diff --git a/src/platforms/rcore_desktop_sdl.c b/src/platforms/rcore_desktop_sdl.c index 7b386b2c4..2e2d190cb 100644 --- a/src/platforms/rcore_desktop_sdl.c +++ b/src/platforms/rcore_desktop_sdl.c @@ -64,7 +64,7 @@ typedef struct { SDL_Window *window; SDL_GLContext glContext; - SDL_Joystick *gamepad; + SDL_Joystick *gamepad[MAX_GAMEPADS]; SDL_Cursor *cursor; bool cursorRelative; } PlatformData; @@ -978,8 +978,18 @@ void PollInputEvents(void) else CORE.Input.Mouse.previousPosition = CORE.Input.Mouse.currentPosition; // Reset last gamepad button/axis registered state - CORE.Input.Gamepad.lastButtonPressed = GAMEPAD_BUTTON_UNKNOWN; - for (int i = 0; i < MAX_GAMEPADS; i++) CORE.Input.Gamepad.axisCount[i] = 0; + for (int i = 0; (i < SDL_NumJoysticks()) && (i < MAX_GAMEPADS); i++) + { + // Check if gamepad is available + if (CORE.Input.Gamepad.ready[i]) + { + // Register previous gamepad button states + for (int k = 0; k < MAX_GAMEPAD_BUTTONS; k++) + { + CORE.Input.Gamepad.previousButtonState[i][k] = CORE.Input.Gamepad.currentButtonState[i][k]; + } + } + } // Register previous touch states for (int i = 0; i < MAX_TOUCH_POINTS; i++) CORE.Input.Touch.previousTouchState[i] = CORE.Input.Touch.currentTouchState[i]; @@ -1215,20 +1225,134 @@ void PollInputEvents(void) } break; // Check gamepad events + case SDL_JOYDEVICEADDED: + { + int jid = event.jdevice.which; + if (!CORE.Input.Gamepad.ready[jid] && (jid < MAX_GAMEPADS)) { + platform.gamepad[jid] = SDL_JoystickOpen(jid); + + if (platform.gamepad[jid]) + { + CORE.Input.Gamepad.ready[jid] = true; + CORE.Input.Gamepad.axisCount[jid] = SDL_JoystickNumAxes(platform.gamepad[jid]); + CORE.Input.Gamepad.axisState[jid][GAMEPAD_AXIS_LEFT_TRIGGER] = -1.0f; + CORE.Input.Gamepad.axisState[jid][GAMEPAD_AXIS_RIGHT_TRIGGER] = -1.0f; + strncpy(CORE.Input.Gamepad.name[jid], SDL_JoystickName(platform.gamepad[jid]), 63); + CORE.Input.Gamepad.name[jid][63] = '\0'; + } + else + { + TRACELOG(LOG_WARNING, "PLATFORM: Unable to open game controller [ERROR: %s]", SDL_GetError()); + } + } + } break; + case SDL_JOYDEVICEREMOVED: + { + int jid = event.jdevice.which; + if (jid == SDL_JoystickInstanceID(platform.gamepad[jid])) { + SDL_JoystickClose(platform.gamepad[jid]); + platform.gamepad[jid] = SDL_JoystickOpen(0); + CORE.Input.Gamepad.ready[jid] = false; + memset(CORE.Input.Gamepad.name[jid], 0, 64); + } + } break; + case SDL_JOYBUTTONDOWN: + { + int button = -1; + + switch (event.jbutton.button) + { + case SDL_CONTROLLER_BUTTON_Y: button = GAMEPAD_BUTTON_RIGHT_FACE_UP; break; + case SDL_CONTROLLER_BUTTON_B: button = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT; break; + case SDL_CONTROLLER_BUTTON_A: button = GAMEPAD_BUTTON_RIGHT_FACE_DOWN; break; + case SDL_CONTROLLER_BUTTON_X: button = GAMEPAD_BUTTON_RIGHT_FACE_LEFT; break; + + case SDL_CONTROLLER_BUTTON_LEFTSHOULDER: button = GAMEPAD_BUTTON_LEFT_TRIGGER_1; break; + case SDL_CONTROLLER_BUTTON_RIGHTSHOULDER: button = GAMEPAD_BUTTON_RIGHT_TRIGGER_1; break; + + case SDL_CONTROLLER_BUTTON_BACK: button = GAMEPAD_BUTTON_MIDDLE_LEFT; break; + case SDL_CONTROLLER_BUTTON_GUIDE: button = GAMEPAD_BUTTON_MIDDLE; break; + case SDL_CONTROLLER_BUTTON_START: button = GAMEPAD_BUTTON_MIDDLE_RIGHT; break; + + case SDL_CONTROLLER_BUTTON_DPAD_UP: button = GAMEPAD_BUTTON_LEFT_FACE_UP; break; + case SDL_CONTROLLER_BUTTON_DPAD_RIGHT: button = GAMEPAD_BUTTON_LEFT_FACE_RIGHT; break; + case SDL_CONTROLLER_BUTTON_DPAD_DOWN: button = GAMEPAD_BUTTON_LEFT_FACE_DOWN; break; + case SDL_CONTROLLER_BUTTON_DPAD_LEFT: button = GAMEPAD_BUTTON_LEFT_FACE_LEFT; break; + + case SDL_CONTROLLER_BUTTON_LEFTSTICK: button = GAMEPAD_BUTTON_LEFT_THUMB; break; + case SDL_CONTROLLER_BUTTON_RIGHTSTICK: button = GAMEPAD_BUTTON_RIGHT_THUMB; break; + default: break; + } + + if (button >= 0) + { + CORE.Input.Gamepad.currentButtonState[event.jbutton.which][button] = 1; + CORE.Input.Gamepad.lastButtonPressed = button; + } + } break; + case SDL_JOYBUTTONUP: + { + int button = -1; + + switch (event.jbutton.button) + { + case SDL_CONTROLLER_BUTTON_Y: button = GAMEPAD_BUTTON_RIGHT_FACE_UP; break; + case SDL_CONTROLLER_BUTTON_B: button = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT; break; + case SDL_CONTROLLER_BUTTON_A: button = GAMEPAD_BUTTON_RIGHT_FACE_DOWN; break; + case SDL_CONTROLLER_BUTTON_X: button = GAMEPAD_BUTTON_RIGHT_FACE_LEFT; break; + + case SDL_CONTROLLER_BUTTON_LEFTSHOULDER: button = GAMEPAD_BUTTON_LEFT_TRIGGER_1; break; + case SDL_CONTROLLER_BUTTON_RIGHTSHOULDER: button = GAMEPAD_BUTTON_RIGHT_TRIGGER_1; break; + + case SDL_CONTROLLER_BUTTON_BACK: button = GAMEPAD_BUTTON_MIDDLE_LEFT; break; + case SDL_CONTROLLER_BUTTON_GUIDE: button = GAMEPAD_BUTTON_MIDDLE; break; + case SDL_CONTROLLER_BUTTON_START: button = GAMEPAD_BUTTON_MIDDLE_RIGHT; break; + + case SDL_CONTROLLER_BUTTON_DPAD_UP: button = GAMEPAD_BUTTON_LEFT_FACE_UP; break; + case SDL_CONTROLLER_BUTTON_DPAD_RIGHT: button = GAMEPAD_BUTTON_LEFT_FACE_RIGHT; break; + case SDL_CONTROLLER_BUTTON_DPAD_DOWN: button = GAMEPAD_BUTTON_LEFT_FACE_DOWN; break; + case SDL_CONTROLLER_BUTTON_DPAD_LEFT: button = GAMEPAD_BUTTON_LEFT_FACE_LEFT; break; + + case SDL_CONTROLLER_BUTTON_LEFTSTICK: button = GAMEPAD_BUTTON_LEFT_THUMB; break; + case SDL_CONTROLLER_BUTTON_RIGHTSTICK: button = GAMEPAD_BUTTON_RIGHT_THUMB; break; + default: break; + } + + if (button >= 0) + { + CORE.Input.Gamepad.currentButtonState[event.jbutton.which][button] = 0; + if (CORE.Input.Gamepad.lastButtonPressed == button) CORE.Input.Gamepad.lastButtonPressed = 0; + } + } break; case SDL_JOYAXISMOTION: { - // Motion on gamepad 0 - if (event.jaxis.which == 0) + int axis = -1; + + switch (event.jaxis.axis) { - // X axis motion - if (event.jaxis.axis == 0) + case SDL_CONTROLLER_AXIS_LEFTX: axis = GAMEPAD_AXIS_LEFT_X; break; + case SDL_CONTROLLER_AXIS_LEFTY: axis = GAMEPAD_AXIS_LEFT_Y; break; + case SDL_CONTROLLER_AXIS_RIGHTX: axis = GAMEPAD_AXIS_RIGHT_X; break; + case SDL_CONTROLLER_AXIS_RIGHTY: axis = GAMEPAD_AXIS_RIGHT_Y; break; + case SDL_CONTROLLER_AXIS_TRIGGERLEFT: axis = GAMEPAD_AXIS_LEFT_TRIGGER; break; + case SDL_CONTROLLER_AXIS_TRIGGERRIGHT: axis = GAMEPAD_AXIS_RIGHT_TRIGGER; break; + default: break; + } + + if (axis >= 0) + { + // SDL axis value range is -32768 to 32767, we normalize it to RayLib's -1.0 to 1.0f range + float value = event.jaxis.value / (float) 32767; + CORE.Input.Gamepad.axisState[event.jaxis.which][axis] = value; + + // Register button state for triggers in addition to their axes + if ((axis == GAMEPAD_AXIS_LEFT_TRIGGER) || (axis == GAMEPAD_AXIS_RIGHT_TRIGGER)) { - //... - } - // Y axis motion - else if (event.jaxis.axis == 1) - { - //... + int button = (axis == GAMEPAD_AXIS_LEFT_TRIGGER) ? GAMEPAD_BUTTON_LEFT_TRIGGER_2 : GAMEPAD_BUTTON_RIGHT_TRIGGER_2; + int pressed = (value > 0.1f); + CORE.Input.Gamepad.currentButtonState[event.jaxis.which][button] = pressed; + if (pressed) CORE.Input.Gamepad.lastButtonPressed = button; + else if (CORE.Input.Gamepad.lastButtonPressed == button) CORE.Input.Gamepad.lastButtonPressed = 0; } } } break; @@ -1405,10 +1529,20 @@ int InitPlatform(void) // Initialize input events system //---------------------------------------------------------------------------- - if (SDL_NumJoysticks() >= 1) + // Initialize gamepads + for (int i = 0; (i < SDL_NumJoysticks()) && (i < MAX_GAMEPADS); i++) { - platform.gamepad = SDL_JoystickOpen(0); - //if (platform.gamepadgamepad == NULL) TRACELOG(LOG_WARNING, "PLATFORM: Unable to open game controller [ERROR: %s]", SDL_GetError()); + platform.gamepad[i] = SDL_JoystickOpen(i); + if (platform.gamepad[i]) + { + CORE.Input.Gamepad.ready[i] = true; + CORE.Input.Gamepad.axisCount[i] = SDL_JoystickNumAxes(platform.gamepad[i]); + CORE.Input.Gamepad.axisState[i][GAMEPAD_AXIS_LEFT_TRIGGER] = -1.0f; + CORE.Input.Gamepad.axisState[i][GAMEPAD_AXIS_RIGHT_TRIGGER] = -1.0f; + strncpy(CORE.Input.Gamepad.name[i], SDL_JoystickName(platform.gamepad[i]), 63); + CORE.Input.Gamepad.name[i][63] = '\0'; + } + else TRACELOG(LOG_WARNING, "PLATFORM: Unable to open game controller [ERROR: %s]", SDL_GetError()); } // Disable mouse events being interpreted as touch events