WinRT: Fixed game controller axis mappings
SDL/WinRT currently uses a separate XInput backend from SDL/Win32, as WinRT has no support for DirectInput. This change makes SDL/WinRT's XInput code snag some recently-changed bits from the Win32-specific, DirectInput + XInput backend, in order to get the SDL_GameController API working again on WinRT, insofar that axes map to the correct parts. TODO: - test all buttons, making sure WinRT maps buttons the same way that Win32 does - consider making the Win32 and WinRT codebases share more stuff, minus the sort of duplication happening via this change. Maybe simulate, or stub-out, DirectInput calls when on WinRT?main
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a838a56d45
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65023e0767
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@ -43,6 +43,10 @@
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#include <Windows.h>
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#include <Xinput.h>
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#ifndef XINPUT_GAMEPAD_GUIDE
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#define XINPUT_GAMEPAD_GUIDE 0x0400
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#endif
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struct joystick_hwdata {
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//Uint8 bXInputHaptic; // Supports force feedback via XInput.
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DWORD userIndex; // The XInput device index, in the range [0, XUSER_MAX_COUNT-1] (probably [0,3]).
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@ -377,6 +381,51 @@ static int ButtonChanged( int ButtonsNow, int ButtonsPrev, int ButtonMask )
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return ( ButtonsNow & ButtonMask ) != ( ButtonsPrev & ButtonMask );
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}
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/* This is an almost-identical copy of UpdateXInputJoystickState from the
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DirectInput + XInput backend.
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TODO, WinRT: look into making the DirectInput+Xinput and WinRT/XInput joystick backends share more code, without duplication
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TODO, WinRT: consider adding support for the "old" XInput controller mapping (via SDL_HINT_XINPUT_USE_OLD_JOYSTICK_MAPPING)
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*/
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static void
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UpdateXInputJoystickState(SDL_Joystick * joystick, XINPUT_STATE *pXInputState)
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{
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static WORD s_XInputButtons[] = {
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XINPUT_GAMEPAD_A, XINPUT_GAMEPAD_B, XINPUT_GAMEPAD_X, XINPUT_GAMEPAD_Y,
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XINPUT_GAMEPAD_LEFT_SHOULDER, XINPUT_GAMEPAD_RIGHT_SHOULDER, XINPUT_GAMEPAD_BACK, XINPUT_GAMEPAD_START,
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XINPUT_GAMEPAD_LEFT_THUMB, XINPUT_GAMEPAD_RIGHT_THUMB,
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XINPUT_GAMEPAD_GUIDE
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};
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WORD wButtons = pXInputState->Gamepad.wButtons;
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Uint8 button;
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Uint8 hat = SDL_HAT_CENTERED;
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SDL_PrivateJoystickAxis(joystick, 0, (Sint16)pXInputState->Gamepad.sThumbLX);
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SDL_PrivateJoystickAxis(joystick, 1, (Sint16)(-SDL_max(-32767, pXInputState->Gamepad.sThumbLY)));
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SDL_PrivateJoystickAxis(joystick, 2, (Sint16)(((int)pXInputState->Gamepad.bLeftTrigger * 65535 / 255) - 32768));
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SDL_PrivateJoystickAxis(joystick, 3, (Sint16)pXInputState->Gamepad.sThumbRX);
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SDL_PrivateJoystickAxis(joystick, 4, (Sint16)(-SDL_max(-32767, pXInputState->Gamepad.sThumbRY)));
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SDL_PrivateJoystickAxis(joystick, 5, (Sint16)(((int)pXInputState->Gamepad.bRightTrigger * 65535 / 255) - 32768));
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for (button = 0; button < SDL_arraysize(s_XInputButtons); ++button) {
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SDL_PrivateJoystickButton(joystick, button, (wButtons & s_XInputButtons[button]) ? SDL_PRESSED : SDL_RELEASED);
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}
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if (wButtons & XINPUT_GAMEPAD_DPAD_UP) {
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hat |= SDL_HAT_UP;
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}
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if (wButtons & XINPUT_GAMEPAD_DPAD_DOWN) {
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hat |= SDL_HAT_DOWN;
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}
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if (wButtons & XINPUT_GAMEPAD_DPAD_LEFT) {
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hat |= SDL_HAT_LEFT;
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}
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if (wButtons & XINPUT_GAMEPAD_DPAD_RIGHT) {
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hat |= SDL_HAT_RIGHT;
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}
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SDL_PrivateJoystickHat(joystick, 0, hat);
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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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@ -413,45 +462,7 @@ SDL_SYS_JoystickUpdate(SDL_Joystick * joystick)
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&& joystick->hwdata->XInputState.dwPacketNumber != prevXInputState.dwPacketNumber )
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{
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XINPUT_STATE *pXInputState = &joystick->hwdata->XInputState;
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XINPUT_STATE *pXInputStatePrev = &prevXInputState;
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SDL_PrivateJoystickAxis(joystick, 0, (Sint16)pXInputState->Gamepad.sThumbLX );
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SDL_PrivateJoystickAxis(joystick, 1, (Sint16)(-1*pXInputState->Gamepad.sThumbLY-1) );
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SDL_PrivateJoystickAxis(joystick, 2, (Sint16)pXInputState->Gamepad.sThumbRX );
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SDL_PrivateJoystickAxis(joystick, 3, (Sint16)(-1*pXInputState->Gamepad.sThumbRY-1) );
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SDL_PrivateJoystickAxis(joystick, 4, (Sint16)((int)pXInputState->Gamepad.bLeftTrigger*32767/255) );
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SDL_PrivateJoystickAxis(joystick, 5, (Sint16)((int)pXInputState->Gamepad.bRightTrigger*32767/255) );
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if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_DPAD_UP ) )
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SDL_PrivateJoystickButton(joystick, 0, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_UP ? SDL_PRESSED : SDL_RELEASED );
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if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_DPAD_DOWN ) )
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SDL_PrivateJoystickButton(joystick, 1, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_DOWN ? SDL_PRESSED : SDL_RELEASED );
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if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_DPAD_LEFT ) )
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SDL_PrivateJoystickButton(joystick, 2, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_LEFT ? SDL_PRESSED : SDL_RELEASED );
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if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_DPAD_RIGHT ) )
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SDL_PrivateJoystickButton(joystick, 3, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_RIGHT ? SDL_PRESSED : SDL_RELEASED );
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if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_START ) )
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SDL_PrivateJoystickButton(joystick, 4, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_START ? SDL_PRESSED : SDL_RELEASED );
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if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_BACK ) )
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SDL_PrivateJoystickButton(joystick, 5, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_BACK ? SDL_PRESSED : SDL_RELEASED );
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if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_LEFT_THUMB ) )
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SDL_PrivateJoystickButton(joystick, 6, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_LEFT_THUMB ? SDL_PRESSED : SDL_RELEASED );
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if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_RIGHT_THUMB ) )
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SDL_PrivateJoystickButton(joystick, 7, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_RIGHT_THUMB ? SDL_PRESSED : SDL_RELEASED );
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if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_LEFT_SHOULDER ) )
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SDL_PrivateJoystickButton(joystick, 8, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_LEFT_SHOULDER ? SDL_PRESSED : SDL_RELEASED );
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if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_RIGHT_SHOULDER ) )
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SDL_PrivateJoystickButton(joystick, 9, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_RIGHT_SHOULDER ? SDL_PRESSED : SDL_RELEASED );
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if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_A ) )
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SDL_PrivateJoystickButton(joystick, 10, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_A ? SDL_PRESSED : SDL_RELEASED );
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if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_B ) )
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SDL_PrivateJoystickButton(joystick, 11, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_B ? SDL_PRESSED : SDL_RELEASED );
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if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_X ) )
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SDL_PrivateJoystickButton(joystick, 12, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_X ? SDL_PRESSED : SDL_RELEASED );
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if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_Y ) )
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SDL_PrivateJoystickButton(joystick, 13, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_Y ? SDL_PRESSED : SDL_RELEASED );
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if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, 0x400 ) )
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SDL_PrivateJoystickButton(joystick, 14, pXInputState->Gamepad.wButtons & 0x400 ? SDL_PRESSED : SDL_RELEASED ); // 0x400 is the undocumented code for the guide button
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UpdateXInputJoystickState(joystick, pXInputState);
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}
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SDL_UnlockMutex(g_DeviceInfoLock);
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