SUCCESS) {
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Emscripten_JoyStickConnected(EMSCRIPTEN_EVENT_GAMEPADCONNECTED,
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&gamepadState,
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NULL);
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}
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}
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}
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retval = emscripten_set_gamepadconnected_callback(NULL,
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0,
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Emscripten_JoyStickConnected);
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if(retval != EMSCRIPTEN_RESULT_SUCCESS) {
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EMSCRIPTEN_JoystickQuit();
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return SDL_SetError("Could not set gamepad connect callback");
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}
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retval = emscripten_set_gamepaddisconnected_callback(NULL,
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0,
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Emscripten_JoyStickDisconnected);
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if(retval != EMSCRIPTEN_RESULT_SUCCESS) {
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EMSCRIPTEN_JoystickQuit();
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return SDL_SetError("Could not set gamepad disconnect callback");
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}
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return 0;
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}
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/* Returns item matching given SDL device index. */
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static SDL_joylist_item *
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JoystickByDeviceIndex(int device_index)
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{
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SDL_joylist_item *item = SDL_joylist;
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while (0 < device_index) {
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--device_index;
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item = item->next;
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}
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return item;
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}
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/* Returns item matching given HTML gamepad index. */
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static SDL_joylist_item *
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JoystickByIndex(int index)
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{
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SDL_joylist_item *item = SDL_joylist;
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if (index < 0) {
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return NULL;
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}
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while (item != NULL) {
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if (item->index == index) {
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break;
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}
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item = item->next;
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}
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return item;
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}
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static int
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EMSCRIPTEN_JoystickGetCount(void)
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{
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return numjoysticks;
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}
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static void
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EMSCRIPTEN_JoystickDetect(void)
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{
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}
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static const char *
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EMSCRIPTEN_JoystickGetDeviceName(int device_index)
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{
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return JoystickByDeviceIndex(device_index)->name;
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}
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static int
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EMSCRIPTEN_JoystickGetDevicePlayerIndex(int device_index)
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{
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return -1;
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}
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static void
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EMSCRIPTEN_JoystickSetDevicePlayerIndex(int device_index, int player_index)
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{
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}
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static SDL_JoystickID
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EMSCRIPTEN_JoystickGetDeviceInstanceID(int device_index)
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{
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return JoystickByDeviceIndex(device_index)->device_instance;
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}
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/* Function to open a joystick for use.
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The joystick to open is specified by the device index.
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This should fill the nbuttons and naxes fields of the joystick structure.
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It returns 0, or -1 if there is an error.
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*/
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static int
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EMSCRIPTEN_JoystickOpen(SDL_Joystick * joystick, int device_index)
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{
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SDL_joylist_item *item = JoystickByDeviceIndex(device_index);
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if (item == NULL ) {
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return SDL_SetError("No such device");
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}
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if (item->joystick != NULL) {
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return SDL_SetError("Joystick already opened");
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}
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joystick->instance_id = item->device_instance;
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joystick->hwdata = (struct joystick_hwdata *) item;
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item->joystick = joystick;
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/* HTML5 Gamepad API doesn't say anything about these */
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joystick->nhats = 0;
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joystick->nballs = 0;
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joystick->nbuttons = item->nbuttons;
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joystick->naxes = item->naxes;
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return (0);
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}
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/* Function to update the state of a joystick - called as a device poll.
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* This function shouldn't update the joystick structure directly,
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* but instead should call SDL_PrivateJoystick*() to deliver events
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* and update joystick device state.
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*/
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static void
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EMSCRIPTEN_JoystickUpdate(SDL_Joystick * joystick)
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{
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EmscriptenGamepadEvent gamepadState;
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SDL_joylist_item *item = (SDL_joylist_item *) joystick->hwdata;
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int i, result, buttonState;
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emscripten_sample_gamepad_data();
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if (item) {
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result = emscripten_get_gamepad_status(item->index, &gamepadState);
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if( result == EMSCRIPTEN_RESULT_SUCCESS) {
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if(gamepadState.timestamp == 0 || gamepadState.timestamp != item->timestamp) {
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for(i = 0; i < item->nbuttons; i++) {
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if(item->digitalButton[i] != gamepadState.digitalButton[i]) {
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buttonState = gamepadState.digitalButton[i]? SDL_PRESSED: SDL_RELEASED;
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SDL_PrivateJoystickButton(item->joystick, i, buttonState);
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}
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/* store values to compare them in the next update */
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item->analogButton[i] = gamepadState.analogButton[i];
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item->digitalButton[i] = gamepadState.digitalButton[i];
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}
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for(i = 0; i < item->naxes; i++) {
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if(item->axis[i] != gamepadState.axis[i]) {
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/* do we need to do conversion? */
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SDL_PrivateJoystickAxis(item->joystick, i,
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(Sint16) (32767.*gamepadState.axis[i]));
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}
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/* store to compare in next update */
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item->axis[i] = gamepadState.axis[i];
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}
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item->timestamp = gamepadState.timestamp;
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}
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}
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}
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}
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/* Function to close a joystick after use */
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static void
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EMSCRIPTEN_JoystickClose(SDL_Joystick * joystick)
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{
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SDL_joylist_item *item = (SDL_joylist_item *) joystick->hwdata;
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if (item) {
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item->joystick = NULL;
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}
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}
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static SDL_JoystickGUID
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EMSCRIPTEN_JoystickGetDeviceGUID(int device_index)
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{
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SDL_JoystickGUID guid;
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/* the GUID is just the first 16 chars of the name for now */
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const char *name = EMSCRIPTEN_JoystickGetDeviceName(device_index);
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SDL_zero(guid);
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SDL_memcpy(&guid, name, SDL_min(sizeof(guid), SDL_strlen(name)));
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return guid;
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}
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static int
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EMSCRIPTEN_JoystickRumble(SDL_Joystick * joystick, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble)
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{
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return SDL_Unsupported();
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}
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static SDL_bool
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EMSCRIPTEN_JoystickGetGamepadMapping(int device_index, SDL_GamepadMapping *out)
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{
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return SDL_FALSE;
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}
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SDL_JoystickDriver SDL_EMSCRIPTEN_JoystickDriver =
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{
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EMSCRIPTEN_JoystickInit,
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EMSCRIPTEN_JoystickGetCount,
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EMSCRIPTEN_JoystickDetect,
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EMSCRIPTEN_JoystickGetDeviceName,
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EMSCRIPTEN_JoystickGetDevicePlayerIndex,
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EMSCRIPTEN_JoystickSetDevicePlayerIndex,
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EMSCRIPTEN_JoystickGetDeviceGUID,
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EMSCRIPTEN_JoystickGetDeviceInstanceID,
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EMSCRIPTEN_JoystickOpen,
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EMSCRIPTEN_JoystickRumble,
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EMSCRIPTEN_JoystickUpdate,
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EMSCRIPTEN_JoystickClose,
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EMSCRIPTEN_JoystickQuit,
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EMSCRIPTEN_JoystickGetGamepadMapping
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};
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#endif /* SDL_JOYSTICK_EMSCRIPTEN */
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/* vi: set ts=4 sw=4 expandtab: */
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