add touchpad support, auto reconnect
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be49871c68
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@ -309,12 +309,13 @@ int PS4_SYSV_ABI scePadRead(s32 handle, OrbisPadData* pData, s32 num) {
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pData[i].angularVelocity.x = 0.0f;
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pData[i].angularVelocity.y = 0.0f;
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pData[i].angularVelocity.z = 0.0f;
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pData[i].touchData.touchNum = 0;
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pData[i].touchData.touch[0].x = 0;
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pData[i].touchData.touch[0].y = 0;
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pData[i].touchData.touchNum = (states[i].touchpad[0].state ? 1 : 0)
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+ (states[i].touchpad[1].state ? 1 : 0);
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pData[i].touchData.touch[0].x = states[i].touchpad[0].x;
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pData[i].touchData.touch[0].y = states[i].touchpad[0].y;
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pData[i].touchData.touch[0].id = 1;
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pData[i].touchData.touch[1].x = 0;
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pData[i].touchData.touch[1].y = 0;
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pData[i].touchData.touch[1].x = states[i].touchpad[1].x;
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pData[i].touchData.touch[1].y = states[i].touchpad[1].y;
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pData[i].touchData.touch[1].id = 2;
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pData[i].connected = connected;
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pData[i].timestamp = states[i].time;
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@ -132,15 +132,27 @@ bool GameController::SetVibration(u8 smallMotor, u8 largeMotor) {
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return true;
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}
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void GameController::SetTouchpadState(int touchIndex, bool touchDown, float x, float y) {
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if (touchIndex < 2) { // DS4 has 2-point multitouch
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auto state = GetLastState();
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state.time = Libraries::Kernel::sceKernelGetProcessTime();
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state.touchpad[touchIndex].state = touchDown;
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state.touchpad[touchIndex].x = static_cast<u16>(x * 1920);
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state.touchpad[touchIndex].y = static_cast<u16>(y * 1080);
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AddState(state);
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}
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}
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void GameController::TryOpenSDLController() {
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if (m_sdl_gamepad == nullptr || !SDL_GamepadConnected(m_sdl_gamepad)) {
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int gamepad_count;
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SDL_JoystickID* gamepads = SDL_GetGamepads(&gamepad_count);
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m_sdl_gamepad = gamepad_count > 0 ? SDL_OpenGamepad(gamepads[0]) : nullptr;
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SDL_free(gamepads);
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}
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SetLightBarRGB(0, 0, 255);
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SetLightBarRGB(0, 0, 255);
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}
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}
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} // namespace Input
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@ -21,10 +21,17 @@ enum class Axis {
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AxisMax
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};
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struct TouchpadEntry {
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bool state;
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u16 x;
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u16 y;
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};
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struct State {
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u32 buttonsState = 0;
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u64 time = 0;
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int axes[static_cast<int>(Axis::AxisMax)] = {128, 128, 128, 128, 0, 0};
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TouchpadEntry touchpad[2] = {{false, 0, 0}, {false, 0, 0}};
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};
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inline int GetAxis(int min, int max, int value) {
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@ -47,6 +54,7 @@ public:
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void Axis(int id, Input::Axis axis, int value);
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void SetLightBarRGB(u8 r, u8 g, u8 b);
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bool SetVibration(u8 smallMotor, u8 largeMotor);
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void SetTouchpadState(int touchIndex, bool touchDown, float x, float y);
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void TryOpenSDLController();
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private:
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@ -98,6 +98,11 @@ void WindowSDL::waitEvent() {
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case SDL_EVENT_GAMEPAD_BUTTON_DOWN:
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case SDL_EVENT_GAMEPAD_BUTTON_UP:
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case SDL_EVENT_GAMEPAD_AXIS_MOTION:
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case SDL_EVENT_GAMEPAD_ADDED:
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case SDL_EVENT_GAMEPAD_REMOVED:
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case SDL_EVENT_GAMEPAD_TOUCHPAD_DOWN:
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case SDL_EVENT_GAMEPAD_TOUCHPAD_UP:
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case SDL_EVENT_GAMEPAD_TOUCHPAD_MOTION:
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onGamepadEvent(&event);
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break;
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case SDL_EVENT_QUIT:
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@ -299,6 +304,17 @@ void WindowSDL::onGamepadEvent(const SDL_Event* event) {
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u32 button = 0;
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Input::Axis axis = Input::Axis::AxisMax;
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switch (event->type) {
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case SDL_EVENT_GAMEPAD_ADDED:
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case SDL_EVENT_GAMEPAD_REMOVED:
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controller->TryOpenSDLController();
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break;
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case SDL_EVENT_GAMEPAD_TOUCHPAD_DOWN:
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case SDL_EVENT_GAMEPAD_TOUCHPAD_UP:
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case SDL_EVENT_GAMEPAD_TOUCHPAD_MOTION:
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controller->SetTouchpadState(event->gtouchpad.finger,
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event->type != SDL_EVENT_GAMEPAD_TOUCHPAD_UP,
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event->gtouchpad.x, event->gtouchpad.y);
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break;
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case SDL_EVENT_GAMEPAD_BUTTON_DOWN:
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case SDL_EVENT_GAMEPAD_BUTTON_UP:
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button = sdlGamepadToOrbisButton(event->gbutton.button);
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