add a fallback to SDL joystick for controllers that do not have an SDL mapping

This commit is contained in:
Anthony Samms 2026-04-17 01:12:43 -04:00
parent 6ef36c0a17
commit 44c16d7a67

View File

@ -99,6 +99,7 @@ typedef struct {
SDL_GLContext glContext;
SDL_GameController *gamepad[MAX_GAMEPADS];
SDL_Joystick *joystick[MAX_GAMEPADS]; // Fallback for controllers that do not have SDL mappings
SDL_JoystickID gamepadId[MAX_GAMEPADS]; // Joystick instance ids, they do not start from 0
SDL_Cursor *cursor;
} PlatformData;
@ -1738,10 +1739,10 @@ void PollInputEvents(void)
if ((nextAvailableSlot < MAX_GAMEPADS) && !CORE.Input.Gamepad.ready[nextAvailableSlot])
{
platform.gamepad[nextAvailableSlot] = SDL_GameControllerOpen(jid);
platform.gamepadId[nextAvailableSlot] = SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(platform.gamepad[nextAvailableSlot]));
if (platform.gamepad[nextAvailableSlot])
{
platform.gamepadId[nextAvailableSlot] = SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(platform.gamepad[nextAvailableSlot]));
CORE.Input.Gamepad.ready[nextAvailableSlot] = true;
CORE.Input.Gamepad.axisCount[nextAvailableSlot] = SDL_JoystickNumAxes(SDL_GameControllerGetJoystick(platform.gamepad[nextAvailableSlot]));
CORE.Input.Gamepad.axisState[nextAvailableSlot][GAMEPAD_AXIS_LEFT_TRIGGER] = -1.0f;
@ -1751,7 +1752,21 @@ void PollInputEvents(void)
if (controllerName != NULL) strncpy(CORE.Input.Gamepad.name[nextAvailableSlot], controllerName, MAX_GAMEPAD_NAME_LENGTH - 1);
else strncpy(CORE.Input.Gamepad.name[nextAvailableSlot], "noname", 6);
}
else TRACELOG(LOG_WARNING, "PLATFORM: Unable to open game controller [ERROR: %s]", SDL_GetError());
else
{
platform.joystick[nextAvailableSlot] = SDL_JoystickOpen(jid);
if (platform.joystick[nextAvailableSlot])
{
platform.gamepadId[nextAvailableSlot] = SDL_JoystickInstanceID(platform.joystick[nextAvailableSlot]);
CORE.Input.Gamepad.ready[nextAvailableSlot] = true;
CORE.Input.Gamepad.axisCount[nextAvailableSlot] = SDL_JoystickNumAxes(platform.joystick[nextAvailableSlot]);
memset(CORE.Input.Gamepad.name[nextAvailableSlot], 0, MAX_GAMEPAD_NAME_LENGTH);
const char *joystickName = SDL_JoystickName(platform.joystick[nextAvailableSlot]);
if (joystickName != NULL) strncpy(CORE.Input.Gamepad.name[nextAvailableSlot], joystickName, MAX_GAMEPAD_NAME_LENGTH - 1);
else strncpy(CORE.Input.Gamepad.name[nextAvailableSlot], "noname", 6);
}
else TRACELOG(LOG_WARNING, "PLATFORM: Unable to controller [ERROR: %s]", SDL_GetError());
}
}
} break;
case SDL_JOYDEVICEREMOVED:
@ -1762,7 +1777,8 @@ void PollInputEvents(void)
{
if (platform.gamepadId[i] == jid)
{
SDL_GameControllerClose(platform.gamepad[i]);
if (platform.gamepad[i]) { SDL_GameControllerClose(platform.gamepad[i]); platform.gamepad[i] = NULL; }
if (platform.joystick[i]) { SDL_JoystickClose(platform.joystick[i]); platform.joystick[i] = NULL; }
CORE.Input.Gamepad.ready[i] = false;
memset(CORE.Input.Gamepad.name[i], 0, MAX_GAMEPAD_NAME_LENGTH);
platform.gamepadId[i] = -1;
@ -1770,6 +1786,38 @@ void PollInputEvents(void)
}
}
} break;
case SDL_JOYBUTTONDOWN:
{
int button = event.jbutton.button + 1;
if (button > 0 && button < MAX_GAMEPAD_BUTTONS)
{
for (int i = 0; i < MAX_GAMEPADS; i++)
{
if (platform.joystick[i] && platform.gamepadId[i] == event.jbutton.which)
{
CORE.Input.Gamepad.currentButtonState[i][button] = 1;
CORE.Input.Gamepad.lastButtonPressed = button;
break;
}
}
}
} break;
case SDL_JOYBUTTONUP:
{
int button = event.jbutton.button + 1;
if (button > 0 && button < MAX_GAMEPAD_BUTTONS)
{
for (int i = 0; i < MAX_GAMEPADS; i++)
{
if (platform.joystick[i] && platform.gamepadId[i] == event.jbutton.which)
{
CORE.Input.Gamepad.currentButtonState[i][button] = 0;
if (CORE.Input.Gamepad.lastButtonPressed == button) CORE.Input.Gamepad.lastButtonPressed = 0;
break;
}
}
}
} break;
case SDL_CONTROLLERBUTTONDOWN:
{
int button = -1;
@ -2098,6 +2146,7 @@ int InitPlatform(void)
for (int i = 0; i < MAX_GAMEPADS; i++)
{
platform.gamepadId[i] = -1; // Set all gamepad initial instance ids as invalid to not conflict with instance id zero
platform.joystick[i] = NULL;
}
int numJoysticks = SDL_NumJoysticks();
@ -2105,10 +2154,10 @@ int InitPlatform(void)
for (int i = 0; (i < numJoysticks) && (i < MAX_GAMEPADS); i++)
{
platform.gamepad[i] = SDL_GameControllerOpen(i);
platform.gamepadId[i] = SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(platform.gamepad[i]));
if (platform.gamepad[i])
{
platform.gamepadId[i] = SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(platform.gamepad[i]));
CORE.Input.Gamepad.ready[i] = true;
CORE.Input.Gamepad.axisCount[i] = SDL_JoystickNumAxes(SDL_GameControllerGetJoystick(platform.gamepad[i]));
CORE.Input.Gamepad.axisState[i][GAMEPAD_AXIS_LEFT_TRIGGER] = -1.0f;
@ -2116,7 +2165,20 @@ int InitPlatform(void)
strncpy(CORE.Input.Gamepad.name[i], SDL_GameControllerNameForIndex(i), MAX_GAMEPAD_NAME_LENGTH - 1);
CORE.Input.Gamepad.name[i][MAX_GAMEPAD_NAME_LENGTH - 1] = '\0';
}
else TRACELOG(LOG_WARNING, "PLATFORM: Unable to open game controller [ERROR: %s]", SDL_GetError());
else
{
platform.joystick[i] = SDL_JoystickOpen(i);
if (platform.joystick[i])
{
platform.gamepadId[i] = SDL_JoystickInstanceID(platform.joystick[i]);
CORE.Input.Gamepad.ready[i] = true;
CORE.Input.Gamepad.axisCount[i] = SDL_JoystickNumAxes(platform.joystick[i]);
const char *joystickName = SDL_JoystickName(platform.joystick[i]);
if (joystickName != NULL) strncpy(CORE.Input.Gamepad.name[i], joystickName, MAX_GAMEPAD_NAME_LENGTH - 1);
CORE.Input.Gamepad.name[i][MAX_GAMEPAD_NAME_LENGTH - 1] = '\0';
}
else TRACELOG(LOG_WARNING, "PLATFORM: Unable to open controller [ERROR: %s]", SDL_GetError());
}
}
// Disable mouse events being interpreted as touch events