perfect_dark/port/src/input.c

471 lines
12 KiB
C

#include <SDL.h>
#include <PR/ultratypes.h>
#include <PR/os_thread.h>
#include <PR/os_cont.h>
#include "input.h"
#include "video.h"
#include "config.h"
#define MAX_BINDS 4
#define TRIG_THRESHOLD (30 * 256)
#define DEFAULT_DEADZONE 4096
#define DEFAULT_DEADZONE_RY 6144
#define WHEEL_UP_MASK SDL_BUTTON(VK_MOUSE_WHEEL_UP - VK_MOUSE_BEGIN + 1)
#define WHEEL_DN_MASK SDL_BUTTON(VK_MOUSE_WHEEL_DN - VK_MOUSE_BEGIN + 1)
static SDL_GameController *pads[INPUT_MAX_CONTROLLERS];
static u32 binds[MAXCONTROLLERS][CK_TOTAL_COUNT][MAX_BINDS]; // [i][CK_][b] = [VK_]
static s32 connectedMask = 0;
static s32 mouseEnabled = 1;
static s32 mouseLocked = 0;
static s32 mouseX, mouseY;
static s32 mouseDX, mouseDY;
static u32 mouseButtons;
static s32 mouseWheel = 0;
static f32 mouseSensX = 1.5f;
static f32 mouseSensY = 1.5f;
static f32 rumbleScale = 0.333f;
// NOTE: by default this gets inverted for 1.2
static u32 axisMap[2][2] = {
{ SDL_CONTROLLER_AXIS_LEFTX, SDL_CONTROLLER_AXIS_LEFTY },
{ SDL_CONTROLLER_AXIS_RIGHTX, SDL_CONTROLLER_AXIS_RIGHTY },
};
static f32 stickSens[42] = {
// index == SDL_CONTROLLER_AXIS_*
1.f, 1.f, 1.f, 1.f
};
static s32 deadzone[4] = {
// index == SDL_CONTROLLER_AXIS_*
DEFAULT_DEADZONE, DEFAULT_DEADZONE,
DEFAULT_DEADZONE, DEFAULT_DEADZONE_RY,
};
void inputSetDefaultKeyBinds(void)
{
// TODO: make VK constants for all these
static const u32 kbbinds[][3] = {
{ CK_A, SDL_SCANCODE_Q, 0 },
{ CK_B, SDL_SCANCODE_E, 0 },
{ CK_X, SDL_SCANCODE_R, 0 },
{ CK_Y, SDL_SCANCODE_R, 0 },
{ CK_RTRIG, VK_MOUSE_RIGHT, SDL_SCANCODE_Z },
{ CK_LTRIG, SDL_SCANCODE_F, SDL_SCANCODE_X },
{ CK_ZTRIG, VK_MOUSE_LEFT, SDL_SCANCODE_SPACE },
{ CK_START, SDL_SCANCODE_RETURN, SDL_SCANCODE_TAB },
{ CK_DPAD_D, SDL_SCANCODE_G, VK_MOUSE_MIDDLE },
{ CK_DPAD_U, 0, 0 },
{ CK_DPAD_R, 0, 0 },
{ CK_DPAD_L, 0, 0 },
{ CK_C_D, SDL_SCANCODE_S, 0 },
{ CK_C_U, SDL_SCANCODE_W, 0 },
{ CK_C_R, SDL_SCANCODE_D, 0 },
{ CK_C_L, SDL_SCANCODE_A, 0 },
{ CK_STICK_XNEG, SDL_SCANCODE_LEFT, 0 },
{ CK_STICK_XPOS, SDL_SCANCODE_RIGHT, 0 },
{ CK_STICK_YNEG, SDL_SCANCODE_DOWN, 0 },
{ CK_STICK_YPOS, SDL_SCANCODE_UP, 0 },
};
static const u32 joybinds[][2] = {
{ CK_A, SDL_CONTROLLER_BUTTON_A },
{ CK_B, SDL_CONTROLLER_BUTTON_B },
{ CK_X, SDL_CONTROLLER_BUTTON_X },
{ CK_Y, SDL_CONTROLLER_BUTTON_Y },
{ CK_DPAD_D, SDL_CONTROLLER_BUTTON_LEFTSHOULDER },
{ CK_LTRIG, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER },
{ CK_RTRIG, VK_JOY1_LTRIG - VK_JOY1_BEGIN },
{ CK_ZTRIG, VK_JOY1_RTRIG - VK_JOY1_BEGIN },
{ CK_START, SDL_CONTROLLER_BUTTON_START },
{ CK_C_D, SDL_CONTROLLER_BUTTON_DPAD_DOWN },
{ CK_C_U, SDL_CONTROLLER_BUTTON_DPAD_UP },
{ CK_C_R, SDL_CONTROLLER_BUTTON_DPAD_RIGHT },
{ CK_C_L, SDL_CONTROLLER_BUTTON_DPAD_LEFT },
};
for (u32 i = 0; i < sizeof(kbbinds) / sizeof(kbbinds[0]); ++i) {
for (s32 j = 1; j < 3; ++j) {
if (kbbinds[i][j]) {
inputKeyBind(0, kbbinds[i][0], j - 1, kbbinds[i][j]);
}
}
}
for (u32 i = 0; i < sizeof(joybinds) / sizeof(joybinds[0]); ++i) {
for (s32 j = 0; j < INPUT_MAX_CONTROLLERS; ++j) {
inputKeyBind(j, joybinds[i][0], -1, VK_JOY_BEGIN + j * INPUT_MAX_CONTROLLER_BUTTONS + joybinds[i][1]);
}
}
}
static int inputEventFilter(void *data, SDL_Event *event)
{
switch (event->type) {
case SDL_CONTROLLERDEVICEADDED:
for (s32 i = 0; i < INPUT_MAX_CONTROLLERS; ++i) {
if (!pads[i]) {
pads[i] = SDL_GameControllerOpen(event->cdevice.which);
if (pads[i]) {
connectedMask |= (1 << i);
}
break;
}
}
break;
case SDL_CONTROLLERDEVICEREMOVED: {
SDL_GameController *ctrl = SDL_GameControllerFromInstanceID(event->cdevice.which);
if (ctrl) {
for (s32 i = 0; i < INPUT_MAX_CONTROLLERS; ++i) {
if (pads[i] == ctrl) {
SDL_GameControllerClose(pads[i]);
pads[i] = NULL;
if (i) {
connectedMask &= ~(1 << i);
}
break;
}
}
}
break;
}
case SDL_MOUSEWHEEL:
mouseWheel = event->wheel.y;
break;
default:
break;
}
return 0;
}
s32 inputInit(void)
{
if (!SDL_WasInit(SDL_INIT_GAMECONTROLLER)) {
SDL_InitSubSystem(SDL_INIT_GAMECONTROLLER);
}
const s32 numJoys = SDL_NumJoysticks();
s32 ret = 1; // always report first controller as connected
// if this is set to 1, keyboard will count as a separate controller on its own,
// so the first connected gamepad will go to player 2 instead of player 1
const s32 cstart = configGetInt("Input.FirstGamepadNum", 0);
for (s32 jidx = 0, cidx = cstart; jidx < numJoys && cidx < INPUT_MAX_CONTROLLERS; ++jidx) {
if (SDL_IsGameController(jidx)) {
pads[cidx] = SDL_GameControllerOpen(jidx);
if (pads[cidx]) {
SDL_GameControllerSetPlayerIndex(pads[cidx], cidx);
ret |= 1 << cidx;
++cidx;
}
}
}
// since the main event loop is elsewhere, we can receive some events we need using a watcher
SDL_AddEventWatch(inputEventFilter, NULL);
inputSetDefaultKeyBinds();
mouseEnabled = configGetInt("Input.MouseEnabled", 1);
mouseSensX = configGetFloat("Input.MouseSpeedX", 1.5f);
mouseSensY = configGetFloat("Input.MouseSpeedY", 1.5f);
rumbleScale = configGetFloat("Input.RumbleScale", 0.333f);
deadzone[0] = configGetInt("Input.LStickDeadzoneX", DEFAULT_DEADZONE);
deadzone[1] = configGetInt("Input.LStickDeadzoneY", DEFAULT_DEADZONE);
deadzone[2] = configGetInt("Input.RStickDeadzoneX", DEFAULT_DEADZONE);
deadzone[3] = configGetInt("Input.RStickDeadzoneY", DEFAULT_DEADZONE_RY);
stickSens[0] = configGetFloat("Input.LStickScaleX", 1.f);
stickSens[1] = configGetFloat("Input.LStickScaleY", 1.f);
stickSens[2] = configGetFloat("Input.RStickScaleX", 1.f);
stickSens[3] = configGetFloat("Input.RStickScaleY", 1.f);
if (configGetInt("Input.SwapSticks", 1)) {
// invert axis map
axisMap[0][0] = SDL_CONTROLLER_AXIS_RIGHTX;
axisMap[0][1] = SDL_CONTROLLER_AXIS_RIGHTY;
axisMap[1][0] = SDL_CONTROLLER_AXIS_LEFTX;
axisMap[1][1] = SDL_CONTROLLER_AXIS_LEFTY;
}
const s32 overrideMask = (1 << configGetInt("Input.FakeGamepads", 0)) - 1;
if (overrideMask) {
ret = overrideMask;
}
connectedMask = ret;
return ret;
}
static inline s32 inputBindPressed(const s32 idx, const u32 ck)
{
for (s32 i = 0; i < MAX_BINDS; ++i) {
if (binds[idx][ck][i]) {
if (inputKeyPressed(binds[idx][ck][i])) {
return 1;
}
}
}
return 0;
}
static inline s32 inputAxisScale(s32 x, const s32 deadzone, const f32 scale)
{
if (abs(x) < deadzone) {
return 0;
} else {
// rescale to fit the non-deadzone range
if (x < 0) {
x += deadzone;
} else {
x -= deadzone;
}
x = x * 32768 / (32768 - deadzone);
// scale with sensitivity
x *= scale;
return (x > 32767) ? 32767 : ((x < -32768) ? -32768 : x);
}
}
s32 inputReadController(s32 idx, OSContPad *npad)
{
if (idx < 0 || idx >= INPUT_MAX_CONTROLLERS || !npad) {
return -1;
}
npad->button = 0;
for (u32 i = 0; i < CONT_NUM_BUTTONS; ++i) {
if (inputBindPressed(idx, i)) {
npad->button |= 1U << i;
}
}
const s32 xdiff = (inputBindPressed(idx, CK_STICK_XPOS) - inputBindPressed(idx, CK_STICK_XNEG));
const s32 ydiff = (inputBindPressed(idx, CK_STICK_YPOS) - inputBindPressed(idx, CK_STICK_YNEG));
npad->stick_x = xdiff < 0 ? -0x80 : (xdiff > 0 ? 0x7F : 0);
npad->stick_y = ydiff < 0 ? -0x80 : (ydiff > 0 ? 0x7F : 0);
if (!pads[idx]) {
return 0;
}
s32 leftX = SDL_GameControllerGetAxis(pads[idx], axisMap[0][0]);
s32 leftY = SDL_GameControllerGetAxis(pads[idx], axisMap[0][1]);
s32 rightX = SDL_GameControllerGetAxis(pads[idx], axisMap[1][0]);
s32 rightY = SDL_GameControllerGetAxis(pads[idx], axisMap[1][1]);
leftX = inputAxisScale(leftX, deadzone[axisMap[0][0]], stickSens[axisMap[0][0]]);
leftY = inputAxisScale(leftY, deadzone[axisMap[0][1]], stickSens[axisMap[0][1]]);
rightX = inputAxisScale(rightX, deadzone[axisMap[1][0]], stickSens[axisMap[1][0]]);
rightY = inputAxisScale(rightY, deadzone[axisMap[1][1]], stickSens[axisMap[1][1]]);
if (rightX < -0x4000) npad->button |= L_CBUTTONS;
if (rightX > +0x4000) npad->button |= R_CBUTTONS;
if (rightY < -0x4000) npad->button |= U_CBUTTONS;
if (rightY > +0x4000) npad->button |= D_CBUTTONS;
if (!npad->stick_x && leftX) {
npad->stick_x = leftX / 0x100;
}
const s32 stickY = -leftY / 0x100;
if (!npad->stick_y && stickY) {
npad->stick_y = (stickY == 128) ? 127 : stickY;
}
return 0;
}
static inline void inputUpdateMouse(void)
{
s32 mx, my;
mouseButtons = SDL_GetMouseState(&mx, &my);
if (mouseWheel > 0) {
mouseButtons |= WHEEL_UP_MASK;
} else if (mouseWheel < 0) {
mouseButtons |= WHEEL_DN_MASK;
}
mouseWheel = 0;
if (mouseLocked) {
SDL_GetRelativeMouseState(&mouseDX, &mouseDY);
} else {
mouseDX = mx - mouseX;
mouseDY = my - mouseY;
}
mouseX = mx;
mouseY = my;
if (!mouseLocked && (mouseButtons & SDL_BUTTON_LMASK)) {
inputLockMouse(1);
} else if (mouseLocked && inputKeyPressed(VK_ESCAPE)) {
inputLockMouse(0);
}
}
void inputUpdate(void)
{
SDL_GameControllerUpdate();
if (mouseEnabled) {
inputUpdateMouse();
}
}
s32 inputControllerConnected(s32 idx)
{
if (idx < 0 || idx >= INPUT_MAX_CONTROLLERS) {
return 0;
}
return pads[idx] || (connectedMask & (1 << idx));
}
s32 inputRumbleSupported(s32 idx)
{
if (idx < 0 || idx >= INPUT_MAX_CONTROLLERS) {
return 0;
}
return SDL_GameControllerHasRumble(pads[idx]);
}
void inputRumble(s32 idx, f32 strength, f32 time)
{
if (idx < 0 || idx >= INPUT_MAX_CONTROLLERS || !pads[idx]) {
return;
}
if (SDL_GameControllerHasRumble(pads[idx])) {
if (strength <= 0.f) {
strength = 0.f;
time = 0.f;
} else {
strength *= 65535.f;
time *= 1000.f;
}
SDL_GameControllerRumble(pads[idx], (u16)strength, (u16)strength, (u32)time);
}
}
s32 inputControllerMask(void)
{
return connectedMask;
}
void inputKeyBind(s32 idx, u32 ck, s32 bind, u32 vk)
{
if (idx < 0 || idx >= INPUT_MAX_CONTROLLERS || bind >= MAX_BINDS || ck >= CK_TOTAL_COUNT) {
return;
}
if (bind < 0) {
for (s32 i = 0; i < MAX_BINDS; ++i) {
if (binds[idx][ck][i] == 0) {
bind = i;
break;
}
}
if (bind < 0) {
bind = MAX_BINDS - 1; // just overwrite last
}
}
binds[idx][ck][bind] = vk;
}
s32 inputKeyPressed(u32 vk)
{
if (vk >= VK_KEYBOARD_BEGIN && vk < VK_MOUSE_BEGIN) {
const u8 *state = SDL_GetKeyboardState(NULL);
return state[vk - VK_KEYBOARD_BEGIN];
} else if (vk >= VK_MOUSE_BEGIN && vk < VK_JOY_BEGIN) {
return mouseButtons & SDL_BUTTON(vk - VK_MOUSE_BEGIN + 1);
} else if (vk >= VK_JOY_BEGIN && vk < VK_TOTAL_COUNT) {
vk -= VK_JOY_BEGIN;
const s32 idx = vk / INPUT_MAX_CONTROLLER_BUTTONS;
if (idx < 0 || idx >= INPUT_MAX_CONTROLLERS || !pads[idx]) {
return 0;
}
vk = vk % INPUT_MAX_CONTROLLER_BUTTONS;
// triggers
if (vk == 30 || vk == 31) {
const s32 trig = SDL_CONTROLLER_AXIS_TRIGGERLEFT + vk - 30;
return SDL_GameControllerGetAxis(pads[idx], trig) > TRIG_THRESHOLD;
}
return SDL_GameControllerGetButton(pads[idx], vk);
}
return 0;
}
static inline u16 inputContToContKey(const u16 cont)
{
if (cont == 0) {
return 0;
}
// just a log2 to convert CONT_* to their indices
return 32 - __builtin_clz(cont - 1);
}
s32 inputButtonPressed(s32 idx, u16 contbtn)
{
if (idx < 0 || idx >= INPUT_MAX_CONTROLLERS) {
return 0;
}
return inputBindPressed(idx, inputContToContKey(contbtn));
}
void inputLockMouse(s32 lock)
{
mouseLocked = !!lock;
SDL_SetRelativeMouseMode(mouseLocked);
}
s32 inputMouseIsLocked(void)
{
return mouseLocked;
}
void inputMouseGetPosition(s32 *x, s32 *y)
{
if (x) *x = mouseX * videoGetNativeWidth() / videoGetWidth();
if (y) *y = mouseY * videoGetNativeHeight() / videoGetHeight();
}
void inputMouseGetRawDelta(s32 *dx, s32 *dy)
{
if (dx) *dx = mouseDX;
if (dy) *dy = mouseDY;
}
void inputMouseGetScaledDelta(f32 *dx, f32 *dy)
{
f32 mdx, mdy;
if (mouseLocked) {
mdx = mouseSensX * (f32)mouseDX / 100.0f;
mdy = mouseSensY * (f32)mouseDY / 100.0f;
} else {
mdx = 0.f;
mdy = 0.f;
}
if (dx) *dx = mdx;
if (dy) *dy = mdy;
}