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https://github.com/Ryujinx/SDL.git
synced 2024-12-23 04:45:27 +00:00
Added the hint SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS to control whether Nintendo Switch controllers use their button labels or button positions for game controller button reporting.
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@ -488,6 +488,29 @@ extern "C" {
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*/
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#define SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT "SDL_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT"
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/**
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* \brief If set, game controller face buttons report their values according to their labels instead of their positional layout.
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*
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* For example, on Nintendo Switch controllers, normally you'd get:
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*
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* (Y)
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* (X) (B)
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* (A)
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*
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* but if this hint is set, you'll get:
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*
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* (X)
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* (Y) (A)
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* (B)
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*
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* The variable can be set to the following values:
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* "0" - Report the face buttons by position, as though they were on an Xbox controller.
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* "1" - Report the face buttons by label instead of position
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*
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* The default value is "0". This hint may be set at any time.
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*/
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#define SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS "SDL_GAMECONTROLLER_USE_BUTTON_LABELS"
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/**
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* \brief A variable that lets you enable joystick (and gamecontroller) events even when your app is in the background.
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*
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@ -192,8 +192,9 @@ typedef struct
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typedef struct {
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hid_device *dev;
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SDL_bool m_bIsInputOnly;
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SDL_bool m_bIsUsingBluetooth;
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SDL_bool m_bInputOnly;
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SDL_bool m_bUsingBluetooth;
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SDL_bool m_bUseButtonLabels;
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Uint8 m_nCommandNumber;
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SwitchCommonOutputPacket_t m_RumblePacket;
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Uint32 m_nRumbleExpiration;
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@ -313,7 +314,7 @@ static void ConstructSubcommand(SDL_DriverSwitch_Context *ctx, ESwitchSubcommand
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static SDL_bool WritePacket(SDL_DriverSwitch_Context *ctx, void *pBuf, Uint8 ucLen)
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{
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Uint8 rgucBuf[k_unSwitchMaxOutputPacketLength];
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const size_t unWriteSize = ctx->m_bIsUsingBluetooth ? k_unSwitchBluetoothPacketLength : k_unSwitchUSBPacketLength;
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const size_t unWriteSize = ctx->m_bUsingBluetooth ? k_unSwitchBluetoothPacketLength : k_unSwitchUSBPacketLength;
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if (ucLen > k_unSwitchOutputPacketDataLength) {
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return SDL_FALSE;
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@ -526,7 +527,7 @@ static SDL_bool LoadStickCalibration(SDL_DriverSwitch_Context *ctx)
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}
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}
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if (ctx->m_bIsUsingBluetooth) {
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if (ctx->m_bUsingBluetooth) {
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for (stick = 0; stick < 2; ++stick) {
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for(axis = 0; axis < 2; ++axis) {
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ctx->m_StickExtents[stick].axis[axis].sMin = (Sint16)(SDL_MIN_SINT16 * 0.5f);
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@ -580,6 +581,31 @@ static Sint16 ApplyStickCalibration(SDL_DriverSwitch_Context *ctx, int nStick, i
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return ApplyStickCalibrationCentered(ctx, nStick, nAxis, sRawValue, ctx->m_StickCalData[nStick].axis[nAxis].sCenter);
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}
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static void SDLCALL SDL_GameControllerButtonReportingHintChanged(void *userdata, const char *name, const char *oldValue, const char *hint)
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{
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SDL_DriverSwitch_Context *ctx = (SDL_DriverSwitch_Context *)userdata;
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ctx->m_bUseButtonLabels = (hint && *hint != '0' && SDL_strcasecmp(hint, "false") != 0);
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}
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static Uint8 RemapButton(SDL_DriverSwitch_Context *ctx, Uint8 button)
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{
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if (ctx->m_bUseButtonLabels) {
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switch (button) {
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case SDL_CONTROLLER_BUTTON_A:
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return SDL_CONTROLLER_BUTTON_B;
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case SDL_CONTROLLER_BUTTON_B:
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return SDL_CONTROLLER_BUTTON_A;
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case SDL_CONTROLLER_BUTTON_X:
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return SDL_CONTROLLER_BUTTON_Y;
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case SDL_CONTROLLER_BUTTON_Y:
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return SDL_CONTROLLER_BUTTON_X;
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default:
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break;
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}
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}
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return button;
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}
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static SDL_bool
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HIDAPI_DriverSwitch_Init(SDL_Joystick *joystick, hid_device *dev, Uint16 vendor_id, Uint16 product_id, void **context)
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{
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@ -596,15 +622,15 @@ HIDAPI_DriverSwitch_Init(SDL_Joystick *joystick, hid_device *dev, Uint16 vendor_
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*context = ctx;
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/* Find out whether or not we can send output reports */
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ctx->m_bIsInputOnly = SDL_IsJoystickNintendoSwitchProInputOnly(vendor_id, product_id);
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if (!ctx->m_bIsInputOnly) {
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ctx->m_bInputOnly = SDL_IsJoystickNintendoSwitchProInputOnly(vendor_id, product_id);
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if (!ctx->m_bInputOnly) {
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/* Initialize rumble data */
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SetNeutralRumble(&ctx->m_RumblePacket.rumbleData[0]);
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SetNeutralRumble(&ctx->m_RumblePacket.rumbleData[1]);
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/* Try setting up USB mode, and if that fails we're using Bluetooth */
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if (!BTrySetupUSB(ctx)) {
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ctx->m_bIsUsingBluetooth = SDL_TRUE;
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ctx->m_bUsingBluetooth = SDL_TRUE;
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}
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if (!LoadStickCalibration(ctx)) {
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@ -620,7 +646,7 @@ HIDAPI_DriverSwitch_Init(SDL_Joystick *joystick, hid_device *dev, Uint16 vendor_
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}
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/* Set the desired input mode */
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if (ctx->m_bIsUsingBluetooth) {
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if (ctx->m_bUsingBluetooth) {
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input_mode = k_eSwitchInputReportIDs_SimpleControllerState;
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} else {
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input_mode = k_eSwitchInputReportIDs_FullControllerState;
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@ -632,7 +658,7 @@ HIDAPI_DriverSwitch_Init(SDL_Joystick *joystick, hid_device *dev, Uint16 vendor_
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}
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/* Start sending USB reports */
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if (!ctx->m_bIsUsingBluetooth) {
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if (!ctx->m_bUsingBluetooth) {
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/* ForceUSB doesn't generate an ACK, so don't wait for a reply */
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if (!WriteProprietary(ctx, k_eSwitchProprietaryCommandIDs_ForceUSB, NULL, 0, SDL_FALSE)) {
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SDL_SetError("Couldn't start USB reports");
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@ -646,6 +672,14 @@ HIDAPI_DriverSwitch_Init(SDL_Joystick *joystick, hid_device *dev, Uint16 vendor_
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SetSlotLED(ctx, (joystick->instance_id % 4));
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}
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if (vendor_id == 0x0e6f && product_id == 0x0185) {
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/* This is a controller shaped like a GameCube controller, with a large central A button */
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ctx->m_bUseButtonLabels = SDL_TRUE;
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} else {
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SDL_AddHintCallback(SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS,
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SDL_GameControllerButtonReportingHintChanged, ctx);
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}
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/* Initialize the joystick capabilities */
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joystick->nbuttons = SDL_CONTROLLER_BUTTON_MAX;
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joystick->naxes = SDL_CONTROLLER_AXIS_MAX;
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@ -701,10 +735,10 @@ static void HandleInputOnlyControllerState(SDL_Joystick *joystick, SDL_DriverSwi
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if (packet->rgucButtons[0] != ctx->m_lastInputOnlyState.rgucButtons[0]) {
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Uint8 data = packet->rgucButtons[0];
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SDL_PrivateJoystickButton(joystick, SDL_CONTROLLER_BUTTON_X, (data & 0x01) ? SDL_PRESSED : SDL_RELEASED);
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SDL_PrivateJoystickButton(joystick, SDL_CONTROLLER_BUTTON_A, (data & 0x02) ? SDL_PRESSED : SDL_RELEASED);
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SDL_PrivateJoystickButton(joystick, SDL_CONTROLLER_BUTTON_B, (data & 0x04) ? SDL_PRESSED : SDL_RELEASED);
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SDL_PrivateJoystickButton(joystick, SDL_CONTROLLER_BUTTON_Y, (data & 0x08) ? SDL_PRESSED : SDL_RELEASED);
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SDL_PrivateJoystickButton(joystick, RemapButton(ctx, SDL_CONTROLLER_BUTTON_X), (data & 0x01) ? SDL_PRESSED : SDL_RELEASED);
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SDL_PrivateJoystickButton(joystick, RemapButton(ctx, SDL_CONTROLLER_BUTTON_A), (data & 0x02) ? SDL_PRESSED : SDL_RELEASED);
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SDL_PrivateJoystickButton(joystick, RemapButton(ctx, SDL_CONTROLLER_BUTTON_B), (data & 0x04) ? SDL_PRESSED : SDL_RELEASED);
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SDL_PrivateJoystickButton(joystick, RemapButton(ctx, SDL_CONTROLLER_BUTTON_Y), (data & 0x08) ? SDL_PRESSED : SDL_RELEASED);
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SDL_PrivateJoystickButton(joystick, SDL_CONTROLLER_BUTTON_LEFTSHOULDER, (data & 0x10) ? SDL_PRESSED : SDL_RELEASED);
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SDL_PrivateJoystickButton(joystick, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER, (data & 0x20) ? SDL_PRESSED : SDL_RELEASED);
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@ -799,10 +833,10 @@ static void HandleSimpleControllerState(SDL_Joystick *joystick, SDL_DriverSwitch
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if (packet->rgucButtons[0] != ctx->m_lastSimpleState.rgucButtons[0]) {
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Uint8 data = packet->rgucButtons[0];
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SDL_PrivateJoystickButton(joystick, SDL_CONTROLLER_BUTTON_A, (data & 0x01) ? SDL_PRESSED : SDL_RELEASED);
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SDL_PrivateJoystickButton(joystick, SDL_CONTROLLER_BUTTON_B, (data & 0x02) ? SDL_PRESSED : SDL_RELEASED);
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SDL_PrivateJoystickButton(joystick, SDL_CONTROLLER_BUTTON_X, (data & 0x04) ? SDL_PRESSED : SDL_RELEASED);
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SDL_PrivateJoystickButton(joystick, SDL_CONTROLLER_BUTTON_Y, (data & 0x08) ? SDL_PRESSED : SDL_RELEASED);
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SDL_PrivateJoystickButton(joystick, RemapButton(ctx, SDL_CONTROLLER_BUTTON_A), (data & 0x01) ? SDL_PRESSED : SDL_RELEASED);
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SDL_PrivateJoystickButton(joystick, RemapButton(ctx, SDL_CONTROLLER_BUTTON_B), (data & 0x02) ? SDL_PRESSED : SDL_RELEASED);
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SDL_PrivateJoystickButton(joystick, RemapButton(ctx, SDL_CONTROLLER_BUTTON_X), (data & 0x04) ? SDL_PRESSED : SDL_RELEASED);
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SDL_PrivateJoystickButton(joystick, RemapButton(ctx, SDL_CONTROLLER_BUTTON_Y), (data & 0x08) ? SDL_PRESSED : SDL_RELEASED);
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SDL_PrivateJoystickButton(joystick, SDL_CONTROLLER_BUTTON_LEFTSHOULDER, (data & 0x10) ? SDL_PRESSED : SDL_RELEASED);
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SDL_PrivateJoystickButton(joystick, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER, (data & 0x20) ? SDL_PRESSED : SDL_RELEASED);
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@ -887,10 +921,10 @@ static void HandleFullControllerState(SDL_Joystick *joystick, SDL_DriverSwitch_C
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if (packet->controllerState.rgucButtons[0] != ctx->m_lastFullState.controllerState.rgucButtons[0]) {
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Uint8 data = packet->controllerState.rgucButtons[0];
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SDL_PrivateJoystickButton(joystick, SDL_CONTROLLER_BUTTON_X, (data & 0x01) ? SDL_PRESSED : SDL_RELEASED);
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SDL_PrivateJoystickButton(joystick, SDL_CONTROLLER_BUTTON_Y, (data & 0x02) ? SDL_PRESSED : SDL_RELEASED);
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SDL_PrivateJoystickButton(joystick, SDL_CONTROLLER_BUTTON_A, (data & 0x04) ? SDL_PRESSED : SDL_RELEASED);
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SDL_PrivateJoystickButton(joystick, SDL_CONTROLLER_BUTTON_B, (data & 0x08) ? SDL_PRESSED : SDL_RELEASED);
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SDL_PrivateJoystickButton(joystick, RemapButton(ctx, SDL_CONTROLLER_BUTTON_X), (data & 0x01) ? SDL_PRESSED : SDL_RELEASED);
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SDL_PrivateJoystickButton(joystick, RemapButton(ctx, SDL_CONTROLLER_BUTTON_Y), (data & 0x02) ? SDL_PRESSED : SDL_RELEASED);
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SDL_PrivateJoystickButton(joystick, RemapButton(ctx, SDL_CONTROLLER_BUTTON_A), (data & 0x04) ? SDL_PRESSED : SDL_RELEASED);
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SDL_PrivateJoystickButton(joystick, RemapButton(ctx, SDL_CONTROLLER_BUTTON_B), (data & 0x08) ? SDL_PRESSED : SDL_RELEASED);
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SDL_PrivateJoystickButton(joystick, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER, (data & 0x40) ? SDL_PRESSED : SDL_RELEASED);
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axis = (data & 0x80) ? 32767 : -32768;
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SDL_PrivateJoystickAxis(joystick, SDL_CONTROLLER_AXIS_TRIGGERRIGHT, axis);
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@ -964,7 +998,7 @@ HIDAPI_DriverSwitch_Update(SDL_Joystick *joystick, hid_device *dev, void *contex
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int size;
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while ((size = ReadInput(ctx)) > 0) {
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if (ctx->m_bIsInputOnly) {
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if (ctx->m_bInputOnly) {
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HandleInputOnlyControllerState(joystick, ctx, (SwitchInputOnlyControllerStatePacket_t *)&ctx->m_rgucReadBuffer[0]);
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} else {
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switch (ctx->m_rgucReadBuffer[0]) {
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@ -995,8 +1029,13 @@ HIDAPI_DriverSwitch_Quit(SDL_Joystick *joystick, hid_device *dev, void *context)
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{
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SDL_DriverSwitch_Context *ctx = (SDL_DriverSwitch_Context *)context;
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/* Restore simple input mode for other applications */
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SetInputMode(ctx, k_eSwitchInputReportIDs_SimpleControllerState);
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if (!ctx->m_bInputOnly) {
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/* Restore simple input mode for other applications */
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SetInputMode(ctx, k_eSwitchInputReportIDs_SimpleControllerState);
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}
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SDL_DelHintCallback(SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS,
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SDL_GameControllerButtonReportingHintChanged, ctx);
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SDL_free(context);
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}
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