Basic gamepad support through SDL (#407)
* Add basic gamepad support through SDL * lightbar, vibration, code style changes * okay fine * one day clang format will finally pass
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@ -419,8 +419,14 @@ int PS4_SYSV_ABI scePadSetForceIntercepted() {
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}
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}
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int PS4_SYSV_ABI scePadSetLightBar(s32 handle, const OrbisPadLightBarParam* pParam) {
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int PS4_SYSV_ABI scePadSetLightBar(s32 handle, const OrbisPadLightBarParam* pParam) {
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LOG_ERROR(Lib_Pad, "(STUBBED) called");
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if (pParam != nullptr) {
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return ORBIS_OK;
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LOG_INFO(Lib_Pad, "scePadSetLightBar called handle = {} rgb = {} {} {}", handle, pParam->r,
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pParam->g, pParam->b);
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auto* controller = Common::Singleton<Input::GameController>::Instance();
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controller->SetLightBarRGB(pParam->r, pParam->g, pParam->b);
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return ORBIS_OK;
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}
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return ORBIS_PAD_ERROR_INVALID_ARG;
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}
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}
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int PS4_SYSV_ABI scePadSetLightBarBaseBrightness() {
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int PS4_SYSV_ABI scePadSetLightBarBaseBrightness() {
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@ -479,8 +485,14 @@ int PS4_SYSV_ABI scePadSetUserColor() {
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}
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}
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int PS4_SYSV_ABI scePadSetVibration(s32 handle, const OrbisPadVibrationParam* pParam) {
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int PS4_SYSV_ABI scePadSetVibration(s32 handle, const OrbisPadVibrationParam* pParam) {
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LOG_DEBUG(Lib_Pad, "(STUBBED) called");
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if (pParam != nullptr) {
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return ORBIS_OK;
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LOG_INFO(Lib_Pad, "scePadSetVibration called handle = {} data = {} , {}", handle,
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pParam->smallMotor, pParam->largeMotor);
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auto* controller = Common::Singleton<Input::GameController>::Instance();
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controller->SetVibration(pParam->smallMotor, pParam->largeMotor);
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return ORBIS_OK;
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}
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return ORBIS_PAD_ERROR_INVALID_ARG;
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}
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}
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int PS4_SYSV_ABI scePadSetVibrationForce() {
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int PS4_SYSV_ABI scePadSetVibrationForce() {
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@ -1,6 +1,7 @@
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// SPDX-FileCopyrightText: Copyright 2024 shadPS4 Emulator Project
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// SPDX-FileCopyrightText: Copyright 2024 shadPS4 Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include <SDL3/SDL.h>
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#include "core/libraries/kernel/time_management.h"
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#include "core/libraries/kernel/time_management.h"
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#include "core/libraries/pad/pad.h"
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#include "core/libraries/pad/pad.h"
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#include "input/controller.h"
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#include "input/controller.h"
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@ -117,4 +118,29 @@ void GameController::Axis(int id, Input::Axis axis, int value) {
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AddState(state);
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AddState(state);
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}
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}
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void GameController::SetLightBarRGB(u8 r, u8 g, u8 b) {
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if (m_sdl_gamepad != nullptr) {
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SDL_SetGamepadLED(m_sdl_gamepad, r, g, b);
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}
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}
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bool GameController::SetVibration(u8 smallMotor, u8 largeMotor) {
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if (m_sdl_gamepad != nullptr) {
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return SDL_RumbleGamepad(m_sdl_gamepad, (smallMotor / 255.0f) * 0xFFFF,
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(largeMotor / 255.0f) * 0xFFFF, -1) == 0;
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}
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return true;
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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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}
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} // namespace Input
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} // namespace Input
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@ -6,6 +6,8 @@
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#include <mutex>
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#include <mutex>
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#include "common/types.h"
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#include "common/types.h"
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struct SDL_Gamepad;
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namespace Input {
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namespace Input {
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enum class Axis {
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enum class Axis {
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@ -43,6 +45,9 @@ public:
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void CheckButton(int id, u32 button, bool isPressed);
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void CheckButton(int id, u32 button, bool isPressed);
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void AddState(const State& state);
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void AddState(const State& state);
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void Axis(int id, Input::Axis axis, int value);
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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 TryOpenSDLController();
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private:
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private:
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struct StateInternal {
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struct StateInternal {
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@ -57,6 +62,8 @@ private:
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u32 m_first_state = 0;
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u32 m_first_state = 0;
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std::array<State, MAX_STATES> m_states;
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std::array<State, MAX_STATES> m_states;
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std::array<StateInternal, MAX_STATES> m_private;
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std::array<StateInternal, MAX_STATES> m_private;
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SDL_Gamepad* m_sdl_gamepad = nullptr;
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};
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};
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} // namespace Input
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} // namespace Input
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@ -43,6 +43,9 @@ WindowSDL::WindowSDL(s32 width_, s32 height_, Input::GameController* controller_
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SDL_SetWindowFullscreen(window, Config::isFullscreenMode());
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SDL_SetWindowFullscreen(window, Config::isFullscreenMode());
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SDL_InitSubSystem(SDL_INIT_GAMEPAD);
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controller->TryOpenSDLController();
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#if defined(SDL_PLATFORM_WIN32)
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#if defined(SDL_PLATFORM_WIN32)
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window_info.type = WindowSystemType::Windows;
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window_info.type = WindowSystemType::Windows;
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window_info.render_surface = SDL_GetPointerProperty(SDL_GetWindowProperties(window),
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window_info.render_surface = SDL_GetPointerProperty(SDL_GetWindowProperties(window),
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@ -92,6 +95,11 @@ void WindowSDL::waitEvent() {
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case SDL_EVENT_KEY_UP:
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case SDL_EVENT_KEY_UP:
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onKeyPress(&event);
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onKeyPress(&event);
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break;
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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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case SDL_EVENT_GAMEPAD_AXIS_MOTION:
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onGamepadEvent(&event);
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break;
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case SDL_EVENT_QUIT:
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case SDL_EVENT_QUIT:
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is_open = false;
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is_open = false;
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break;
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break;
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@ -276,4 +284,71 @@ void WindowSDL::onKeyPress(const SDL_Event* event) {
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}
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}
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}
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}
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void WindowSDL::onGamepadEvent(const SDL_Event* event) {
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using Libraries::Pad::OrbisPadButtonDataOffset;
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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_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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if (button != 0) {
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controller->CheckButton(0, button, event->type == SDL_EVENT_GAMEPAD_BUTTON_DOWN);
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}
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break;
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case SDL_EVENT_GAMEPAD_AXIS_MOTION:
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axis = event->gaxis.axis == SDL_GAMEPAD_AXIS_LEFTX ? Input::Axis::LeftX
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: event->gaxis.axis == SDL_GAMEPAD_AXIS_LEFTY ? Input::Axis::LeftY
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: event->gaxis.axis == SDL_GAMEPAD_AXIS_RIGHTX ? Input::Axis::RightX
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: event->gaxis.axis == SDL_GAMEPAD_AXIS_RIGHTY ? Input::Axis::RightY
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: event->gaxis.axis == SDL_GAMEPAD_AXIS_LEFT_TRIGGER ? Input::Axis::TriggerLeft
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: event->gaxis.axis == SDL_GAMEPAD_AXIS_RIGHT_TRIGGER ? Input::Axis::TriggerRight
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: Input::Axis::AxisMax;
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if (axis != Input::Axis::AxisMax) {
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controller->Axis(0, axis, Input::GetAxis(-0x8000, 0x8000, event->gaxis.value));
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}
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break;
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}
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}
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int WindowSDL::sdlGamepadToOrbisButton(u8 button) {
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using Libraries::Pad::OrbisPadButtonDataOffset;
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switch (button) {
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case SDL_GAMEPAD_BUTTON_DPAD_DOWN:
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return OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_DOWN;
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case SDL_GAMEPAD_BUTTON_DPAD_UP:
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return OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_UP;
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case SDL_GAMEPAD_BUTTON_DPAD_LEFT:
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return OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_LEFT;
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case SDL_GAMEPAD_BUTTON_DPAD_RIGHT:
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return OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_RIGHT;
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case SDL_GAMEPAD_BUTTON_SOUTH:
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return OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_CROSS;
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case SDL_GAMEPAD_BUTTON_NORTH:
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return OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_TRIANGLE;
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case SDL_GAMEPAD_BUTTON_WEST:
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return OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_SQUARE;
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case SDL_GAMEPAD_BUTTON_EAST:
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return OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_CIRCLE;
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case SDL_GAMEPAD_BUTTON_START:
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return OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_OPTIONS;
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case SDL_GAMEPAD_BUTTON_TOUCHPAD:
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return OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_TOUCH_PAD;
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case SDL_GAMEPAD_BUTTON_BACK:
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return OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_TOUCH_PAD;
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case SDL_GAMEPAD_BUTTON_LEFT_SHOULDER:
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return OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_L1;
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case SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER:
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return OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_R1;
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case SDL_GAMEPAD_BUTTON_LEFT_STICK:
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return OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_L3;
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case SDL_GAMEPAD_BUTTON_RIGHT_STICK:
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return OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_R3;
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default:
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return 0;
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}
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}
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} // namespace Frontend
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} // namespace Frontend
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@ -7,6 +7,7 @@
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#include "common/types.h"
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#include "common/types.h"
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struct SDL_Window;
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struct SDL_Window;
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struct SDL_Gamepad;
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union SDL_Event;
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union SDL_Event;
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namespace Input {
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namespace Input {
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@ -66,6 +67,9 @@ public:
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private:
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private:
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void onResize();
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void onResize();
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void onKeyPress(const SDL_Event* event);
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void onKeyPress(const SDL_Event* event);
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void onGamepadEvent(const SDL_Event* event);
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int sdlGamepadToOrbisButton(u8 button);
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private:
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private:
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s32 width;
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s32 width;
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