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Qt: Implement controller interface/binding
This commit is contained in:
@ -5,6 +5,8 @@ add_library(frontend-common
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imgui_styles.h
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sdl_audio_stream.cpp
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sdl_audio_stream.h
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sdl_controller_interface.cpp
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sdl_controller_interface.h
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)
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target_include_directories(frontend-common PRIVATE ${SDL2_INCLUDE_DIRS})
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@ -49,11 +49,13 @@
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<ClCompile Include="icon.cpp" />
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<ClCompile Include="imgui_styles.cpp" />
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<ClCompile Include="sdl_audio_stream.cpp" />
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<ClCompile Include="sdl_controller_interface.cpp" />
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="icon.h" />
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<ClInclude Include="imgui_styles.h" />
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<ClInclude Include="sdl_audio_stream.h" />
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<ClInclude Include="sdl_controller_interface.h" />
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</ItemGroup>
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<ItemGroup>
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<None Include="font_roboto_regular.inl" />
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@ -4,11 +4,13 @@
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<ClCompile Include="icon.cpp" />
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<ClCompile Include="imgui_styles.cpp" />
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<ClCompile Include="sdl_audio_stream.cpp" />
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<ClCompile Include="sdl_controller_interface.cpp" />
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="icon.h" />
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<ClInclude Include="imgui_styles.h" />
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<ClInclude Include="sdl_audio_stream.h" />
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<ClInclude Include="sdl_controller_interface.h" />
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</ItemGroup>
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<ItemGroup>
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<None Include="font_roboto_regular.inl" />
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425
src/frontend-common/sdl_controller_interface.cpp
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425
src/frontend-common/sdl_controller_interface.cpp
Normal file
@ -0,0 +1,425 @@
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#include "sdl_controller_interface.h"
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#include "common/assert.h"
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#include "common/log.h"
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#include "core/controller.h"
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#include "core/host_interface.h"
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#include "core/system.h"
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#include <SDL.h>
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Log_SetChannel(SDLControllerInterface);
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SDLControllerInterface g_sdl_controller_interface;
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SDLControllerInterface::SDLControllerInterface() = default;
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SDLControllerInterface::~SDLControllerInterface()
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{
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Assert(m_controllers.empty());
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}
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bool SDLControllerInterface::Initialize(HostInterface* host_interface, bool init_sdl)
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{
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if (init_sdl)
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{
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if (SDL_Init(SDL_INIT_GAMECONTROLLER | SDL_INIT_HAPTIC) < 0)
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{
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Log_ErrorPrintf("SDL_Init() failed");
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return false;
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}
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}
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// we should open the controllers as the connected events come in, so no need to do any more here
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m_host_interface = host_interface;
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return true;
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}
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void SDLControllerInterface::Shutdown()
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{
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while (!m_controllers.empty())
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CloseGameController(m_controllers.begin()->first);
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if (m_sdl_initialized_by_us)
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{
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SDL_Quit();
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m_sdl_initialized_by_us = false;
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}
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m_host_interface = nullptr;
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}
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void SDLControllerInterface::PumpSDLEvents()
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{
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for (;;)
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{
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SDL_Event ev;
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if (SDL_PollEvent(&ev))
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ProcessSDLEvent(&ev);
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else
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break;
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}
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}
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bool SDLControllerInterface::ProcessSDLEvent(const SDL_Event* event)
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{
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switch (event->type)
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{
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case SDL_CONTROLLERDEVICEADDED:
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{
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Log_InfoPrintf("Controller %d inserted", event->cdevice.which);
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OpenGameController(event->cdevice.which);
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return true;
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}
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case SDL_CONTROLLERDEVICEREMOVED:
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{
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Log_InfoPrintf("Controller %d removed", event->cdevice.which);
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CloseGameController(event->cdevice.which);
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return true;
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}
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case SDL_CONTROLLERAXISMOTION:
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return HandleControllerAxisEvent(event);
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case SDL_CONTROLLERBUTTONDOWN:
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case SDL_CONTROLLERBUTTONUP:
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return HandleControllerButtonEvent(event);
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default:
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return false;
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}
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}
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System* SDLControllerInterface::GetSystem() const
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{
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return m_host_interface->GetSystem();
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}
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Controller* SDLControllerInterface::GetController(u32 slot) const
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{
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System* system = GetSystem();
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return system ? system->GetController(slot) : nullptr;
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}
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void SDLControllerInterface::SetHook(Hook::Callback callback)
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{
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std::unique_lock<std::mutex> lock(m_event_intercept_mutex);
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Assert(!m_event_intercept_callback);
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m_event_intercept_callback = std::move(callback);
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}
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void SDLControllerInterface::ClearHook()
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{
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std::unique_lock<std::mutex> lock(m_event_intercept_mutex);
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if (m_event_intercept_callback)
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m_event_intercept_callback = {};
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}
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bool SDLControllerInterface::DoEventHook(Hook::Type type, int controller_index, int button_or_axis_number, float value)
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{
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std::unique_lock<std::mutex> lock(m_event_intercept_mutex);
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if (!m_event_intercept_callback)
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return false;
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const Hook ei{type, controller_index, button_or_axis_number, value};
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const Hook::CallbackResult action = m_event_intercept_callback(ei);
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if (action == Hook::CallbackResult::StopMonitoring)
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m_event_intercept_callback = {};
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return true;
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}
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bool SDLControllerInterface::OpenGameController(int index)
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{
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if (m_controllers.find(index) != m_controllers.end())
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CloseGameController(index);
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SDL_GameController* gcontroller = SDL_GameControllerOpen(index);
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if (!gcontroller)
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{
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Log_WarningPrintf("Failed to open controller %d", index);
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return false;
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}
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Log_InfoPrintf("Opened controller %d: %s", index, SDL_GameControllerName(gcontroller));
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ControllerData cd = {};
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cd.controller = gcontroller;
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SDL_Joystick* joystick = SDL_GameControllerGetJoystick(gcontroller);
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if (joystick)
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{
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SDL_Haptic* haptic = SDL_HapticOpenFromJoystick(joystick);
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if (SDL_HapticRumbleSupported(haptic) && SDL_HapticRumbleInit(haptic) == 0)
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cd.haptic = haptic;
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else
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SDL_HapticClose(haptic);
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}
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if (cd.haptic)
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Log_InfoPrintf("Rumble is supported on '%s'", SDL_GameControllerName(gcontroller));
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else
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Log_WarningPrintf("Rumble is not supported on '%s'", SDL_GameControllerName(gcontroller));
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m_controllers.emplace(index, cd);
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return true;
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}
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void SDLControllerInterface::CloseGameControllers()
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{
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while (!m_controllers.empty())
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CloseGameController(m_controllers.begin()->first);
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}
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bool SDLControllerInterface::CloseGameController(int index)
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{
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auto it = m_controllers.find(index);
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if (it == m_controllers.end())
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return false;
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if (it->second.haptic)
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SDL_HapticClose(static_cast<SDL_Haptic*>(it->second.haptic));
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SDL_GameControllerClose(static_cast<SDL_GameController*>(it->second.controller));
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m_controllers.erase(it);
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return true;
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}
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void SDLControllerInterface::ClearControllerBindings()
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{
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for (auto& it : m_controllers)
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{
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for (AxisCallback& ac : it.second.axis_mapping)
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ac = {};
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for (ButtonCallback& bc : it.second.button_mapping)
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bc = {};
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}
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}
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bool SDLControllerInterface::BindControllerAxis(int controller_index, int axis_number, AxisCallback callback)
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{
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auto it = m_controllers.find(controller_index);
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if (it == m_controllers.end())
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return false;
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if (axis_number < 0 || axis_number >= MAX_NUM_AXISES)
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return false;
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it->second.axis_mapping[axis_number] = std::move(callback);
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return true;
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}
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bool SDLControllerInterface::BindControllerButton(int controller_index, int button_number, ButtonCallback callback)
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{
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auto it = m_controllers.find(controller_index);
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if (it == m_controllers.end())
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return false;
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if (button_number < 0 || button_number >= MAX_NUM_BUTTONS)
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return false;
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it->second.button_mapping[button_number] = std::move(callback);
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return true;
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}
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bool SDLControllerInterface::BindControllerAxisToButton(int controller_index, int axis_number, bool direction,
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ButtonCallback callback)
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{
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auto it = m_controllers.find(controller_index);
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if (it == m_controllers.end())
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return false;
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if (axis_number < 0 || axis_number >= MAX_NUM_AXISES)
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return false;
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it->second.axis_button_mapping[axis_number][BoolToUInt8(direction)] = std::move(callback);
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return true;
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}
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void SDLControllerInterface::SetDefaultBindings()
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{
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ClearControllerBindings();
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const ControllerType type = m_host_interface->GetSettings().controller_types[0];
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if (type == ControllerType::None || m_controllers.empty())
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return;
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const int first_controller_index = m_controllers.begin()->first;
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#define SET_AXIS_MAP(axis, name) \
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do \
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{ \
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std::optional<s32> code = Controller::GetAxisCodeByName(type, name); \
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if (code) \
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{ \
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const s32 code_value = code.value(); \
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BindControllerAxis(first_controller_index, axis, [this, code_value](float value) { \
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Controller* controller = GetController(0); \
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if (controller) \
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controller->SetAxisState(code_value, value); \
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}); \
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} \
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} while (0)
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#define SET_BUTTON_MAP(button, name) \
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do \
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{ \
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std::optional<s32> code = Controller::GetButtonCodeByName(type, name); \
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if (code) \
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{ \
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const s32 code_value = code.value(); \
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BindControllerButton(first_controller_index, button, [this, code_value](bool pressed) { \
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Controller* controller = GetController(0); \
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if (controller) \
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controller->SetButtonState(code_value, pressed); \
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}); \
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} \
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} while (0)
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#define SET_AXIS_BUTTON_MAP(axis, direction, name) \
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do \
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{ \
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std::optional<s32> code = Controller::GetButtonCodeByName(type, name); \
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if (code) \
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{ \
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const s32 code_value = code.value(); \
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BindControllerAxisToButton(first_controller_index, axis, direction, [this, code_value](bool pressed) { \
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Controller* controller = GetController(0); \
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if (controller) \
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controller->SetButtonState(code_value, pressed); \
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}); \
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} \
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} while (0)
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SET_AXIS_MAP(SDL_CONTROLLER_AXIS_LEFTX, "LeftX");
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SET_AXIS_MAP(SDL_CONTROLLER_AXIS_LEFTY, "LeftY");
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SET_AXIS_MAP(SDL_CONTROLLER_AXIS_RIGHTX, "RightX");
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SET_AXIS_MAP(SDL_CONTROLLER_AXIS_RIGHTY, "RightY");
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SET_AXIS_MAP(SDL_CONTROLLER_AXIS_TRIGGERLEFT, "LeftTrigger");
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SET_AXIS_MAP(SDL_CONTROLLER_AXIS_TRIGGERRIGHT, "RightTrigger");
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SET_BUTTON_MAP(SDL_CONTROLLER_BUTTON_DPAD_UP, "Up");
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SET_BUTTON_MAP(SDL_CONTROLLER_BUTTON_DPAD_DOWN, "Down");
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SET_BUTTON_MAP(SDL_CONTROLLER_BUTTON_DPAD_LEFT, "Left");
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SET_BUTTON_MAP(SDL_CONTROLLER_BUTTON_DPAD_RIGHT, "Right");
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SET_BUTTON_MAP(SDL_CONTROLLER_BUTTON_Y, "Triangle");
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SET_BUTTON_MAP(SDL_CONTROLLER_BUTTON_A, "Cross");
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SET_BUTTON_MAP(SDL_CONTROLLER_BUTTON_X, "Square");
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SET_BUTTON_MAP(SDL_CONTROLLER_BUTTON_B, "Circle");
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SET_BUTTON_MAP(SDL_CONTROLLER_BUTTON_LEFTSHOULDER, "L1");
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SET_BUTTON_MAP(SDL_CONTROLLER_BUTTON_RIGHTSHOULDER, "R1");
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SET_BUTTON_MAP(SDL_CONTROLLER_BUTTON_LEFTSTICK, "L3");
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SET_BUTTON_MAP(SDL_CONTROLLER_BUTTON_RIGHTSTICK, "R3");
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SET_BUTTON_MAP(SDL_CONTROLLER_BUTTON_START, "Start");
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SET_BUTTON_MAP(SDL_CONTROLLER_BUTTON_BACK, "Select");
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// fallback axis -> button mappings
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SET_AXIS_BUTTON_MAP(SDL_CONTROLLER_AXIS_LEFTX, false, "Left");
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SET_AXIS_BUTTON_MAP(SDL_CONTROLLER_AXIS_LEFTX, true, "Right");
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SET_AXIS_BUTTON_MAP(SDL_CONTROLLER_AXIS_LEFTY, false, "Up");
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SET_AXIS_BUTTON_MAP(SDL_CONTROLLER_AXIS_LEFTY, true, "Down");
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SET_AXIS_BUTTON_MAP(SDL_CONTROLLER_AXIS_TRIGGERLEFT, true, "L2");
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SET_AXIS_BUTTON_MAP(SDL_CONTROLLER_AXIS_TRIGGERRIGHT, true, "R2");
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#undef SET_AXIS_MAP
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#undef SET_BUTTON_MAP
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#undef SET_AXIS_BUTTON_MAP
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// TODO: L2/R2 -> buttons
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}
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bool SDLControllerInterface::HandleControllerAxisEvent(const SDL_Event* ev)
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{
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Log_DebugPrintf("controller %d axis %d %d", ev->caxis.which, ev->caxis.axis, ev->caxis.value);
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// TODO: Make deadzone customizable.
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static constexpr float deadzone = 8192.0f / 32768.0f;
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const float value = static_cast<float>(ev->caxis.value) / (ev->caxis.value < 0 ? 32768.0f : 32767.0f);
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const bool outside_deadzone = (std::abs(value) >= deadzone);
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// only send monitor events if it's outside of the deadzone, otherwise it's really hard to bind
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if (outside_deadzone && DoEventHook(Hook::Type::Axis, ev->caxis.which, ev->caxis.axis, value))
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return true;
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auto it = m_controllers.find(ev->caxis.which);
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if (it == m_controllers.end())
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return false;
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const ControllerData& cd = it->second;
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const AxisCallback& cb = cd.axis_mapping[ev->caxis.axis];
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if (cb)
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{
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cb(value);
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return true;
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}
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// set the other direction to false so large movements don't leave the opposite on
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const bool positive = (value >= 0.0f);
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const ButtonCallback& other_button_cb = cd.axis_button_mapping[ev->caxis.axis][BoolToUInt8(!positive)];
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const ButtonCallback& button_cb = cd.axis_button_mapping[ev->caxis.axis][BoolToUInt8(positive)];
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if (button_cb)
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{
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button_cb(outside_deadzone);
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if (other_button_cb)
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other_button_cb(false);
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return true;
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}
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else if (other_button_cb)
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{
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other_button_cb(false);
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return true;
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}
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else
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{
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return false;
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}
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}
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bool SDLControllerInterface::HandleControllerButtonEvent(const SDL_Event* ev)
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{
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Log_DebugPrintf("controller %d button %d %s", ev->cbutton.which, ev->cbutton.button,
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ev->cbutton.state == SDL_PRESSED ? "pressed" : "released");
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const bool pressed = (ev->cbutton.state == SDL_PRESSED);
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if (DoEventHook(Hook::Type::Button, ev->cbutton.which, ev->cbutton.button, pressed ? 1.0f : 0.0f))
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return true;
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auto it = m_controllers.find(ev->caxis.which);
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if (it == m_controllers.end())
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return false;
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const ButtonCallback& cb = it->second.button_mapping[ev->cbutton.button];
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if (!cb)
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return false;
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cb(pressed);
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return true;
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}
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void SDLControllerInterface::UpdateControllerRumble()
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{
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for (auto& it : m_controllers)
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{
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ControllerData& cd = it.second;
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if (!cd.haptic)
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continue;
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float new_strength = 0.0f;
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Controller* controller = GetController(cd.controller_index);
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if (controller)
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{
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const u32 motor_count = controller->GetVibrationMotorCount();
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for (u32 i = 0; i < motor_count; i++)
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new_strength = std::max(new_strength, controller->GetVibrationMotorStrength(i));
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}
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if (cd.last_rumble_strength == new_strength)
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continue;
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if (new_strength > 0.01f)
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SDL_HapticRumblePlay(static_cast<SDL_Haptic*>(cd.haptic), new_strength, 100000);
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else
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||||
SDL_HapticRumbleStop(static_cast<SDL_Haptic*>(cd.haptic));
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cd.last_rumble_strength = new_strength;
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}
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||||
}
|
107
src/frontend-common/sdl_controller_interface.h
Normal file
107
src/frontend-common/sdl_controller_interface.h
Normal file
@ -0,0 +1,107 @@
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#pragma once
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||||
#include "core/types.h"
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||||
#include <array>
|
||||
#include <functional>
|
||||
#include <map>
|
||||
#include <mutex>
|
||||
|
||||
class HostInterface;
|
||||
class System;
|
||||
class Controller;
|
||||
|
||||
union SDL_Event;
|
||||
|
||||
class SDLControllerInterface
|
||||
{
|
||||
public:
|
||||
enum : int
|
||||
{
|
||||
MAX_NUM_AXISES = 7,
|
||||
MAX_NUM_BUTTONS = 15
|
||||
};
|
||||
|
||||
using AxisCallback = std::function<void(float value)>;
|
||||
using ButtonCallback = std::function<void(bool pressed)>;
|
||||
|
||||
SDLControllerInterface();
|
||||
~SDLControllerInterface();
|
||||
|
||||
bool Initialize(HostInterface* host_interface, bool init_sdl);
|
||||
void Shutdown();
|
||||
|
||||
// Removes all bindings. Call before setting new bindings.
|
||||
void ClearControllerBindings();
|
||||
|
||||
// Binding to events. If a binding for this axis/button already exists, returns false.
|
||||
bool BindControllerAxis(int controller_index, int axis_number, AxisCallback callback);
|
||||
bool BindControllerButton(int controller_index, int button_number, ButtonCallback callback);
|
||||
bool BindControllerAxisToButton(int controller_index, int axis_number, bool direction, ButtonCallback callback);
|
||||
|
||||
// Default bindings, used by SDL frontend.
|
||||
void SetDefaultBindings();
|
||||
|
||||
void PumpSDLEvents();
|
||||
|
||||
bool ProcessSDLEvent(const SDL_Event* event);
|
||||
|
||||
void UpdateControllerRumble();
|
||||
|
||||
// Input monitoring for external access.
|
||||
struct Hook
|
||||
{
|
||||
enum class Type
|
||||
{
|
||||
Axis,
|
||||
Button
|
||||
};
|
||||
|
||||
enum class CallbackResult
|
||||
{
|
||||
StopMonitoring,
|
||||
ContinueMonitoring
|
||||
};
|
||||
|
||||
using Callback = std::function<CallbackResult(const Hook& ei)>;
|
||||
|
||||
Type type;
|
||||
int controller_index;
|
||||
int button_or_axis_number;
|
||||
float value; // 0/1 for buttons, -1..1 for axises
|
||||
};
|
||||
void SetHook(Hook::Callback callback);
|
||||
void ClearHook();
|
||||
|
||||
private:
|
||||
System* GetSystem() const;
|
||||
Controller* GetController(u32 slot) const;
|
||||
bool DoEventHook(Hook::Type type, int controller_index, int button_or_axis_number, float value);
|
||||
|
||||
bool OpenGameController(int index);
|
||||
bool CloseGameController(int index);
|
||||
void CloseGameControllers();
|
||||
bool HandleControllerAxisEvent(const SDL_Event* event);
|
||||
bool HandleControllerButtonEvent(const SDL_Event* event);
|
||||
|
||||
struct ControllerData
|
||||
{
|
||||
void* controller;
|
||||
void* haptic;
|
||||
u32 controller_index;
|
||||
float last_rumble_strength;
|
||||
|
||||
std::array<AxisCallback, MAX_NUM_AXISES> axis_mapping;
|
||||
std::array<ButtonCallback, MAX_NUM_BUTTONS> button_mapping;
|
||||
std::array<std::array<ButtonCallback, 2>, MAX_NUM_AXISES> axis_button_mapping;
|
||||
};
|
||||
|
||||
HostInterface* m_host_interface = nullptr;
|
||||
|
||||
std::map<int, ControllerData> m_controllers;
|
||||
|
||||
std::mutex m_event_intercept_mutex;
|
||||
Hook::Callback m_event_intercept_callback;
|
||||
|
||||
bool m_sdl_initialized_by_us = false;
|
||||
};
|
||||
|
||||
extern SDLControllerInterface g_sdl_controller_interface;
|
Reference in New Issue
Block a user