InputCommon:SDL: Add SDL 2.26 left and right motion inputs

This commit is contained in:
TellowKrinkle 2022-11-24 14:49:11 -06:00
parent 7be4c90f67
commit 72eadc6520
2 changed files with 43 additions and 25 deletions

View file

@ -294,6 +294,27 @@ void InputBackend::PopulateDevices()
#endif
}
struct SDLMotionAxis
{
std::string_view name;
int index;
ControlState scale;
};
using SDLMotionAxisList = std::array<SDLMotionAxis, 6>;
// clang-format off
static constexpr SDLMotionAxisList SDL_AXES_ACCELEROMETER = {{
{"Up", 1, 1}, {"Down", 1, -1},
{"Left", 0, -1}, {"Right", 0, 1},
{"Forward", 2, -1}, {"Backward", 2, 1},
}};
static constexpr SDLMotionAxisList SDL_AXES_GYRO = {{
{"Pitch Up", 0, 1}, {"Pitch Down", 0, -1},
{"Roll Left", 2, 1}, {"Roll Right", 2, -1},
{"Yaw Left", 1, 1}, {"Yaw Right", 1, -1},
}};
// clang-format on
Joystick::Joystick(SDL_Joystick* const joystick, const int sdl_index)
: m_joystick(joystick), m_name(StripWhitespace(GetJoystickName(sdl_index)))
{
@ -398,29 +419,26 @@ Joystick::Joystick(SDL_Joystick* const joystick, const int sdl_index)
m_controller = SDL_GameControllerOpen(sdl_index);
if (m_controller)
{
if (SDL_GameControllerSetSensorEnabled(m_controller, SDL_SENSOR_ACCEL, SDL_TRUE) == 0)
{
AddInput(new MotionInput("Accel Up", m_controller, SDL_SENSOR_ACCEL, 1, 1));
AddInput(new MotionInput("Accel Down", m_controller, SDL_SENSOR_ACCEL, 1, -1));
auto AddSensor = [this](SDL_SensorType type, std::string_view name,
const SDLMotionAxisList& axes) {
if (SDL_GameControllerSetSensorEnabled(m_controller, type, SDL_TRUE) == 0)
{
for (const SDLMotionAxis& axis : axes)
{
AddInput(new MotionInput(fmt::format("{} {}", name, axis.name), m_controller, type,
axis.index, axis.scale));
}
}
};
AddInput(new MotionInput("Accel Left", m_controller, SDL_SENSOR_ACCEL, 0, -1));
AddInput(new MotionInput("Accel Right", m_controller, SDL_SENSOR_ACCEL, 0, 1));
AddInput(new MotionInput("Accel Forward", m_controller, SDL_SENSOR_ACCEL, 2, -1));
AddInput(new MotionInput("Accel Backward", m_controller, SDL_SENSOR_ACCEL, 2, 1));
}
if (SDL_GameControllerSetSensorEnabled(m_controller, SDL_SENSOR_GYRO, SDL_TRUE) == 0)
{
AddInput(new MotionInput("Gyro Pitch Up", m_controller, SDL_SENSOR_GYRO, 0, 1));
AddInput(new MotionInput("Gyro Pitch Down", m_controller, SDL_SENSOR_GYRO, 0, -1));
AddInput(new MotionInput("Gyro Roll Left", m_controller, SDL_SENSOR_GYRO, 2, 1));
AddInput(new MotionInput("Gyro Roll Right", m_controller, SDL_SENSOR_GYRO, 2, -1));
AddInput(new MotionInput("Gyro Yaw Left", m_controller, SDL_SENSOR_GYRO, 1, 1));
AddInput(new MotionInput("Gyro Yaw Right", m_controller, SDL_SENSOR_GYRO, 1, -1));
}
AddSensor(SDL_SENSOR_ACCEL, "Accel", SDL_AXES_ACCELEROMETER);
AddSensor(SDL_SENSOR_GYRO, "Gyro", SDL_AXES_GYRO);
#if SDL_VERSION_ATLEAST(2, 26, 0)
AddSensor(SDL_SENSOR_ACCEL_L, "Accel L", SDL_AXES_ACCELEROMETER);
AddSensor(SDL_SENSOR_GYRO_L, "Gyro L", SDL_AXES_GYRO);
AddSensor(SDL_SENSOR_ACCEL_R, "Accel R", SDL_AXES_ACCELEROMETER);
AddSensor(SDL_SENSOR_GYRO_R, "Gyro R", SDL_AXES_GYRO);
#endif
}
}
#endif

View file

@ -161,16 +161,16 @@ private:
class MotionInput : public Input
{
public:
MotionInput(const char* name, SDL_GameController* gc, SDL_SensorType type, int index,
MotionInput(std::string name, SDL_GameController* gc, SDL_SensorType type, int index,
ControlState scale)
: m_name(name), m_gc(gc), m_type(type), m_index(index), m_scale(scale){};
: m_name(std::move(name)), m_gc(gc), m_type(type), m_index(index), m_scale(scale){};
std::string GetName() const override { return m_name; };
bool IsDetectable() const override { return false; };
ControlState GetState() const override;
private:
const char* m_name;
std::string m_name;
SDL_GameController* const m_gc;
SDL_SensorType const m_type;