Added support for the Guide and Share buttons on GameInput controllers

This commit is contained in:
Sam Lantinga
2024-08-07 15:05:38 -07:00
parent 3ec19b2a89
commit 5cab979f21

View File

@@ -29,6 +29,10 @@
#define COBJMACROS #define COBJMACROS
#include <GameInput.h> #include <GameInput.h>
enum
{
SDL_GAMEPAD_BUTTON_GAMEINPUT_SHARE = 11
};
typedef struct GAMEINPUT_InternalDevice typedef struct GAMEINPUT_InternalDevice
{ {
@@ -53,7 +57,7 @@ typedef struct joystick_hwdata
GAMEINPUT_InternalDevice *devref; GAMEINPUT_InternalDevice *devref;
SDL_bool report_sensors; SDL_bool report_sensors;
GameInputRumbleParams rumbleParams; GameInputRumbleParams rumbleParams;
GameInputCallbackToken guide_button_callback_token; GameInputCallbackToken system_button_callback_token;
} GAMEINPUT_InternalJoystickHwdata; } GAMEINPUT_InternalJoystickHwdata;
// FIXME: We need a lock to protect the device list // FIXME: We need a lock to protect the device list
@@ -374,16 +378,24 @@ static void GAMEINPUT_UpdatePowerInfo(SDL_Joystick *joystick, IGameInputDevice *
SDL_SendJoystickPowerInfo(joystick, state, percent); SDL_SendJoystickPowerInfo(joystick, state, percent);
} }
#if 0 static void CALLBACK GAMEINPUT_InternalSystemButtonCallback(
static void CALLBACK GAMEINPUT_InternalGuideButtonCallback(GameInputCallbackToken callbackToken, void *context, IGameInputDevice *device, uint64_t timestamp, bool isPressed) _In_ GameInputCallbackToken callbackToken,
_In_ void * context,
_In_ IGameInputDevice * device,
_In_ uint64_t timestamp,
_In_ GameInputSystemButtons currentButtons,
_In_ GameInputSystemButtons previousButtons)
{ {
SDL_Joystick *joystick = (SDL_Joystick *)context; SDL_Joystick *joystick = (SDL_Joystick *)context;
SDL_LockJoysticks(); GameInputSystemButtons changedButtons = (previousButtons ^ currentButtons);
SDL_SendJoystickButton(0, joystick, SDL_GAMEPAD_BUTTON_GUIDE, isPressed ? SDL_PRESSED : SDL_RELEASED); if (changedButtons) {
SDL_UnlockJoysticks(); SDL_LockJoysticks();
SDL_SendJoystickButton(0, joystick, SDL_GAMEPAD_BUTTON_GUIDE, (currentButtons & GameInputSystemButtonGuide) ? SDL_PRESSED : SDL_RELEASED);
SDL_SendJoystickButton(0, joystick, SDL_GAMEPAD_BUTTON_GAMEINPUT_SHARE, (currentButtons & GameInputSystemButtonShare) ? SDL_PRESSED : SDL_RELEASED);
SDL_UnlockJoysticks();
}
} }
#endif
static int GAMEINPUT_JoystickOpen(SDL_Joystick *joystick, int device_index) static int GAMEINPUT_JoystickOpen(SDL_Joystick *joystick, int device_index)
{ {
@@ -407,18 +419,24 @@ static int GAMEINPUT_JoystickOpen(SDL_Joystick *joystick, int device_index)
joystick->naxes = 6; joystick->naxes = 6;
joystick->nbuttons = 11; joystick->nbuttons = 11;
joystick->nhats = 1; joystick->nhats = 1;
if (info->supportedSystemButtons != GameInputSystemButtonNone) {
if (info->supportedSystemButtons & GameInputSystemButtonShare) {
++joystick->nbuttons;
}
#if 1 // The C macro in GameInput.h version 10.0.26100 refers to a focus policy which I guess has been removed from the final API?
#undef IGameInput_RegisterSystemButtonCallback
#define IGameInput_RegisterSystemButtonCallback(This, device, buttonFilter, context, callbackFunc, callbackToken) ((This)->lpVtbl->RegisterSystemButtonCallback(This, device, buttonFilter, context, callbackFunc, callbackToken))
#endif
IGameInput_RegisterSystemButtonCallback(g_pGameInput, elem->device, (GameInputSystemButtonGuide | GameInputSystemButtonShare), joystick, GAMEINPUT_InternalSystemButtonCallback, &hwdata->system_button_callback_token);
}
} else { } else {
joystick->naxes = info->controllerAxisCount; joystick->naxes = info->controllerAxisCount;
joystick->nbuttons = info->controllerButtonCount; joystick->nbuttons = info->controllerButtonCount;
joystick->nhats = info->controllerSwitchCount; joystick->nhats = info->controllerSwitchCount;
} }
if (GAMEINPUT_InternalIsGamepad(info)) {
#if 0 /* The actual signature for this function is GameInputClient::RegisterSystemButtonCallback(struct IGameInputDevice *,enum GameInputSystemButtons,void *,void (*)(unsigned __int64,void *,struct IGameInputDevice *,unsigned __int64,enum GameInputSystemButtons,enum GameInputSystemButtons),unsigned __int64 *) */
IGameInput_RegisterGuideButtonCallback(g_pGameInput, elem->device, joystick, GAMEINPUT_InternalGuideButtonCallback, &hwdata->guide_button_callback_token);
#endif
}
if (info->supportedRumbleMotors & (GameInputRumbleLowFrequency | GameInputRumbleHighFrequency)) { if (info->supportedRumbleMotors & (GameInputRumbleLowFrequency | GameInputRumbleHighFrequency)) {
SDL_SetBooleanProperty(SDL_GetJoystickProperties(joystick), SDL_PROP_JOYSTICK_CAP_RUMBLE_BOOLEAN, SDL_TRUE); SDL_SetBooleanProperty(SDL_GetJoystickProperties(joystick), SDL_PROP_JOYSTICK_CAP_RUMBLE_BOOLEAN, SDL_TRUE);
} }
@@ -608,8 +626,8 @@ static void GAMEINPUT_JoystickClose(SDL_Joystick* joystick)
{ {
GAMEINPUT_InternalJoystickHwdata *hwdata = joystick->hwdata; GAMEINPUT_InternalJoystickHwdata *hwdata = joystick->hwdata;
if (hwdata->guide_button_callback_token) { if (hwdata->system_button_callback_token) {
IGameInput_UnregisterCallback(g_pGameInput, hwdata->guide_button_callback_token, 5000); IGameInput_UnregisterCallback(g_pGameInput, hwdata->system_button_callback_token, 5000);
} }
SDL_free(hwdata); SDL_free(hwdata);
@@ -661,7 +679,15 @@ static SDL_bool GAMEINPUT_JoystickGetGamepadMapping(int device_index, SDL_Gamepa
out->back.kind = EMappingKind_Button; out->back.kind = EMappingKind_Button;
out->back.target = SDL_GAMEPAD_BUTTON_BACK; out->back.target = SDL_GAMEPAD_BUTTON_BACK;
/* The guide button isn't available, so don't map it */ if (elem->info->supportedSystemButtons & GameInputSystemButtonGuide) {
out->guide.kind = EMappingKind_Button;
out->guide.target = SDL_GAMEPAD_BUTTON_GUIDE;
}
if (elem->info->supportedSystemButtons & GameInputSystemButtonShare) {
out->misc1.kind = EMappingKind_Button;
out->misc1.target = SDL_GAMEPAD_BUTTON_GAMEINPUT_SHARE;
}
out->start.kind = EMappingKind_Button; out->start.kind = EMappingKind_Button;
out->start.target = SDL_GAMEPAD_BUTTON_START; out->start.target = SDL_GAMEPAD_BUTTON_START;