From 8c7508decde0c4ebfed11da19f90399719e904ae Mon Sep 17 00:00:00 2001 From: "Ryan C. Gordon" Date: Mon, 22 Jun 2026 11:05:04 -0400 Subject: [PATCH] ps2: Treat the d-pad as a hat switch at the SDL_Joystick level. Reference Issue #14830. --- src/joystick/SDL_gamepad_db.h | 2 +- src/joystick/ps2/SDL_sysjoystick.c | 57 +++++++++++++++++++++++------- 2 files changed, 45 insertions(+), 14 deletions(-) diff --git a/src/joystick/SDL_gamepad_db.h b/src/joystick/SDL_gamepad_db.h index c184eefe23..7991d319d7 100644 --- a/src/joystick/SDL_gamepad_db.h +++ b/src/joystick/SDL_gamepad_db.h @@ -868,7 +868,7 @@ static const char *s_GamepadMappings[] = { "default,*,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b8,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a2,righty:a3,start:b7,x:b2,y:b3,", #endif #ifdef SDL_JOYSTICK_PS2 - "0000000050533220436f6e74726f6c00,PS2 Controller,crc:ed87,a:b14,b:b13,back:b0,dpdown:b6,dpleft:b7,dpright:b5,dpup:b4,leftshoulder:b10,leftstick:b1,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b11,rightstick:b2,righttrigger:b9,rightx:a2,righty:a3,start:b3,x:b15,y:b12,", + "0000000050533220436f6e74726f6c00,PS2 Controller,crc:ed87,a:b10,b:b9,back:b0,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b1,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b2,righttrigger:b5,rightx:a2,righty:a3,start:b3,x:b11,y:b8,", #endif #ifdef SDL_JOYSTICK_PSP "00000000505350206275696c74696e00,PSP builtin joypad,crc:bb86,a:b2,b:b1,back:b10,dpdown:b6,dpleft:b7,dpright:b9,dpup:b8,leftshoulder:b4,leftx:a0,lefty:a1,rightshoulder:b5,rightx:a2,righty:a3,start:b11,x:b3,y:b0,", diff --git a/src/joystick/ps2/SDL_sysjoystick.c b/src/joystick/ps2/SDL_sysjoystick.c index 36a4dc09b0..598e66d1f4 100644 --- a/src/joystick/ps2/SDL_sysjoystick.c +++ b/src/joystick/ps2/SDL_sysjoystick.c @@ -38,9 +38,11 @@ #define MAX_CONTROLLERS (PS2_MAX_PORT * PS2_MAX_SLOT) #define PS2_ANALOG_STICKS 2 #define PS2_ANALOG_AXIS 2 -#define PS2_BUTTONS 16 +#define PS2_BUTTONS 16 // this is total physical buttons, but we steal the 4 from the dpad for a hat switch. #define PS2_TOTAL_AXIS (PS2_ANALOG_STICKS * PS2_ANALOG_AXIS) +#define PS2_HAT_MASK 0xF0 // mask out bits 4-7 (that's the dpad, which we treat as a hat elsewhere). + struct JoyInfo { uint8_t padBuf[256]; @@ -269,9 +271,9 @@ static bool PS2_JoystickOpen(SDL_Joystick *joystick, int device_index) } PS2_InitializePad(info->port, info->slot); - joystick->nbuttons = PS2_BUTTONS; + joystick->nbuttons = PS2_BUTTONS - 4; // we steal 4 (the d-pad) for a hat switch. joystick->naxes = PS2_TOTAL_AXIS; - joystick->nhats = 0; + joystick->nhats = 1; // treat the dpad buttons as a hat. SDL_SetBooleanProperty(SDL_GetJoystickProperties(joystick), SDL_PROP_JOYSTICK_CAP_RUMBLE_BOOLEAN, true); @@ -347,19 +349,48 @@ static void PS2_JoystickUpdate(SDL_Joystick *joystick) int ret = padRead(info->port, info->slot, &buttons); // port, slot, buttons if (ret != 0) { // Buttons - int32_t pressed_buttons = 0xffff ^ buttons.btns; - ; - if (info->btns != pressed_buttons) { - for (i = 0; i < PS2_BUTTONS; i++) { - mask = (1 << i); - previous = info->btns & mask; - current = pressed_buttons & mask; - if (previous != current) { - SDL_SendJoystickButton(timestamp, joystick, i, (current != 0)); + const int32_t current_buttons = (0xffff ^ buttons.btns); + const int32_t previous_buttons = info->btns; + if (previous_buttons != current_buttons) { // did any buttons change? + if ((previous_buttons & ~PS2_HAT_MASK) != (current_buttons & ~PS2_HAT_MASK)) { // did non-dpad buttons change? + uint8_t buttonidx = 0; + i = 0; + while (i < PS2_BUTTONS-4) { + if ((buttonidx < 4) || (buttonidx > 7)) { // skip dpad (we treat it as a hat). + mask = (1 << buttonidx); + previous = previous_buttons & mask; + current = current_buttons & mask; + if (previous != current) { + SDL_SendJoystickButton(timestamp, joystick, i, (current != 0)); + } + i++; + } + buttonidx++; } } + + if ((previous_buttons & PS2_HAT_MASK) != (current_buttons & PS2_HAT_MASK)) { // did dpad buttons change? + // The PS2 dpad looks like 4 buttons at this level, but we treat it as a hat switch, so apps that are talking to SDL_Joystick can hope to do basic directional things without a configuration step. + // (but they should _really_ be using the gamepad API.) + Uint8 hat = SDL_HAT_CENTERED; + #define HATSTATE(ps2bit, sdlenum) if (current_buttons & (1 << ps2bit)) { hat |= SDL_HAT_##sdlenum; } + HATSTATE(4, UP); + HATSTATE(5, RIGHT); + HATSTATE(6, DOWN); + HATSTATE(7, LEFT); + #undef HATSTATE + // this is a physical d-pad on the device, so it probably _can't_ send opposing buttons at the same time, but just in case, cancel them out. + if ((hat & (SDL_HAT_UP|SDL_HAT_DOWN)) == (SDL_HAT_UP|SDL_HAT_DOWN)) { + hat &= ~(SDL_HAT_UP|SDL_HAT_DOWN); + } + if ((hat & (SDL_HAT_LEFT|SDL_HAT_RIGHT)) == (SDL_HAT_LEFT|SDL_HAT_RIGHT)) { + hat &= ~(SDL_HAT_LEFT|SDL_HAT_RIGHT); + } + SDL_SendJoystickHat(timestamp, joystick, 0, hat); + } + + info->btns = current_buttons; } - info->btns = pressed_buttons; // Analog all_axis[0] = buttons.ljoy_h;