ref: 4d322be866669d45e89870a5c0813ea6f5378e3c
dir: /src/Backends/SDL2/Controller.cpp/
#include "../Controller.h" #include "Controller.h" #include <stddef.h> #include <stdio.h> #include "SDL.h" #include "../../WindowsWrapper.h" #define DEADZONE 10000; static SDL_Joystick *joystick; static int joystick_neutral_x; static int joystick_neutral_y; BOOL ControllerBackend_Init(void) { SDL_InitSubSystem(SDL_INIT_JOYSTICK); return TRUE; } void ControllerBackend_Deinit(void) { if (joystick != NULL) { SDL_JoystickClose(joystick); joystick = NULL; } SDL_QuitSubSystem(SDL_INIT_JOYSTICK); } BOOL ControllerBackend_GetJoystickStatus(JOYSTICK_STATUS *status) { if (joystick == NULL) return FALSE; // Read axis const Sint16 joystick_x = SDL_JoystickGetAxis(joystick, 0); const Sint16 joystick_y = SDL_JoystickGetAxis(joystick, 1); status->bLeft = joystick_x < joystick_neutral_x - DEADZONE; status->bRight = joystick_x > joystick_neutral_x + DEADZONE; status->bUp = joystick_y < joystick_neutral_y - DEADZONE; status->bDown = joystick_y > joystick_neutral_y + DEADZONE; // The original `Input.cpp` assumed there were 32 buttons (because of DirectInput's `DIJOYSTATE` struct) int numButtons = SDL_JoystickNumButtons(joystick); if (numButtons > 32) numButtons = 32; // Read whatever buttons actually exist for (int i = 0; i < numButtons; ++i) status->bButton[i] = SDL_JoystickGetButton(joystick, i); // Blank the buttons that do not for (int i = numButtons; i < 32; ++i) status->bButton[i] = FALSE; return TRUE; } BOOL ControllerBackend_ResetJoystickStatus(void) { if (joystick == NULL) return FALSE; // The code that would normally run here has been moved to JoystickCallback, to better-support hotplugging return TRUE; } void ControllerBackend_JoystickConnect(Sint32 joystick_id) { printf("Joystick #%d connected - %s\n", joystick_id, SDL_JoystickNameForIndex(joystick_id)); if (joystick == NULL) { joystick = SDL_JoystickOpen(joystick_id); if (joystick != NULL) { printf("Joystick #%d selected\n", joystick_id); // Reset default stick positions (this is performed in ResetJoystickStatus in vanilla Cave Story joystick_neutral_x = SDL_JoystickGetAxis(joystick, 0); joystick_neutral_y = SDL_JoystickGetAxis(joystick, 1); } } } void ControllerBackend_JoystickDisconnect(Sint32 joystick_id) { if (joystick_id == SDL_JoystickInstanceID(joystick)) { printf("Joystick #%d disconnected\n", joystick_id); joystick = NULL; } }