[GTK3] Accept input from all connected controllers
Rumble will be used on the most recently used controller.
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parent
3fe57f976c
commit
8c3154a061
11
Makefile
11
Makefile
@ -120,10 +120,17 @@ ifneq ($(findstring gtk3,$(MAKECMDGOALS)),)
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$(error The gtk3 target requires pkg-config)
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endif
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else
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GTK_OPTIONS := -DGTK_DISABLE_DEPRECATED=1 -DG_DISABLE_DEPRECATED=1 -DG_LOG_DOMAIN=\"SameBoy\" -DRESOURCE_PREFIX=\"/io/github/sameboy/\" -DAPP_ID=\"io.github.sameboy\"
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GTK_OPTIONS := -DGTK_DISABLE_DEPRECATED=1 -DG_DISABLE_DEPRECATED=1 -DG_LOG_DOMAIN=\"SameBoy\" -DRESOURCE_PREFIX=\"/io/github/sameboy/\" -DAPP_ID=\"io.github.sameboy\"
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ifeq ($(SDL_AUDIO_DRIVER),sdl)
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GTK_OPTIONS += -DUSE_SDL_AUDIO
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GTK_OPTIONS += -DUSE_SDL_AUDIO
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endif
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# Use SDL’s haptic feedback subsystem by default, although
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# some controllers only work with the simpler SDL_GameControllerRumble / SDL_JoystickRumble,
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# but SDL’s WUP-028 (Wii U GameCube Controller Adapter) driver rumble handling seems to make the adapter lock up after a while.
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ifneq ($(USE_SDL_HAPTIC),0)
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GTK_OPTIONS += -DUSE_SDL_HAPTIC
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endif
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GTK3_CFLAGS := $(shell $(PKG_CONFIG) --cflags gio-2.0 gtk+-3.0 epoxy) $(GTK_OPTIONS)
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153
gtk3/main.c
153
gtk3/main.c
@ -126,6 +126,7 @@ typedef struct GuiData {
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SDL_Haptic *haptic;
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} *controllers;
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unsigned controller_count;
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struct Controller_t *last_used_controller; // Used for rumble
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} GuiData;
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// Initialize the GuiData
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@ -448,18 +449,20 @@ static gboolean init_controllers(void) {
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g_debug("Compiled against SDL version %d.%d.%d", compiled.major, compiled.minor, compiled.patch);
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g_debug("Linked against SDL version %d.%d.%d", linked.major, linked.minor, linked.patch);
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g_debug("Initializing game controllers");
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if (SDL_InitSubSystem(SDL_INIT_GAMECONTROLLER) < 0) {
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g_warning("Failed to initialize game controller support: %s", SDL_GetError());
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return false;
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}
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if (SDL_InitSubSystem(SDL_INIT_HAPTIC) < 0) {
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g_warning("Failed to initialize haptic feedback support: %s", SDL_GetError());
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}
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SDL_QuitSubSystem(SDL_INIT_EVENTS);
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SDL_GameControllerEventState(SDL_ENABLE);
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#ifdef USE_SDL_HAPTIC
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g_debug("Initializing haptic feedback");
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if (SDL_InitSubSystem(SDL_INIT_HAPTIC) < 0) {
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g_warning("Failed to initialize haptic feedback support: %s", SDL_GetError());
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}
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#endif
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g_debug("Loading custom game controller database");
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GError *error = NULL;
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GBytes *db_f = g_resources_lookup_data(RESOURCE_PREFIX "gamecontrollerdb.txt", G_RESOURCE_LOOKUP_FLAGS_NONE, &error);
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@ -482,7 +485,6 @@ static gboolean init_controllers(void) {
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// In the “worst” case all joysticks are valid game controllers
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gui_data.controllers = g_malloc0(sizeof(struct Controller_t) * SDL_NumJoysticks());
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// Open the first available controller
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for (int i = 0; i < SDL_NumJoysticks(); ++i) {
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if (SDL_IsGameController(i)) {
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struct Controller_t *s = &gui_data.controllers[i];
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@ -492,17 +494,29 @@ static gboolean init_controllers(void) {
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SDL_Joystick *joystick = SDL_GameControllerGetJoystick(s->controller);
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SDL_JoystickPowerLevel power_level = SDL_JoystickCurrentPowerLevel(joystick);
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s->haptic = SDL_HapticOpenFromJoystick(joystick);
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#ifdef USE_SDL_HAPTIC
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if (SDL_JoystickIsHaptic(joystick)) {
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s->haptic = SDL_HapticOpenFromJoystick(joystick);
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if (s->haptic) {
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SDL_HapticRumbleInit(s->haptic);
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}
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if (s->haptic && SDL_HapticRumbleSupported(s->haptic)) {
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SDL_HapticRumbleInit(s->haptic);
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}
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else {
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if (s->haptic == NULL) {
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g_warning("%s", SDL_GetError());
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}
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SDL_HapticClose(s->haptic);
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s->haptic = NULL;
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}
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}
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#endif
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char guid_str[33];
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SDL_JoystickGUID guid = SDL_JoystickGetGUID(joystick);
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SDL_JoystickGetGUIDString(guid, guid_str, sizeof(guid_str));
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g_message("Controller #%u (%s): %s; Power level: %s", i, guid_str, SDL_GameControllerName(s->controller), get_sdl_joystick_power_level_name(power_level));
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g_message("Controller #%u (%s): %s; Haptic Feedback: %d; Power level: %s; Player index: %u; Instance ID: %u", i, guid_str, SDL_GameControllerName(s->controller), s->haptic != NULL, get_sdl_joystick_power_level_name(power_level), SDL_JoystickGetPlayerIndex(joystick), SDL_JoystickInstanceID(joystick));
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gui_data.controller_count++;
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}
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else {
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@ -522,12 +536,12 @@ static gboolean init_audio(void) {
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gui_data.audio_initialized = false;
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}
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#ifdef USE_SDL_AUDIO
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if (SDL_InitSubSystem(SDL_INIT_AUDIO) < 0) {
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g_warning("Failed to initialize audio: %s", SDL_GetError());
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return false;
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}
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#endif
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#ifdef USE_SDL_AUDIO
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if (SDL_InitSubSystem(SDL_INIT_AUDIO) < 0) {
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g_warning("Failed to initialize audio: %s", SDL_GetError());
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return false;
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}
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#endif
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GB_audio_init(gui_data.sample_rate);
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GB_set_sample_rate(&gb, GB_audio_get_sample_rate());
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@ -582,19 +596,28 @@ static void gb_audio_callback(GB_gameboy_t *gb, GB_sample_t *sample) {
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}
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static void rumble_callback(GB_gameboy_t *gb, double amp) {
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if (gui_data.controllers == NULL || gui_data.controller_count == 0) return;
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if (!gui_data.controllers || gui_data.controller_count == 0 || !gui_data.last_used_controller) return;
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// TODO
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struct Controller_t *s = &gui_data.controllers[0];
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struct Controller_t *s = gui_data.last_used_controller;
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if (s->haptic) {
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if (amp > 0.0) {
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SDL_HapticRumblePlay(s->haptic, amp, 100.0);
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#ifdef USE_SDL_HAPTIC
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if (s->haptic) {
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if (amp > 0.0) {
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SDL_HapticRumblePlay(s->haptic, amp, 100.0);
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}
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else {
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SDL_HapticRumbleStop(s->haptic);
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}
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}
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#else
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if (amp == 0.0) {
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SDL_GameControllerRumble(s->controller, 0, 0, 0);
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}
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else {
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SDL_HapticRumbleStop(s->haptic);
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Uint16 intensity = (float) 0xFFFF * amp;
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SDL_GameControllerRumble(s->controller, intensity, intensity, 100);
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}
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}
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#endif
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}
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static void clear_sidebar(void) {
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@ -1229,32 +1252,69 @@ static void handle_events(GB_gameboy_t *gb) {
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uint8_t controller_state = 0;
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if (gui_data.controllers && gui_data.controllers[0].controller) {
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int16_t x_axis = SDL_GameControllerGetAxis(gui_data.controllers[0].controller, SDL_CONTROLLER_AXIS_LEFTX);
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int16_t y_axis = SDL_GameControllerGetAxis(gui_data.controllers[0].controller, SDL_CONTROLLER_AXIS_LEFTY);
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for (unsigned i = 0; i < gui_data.controller_count; i++) {
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struct Controller_t *s = &gui_data.controllers[i];
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int16_t x_axis = SDL_GameControllerGetAxis(s->controller, SDL_CONTROLLER_AXIS_LEFTX);
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int16_t y_axis = SDL_GameControllerGetAxis(s->controller, SDL_CONTROLLER_AXIS_LEFTY);
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if (x_axis >= JOYSTICK_HIGH) {
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gui_data.last_used_controller = s;
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controller_state |= BUTTON_MASK_RIGHT;
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}
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else if (x_axis <= -JOYSTICK_HIGH) {
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gui_data.last_used_controller = s;
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controller_state |= BUTTON_MASK_LEFT;
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}
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if (y_axis >= JOYSTICK_HIGH) {
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gui_data.last_used_controller = s;
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controller_state |= BUTTON_MASK_DOWN;
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}
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else if (y_axis <= -JOYSTICK_HIGH) {
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gui_data.last_used_controller = s;
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controller_state |= BUTTON_MASK_UP;
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}
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if (SDL_GameControllerGetButton(gui_data.controllers[0].controller, SDL_CONTROLLER_BUTTON_DPAD_RIGHT)) controller_state |= BUTTON_MASK_RIGHT;
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if (SDL_GameControllerGetButton(gui_data.controllers[0].controller, SDL_CONTROLLER_BUTTON_DPAD_LEFT)) controller_state |= BUTTON_MASK_LEFT;
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if (SDL_GameControllerGetButton(gui_data.controllers[0].controller, SDL_CONTROLLER_BUTTON_DPAD_UP)) controller_state |= BUTTON_MASK_UP;
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if (SDL_GameControllerGetButton(gui_data.controllers[0].controller, SDL_CONTROLLER_BUTTON_DPAD_DOWN)) controller_state |= BUTTON_MASK_DOWN;
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if (SDL_GameControllerGetButton(gui_data.controllers[0].controller, SDL_CONTROLLER_BUTTON_A)) controller_state |= BUTTON_MASK_A;
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if (SDL_GameControllerGetButton(gui_data.controllers[0].controller, SDL_CONTROLLER_BUTTON_B)) controller_state |= BUTTON_MASK_B;
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if (SDL_GameControllerGetButton(gui_data.controllers[0].controller, SDL_CONTROLLER_BUTTON_BACK)) controller_state |= BUTTON_MASK_SELECT;
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if (SDL_GameControllerGetButton(gui_data.controllers[0].controller, SDL_CONTROLLER_BUTTON_START)) controller_state |= BUTTON_MASK_START;
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if (SDL_GameControllerGetButton(s->controller, SDL_CONTROLLER_BUTTON_DPAD_RIGHT)) {
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gui_data.last_used_controller = s;
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controller_state |= BUTTON_MASK_RIGHT;
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}
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if (SDL_GameControllerGetButton(s->controller, SDL_CONTROLLER_BUTTON_DPAD_LEFT)) {
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gui_data.last_used_controller = s;
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controller_state |= BUTTON_MASK_LEFT;
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}
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if (SDL_GameControllerGetButton(s->controller, SDL_CONTROLLER_BUTTON_DPAD_UP)) {
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gui_data.last_used_controller = s;
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controller_state |= BUTTON_MASK_UP;
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}
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if (SDL_GameControllerGetButton(s->controller, SDL_CONTROLLER_BUTTON_DPAD_DOWN)) {
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gui_data.last_used_controller = s;
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controller_state |= BUTTON_MASK_DOWN;
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}
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if (SDL_GameControllerGetButton(s->controller, SDL_CONTROLLER_BUTTON_A)) {
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gui_data.last_used_controller = s;
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controller_state |= BUTTON_MASK_A;
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}
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if (SDL_GameControllerGetButton(s->controller, SDL_CONTROLLER_BUTTON_B)) {
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gui_data.last_used_controller = s;
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controller_state |= BUTTON_MASK_B;
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}
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if (SDL_GameControllerGetButton(s->controller, SDL_CONTROLLER_BUTTON_BACK)) {
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gui_data.last_used_controller = s;
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controller_state |= BUTTON_MASK_SELECT;
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}
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if (SDL_GameControllerGetButton(s->controller, SDL_CONTROLLER_BUTTON_START)) {
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gui_data.last_used_controller = s;
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controller_state |= BUTTON_MASK_START;
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}
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}
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GB_set_key_state(gb, GB_KEY_RIGHT, (gui_data.pressed_buttons & BUTTON_MASK_RIGHT) | (controller_state & BUTTON_MASK_RIGHT));
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@ -1512,7 +1572,10 @@ static void quit(void) {
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for (unsigned i = 0; i < gui_data.controller_count; i++) {
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struct Controller_t *s = &gui_data.controllers[i];
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SDL_HapticClose(s->haptic);
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#ifdef USE_SDL_HAPTIC
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SDL_HapticClose(s->haptic);
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#endif
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SDL_GameControllerClose(s->controller);
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}
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@ -1864,14 +1927,14 @@ static void startup(GApplication *app, gpointer null_ptr) {
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g_action_change_state(action, g_variant_new_string(gui_data.cli_options.prefix));
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}
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#if NDEBUG
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// Disable when not compiled in debug mode
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action_set_enabled(app, "open_gtk_debugger", false);
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#if NDEBUG
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// Disable when not compiled in debug mode
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action_set_enabled(app, "open_gtk_debugger", false);
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// Remove the menubar override
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gtk_widget_destroy(builder_get(GTK_WIDGET, "menubar_override_selector_label"));
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gtk_widget_destroy(builder_get(GTK_WIDGET, "menubar_override_selector"));
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#endif
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// Remove the menubar override
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gtk_widget_destroy(builder_get(GTK_WIDGET, "menubar_override_selector_label"));
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gtk_widget_destroy(builder_get(GTK_WIDGET, "menubar_override_selector"));
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#endif
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gui_data.preferences = GTK_WINDOW(get_object("preferences"));
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