diff --git a/src/joystick/windows/SDL_rawinputjoystick.c b/src/joystick/windows/SDL_rawinputjoystick.c index e3a1ef7d2..ca47b61e6 100644 --- a/src/joystick/windows/SDL_rawinputjoystick.c +++ b/src/joystick/windows/SDL_rawinputjoystick.c @@ -168,7 +168,9 @@ static struct { } guide_button_candidate; typedef struct WindowsMatchState { +#ifdef SDL_JOYSTICK_RAWINPUT_MATCH_AXES SHORT match_axes[4]; +#endif #ifdef SDL_JOYSTICK_RAWINPUT_XINPUT WORD xinput_buttons; #endif @@ -180,8 +182,12 @@ typedef struct WindowsMatchState { static void RAWINPUT_FillMatchState(WindowsMatchState *state, Uint32 match_state) { +#ifdef SDL_JOYSTICK_RAWINPUT_MATCH_AXES int ii; +#endif + state->any_data = SDL_FALSE; +#ifdef SDL_JOYSTICK_RAWINPUT_MATCH_AXES /* SHORT state->match_axes[4] = { (match_state & 0x000F0000) >> 4, (match_state & 0x00F00000) >> 8, @@ -194,6 +200,7 @@ static void RAWINPUT_FillMatchState(WindowsMatchState *state, Uint32 match_state state->any_data = SDL_TRUE; } } +#endif /* SDL_JOYSTICK_RAWINPUT_MATCH_AXES */ #ifdef SDL_JOYSTICK_RAWINPUT_XINPUT /* Match axes by checking if the distance between the high 4 bits of axis and the 4 bits from match_state is 1 or less */ @@ -337,7 +344,11 @@ RAWINPUT_XInputSlotMatches(const WindowsMatchState *state, Uint8 slot_idx) { if (xinput_state[slot_idx].connected) { WORD xinput_buttons = xinput_state[slot_idx].state.Gamepad.wButtons; - if ((xinput_buttons & ~XINPUT_GAMEPAD_GUIDE) == state->xinput_buttons && XInputAxesMatch(xinput_state[slot_idx].state.Gamepad)) { + if ((xinput_buttons & ~XINPUT_GAMEPAD_GUIDE) == state->xinput_buttons +#ifdef SDL_JOYSTICK_RAWINPUT_MATCH_AXES + && XInputAxesMatch(xinput_state[slot_idx].state.Gamepad) +#endif + ) { return SDL_TRUE; } } @@ -553,7 +564,11 @@ static SDL_bool RAWINPUT_WindowsGamingInputSlotMatches(const WindowsMatchState *state, WindowsGamingInputGamepadState *slot) { Uint32 wgi_buttons = slot->state.Buttons; - if ((wgi_buttons & 0x3FFF) == state->wgi_buttons && WindowsGamingInputAxesMatch(slot->state)) { + if ((wgi_buttons & 0x3FFF) == state->wgi_buttons +#ifdef SDL_JOYSTICK_RAWINPUT_MATCH_AXES + && WindowsGamingInputAxesMatch(slot->state) +#endif + ) { return SDL_TRUE; } return SDL_FALSE; @@ -1279,13 +1294,7 @@ RAWINPUT_HandleStatePacket(SDL_Joystick *joystick, Uint8 *data, int size) RAWINPUT_DeviceContext *ctx = joystick->hwdata; #ifdef SDL_JOYSTICK_RAWINPUT_MATCHING /* Map new buttons and axes into game controller controls */ - static int axis_map[] = { - SDL_CONTROLLER_AXIS_LEFTY, - SDL_CONTROLLER_AXIS_LEFTX, - SDL_CONTROLLER_AXIS_RIGHTY, - SDL_CONTROLLER_AXIS_RIGHTX - }; - static int button_map[] = { + static const int button_map[] = { SDL_CONTROLLER_BUTTON_A, SDL_CONTROLLER_BUTTON_B, SDL_CONTROLLER_BUTTON_X, @@ -1297,12 +1306,35 @@ RAWINPUT_HandleStatePacket(SDL_Joystick *joystick, Uint8 *data, int size) SDL_CONTROLLER_BUTTON_LEFTSTICK, SDL_CONTROLLER_BUTTON_RIGHTSTICK }; +#define HAT_MASK ((1 << SDL_CONTROLLER_BUTTON_DPAD_UP) | (1 << SDL_CONTROLLER_BUTTON_DPAD_DOWN) | (1 << SDL_CONTROLLER_BUTTON_DPAD_LEFT) | (1 << SDL_CONTROLLER_BUTTON_DPAD_RIGHT)) + static const int hat_map[] = { + 0, + (1 << SDL_CONTROLLER_BUTTON_DPAD_UP), + (1 << SDL_CONTROLLER_BUTTON_DPAD_UP) | (1 << SDL_CONTROLLER_BUTTON_DPAD_RIGHT), + (1 << SDL_CONTROLLER_BUTTON_DPAD_RIGHT), + (1 << SDL_CONTROLLER_BUTTON_DPAD_DOWN) | (1 << SDL_CONTROLLER_BUTTON_DPAD_RIGHT), + (1 << SDL_CONTROLLER_BUTTON_DPAD_DOWN), + (1 << SDL_CONTROLLER_BUTTON_DPAD_DOWN) | (1 << SDL_CONTROLLER_BUTTON_DPAD_LEFT), + (1 << SDL_CONTROLLER_BUTTON_DPAD_LEFT), + (1 << SDL_CONTROLLER_BUTTON_DPAD_UP) | (1 << SDL_CONTROLLER_BUTTON_DPAD_LEFT), + }; +#ifdef SDL_JOYSTICK_RAWINPUT_MATCH_AXES + static const int axis_map[] = { + SDL_CONTROLLER_AXIS_LEFTY, + SDL_CONTROLLER_AXIS_LEFTX, + SDL_CONTROLLER_AXIS_RIGHTY, + SDL_CONTROLLER_AXIS_RIGHTX + }; +#endif Uint32 match_state = ctx->match_state; /* Update match_state with button bit, then fall through */ #define SDL_PrivateJoystickButton(joystick, button, state) if (button < SDL_arraysize(button_map)) { if (state) match_state |= 1 << button_map[button]; else match_state &= ~(1 << button_map[button]); } SDL_PrivateJoystickButton(joystick, button, state) +#ifdef SDL_JOYSTICK_RAWINPUT_MATCH_AXES /* Grab high 4 bits of value, then fall through */ #define SDL_PrivateJoystickAxis(joystick, axis, value) if (axis < SDL_arraysize(axis_map)) match_state = (match_state & ~(0xF << (4 * axis_map[axis] + 16))) | ((value) & 0xF000) << (4 * axis_map[axis] + 4); SDL_PrivateJoystickAxis(joystick, axis, value) #endif +#endif /* SDL_JOYSTICK_RAWINPUT_MATCHING */ + ULONG data_length = ctx->max_data_length; int i; int nbuttons = joystick->nbuttons - (ctx->guide_hack * 1); @@ -1335,18 +1367,6 @@ RAWINPUT_HandleStatePacket(SDL_Joystick *joystick, Uint8 *data, int size) for (i = 0; i < nhats; ++i) { HIDP_DATA *item = GetData(ctx->hat_indices[i], ctx->data, data_length); if (item) { -#define HAT_MASK ((1 << SDL_CONTROLLER_BUTTON_DPAD_UP) | (1 << SDL_CONTROLLER_BUTTON_DPAD_DOWN) | (1 << SDL_CONTROLLER_BUTTON_DPAD_LEFT) | (1 << SDL_CONTROLLER_BUTTON_DPAD_RIGHT)) - const int hat_map[] = { - 0, - (1 << SDL_CONTROLLER_BUTTON_DPAD_UP), - (1 << SDL_CONTROLLER_BUTTON_DPAD_UP) | (1 << SDL_CONTROLLER_BUTTON_DPAD_RIGHT), - (1 << SDL_CONTROLLER_BUTTON_DPAD_RIGHT), - (1 << SDL_CONTROLLER_BUTTON_DPAD_DOWN) | (1 << SDL_CONTROLLER_BUTTON_DPAD_RIGHT), - (1 << SDL_CONTROLLER_BUTTON_DPAD_DOWN), - (1 << SDL_CONTROLLER_BUTTON_DPAD_DOWN) | (1 << SDL_CONTROLLER_BUTTON_DPAD_LEFT), - (1 << SDL_CONTROLLER_BUTTON_DPAD_LEFT), - (1 << SDL_CONTROLLER_BUTTON_DPAD_UP) | (1 << SDL_CONTROLLER_BUTTON_DPAD_LEFT), - }; const Uint8 hat_states[] = { SDL_HAT_CENTERED, SDL_HAT_UP, @@ -1361,14 +1381,18 @@ RAWINPUT_HandleStatePacket(SDL_Joystick *joystick, Uint8 *data, int size) ULONG state = item->RawValue; if (state < SDL_arraysize(hat_states)) { +#ifdef SDL_JOYSTICK_RAWINPUT_MATCHING match_state = (match_state & ~HAT_MASK) | hat_map[state]; +#endif SDL_PrivateJoystickHat(joystick, i, hat_states[state]); } } } -#ifdef SDL_JOYSTICK_RAWINPUT_MATCHING +#ifdef SDL_PrivateJoystickButton #undef SDL_PrivateJoystickButton +#endif +#ifdef SDL_PrivateJoystickAxis #undef SDL_PrivateJoystickAxis #endif @@ -1446,7 +1470,7 @@ RAWINPUT_UpdateOtherAPIs(SDL_Joystick *joystick) let's set it to 3 to be safe. An incorrect un-correlation will simply result in lower precision triggers for a frame. */ if (ctx->wgi_uncorrelate_count >= 3) { -#ifdef DEBUG_JOYSTICK +#ifdef DEBUG_RAWINPUT SDL_Log("UN-Correlated joystick %d to WindowsGamingInput device #%d\n", joystick->instance_id, ctx->wgi_slot); #endif RAWINPUT_MarkWindowsGamingInputSlotFree(ctx->wgi_slot); @@ -1478,7 +1502,7 @@ RAWINPUT_UpdateOtherAPIs(SDL_Joystick *joystick) if (new_correlation_count == 2) { /* correlation stayed steady and uncontested across multiple frames, guaranteed match */ ctx->wgi_correlated = SDL_TRUE; -#ifdef DEBUG_JOYSTICK +#ifdef DEBUG_RAWINPUT SDL_Log("Correlated joystick %d to WindowsGamingInput device #%d\n", joystick->instance_id, slot_idx); #endif correlated = SDL_TRUE; @@ -1539,7 +1563,7 @@ RAWINPUT_UpdateOtherAPIs(SDL_Joystick *joystick) let's set it to 3 to be safe. An incorrect un-correlation will simply result in lower precision triggers for a frame. */ if (ctx->xinput_uncorrelate_count >= 3) { -#ifdef DEBUG_JOYSTICK +#ifdef DEBUG_RAWINPUT SDL_Log("UN-Correlated joystick %d to XInput device #%d\n", joystick->instance_id, ctx->xinput_slot); #endif RAWINPUT_MarkXInputSlotFree(ctx->xinput_slot); @@ -1571,7 +1595,7 @@ RAWINPUT_UpdateOtherAPIs(SDL_Joystick *joystick) if (new_correlation_count == 2) { /* correlation stayed steady and uncontested across multiple frames, guaranteed match */ ctx->xinput_correlated = SDL_TRUE; -#ifdef DEBUG_JOYSTICK +#ifdef DEBUG_RAWINPUT SDL_Log("Correlated joystick %d to XInput device #%d\n", joystick->instance_id, slot_idx); #endif correlated = SDL_TRUE;