Split controller axes into positive and negative sides so each can be bound independently.

Using this a D-Pad can be mapped to a thumbstick and vice versa.
Also added support for inverted axes, improving trigger binding support
This commit is contained in:
Sam Lantinga 2016-12-27 01:39:07 -08:00
parent 8f0a0028e6
commit c6e0424049
7 changed files with 609 additions and 340 deletions

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@ -32,7 +32,22 @@
#define MARKER_BUTTON 1
#define MARKER_AXIS 2
#define BINDING_COUNT (SDL_CONTROLLER_BUTTON_MAX + SDL_CONTROLLER_AXIS_MAX)
enum
{
SDL_CONTROLLER_BINDING_AXIS_LEFTX_NEGATIVE,
SDL_CONTROLLER_BINDING_AXIS_LEFTX_POSITIVE,
SDL_CONTROLLER_BINDING_AXIS_LEFTY_NEGATIVE,
SDL_CONTROLLER_BINDING_AXIS_LEFTY_POSITIVE,
SDL_CONTROLLER_BINDING_AXIS_RIGHTX_NEGATIVE,
SDL_CONTROLLER_BINDING_AXIS_RIGHTX_POSITIVE,
SDL_CONTROLLER_BINDING_AXIS_RIGHTY_NEGATIVE,
SDL_CONTROLLER_BINDING_AXIS_RIGHTY_POSITIVE,
SDL_CONTROLLER_BINDING_AXIS_TRIGGERLEFT,
SDL_CONTROLLER_BINDING_AXIS_TRIGGERRIGHT,
SDL_CONTROLLER_BINDING_AXIS_MAX,
};
#define BINDING_COUNT (SDL_CONTROLLER_BUTTON_MAX + SDL_CONTROLLER_BINDING_AXIS_MAX)
static struct
{
@ -56,12 +71,16 @@ static struct
{ 154, 249, 0.0, MARKER_BUTTON }, /* SDL_CONTROLLER_BUTTON_DPAD_DOWN */
{ 116, 217, 0.0, MARKER_BUTTON }, /* SDL_CONTROLLER_BUTTON_DPAD_LEFT */
{ 186, 217, 0.0, MARKER_BUTTON }, /* SDL_CONTROLLER_BUTTON_DPAD_RIGHT */
{ 75, 154, 0.0, MARKER_AXIS }, /* SDL_CONTROLLER_AXIS_LEFTX */
{ 75, 154, 90.0, MARKER_AXIS }, /* SDL_CONTROLLER_AXIS_LEFTY */
{ 305, 230, 0.0, MARKER_AXIS }, /* SDL_CONTROLLER_AXIS_RIGHTX */
{ 305, 230, 90.0, MARKER_AXIS }, /* SDL_CONTROLLER_AXIS_RIGHTY */
{ 91, 0, 90.0, MARKER_AXIS }, /* SDL_CONTROLLER_AXIS_TRIGGERLEFT */
{ 375, 0, 90.0, MARKER_AXIS }, /* SDL_CONTROLLER_AXIS_TRIGGERRIGHT */
{ 74, 153, 270.0, MARKER_AXIS }, /* SDL_CONTROLLER_BINDING_AXIS_LEFTX_NEGATIVE */
{ 74, 153, 90.0, MARKER_AXIS }, /* SDL_CONTROLLER_BINDING_AXIS_LEFTX_POSITIVE */
{ 74, 153, 0.0, MARKER_AXIS }, /* SDL_CONTROLLER_BINDING_AXIS_LEFTY_NEGATIVE */
{ 74, 153, 180.0, MARKER_AXIS }, /* SDL_CONTROLLER_BINDING_AXIS_LEFTY_POSITIVE */
{ 306, 231, 270.0, MARKER_AXIS }, /* SDL_CONTROLLER_BINDING_AXIS_RIGHTX_NEGATIVE */
{ 306, 231, 90.0, MARKER_AXIS }, /* SDL_CONTROLLER_BINDING_AXIS_RIGHTX_POSITIVE */
{ 306, 231, 0.0, MARKER_AXIS }, /* SDL_CONTROLLER_BINDING_AXIS_RIGHTY_NEGATIVE */
{ 306, 231, 180.0, MARKER_AXIS }, /* SDL_CONTROLLER_BINDING_AXIS_RIGHTY_POSITIVE */
{ 91, -20, 180.0, MARKER_AXIS }, /* SDL_CONTROLLER_BINDING_AXIS_TRIGGERLEFT */
{ 375, -20, 180.0, MARKER_AXIS }, /* SDL_CONTROLLER_BINDING_AXIS_TRIGGERRIGHT */
};
static int s_arrBindingOrder[BINDING_COUNT] = {
@ -69,16 +88,20 @@ static int s_arrBindingOrder[BINDING_COUNT] = {
SDL_CONTROLLER_BUTTON_B,
SDL_CONTROLLER_BUTTON_Y,
SDL_CONTROLLER_BUTTON_X,
SDL_CONTROLLER_BUTTON_MAX + SDL_CONTROLLER_AXIS_LEFTX,
SDL_CONTROLLER_BUTTON_MAX + SDL_CONTROLLER_AXIS_LEFTY,
SDL_CONTROLLER_BUTTON_MAX + SDL_CONTROLLER_BINDING_AXIS_LEFTX_NEGATIVE,
SDL_CONTROLLER_BUTTON_MAX + SDL_CONTROLLER_BINDING_AXIS_LEFTX_POSITIVE,
SDL_CONTROLLER_BUTTON_MAX + SDL_CONTROLLER_BINDING_AXIS_LEFTY_NEGATIVE,
SDL_CONTROLLER_BUTTON_MAX + SDL_CONTROLLER_BINDING_AXIS_LEFTY_POSITIVE,
SDL_CONTROLLER_BUTTON_LEFTSTICK,
SDL_CONTROLLER_BUTTON_MAX + SDL_CONTROLLER_AXIS_RIGHTX,
SDL_CONTROLLER_BUTTON_MAX + SDL_CONTROLLER_AXIS_RIGHTY,
SDL_CONTROLLER_BUTTON_MAX + SDL_CONTROLLER_BINDING_AXIS_RIGHTX_NEGATIVE,
SDL_CONTROLLER_BUTTON_MAX + SDL_CONTROLLER_BINDING_AXIS_RIGHTX_POSITIVE,
SDL_CONTROLLER_BUTTON_MAX + SDL_CONTROLLER_BINDING_AXIS_RIGHTY_NEGATIVE,
SDL_CONTROLLER_BUTTON_MAX + SDL_CONTROLLER_BINDING_AXIS_RIGHTY_POSITIVE,
SDL_CONTROLLER_BUTTON_RIGHTSTICK,
SDL_CONTROLLER_BUTTON_LEFTSHOULDER,
SDL_CONTROLLER_BUTTON_MAX + SDL_CONTROLLER_AXIS_TRIGGERLEFT,
SDL_CONTROLLER_BUTTON_MAX + SDL_CONTROLLER_BINDING_AXIS_TRIGGERLEFT,
SDL_CONTROLLER_BUTTON_RIGHTSHOULDER,
SDL_CONTROLLER_BUTTON_MAX + SDL_CONTROLLER_AXIS_TRIGGERRIGHT,
SDL_CONTROLLER_BUTTON_MAX + SDL_CONTROLLER_BINDING_AXIS_TRIGGERRIGHT,
SDL_CONTROLLER_BUTTON_DPAD_UP,
SDL_CONTROLLER_BUTTON_DPAD_RIGHT,
SDL_CONTROLLER_BUTTON_DPAD_DOWN,
@ -88,7 +111,40 @@ static int s_arrBindingOrder[BINDING_COUNT] = {
SDL_CONTROLLER_BUTTON_START,
};
static SDL_GameControllerButtonBind s_arrBindings[BINDING_COUNT];
typedef struct
{
SDL_GameControllerBindType bindType;
union
{
int button;
struct {
int axis;
int axis_min;
int axis_max;
} axis;
struct {
int hat;
int hat_mask;
} hat;
} value;
} SDL_GameControllerExtendedBind;
static SDL_GameControllerExtendedBind s_arrBindings[BINDING_COUNT];
typedef struct
{
SDL_bool m_bMoving;
int m_nStartingValue;
int m_nFarthestValue;
} AxisState;
static int s_nNumAxes;
static AxisState *s_arrAxisState;
static int s_iCurrentBinding;
static Uint32 s_unPendingAdvanceTime;
static SDL_bool s_bBindingComplete;
@ -110,23 +166,6 @@ LoadTexture(SDL_Renderer *renderer, const char *file, SDL_bool transparent)
if (transparent) {
if (temp->format->palette) {
SDL_SetColorKey(temp, SDL_TRUE, *(Uint8 *) temp->pixels);
} else {
switch (temp->format->BitsPerPixel) {
case 15:
SDL_SetColorKey(temp, SDL_TRUE,
(*(Uint16 *) temp->pixels) & 0x00007FFF);
break;
case 16:
SDL_SetColorKey(temp, SDL_TRUE, *(Uint16 *) temp->pixels);
break;
case 24:
SDL_SetColorKey(temp, SDL_TRUE,
(*(Uint32 *) temp->pixels) & 0x00FFFFFF);
break;
case 32:
SDL_SetColorKey(temp, SDL_TRUE, *(Uint32 *) temp->pixels);
break;
}
}
}
@ -143,9 +182,22 @@ LoadTexture(SDL_Renderer *renderer, const char *file, SDL_bool transparent)
return texture;
}
void SetCurrentBinding(int iBinding)
static int
StandardizeAxisValue(int nValue)
{
SDL_GameControllerButtonBind *pBinding;
if (nValue > SDL_JOYSTICK_AXIS_MAX/2) {
return SDL_JOYSTICK_AXIS_MAX;
} else if (nValue < SDL_JOYSTICK_AXIS_MIN/2) {
return SDL_JOYSTICK_AXIS_MIN;
} else {
return 0;
}
}
static void
SetCurrentBinding(int iBinding)
{
SDL_GameControllerExtendedBind *pBinding;
if (iBinding < 0) {
return;
@ -161,14 +213,15 @@ void SetCurrentBinding(int iBinding)
pBinding = &s_arrBindings[s_arrBindingOrder[s_iCurrentBinding]];
SDL_zerop(pBinding);
SDL_memset(s_arrAxisState, 0, s_nNumAxes*sizeof(*s_arrAxisState));
s_unPendingAdvanceTime = 0;
}
static void
ConfigureBinding(const SDL_GameControllerButtonBind *pBinding)
ConfigureBinding(const SDL_GameControllerExtendedBind *pBinding)
{
SDL_GameControllerButtonBind *pCurrent;
SDL_GameControllerExtendedBind *pCurrent;
int iIndex;
int iCurrentElement = s_arrBindingOrder[s_iCurrentBinding];
@ -221,6 +274,24 @@ ConfigureBinding(const SDL_GameControllerButtonBind *pBinding)
s_unPendingAdvanceTime = SDL_GetTicks();
}
static SDL_bool
BMergeAxisBindings(int iIndex)
{
SDL_GameControllerExtendedBind *pBindingA = &s_arrBindings[iIndex];
SDL_GameControllerExtendedBind *pBindingB = &s_arrBindings[iIndex+1];
if (pBindingA->bindType == SDL_CONTROLLER_BINDTYPE_AXIS &&
pBindingB->bindType == SDL_CONTROLLER_BINDTYPE_AXIS &&
pBindingA->value.axis.axis == pBindingB->value.axis.axis) {
if (pBindingA->value.axis.axis_min == pBindingB->value.axis.axis_min) {
pBindingA->value.axis.axis_min = pBindingA->value.axis.axis_max;
pBindingA->value.axis.axis_max = pBindingB->value.axis.axis_max;
pBindingB->bindType = SDL_CONTROLLER_BINDTYPE_NONE;
return SDL_TRUE;
}
}
return SDL_FALSE;
}
static void
WatchJoystick(SDL_Joystick * joystick)
{
@ -279,6 +350,9 @@ WatchJoystick(SDL_Joystick * joystick)
nJoystickID = SDL_JoystickInstanceID(joystick);
s_nNumAxes = SDL_JoystickNumAxes(joystick);
s_arrAxisState = SDL_calloc(s_nNumAxes, sizeof(*s_arrAxisState));
/* Loop, getting joystick events! */
while (!done && !s_bBindingComplete) {
int iElement = s_arrBindingOrder[s_iCurrentBinding];
@ -326,26 +400,35 @@ WatchJoystick(SDL_Joystick * joystick)
break;
case SDL_JOYAXISMOTION:
if (event.jaxis.which == nJoystickID) {
uint32_t unAxisMask = (1 << event.jaxis.axis);
SDL_bool bDeflected = (event.jaxis.value <= -20000 || event.jaxis.value >= 20000);
if (bDeflected && !(unDeflectedAxes & unAxisMask)) {
SDL_GameControllerButtonBind binding;
AxisState *pAxisState = &s_arrAxisState[event.jaxis.axis];
int nValue = event.jaxis.value;
int nCurrentDistance, nFarthestDistance;
if (!pAxisState->m_bMoving) {
pAxisState->m_bMoving = SDL_TRUE;
pAxisState->m_nStartingValue = nValue;
pAxisState->m_nFarthestValue = nValue;
}
nCurrentDistance = SDL_abs(nValue - pAxisState->m_nStartingValue);
nFarthestDistance = SDL_abs(pAxisState->m_nFarthestValue - pAxisState->m_nStartingValue);
if (nCurrentDistance > nFarthestDistance) {
pAxisState->m_nFarthestValue = nValue;
}
if (nCurrentDistance < 10000 && nFarthestDistance > 20000) {
/* We've gone out and back, let's bind this axis */
SDL_GameControllerExtendedBind binding;
SDL_zero(binding);
binding.bindType = SDL_CONTROLLER_BINDTYPE_AXIS;
binding.value.axis = event.jaxis.axis;
binding.value.axis.axis = event.jaxis.axis;
binding.value.axis.axis_min = StandardizeAxisValue(pAxisState->m_nStartingValue);
binding.value.axis.axis_max = StandardizeAxisValue(pAxisState->m_nFarthestValue);
ConfigureBinding(&binding);
}
if (bDeflected) {
unDeflectedAxes |= unAxisMask;
} else {
unDeflectedAxes &= ~unAxisMask;
}
}
break;
case SDL_JOYHATMOTION:
if (event.jhat.which == nJoystickID) {
if (event.jhat.value != SDL_HAT_CENTERED) {
SDL_GameControllerButtonBind binding;
SDL_GameControllerExtendedBind binding;
SDL_zero(binding);
binding.bindType = SDL_CONTROLLER_BINDTYPE_HAT;
binding.value.hat.hat = event.jhat.hat;
@ -358,7 +441,7 @@ WatchJoystick(SDL_Joystick * joystick)
break;
case SDL_JOYBUTTONDOWN:
if (event.jbutton.which == nJoystickID) {
SDL_GameControllerButtonBind binding;
SDL_GameControllerExtendedBind binding;
SDL_zero(binding);
binding.bindType = SDL_CONTROLLER_BINDTYPE_BUTTON;
binding.value.button = event.jbutton.button;
@ -430,7 +513,7 @@ WatchJoystick(SDL_Joystick * joystick)
SDL_strlcat(mapping, ",", SDL_arraysize(mapping));
for (iIndex = 0; iIndex < SDL_arraysize(s_arrBindings); ++iIndex) {
SDL_GameControllerButtonBind *pBinding = &s_arrBindings[iIndex];
SDL_GameControllerExtendedBind *pBinding = &s_arrBindings[iIndex];
if (pBinding->bindType == SDL_CONTROLLER_BINDTYPE_NONE) {
continue;
}
@ -439,8 +522,56 @@ WatchJoystick(SDL_Joystick * joystick)
SDL_GameControllerButton eButton = (SDL_GameControllerButton)iIndex;
SDL_strlcat(mapping, SDL_GameControllerGetStringForButton(eButton), SDL_arraysize(mapping));
} else {
SDL_GameControllerAxis eAxis = (SDL_GameControllerAxis)(iIndex - SDL_CONTROLLER_BUTTON_MAX);
SDL_strlcat(mapping, SDL_GameControllerGetStringForAxis(eAxis), SDL_arraysize(mapping));
const char *pszAxisName;
switch (iIndex - SDL_CONTROLLER_BUTTON_MAX) {
case SDL_CONTROLLER_BINDING_AXIS_LEFTX_NEGATIVE:
if (!BMergeAxisBindings(iIndex)) {
SDL_strlcat(mapping, "-", SDL_arraysize(mapping));
}
pszAxisName = SDL_GameControllerGetStringForAxis(SDL_CONTROLLER_AXIS_LEFTX);
break;
case SDL_CONTROLLER_BINDING_AXIS_LEFTX_POSITIVE:
SDL_strlcat(mapping, "+", SDL_arraysize(mapping));
pszAxisName = SDL_GameControllerGetStringForAxis(SDL_CONTROLLER_AXIS_LEFTX);
break;
case SDL_CONTROLLER_BINDING_AXIS_LEFTY_NEGATIVE:
if (!BMergeAxisBindings(iIndex)) {
SDL_strlcat(mapping, "-", SDL_arraysize(mapping));
}
pszAxisName = SDL_GameControllerGetStringForAxis(SDL_CONTROLLER_AXIS_LEFTY);
break;
case SDL_CONTROLLER_BINDING_AXIS_LEFTY_POSITIVE:
SDL_strlcat(mapping, "+", SDL_arraysize(mapping));
pszAxisName = SDL_GameControllerGetStringForAxis(SDL_CONTROLLER_AXIS_LEFTY);
break;
case SDL_CONTROLLER_BINDING_AXIS_RIGHTX_NEGATIVE:
if (!BMergeAxisBindings(iIndex)) {
SDL_strlcat(mapping, "-", SDL_arraysize(mapping));
}
pszAxisName = SDL_GameControllerGetStringForAxis(SDL_CONTROLLER_AXIS_RIGHTX);
break;
case SDL_CONTROLLER_BINDING_AXIS_RIGHTX_POSITIVE:
SDL_strlcat(mapping, "+", SDL_arraysize(mapping));
pszAxisName = SDL_GameControllerGetStringForAxis(SDL_CONTROLLER_AXIS_RIGHTX);
break;
case SDL_CONTROLLER_BINDING_AXIS_RIGHTY_NEGATIVE:
if (!BMergeAxisBindings(iIndex)) {
SDL_strlcat(mapping, "-", SDL_arraysize(mapping));
}
pszAxisName = SDL_GameControllerGetStringForAxis(SDL_CONTROLLER_AXIS_RIGHTY);
break;
case SDL_CONTROLLER_BINDING_AXIS_RIGHTY_POSITIVE:
SDL_strlcat(mapping, "+", SDL_arraysize(mapping));
pszAxisName = SDL_GameControllerGetStringForAxis(SDL_CONTROLLER_AXIS_RIGHTY);
break;
case SDL_CONTROLLER_BINDING_AXIS_TRIGGERLEFT:
pszAxisName = SDL_GameControllerGetStringForAxis(SDL_CONTROLLER_AXIS_TRIGGERLEFT);
break;
case SDL_CONTROLLER_BINDING_AXIS_TRIGGERRIGHT:
pszAxisName = SDL_GameControllerGetStringForAxis(SDL_CONTROLLER_AXIS_TRIGGERRIGHT);
break;
}
SDL_strlcat(mapping, pszAxisName, SDL_arraysize(mapping));
}
SDL_strlcat(mapping, ":", SDL_arraysize(mapping));
@ -450,7 +581,19 @@ WatchJoystick(SDL_Joystick * joystick)
SDL_snprintf(pszElement, sizeof(pszElement), "b%d", pBinding->value.button);
break;
case SDL_CONTROLLER_BINDTYPE_AXIS:
SDL_snprintf(pszElement, sizeof(pszElement), "a%d", pBinding->value.axis);
if (pBinding->value.axis.axis_min == 0 && pBinding->value.axis.axis_max == SDL_JOYSTICK_AXIS_MIN) {
/* The negative half axis */
SDL_snprintf(pszElement, sizeof(pszElement), "-a%d", pBinding->value.axis.axis);
} else if (pBinding->value.axis.axis_min == 0 && pBinding->value.axis.axis_max == SDL_JOYSTICK_AXIS_MAX) {
/* The positive half axis */
SDL_snprintf(pszElement, sizeof(pszElement), "+a%d", pBinding->value.axis.axis);
} else {
SDL_snprintf(pszElement, sizeof(pszElement), "a%d", pBinding->value.axis.axis);
if (pBinding->value.axis.axis_min > pBinding->value.axis.axis_max) {
/* Invert the axis */
SDL_strlcat(pszElement, "~", SDL_arraysize(pszElement));
}
}
break;
case SDL_CONTROLLER_BINDTYPE_HAT:
SDL_snprintf(pszElement, sizeof(pszElement), "h%d.%d", pBinding->value.hat.hat, pBinding->value.hat.hat_mask);
@ -467,6 +610,9 @@ WatchJoystick(SDL_Joystick * joystick)
/* Print to stdout as well so the user can cat the output somewhere */
printf("%s\n", mapping);
}
SDL_free(s_arrAxisState);
s_arrAxisState = NULL;
SDL_DestroyRenderer(screen);
SDL_DestroyWindow(window);

View file

@ -53,12 +53,12 @@ static const struct { int x; int y; } button_positions[] = {
/* This is indexed by SDL_GameControllerAxis. */
static const struct { int x; int y; double angle; } axis_positions[] = {
{75, 154, 0.0}, /* LEFTX */
{75, 154, 90.0}, /* LEFTY */
{305, 230, 0.0}, /* RIGHTX */
{305, 230, 90.0}, /* RIGHTY */
{91, 0, 90.0}, /* TRIGGERLEFT */
{375, 0, 90.0}, /* TRIGGERRIGHT */
{74, 153, 270.0}, /* LEFTX */
{74, 153, 0.0}, /* LEFTY */
{306, 231, 270.0}, /* RIGHTX */
{306, 231, 0.0}, /* RIGHTY */
{91, -20, 0.0}, /* TRIGGERLEFT */
{375, -20, 0.0}, /* TRIGGERRIGHT */
};
SDL_Renderer *screen = NULL;
@ -80,10 +80,6 @@ LoadTexture(SDL_Renderer *renderer, const char *file, SDL_bool transparent)
if (transparent) {
if (temp->format->BytesPerPixel == 1) {
SDL_SetColorKey(temp, SDL_TRUE, *(Uint8 *)temp->pixels);
} else {
SDL_assert(!temp->format->palette);
SDL_assert(temp->format->BitsPerPixel == 24);
SDL_SetColorKey(temp, SDL_TRUE, (*(Uint32 *)temp->pixels) & 0x00FFFFFF);
}
}
@ -112,6 +108,13 @@ loop(void *arg)
while (SDL_PollEvent(&event)) {
switch (event.type) {
case SDL_CONTROLLERAXISMOTION:
SDL_Log("Controller axis %s changed to %d\n", SDL_GameControllerGetStringForAxis(event.caxis.axis), event.caxis.value);
break;
case SDL_CONTROLLERBUTTONDOWN:
case SDL_CONTROLLERBUTTONUP:
SDL_Log("Controller button %s %s\n", SDL_GameControllerGetStringForButton(event.cbutton.button), event.cbutton.state ? "pressed" : "released");
break;
case SDL_KEYDOWN:
if (event.key.keysym.sym != SDLK_ESCAPE) {
break;