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- Added button mapping for the first 8 axes for SDL joysticks. The first two axes are assumed to be x/y.
- Added POV hat support for SDL. (First 4 map to buttons, but all map to an x/y axis.) SVN r3607 (trunk)
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1 changed files with 93 additions and 4 deletions
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@ -1,5 +1,6 @@
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#include <SDL_joystick.h>
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#include "doomdef.h"
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#include "m_joy.h"
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class SDLInputJoystick: public IJoystickConfig
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@ -9,8 +10,13 @@ public:
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{
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Device = SDL_JoystickOpen(DeviceIndex);
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if(Device != NULL)
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{
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NumAxes = SDL_JoystickNumAxes(Device);
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NumHats = SDL_JoystickNumHats(Device);
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SetDefaultConfig();
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}
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}
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~SDLInputJoystick()
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{
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if(Device != NULL)
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@ -38,7 +44,7 @@ public:
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int GetNumAxes()
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{
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return SDL_JoystickNumAxes(Device);
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return NumAxes + NumHats*2;
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}
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float GetAxisDeadZone(int axis)
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{
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@ -95,10 +101,14 @@ public:
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for(int i = 0;i < GetNumAxes();i++)
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{
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AxisInfo info;
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info.Name.Format("Axis %d", i);
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if(i < NumAxes)
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info.Name.Format("Axis %d", i+1);
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else
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info.Name.Format("Hat %d (%c)", (i-NumAxes)/2 + 1, (i-NumAxes)%2 == 0 ? 'x' : 'y');
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info.DeadZone = 0.0f;
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info.Multiplier = 1.0f;
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info.Value = 0.0;
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info.ButtonValue = 0;
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if(i >= 5)
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info.GameAxis = JOYAXIS_None;
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else
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@ -125,10 +135,86 @@ public:
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void ProcessInput()
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{
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for (int i = 0; i < GetNumAxes(); ++i)
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BYTE buttonstate;
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for (int i = 0; i < NumAxes; ++i)
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{
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buttonstate = 0;
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Axes[i].Value = SDL_JoystickGetAxis(Device, i)/32768.0;
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Axes[i].Value = Joy_RemoveDeadZone(Axes[i].Value, Axes[i].DeadZone, NULL);
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Axes[i].Value = Joy_RemoveDeadZone(Axes[i].Value, Axes[i].DeadZone, &buttonstate);
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// Map button to axis
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// X and Y are handled differently so if we have 2 or more axes then we'll use that code instead.
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if (NumAxes == 1 || (i >= 2 && i < NUM_JOYAXISBUTTONS))
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{
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Joy_GenerateButtonEvents(Axes[i].ButtonValue, buttonstate, 2, KEY_JOYAXIS1PLUS + i*2);
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Axes[i].ButtonValue = buttonstate;
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}
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}
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if(NumAxes > 1)
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{
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buttonstate = Joy_XYAxesToButtons(Axes[0].Value, Axes[1].Value);
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Joy_GenerateButtonEvents(Axes[0].ButtonValue, buttonstate, 4, KEY_JOYAXIS1PLUS);
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Axes[0].ButtonValue = buttonstate;
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}
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// Map POV hats to buttons and axes. Why axes? Well apparently I have
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// a gamepad where the left control stick is a POV hat (instead of the
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// d-pad like you would expect, no that's pressure sensitive). Also
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// KDE's joystick dialog maps them to axes as well.
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for (int i = 0; i < NumHats; ++i)
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{
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AxisInfo &x = Axes[NumAxes + i*2];
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AxisInfo &y = Axes[NumAxes + i*2 + 1];
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buttonstate = SDL_JoystickGetHat(Device, i);
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switch(buttonstate)
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{
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case SDL_HAT_LEFTUP:
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x.Value = -1.0;
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y.Value = -1.0;
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break;
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case SDL_HAT_LEFT:
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x.Value = -1.0;
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y.Value = 0.0;
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break;
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case SDL_HAT_LEFTDOWN:
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x.Value = -1.0;
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y.Value = 1.0;
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break;
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case SDL_HAT_RIGHTUP:
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x.Value = 1.0;
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y.Value = -1.0;
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break;
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case SDL_HAT_RIGHT:
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x.Value = 1.0;
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y.Value = 0.0;
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break;
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case SDL_HAT_RIGHTDOWN:
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x.Value = 1.0;
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y.Value = 1.0;
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break;
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case SDL_HAT_UP:
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x.Value = 0.0;
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y.Value = -1.0;
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break;
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case SDL_HAT_DOWN:
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x.Value = 0.0;
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y.Value = 1.0;
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break;
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default:
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x.Value = 0.0;
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y.Value = 0.0;
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break;
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}
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if(i < 4)
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{
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Joy_GenerateButtonEvents(x.ButtonValue, buttonstate, 4, KEY_JOYPOV1_UP + i*4);
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x.ButtonValue = buttonstate;
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}
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}
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}
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@ -140,6 +226,7 @@ protected:
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float Multiplier;
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EJoyAxis GameAxis;
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double Value;
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BYTE ButtonValue;
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};
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static const EJoyAxis DefaultAxes[5];
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@ -148,6 +235,8 @@ protected:
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float Multiplier;
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TArray<AxisInfo> Axes;
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int NumAxes;
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int NumHats;
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};
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const EJoyAxis SDLInputJoystick::DefaultAxes[5] = {JOYAXIS_Side, JOYAXIS_Forward, JOYAXIS_Pitch, JOYAXIS_Yaw, JOYAXIS_Up};
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