Gamepad Support

This commit is contained in:
Reece Mackie 2019-04-25 19:09:55 +01:00
parent 6aaa479361
commit 29e94ef039
4 changed files with 70 additions and 39 deletions

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@ -62,13 +62,13 @@ void App::Update()
if (IsKeyDown(KEY_S)) DrawCircle(100, 100, 100, BLUE); if (IsKeyDown(KEY_S)) DrawCircle(100, 100, 100, BLUE);
if (IsKeyPressed(KEY_A)) if (IsKeyPressed(KEY_A) || IsGamepadButtonPressed(0, GAMEPAD_XBOX_BUTTON_LEFT))
{ {
posX -= 50; posX -= 50;
EnableCursor(); EnableCursor();
} }
if (IsKeyPressed(KEY_D)) if (IsKeyPressed(KEY_D) || IsGamepadButtonPressed(0, GAMEPAD_XBOX_BUTTON_RIGHT))
{ {
posX += 50; posX += 50;
DisableCursor(); DisableCursor();

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@ -63,9 +63,9 @@ TODO list:
*/ */
// Stand-ins for "core.c" variables // Stand-ins for "core.c" variables
//#define MAX_GAMEPADS 4 // Max number of gamepads supported #define MAX_GAMEPADS 4 // Max number of gamepads supported
//#define MAX_GAMEPAD_BUTTONS 32 // Max bumber of buttons supported (per gamepad) #define MAX_GAMEPAD_BUTTONS 32 // Max bumber of buttons supported (per gamepad)
//#define MAX_GAMEPAD_AXIS 8 // Max number of axis supported (per gamepad) #define MAX_GAMEPAD_AXIS 8 // Max number of axis supported (per gamepad)
//static bool gamepadReady[MAX_GAMEPADS] = { false }; // Flag to know if gamepad is ready //static bool gamepadReady[MAX_GAMEPADS] = { false }; // Flag to know if gamepad is ready
//static float gamepadAxisState[MAX_GAMEPADS][MAX_GAMEPAD_AXIS]; // Gamepad axis state //static float gamepadAxisState[MAX_GAMEPADS][MAX_GAMEPAD_AXIS]; // Gamepad axis state
//static char previousGamepadState[MAX_GAMEPADS][MAX_GAMEPAD_BUTTONS]; // Previous gamepad buttons state //static char previousGamepadState[MAX_GAMEPADS][MAX_GAMEPAD_BUTTONS]; // Previous gamepad buttons state
@ -231,7 +231,7 @@ namespace raylibUWP
} }
// Process Gamepads // Process Gamepads
/*{ {
// Check if gamepads are ready // Check if gamepads are ready
for (int i = 0; i < MAX_GAMEPADS; i++) for (int i = 0; i < MAX_GAMEPADS; i++)
{ {
@ -239,46 +239,43 @@ namespace raylibUWP
// connected gamepads with their spot in the list, but this has serious robustness problems // connected gamepads with their spot in the list, but this has serious robustness problems
// e.g. player 1, 2, and 3 are playing a game - if player2 disconnects, p3's controller would now be mapped to p2's character since p3 is now second in the list. // e.g. player 1, 2, and 3 are playing a game - if player2 disconnects, p3's controller would now be mapped to p2's character since p3 is now second in the list.
gamepadReady[i] = (i < Gamepad::Gamepads->Size); UWPGamepadActive(i, i < Gamepad::Gamepads->Size);
} }
// Get current gamepad state // Get current gamepad state
for (int i = 0; i < MAX_GAMEPADS; i++) for (int i = 0; i < MAX_GAMEPADS; i++)
{ {
if (gamepadReady[i]) if (IsGamepadAvailable(i))
{ {
// Register previous gamepad states
for (int k = 0; k < MAX_GAMEPAD_BUTTONS; k++) previousGamepadState[i][k] = currentGamepadState[i][k];
// Get current gamepad state // Get current gamepad state
auto gamepad = Gamepad::Gamepads->GetAt(i); auto gamepad = Gamepad::Gamepads->GetAt(i);
GamepadReading reading = gamepad->GetCurrentReading(); GamepadReading reading = gamepad->GetCurrentReading();
// NOTE: Maybe it would be wiser to redefine the gamepad button mappings in "raylib.h" for the UWP platform instead of remapping them manually // NOTE: Maybe it would be wiser to redefine the gamepad button mappings in "raylib.h" for the UWP platform instead of remapping them manually
currentGamepadState[i][GAMEPAD_XBOX_BUTTON_A] = ((reading.Buttons & GamepadButtons::A) == GamepadButtons::A); UWPGamepadButton(i, GAMEPAD_XBOX_BUTTON_A, ((reading.Buttons & GamepadButtons::A) == GamepadButtons::A));
currentGamepadState[i][GAMEPAD_XBOX_BUTTON_B] = ((reading.Buttons & GamepadButtons::B) == GamepadButtons::B); UWPGamepadButton(i, GAMEPAD_XBOX_BUTTON_B, ((reading.Buttons & GamepadButtons::B) == GamepadButtons::B));
currentGamepadState[i][GAMEPAD_XBOX_BUTTON_X] = ((reading.Buttons & GamepadButtons::X) == GamepadButtons::X); UWPGamepadButton(i, GAMEPAD_XBOX_BUTTON_X, ((reading.Buttons & GamepadButtons::X) == GamepadButtons::X));
currentGamepadState[i][GAMEPAD_XBOX_BUTTON_Y] = ((reading.Buttons & GamepadButtons::Y) == GamepadButtons::Y); UWPGamepadButton(i, GAMEPAD_XBOX_BUTTON_Y, ((reading.Buttons & GamepadButtons::Y) == GamepadButtons::Y));
currentGamepadState[i][GAMEPAD_XBOX_BUTTON_LB] = ((reading.Buttons & GamepadButtons::LeftShoulder) == GamepadButtons::LeftShoulder); UWPGamepadButton(i, GAMEPAD_XBOX_BUTTON_LB, ((reading.Buttons & GamepadButtons::LeftShoulder) == GamepadButtons::LeftShoulder));
currentGamepadState[i][GAMEPAD_XBOX_BUTTON_RB] = ((reading.Buttons & GamepadButtons::RightShoulder) == GamepadButtons::RightShoulder); UWPGamepadButton(i, GAMEPAD_XBOX_BUTTON_RB, ((reading.Buttons & GamepadButtons::RightShoulder) == GamepadButtons::RightShoulder));
currentGamepadState[i][GAMEPAD_XBOX_BUTTON_SELECT] = ((reading.Buttons & GamepadButtons::View) == GamepadButtons::View); // Changed for XB1 Controller UWPGamepadButton(i, GAMEPAD_XBOX_BUTTON_SELECT, ((reading.Buttons & GamepadButtons::View) == GamepadButtons::View)); // Changed for XB1 Controller
currentGamepadState[i][GAMEPAD_XBOX_BUTTON_START] = ((reading.Buttons & GamepadButtons::Menu) == GamepadButtons::Menu); // Changed for XB1 Controller UWPGamepadButton(i, GAMEPAD_XBOX_BUTTON_START, ((reading.Buttons & GamepadButtons::Menu) == GamepadButtons::Menu)); // Changed for XB1 Controller
currentGamepadState[i][GAMEPAD_XBOX_BUTTON_UP] = ((reading.Buttons & GamepadButtons::DPadUp) == GamepadButtons::DPadUp); UWPGamepadButton(i, GAMEPAD_XBOX_BUTTON_UP, ((reading.Buttons & GamepadButtons::DPadUp) == GamepadButtons::DPadUp));
currentGamepadState[i][GAMEPAD_XBOX_BUTTON_RIGHT] = ((reading.Buttons & GamepadButtons::DPadRight) == GamepadButtons::DPadRight); UWPGamepadButton(i, GAMEPAD_XBOX_BUTTON_RIGHT, ((reading.Buttons & GamepadButtons::DPadRight) == GamepadButtons::DPadRight));
currentGamepadState[i][GAMEPAD_XBOX_BUTTON_DOWN] = ((reading.Buttons & GamepadButtons::DPadLeft) == GamepadButtons::DPadDown); UWPGamepadButton(i, GAMEPAD_XBOX_BUTTON_DOWN, ((reading.Buttons & GamepadButtons::DPadDown) == GamepadButtons::DPadDown));
currentGamepadState[i][GAMEPAD_XBOX_BUTTON_LEFT] = ((reading.Buttons & GamepadButtons::DPadDown) == GamepadButtons::DPadLeft); UWPGamepadButton(i, GAMEPAD_XBOX_BUTTON_LEFT, ((reading.Buttons & GamepadButtons::DPadLeft) == GamepadButtons::DPadLeft));
currentGamepadState[i][GAMEPAD_XBOX_BUTTON_HOME] = false; // Home button not supported by UWP UWPGamepadButton(i, GAMEPAD_XBOX_BUTTON_HOME, false); // Home button not supported by UWP
// Get current axis state // Get current axis state
gamepadAxisState[i][GAMEPAD_XBOX_AXIS_LEFT_X] = reading.LeftThumbstickX; UWPGamepadAxis(i, GAMEPAD_XBOX_AXIS_LEFT_X, (float)reading.LeftThumbstickX);
gamepadAxisState[i][GAMEPAD_XBOX_AXIS_LEFT_Y] = reading.LeftThumbstickY; UWPGamepadAxis(i, GAMEPAD_XBOX_AXIS_LEFT_Y, (float)reading.LeftThumbstickY);
gamepadAxisState[i][GAMEPAD_XBOX_AXIS_RIGHT_X] = reading.RightThumbstickX; UWPGamepadAxis(i, GAMEPAD_XBOX_AXIS_RIGHT_X, (float)reading.RightThumbstickX);
gamepadAxisState[i][GAMEPAD_XBOX_AXIS_RIGHT_Y] = reading.RightThumbstickY; UWPGamepadAxis(i, GAMEPAD_XBOX_AXIS_RIGHT_Y, (float)reading.RightThumbstickY);
gamepadAxisState[i][GAMEPAD_XBOX_AXIS_LT] = reading.LeftTrigger; UWPGamepadAxis(i, GAMEPAD_XBOX_AXIS_LT, (float)reading.LeftTrigger);
gamepadAxisState[i][GAMEPAD_XBOX_AXIS_RT] = reading.RightTrigger; UWPGamepadAxis(i, GAMEPAD_XBOX_AXIS_RT, (float)reading.RightTrigger);
}
} }
} }
}*/
} }
// Application lifecycle event handlers. // Application lifecycle event handlers.

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@ -3094,6 +3094,14 @@ static void PollInputEvents(void)
// Register previous keys states // Register previous keys states
for (int i = 0; i < 512; i++) previousKeyState[i] = currentKeyState[i]; for (int i = 0; i < 512; i++) previousKeyState[i] = currentKeyState[i];
for (int i = 0; i < MAX_GAMEPADS; i++)
{
if (gamepadReady[i])
{
for (int k = 0; k < MAX_GAMEPAD_BUTTONS; k++) previousGamepadState[i][k] = currentGamepadState[i][k];
}
}
// Register previous mouse states // Register previous mouse states
previousMouseWheelY = currentMouseWheelY; previousMouseWheelY = currentMouseWheelY;
currentMouseWheelY = 0; currentMouseWheelY = 0;
@ -4591,12 +4599,14 @@ static void *GamepadThread(void *arg)
#if defined(PLATFORM_UWP) #if defined(PLATFORM_UWP)
void UWPRegisterKey(int key, char action) { void UWPRegisterKey(int key, char action)
{
//Convert from virtualKey //Convert from virtualKey
int actualKey = -1; int actualKey = -1;
switch (key) { switch (key)
{
case 0x08: actualKey = KEY_BACKSPACE; break; case 0x08: actualKey = KEY_BACKSPACE; break;
case 0x20: actualKey = KEY_SPACE; break; case 0x20: actualKey = KEY_SPACE; break;
case 0x1B: actualKey = KEY_ESCAPE; break; case 0x1B: actualKey = KEY_ESCAPE; break;
@ -4666,23 +4676,45 @@ void UWPRegisterKey(int key, char action) {
currentKeyState[actualKey] = action; currentKeyState[actualKey] = action;
} }
void UWPRegisterClick(int btn, char action) { void UWPRegisterClick(int btn, char action)
{
currentMouseState[btn] = action; currentMouseState[btn] = action;
} }
void UWPScrollWheel(int delta) { void UWPScrollWheel(int delta)
{
currentMouseWheelY += delta; currentMouseWheelY += delta;
} }
void UWPMousePosition(float x, float y) { void UWPMousePosition(float x, float y)
{
mousePosition.x = x; mousePosition.x = x;
mousePosition.y = y; mousePosition.y = y;
} }
void UWPMarkCursor(bool hidden) { void UWPMarkCursor(bool hidden)
{
cursorHidden = hidden; cursorHidden = hidden;
} }
void UWPGamepadActive(int gamepad, bool active)
{
if (gamepad < MAX_GAMEPADS)
gamepadReady[gamepad] = active;
}
void UWPGamepadButton(int gamepad, int button, char action)
{
if (gamepad < MAX_GAMEPADS && button < MAX_GAMEPAD_BUTTONS)
currentGamepadState[gamepad][button] = action;
}
void UWPGamepadAxis(int gamepad, int axis, float value)
{
if (gamepad < MAX_GAMEPADS && axis < MAX_GAMEPAD_AXIS)
gamepadAxisState[gamepad][axis] = value;
}
#endif #endif
// Plays raylib logo appearing animation // Plays raylib logo appearing animation

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@ -921,9 +921,11 @@ RLAPI void UWPRegisterClick(int btn, char action);
RLAPI void UWPScrollWheel(int delta); RLAPI void UWPScrollWheel(int delta);
RLAPI void UWPMousePosition(float x, float y); RLAPI void UWPMousePosition(float x, float y);
RLAPI void UWPMarkCursor(bool hidden); RLAPI void UWPMarkCursor(bool hidden);
RLAPI void UWPGamepadActive(int gamepad, bool active);
RLAPI void UWPGamepadButton(int gamepad, int button, char action);
RLAPI void UWPGamepadAxis(int gamepad, int axis, float value);
//Get task/input for allowing C to call UWP/cursor functions //Get task/input for allowing C to call UWP/cursor functions
//Gamepad functionality?
#endif #endif