mirror of
https://github.com/johndoe6345789/SDL3CPlusPlus.git
synced 2026-04-30 00:24:59 +00:00
feat: Implement gamepad support and audio control enhancements in input and audio services
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@@ -1,5 +1,19 @@
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#include "sdl_input_service.hpp"
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namespace {
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constexpr float kAxisPositiveMax = static_cast<float>(SDL_JOYSTICK_AXIS_MAX);
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constexpr float kAxisNegativeMax = static_cast<float>(-SDL_JOYSTICK_AXIS_MIN);
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float NormalizeAxis(Sint16 value) {
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if (value >= 0) {
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float normalized = static_cast<float>(value) / kAxisPositiveMax;
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return normalized > 1.0f ? 1.0f : normalized;
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}
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float normalized = static_cast<float>(value) / kAxisNegativeMax;
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return normalized < -1.0f ? -1.0f : normalized;
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}
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} // namespace
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namespace sdl3cpp::services::impl {
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// GUI key mapping extracted from old Sdl3App
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@@ -9,7 +23,8 @@ const std::unordered_map<SDL_Keycode, std::string> SdlInputService::kGuiKeyNames
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{SDLK_DELETE, "delete"}, {SDLK_RETURN, "return"}, {SDLK_TAB, "tab"},
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{SDLK_ESCAPE, "escape"}, {SDLK_LCTRL, "lctrl"}, {SDLK_RCTRL, "rctrl"},
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{SDLK_LSHIFT, "lshift"}, {SDLK_RSHIFT, "rshift"}, {SDLK_LALT, "lalt"},
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{SDLK_RALT, "ralt"}
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{SDLK_RALT, "ralt"}, {SDLK_w, "w"}, {SDLK_a, "a"}, {SDLK_s, "s"},
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{SDLK_d, "d"}, {SDLK_m, "m"}
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};
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SdlInputService::SdlInputService(std::shared_ptr<events::IEventBus> eventBus, std::shared_ptr<ILogger> logger)
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@@ -48,6 +63,11 @@ SdlInputService::SdlInputService(std::shared_ptr<events::IEventBus> eventBus, st
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logger_->Trace("SdlInputService", "SdlInputService",
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"eventBus=" + std::string(eventBus_ ? "set" : "null"));
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}
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EnsureGamepadSubsystem();
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}
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SdlInputService::~SdlInputService() {
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CloseGamepad();
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}
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void SdlInputService::ProcessEvent(const SDL_Event& event) {
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@@ -169,6 +189,10 @@ void SdlInputService::OnKeyPressed(const events::Event& event) {
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", repeat=" + std::string(keyEvent.repeat ? "true" : "false"));
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}
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state_.keysPressed.insert(keyEvent.key);
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auto it = kGuiKeyNames.find(keyEvent.key);
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if (it != kGuiKeyNames.end()) {
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guiInputSnapshot_.keyStates[it->second] = true;
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}
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}
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void SdlInputService::OnKeyReleased(const events::Event& event) {
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@@ -181,6 +205,10 @@ void SdlInputService::OnKeyReleased(const events::Event& event) {
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", repeat=" + std::string(keyEvent.repeat ? "true" : "false"));
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}
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state_.keysPressed.erase(keyEvent.key);
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auto it = kGuiKeyNames.find(keyEvent.key);
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if (it != kGuiKeyNames.end()) {
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guiInputSnapshot_.keyStates[it->second] = false;
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}
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}
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void SdlInputService::OnMouseMoved(const events::Event& event) {
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@@ -194,6 +222,8 @@ void SdlInputService::OnMouseMoved(const events::Event& event) {
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}
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state_.mouseX = mouseEvent.x;
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state_.mouseY = mouseEvent.y;
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guiInputSnapshot_.mouseX = mouseEvent.x;
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guiInputSnapshot_.mouseY = mouseEvent.y;
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}
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void SdlInputService::OnMouseButtonPressed(const events::Event& event) {
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@@ -206,6 +236,9 @@ void SdlInputService::OnMouseButtonPressed(const events::Event& event) {
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", y=" + std::to_string(buttonEvent.y));
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}
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state_.mouseButtonsPressed.insert(buttonEvent.button);
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if (buttonEvent.button == SDL_BUTTON_LEFT) {
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guiInputSnapshot_.mouseDown = true;
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}
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}
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void SdlInputService::OnMouseButtonReleased(const events::Event& event) {
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@@ -218,6 +251,9 @@ void SdlInputService::OnMouseButtonReleased(const events::Event& event) {
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", y=" + std::to_string(buttonEvent.y));
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}
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state_.mouseButtonsPressed.erase(buttonEvent.button);
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if (buttonEvent.button == SDL_BUTTON_LEFT) {
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guiInputSnapshot_.mouseDown = false;
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}
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}
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void SdlInputService::OnMouseWheel(const events::Event& event) {
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@@ -230,6 +266,7 @@ void SdlInputService::OnMouseWheel(const events::Event& event) {
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}
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state_.mouseWheelDeltaX += wheelEvent.deltaX;
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state_.mouseWheelDeltaY += wheelEvent.deltaY;
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guiInputSnapshot_.wheel += wheelEvent.deltaY;
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}
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void SdlInputService::OnTextInput(const events::Event& event) {
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@@ -239,6 +276,91 @@ void SdlInputService::OnTextInput(const events::Event& event) {
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"text=" + textEvent.text);
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}
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state_.textInput += textEvent.text;
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guiInputSnapshot_.textInput += textEvent.text;
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}
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void SdlInputService::EnsureGamepadSubsystem() {
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uint32_t initialized = SDL_WasInit(0);
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if ((initialized & SDL_INIT_GAMEPAD) != 0) {
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return;
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}
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bool result = false;
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if (initialized == 0) {
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result = SDL_Init(SDL_INIT_GAMEPAD);
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} else {
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result = SDL_InitSubSystem(SDL_INIT_GAMEPAD);
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}
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if (!result && logger_) {
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logger_->Error("SdlInputService: SDL_INIT_GAMEPAD failed: " + std::string(SDL_GetError()));
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}
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}
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void SdlInputService::TryOpenGamepad() {
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if (gamepad_) {
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return;
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}
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EnsureGamepadSubsystem();
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int count = 0;
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SDL_JoystickID* gamepads = SDL_GetGamepads(&count);
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if (!gamepads || count <= 0) {
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if (gamepads) {
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SDL_free(gamepads);
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}
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return;
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}
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for (int i = 0; i < count; ++i) {
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if (!SDL_IsGamepad(gamepads[i])) {
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continue;
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}
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gamepad_ = SDL_OpenGamepad(gamepads[i]);
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if (gamepad_) {
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break;
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}
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}
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SDL_free(gamepads);
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}
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void SdlInputService::CloseGamepad() {
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if (gamepad_) {
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SDL_CloseGamepad(gamepad_);
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gamepad_ = nullptr;
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}
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}
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void SdlInputService::UpdateGamepadSnapshot() {
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if (!gamepad_) {
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TryOpenGamepad();
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}
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if (!gamepad_) {
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guiInputSnapshot_.gamepadConnected = false;
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guiInputSnapshot_.gamepadLeftX = 0.0f;
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guiInputSnapshot_.gamepadLeftY = 0.0f;
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guiInputSnapshot_.gamepadRightX = 0.0f;
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guiInputSnapshot_.gamepadRightY = 0.0f;
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guiInputSnapshot_.gamepadTogglePressed = false;
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return;
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}
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SDL_JoystickConnectionState connection = SDL_GetGamepadConnectionState(gamepad_);
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if (connection == SDL_JOYSTICK_CONNECTION_INVALID) {
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CloseGamepad();
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guiInputSnapshot_.gamepadConnected = false;
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guiInputSnapshot_.gamepadLeftX = 0.0f;
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guiInputSnapshot_.gamepadLeftY = 0.0f;
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guiInputSnapshot_.gamepadRightX = 0.0f;
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guiInputSnapshot_.gamepadRightY = 0.0f;
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guiInputSnapshot_.gamepadTogglePressed = false;
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return;
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}
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guiInputSnapshot_.gamepadConnected = true;
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guiInputSnapshot_.gamepadLeftX = NormalizeAxis(SDL_GetGamepadAxis(gamepad_, SDL_GAMEPAD_AXIS_LEFTX));
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guiInputSnapshot_.gamepadLeftY = NormalizeAxis(SDL_GetGamepadAxis(gamepad_, SDL_GAMEPAD_AXIS_LEFTY));
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guiInputSnapshot_.gamepadRightX = NormalizeAxis(SDL_GetGamepadAxis(gamepad_, SDL_GAMEPAD_AXIS_RIGHTX));
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guiInputSnapshot_.gamepadRightY = NormalizeAxis(SDL_GetGamepadAxis(gamepad_, SDL_GAMEPAD_AXIS_RIGHTY));
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guiInputSnapshot_.gamepadTogglePressed =
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SDL_GetGamepadButton(gamepad_, SDL_GAMEPAD_BUTTON_START);
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}
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void SdlInputService::SetGuiScriptService(IGuiScriptService* guiScriptService) {
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@@ -255,6 +377,7 @@ void SdlInputService::UpdateGuiInput() {
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"guiScriptServiceIsNull=" + std::string(guiScriptService_ ? "false" : "true"));
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}
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if (guiScriptService_) {
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UpdateGamepadSnapshot();
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guiScriptService_->UpdateGuiInput(guiInputSnapshot_);
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}
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}
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