From 65023e076762f80ddd6f0d8890adea4e7d35df67 Mon Sep 17 00:00:00 2001 From: David Ludwig Date: Wed, 25 Jun 2014 22:38:40 -0400 Subject: [PATCH] WinRT: Fixed game controller axis mappings SDL/WinRT currently uses a separate XInput backend from SDL/Win32, as WinRT has no support for DirectInput. This change makes SDL/WinRT's XInput code snag some recently-changed bits from the Win32-specific, DirectInput + XInput backend, in order to get the SDL_GameController API working again on WinRT, insofar that axes map to the correct parts. TODO: - test all buttons, making sure WinRT maps buttons the same way that Win32 does - consider making the Win32 and WinRT codebases share more stuff, minus the sort of duplication happening via this change. Maybe simulate, or stub-out, DirectInput calls when on WinRT? --- src/joystick/winrt/SDL_xinputjoystick.c | 89 ++++++++++++++----------- 1 file changed, 50 insertions(+), 39 deletions(-) diff --git a/src/joystick/winrt/SDL_xinputjoystick.c b/src/joystick/winrt/SDL_xinputjoystick.c index 02ed3a1344d0c..197d505469006 100644 --- a/src/joystick/winrt/SDL_xinputjoystick.c +++ b/src/joystick/winrt/SDL_xinputjoystick.c @@ -43,6 +43,10 @@ #include #include +#ifndef XINPUT_GAMEPAD_GUIDE +#define XINPUT_GAMEPAD_GUIDE 0x0400 +#endif + struct joystick_hwdata { //Uint8 bXInputHaptic; // Supports force feedback via XInput. DWORD userIndex; // The XInput device index, in the range [0, XUSER_MAX_COUNT-1] (probably [0,3]). @@ -377,6 +381,51 @@ static int ButtonChanged( int ButtonsNow, int ButtonsPrev, int ButtonMask ) return ( ButtonsNow & ButtonMask ) != ( ButtonsPrev & ButtonMask ); } +/* This is an almost-identical copy of UpdateXInputJoystickState from the + DirectInput + XInput backend. + + TODO, WinRT: look into making the DirectInput+Xinput and WinRT/XInput joystick backends share more code, without duplication + TODO, WinRT: consider adding support for the "old" XInput controller mapping (via SDL_HINT_XINPUT_USE_OLD_JOYSTICK_MAPPING) +*/ +static void +UpdateXInputJoystickState(SDL_Joystick * joystick, XINPUT_STATE *pXInputState) +{ + static WORD s_XInputButtons[] = { + XINPUT_GAMEPAD_A, XINPUT_GAMEPAD_B, XINPUT_GAMEPAD_X, XINPUT_GAMEPAD_Y, + XINPUT_GAMEPAD_LEFT_SHOULDER, XINPUT_GAMEPAD_RIGHT_SHOULDER, XINPUT_GAMEPAD_BACK, XINPUT_GAMEPAD_START, + XINPUT_GAMEPAD_LEFT_THUMB, XINPUT_GAMEPAD_RIGHT_THUMB, + XINPUT_GAMEPAD_GUIDE + }; + WORD wButtons = pXInputState->Gamepad.wButtons; + Uint8 button; + Uint8 hat = SDL_HAT_CENTERED; + + SDL_PrivateJoystickAxis(joystick, 0, (Sint16)pXInputState->Gamepad.sThumbLX); + SDL_PrivateJoystickAxis(joystick, 1, (Sint16)(-SDL_max(-32767, pXInputState->Gamepad.sThumbLY))); + SDL_PrivateJoystickAxis(joystick, 2, (Sint16)(((int)pXInputState->Gamepad.bLeftTrigger * 65535 / 255) - 32768)); + SDL_PrivateJoystickAxis(joystick, 3, (Sint16)pXInputState->Gamepad.sThumbRX); + SDL_PrivateJoystickAxis(joystick, 4, (Sint16)(-SDL_max(-32767, pXInputState->Gamepad.sThumbRY))); + SDL_PrivateJoystickAxis(joystick, 5, (Sint16)(((int)pXInputState->Gamepad.bRightTrigger * 65535 / 255) - 32768)); + + for (button = 0; button < SDL_arraysize(s_XInputButtons); ++button) { + SDL_PrivateJoystickButton(joystick, button, (wButtons & s_XInputButtons[button]) ? SDL_PRESSED : SDL_RELEASED); + } + + if (wButtons & XINPUT_GAMEPAD_DPAD_UP) { + hat |= SDL_HAT_UP; + } + if (wButtons & XINPUT_GAMEPAD_DPAD_DOWN) { + hat |= SDL_HAT_DOWN; + } + if (wButtons & XINPUT_GAMEPAD_DPAD_LEFT) { + hat |= SDL_HAT_LEFT; + } + if (wButtons & XINPUT_GAMEPAD_DPAD_RIGHT) { + hat |= SDL_HAT_RIGHT; + } + SDL_PrivateJoystickHat(joystick, 0, hat); +} + /* Function to update the state of a joystick - called as a device poll. * This function shouldn't update the joystick structure directly, * but instead should call SDL_PrivateJoystick*() to deliver events @@ -413,45 +462,7 @@ SDL_SYS_JoystickUpdate(SDL_Joystick * joystick) && joystick->hwdata->XInputState.dwPacketNumber != prevXInputState.dwPacketNumber ) { XINPUT_STATE *pXInputState = &joystick->hwdata->XInputState; - XINPUT_STATE *pXInputStatePrev = &prevXInputState; - - SDL_PrivateJoystickAxis(joystick, 0, (Sint16)pXInputState->Gamepad.sThumbLX ); - SDL_PrivateJoystickAxis(joystick, 1, (Sint16)(-1*pXInputState->Gamepad.sThumbLY-1) ); - SDL_PrivateJoystickAxis(joystick, 2, (Sint16)pXInputState->Gamepad.sThumbRX ); - SDL_PrivateJoystickAxis(joystick, 3, (Sint16)(-1*pXInputState->Gamepad.sThumbRY-1) ); - SDL_PrivateJoystickAxis(joystick, 4, (Sint16)((int)pXInputState->Gamepad.bLeftTrigger*32767/255) ); - SDL_PrivateJoystickAxis(joystick, 5, (Sint16)((int)pXInputState->Gamepad.bRightTrigger*32767/255) ); - - if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_DPAD_UP ) ) - SDL_PrivateJoystickButton(joystick, 0, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_UP ? SDL_PRESSED : SDL_RELEASED ); - if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_DPAD_DOWN ) ) - SDL_PrivateJoystickButton(joystick, 1, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_DOWN ? SDL_PRESSED : SDL_RELEASED ); - if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_DPAD_LEFT ) ) - SDL_PrivateJoystickButton(joystick, 2, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_LEFT ? SDL_PRESSED : SDL_RELEASED ); - if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_DPAD_RIGHT ) ) - SDL_PrivateJoystickButton(joystick, 3, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_RIGHT ? SDL_PRESSED : SDL_RELEASED ); - if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_START ) ) - SDL_PrivateJoystickButton(joystick, 4, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_START ? SDL_PRESSED : SDL_RELEASED ); - if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_BACK ) ) - SDL_PrivateJoystickButton(joystick, 5, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_BACK ? SDL_PRESSED : SDL_RELEASED ); - if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_LEFT_THUMB ) ) - SDL_PrivateJoystickButton(joystick, 6, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_LEFT_THUMB ? SDL_PRESSED : SDL_RELEASED ); - if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_RIGHT_THUMB ) ) - SDL_PrivateJoystickButton(joystick, 7, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_RIGHT_THUMB ? SDL_PRESSED : SDL_RELEASED ); - if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_LEFT_SHOULDER ) ) - SDL_PrivateJoystickButton(joystick, 8, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_LEFT_SHOULDER ? SDL_PRESSED : SDL_RELEASED ); - if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_RIGHT_SHOULDER ) ) - SDL_PrivateJoystickButton(joystick, 9, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_RIGHT_SHOULDER ? SDL_PRESSED : SDL_RELEASED ); - if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_A ) ) - SDL_PrivateJoystickButton(joystick, 10, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_A ? SDL_PRESSED : SDL_RELEASED ); - if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_B ) ) - SDL_PrivateJoystickButton(joystick, 11, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_B ? SDL_PRESSED : SDL_RELEASED ); - if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_X ) ) - SDL_PrivateJoystickButton(joystick, 12, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_X ? SDL_PRESSED : SDL_RELEASED ); - if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_Y ) ) - SDL_PrivateJoystickButton(joystick, 13, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_Y ? SDL_PRESSED : SDL_RELEASED ); - if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, 0x400 ) ) - SDL_PrivateJoystickButton(joystick, 14, pXInputState->Gamepad.wButtons & 0x400 ? SDL_PRESSED : SDL_RELEASED ); // 0x400 is the undocumented code for the guide button + UpdateXInputJoystickState(joystick, pXInputState); } SDL_UnlockMutex(g_DeviceInfoLock);