ref: da4aac425f22887a697863fbf9175537c69fce0d
parent: 27cc763c2ed82742a14e90d7da5bb6eb5332512a
author: Snesrev <snesrev@protonmail.com>
date: Thu Oct 20 19:23:00 EDT 2022
Gamepad buttons can now be remapped
--- a/config.c
+++ b/config.c
@@ -22,6 +22,7 @@
#define C(x) REMAP_SDL_KEYCODE(x) | kKeyMod_Ctrl
#define N 0
static const uint16 kDefaultKbdControls[kKeys_Total] = {
+ 0,
// Controls
_(SDLK_UP), _(SDLK_DOWN), _(SDLK_LEFT), _(SDLK_RIGHT), _(SDLK_RSHIFT), _(SDLK_RETURN), _(SDLK_x), _(SDLK_z), _(SDLK_s), _(SDLK_a), _(SDLK_c), _(SDLK_v),
// LoadState
@@ -53,6 +54,7 @@
#define M(n) {#n, kKeys_##n, kKeys_##n##_Last - kKeys_##n + 1}
#define S(n) {#n, kKeys_##n, 1}
static const KeyNameId kKeyNameId[] = {
+ {"Null", kKeys_Null, 65535},
M(Controls), M(Load), M(Save), M(Replay), M(LoadRef), M(ReplayRef),
S(CheatLife), S(CheatKeys), S(CheatEquipment), S(CheatWalkThroughWalls),
S(ClearKeyLog), S(StopReplay), S(Fullscreen), S(Reset),
@@ -69,7 +71,7 @@
static int keymap_hash_size;
static bool has_keynameid[countof(kKeyNameId)];
-bool KeyMapHash_Add(uint16 key, uint16 cmd) {
+static bool KeyMapHash_Add(uint16 key, uint16 cmd) {
if ((keymap_hash_size & 0xff) == 0) {
if (keymap_hash_size > 10000)
Die("Too many keys");
@@ -101,12 +103,12 @@
return ent->cmd;
i = ent->next;
}
- return -1;
+ return 0;
}
int FindCmdForSdlKey(SDL_Keycode code, SDL_Keymod mod) {
if (code & ~(SDLK_SCANCODE_MASK | 0x1ff))
- return -1;
+ return 0;
int key = mod & KMOD_ALT ? kKeyMod_Alt : 0;
key |= mod & KMOD_CTRL ? kKeyMod_Ctrl : 0;
key |= mod & KMOD_SHIFT ? kKeyMod_Shift : 0;
@@ -117,7 +119,7 @@
static void ParseKeyArray(char *value, int cmd, int size) {
char *s;
int i = 0;
- for (; i < size && (s = NextDelim(&value, ',')) != NULL; i++, cmd++) {
+ for (; i < size && (s = NextDelim(&value, ',')) != NULL; i++, cmd += (cmd != 0)) {
if (*s == 0)
continue;
int key_with_mod = 0;
@@ -142,8 +144,110 @@
}
}
+typedef struct GamepadMapEnt {
+ uint32 modifiers;
+ uint16 cmd, next;
+} GamepadMapEnt;
+
+static uint16 joymap_first[kGamepadBtn_Count];
+static GamepadMapEnt *joymap_ents;
+static int joymap_size;
+static bool has_joypad_controls;
+
+static int CountBits32(uint32 n) {
+ int count = 0;
+ for (; n != 0; count++)
+ n &= (n - 1);
+ return count;
+}
+
+static void GamepadMap_Add(int button, uint32 modifiers, uint16 cmd) {
+ if ((joymap_size & 0xff) == 0) {
+ if (joymap_size > 1000)
+ Die("Too many joypad keys");
+ joymap_ents = realloc(joymap_ents, sizeof(GamepadMapEnt) * (joymap_size + 64));
+ if (!joymap_ents) Die("realloc failure");
+ }
+ uint16 *p = &joymap_first[button];
+ // Insert it as early as possible but before after any entry with more modifiers.
+ int cb = CountBits32(modifiers);
+ while (*p && cb < CountBits32(joymap_ents[*p - 1].modifiers))
+ p = &joymap_ents[*p - 1].next;
+ int i = joymap_size++;
+ GamepadMapEnt *ent = &joymap_ents[i];
+ ent->modifiers = modifiers;
+ ent->cmd = cmd;
+ ent->next = *p;
+ *p = i + 1;
+}
+
+int FindCmdForGamepadButton(int button, uint32 modifiers) {
+ GamepadMapEnt *ent;
+ for(int e = joymap_first[button]; e != 0; e = ent->next) {
+ ent = &joymap_ents[e - 1];
+ if ((modifiers & ent->modifiers) == ent->modifiers)
+ return ent->cmd;
+ }
+ return 0;
+}
+
+static int ParseGamepadButtonName(const char **value) {
+ const char *s = *value;
+ // Longest substring first
+ static const char *const kGamepadKeyNames[] = {
+ "Back", "Guide", "Start", "L3", "R3",
+ "L1", "R1", "DpadUp", "DpadDown", "DpadLeft", "DpadRight", "L2", "R2",
+ "Lb", "Rb", "A", "B", "X", "Y"
+ };
+ static const uint8 kGamepadKeyIds[] = {
+ kGamepadBtn_Back, kGamepadBtn_Guide, kGamepadBtn_Start, kGamepadBtn_L3, kGamepadBtn_R3,
+ kGamepadBtn_L1, kGamepadBtn_R1, kGamepadBtn_DpadUp, kGamepadBtn_DpadDown, kGamepadBtn_DpadLeft, kGamepadBtn_DpadRight, kGamepadBtn_L2, kGamepadBtn_R2,
+ kGamepadBtn_L1, kGamepadBtn_R1, kGamepadBtn_A, kGamepadBtn_B, kGamepadBtn_X, kGamepadBtn_Y,
+ };
+ for (size_t i = 0; i != countof(kGamepadKeyNames); i++) {
+ const char *r = StringStartsWithNoCase(s, kGamepadKeyNames[i]);
+ if (r) {
+ *value = r;
+ return kGamepadKeyIds[i];
+ }
+ }
+ return kGamepadBtn_Invalid;
+}
+
+static const uint8 kDefaultGamepadCmds[] = {
+ kGamepadBtn_DpadUp, kGamepadBtn_DpadDown, kGamepadBtn_DpadLeft, kGamepadBtn_DpadRight, kGamepadBtn_Back, kGamepadBtn_Start,
+ kGamepadBtn_B, kGamepadBtn_A, kGamepadBtn_Y, kGamepadBtn_X, kGamepadBtn_L1, kGamepadBtn_R1,
+};
+
+static void ParseGamepadArray(char *value, int cmd, int size) {
+ char *s;
+ int i = 0;
+ for (; i < size && (s = NextDelim(&value, ',')) != NULL; i++, cmd += (cmd != 0)) {
+ if (*s == 0)
+ continue;
+ uint32 modifiers = 0;
+ const char *ss = s;
+ for (;;) {
+ int button = ParseGamepadButtonName(&ss);
+ if (button == kGamepadBtn_Invalid) BAD: {
+ fprintf(stderr, "Unknown gamepad button: '%s'\n", s);
+ break;
+ }
+ while (*ss == ' ' || *ss == '\t') ss++;
+ if (*ss == '+') {
+ ss++;
+ modifiers |= 1 << button;
+ } else if (*ss == 0) {
+ GamepadMap_Add(button, modifiers, cmd);
+ break;
+ } else
+ goto BAD;
+ }
+ }
+}
+
static void RegisterDefaultKeys() {
- for (int i = 0; i < countof(kKeyNameId); i++) {
+ for (int i = 1; i < countof(kKeyNameId); i++) {
if (!has_keynameid[i]) {
int size = kKeyNameId[i].size, k = kKeyNameId[i].id;
for (int j = 0; j < size; j++, k++)
@@ -150,6 +254,10 @@
KeyMapHash_Add(kDefaultKbdControls[k], k);
}
}
+ if (!has_joypad_controls) {
+ for (int i = 0; i < countof(kDefaultGamepadCmds); i++)
+ GamepadMap_Add(kDefaultGamepadCmds[i], 0, kKeys_Controls + i);
+ }
}
static int GetIniSection(const char *s) {
@@ -163,6 +271,8 @@
return 3;
if (StringEqualsNoCase(s, "[Features]"))
return 4;
+ if (StringEqualsNoCase(s, "[GamepadMap]"))
+ return 5;
return -1;
}
@@ -202,6 +312,15 @@
if (StringEqualsNoCase(key, kKeyNameId[i].name)) {
has_keynameid[i] = true;
ParseKeyArray(value, kKeyNameId[i].id, kKeyNameId[i].size);
+ return true;
+ }
+ }
+ } else if (section == 5) {
+ for (int i = 0; i < countof(kKeyNameId); i++) {
+ if (StringEqualsNoCase(key, kKeyNameId[i].name)) {
+ if (i == 1)
+ has_joypad_controls = true;
+ ParseGamepadArray(value, kKeyNameId[i].id, kKeyNameId[i].size);
return true;
}
}
--- a/config.h
+++ b/config.h
@@ -3,7 +3,8 @@
#include <SDL_keycode.h>
enum {
- kKeys_Controls = 0,
+ kKeys_Null,
+ kKeys_Controls,
kKeys_Controls_Last = kKeys_Controls + 11,
kKeys_Load,
kKeys_Load_Last = kKeys_Load + 19,
@@ -78,9 +79,30 @@
kMsuEnabled_MsuDeluxe = 2,
kMsuEnabled_Opuz = 4,
};
+enum {
+ kGamepadBtn_Invalid = -1,
+ kGamepadBtn_A,
+ kGamepadBtn_B,
+ kGamepadBtn_X,
+ kGamepadBtn_Y,
+ kGamepadBtn_Back,
+ kGamepadBtn_Guide,
+ kGamepadBtn_Start,
+ kGamepadBtn_L3,
+ kGamepadBtn_R3,
+ kGamepadBtn_L1,
+ kGamepadBtn_R1,
+ kGamepadBtn_DpadUp,
+ kGamepadBtn_DpadDown,
+ kGamepadBtn_DpadLeft,
+ kGamepadBtn_DpadRight,
+ kGamepadBtn_L2,
+ kGamepadBtn_R2,
+ kGamepadBtn_Count,
+};
-
extern Config g_config;
void ParseConfigFile(const char *filename);
int FindCmdForSdlKey(SDL_Keycode code, SDL_Keymod mod);
+int FindCmdForGamepadButton(int button, uint32 modifiers);
--- a/main.c
+++ b/main.c
@@ -37,6 +37,7 @@
static void RenderNumber(uint8 *dst, size_t pitch, int n, bool big);
static void HandleInput(int keyCode, int modCode, bool pressed);
static void HandleCommand(uint32 j, bool pressed);
+static int RemapSdlButton(int button);
static void HandleGamepadInput(int button, bool pressed);
static void HandleGamepadAxisInput(int gamepad_id, int axis, int value);
static void OpenOneGamepad(int i);
@@ -68,6 +69,8 @@
static int g_snes_width, g_snes_height;
static int g_sdl_audio_mixer_volume = SDL_MIX_MAXVOLUME;
static struct RendererFuncs g_renderer_funcs;
+static uint32 g_gamepad_modifiers;
+static uint16 g_gamepad_last_cmd[kGamepadBtn_Count];
void NORETURN Die(const char *error) {
#if defined(NDEBUG) && defined(_WIN32)
@@ -77,16 +80,6 @@
exit(1);
}
-void SetButtonState(int button, bool pressed) {
- // set key in constroller
- if (pressed) {
- g_input1_state |= 1 << button;
- } else {
- g_input1_state &= ~(1 << button);
- }
-}
-
-
void ChangeWindowScale(int scale_step) {
if ((SDL_GetWindowFlags(g_window) & (SDL_WINDOW_FULLSCREEN_DESKTOP | SDL_WINDOW_FULLSCREEN | SDL_WINDOW_MINIMIZED | SDL_WINDOW_MAXIMIZED)) != 0)
return;
@@ -419,11 +412,12 @@
HandleGamepadAxisInput(event.caxis.which, event.caxis.axis, event.caxis.value);
break;
case SDL_CONTROLLERBUTTONDOWN:
- HandleGamepadInput(event.cbutton.button, event.cbutton.state == SDL_PRESSED);
+ case SDL_CONTROLLERBUTTONUP: {
+ int b = RemapSdlButton(event.cbutton.button);
+ if (b >= 0)
+ HandleGamepadInput(b, event.type == SDL_CONTROLLERBUTTONDOWN);
break;
- case SDL_CONTROLLERBUTTONUP:
- HandleGamepadInput(event.cbutton.button, event.cbutton.state == SDL_PRESSED);
- break;
+ }
case SDL_MOUSEWHEEL:
if (SDL_GetModState() & KMOD_CTRL && event.wheel.y != 0)
ChangeWindowScale(event.wheel.y > 0 ? 1 : -1);
@@ -572,8 +566,11 @@
static void HandleCommand(uint32 j, bool pressed) {
if (j <= kKeys_Controls_Last) {
- static const uint8 kKbdRemap[12] = { 4, 5, 6, 7, 2, 3, 8, 0, 9, 1, 10, 11 };
- SetButtonState(kKbdRemap[j], pressed);
+ static const uint8 kKbdRemap[] = { 0, 4, 5, 6, 7, 2, 3, 8, 0, 9, 1, 10, 11 };
+ if (pressed)
+ g_input1_state |= 1 << kKbdRemap[j];
+ else
+ g_input1_state &= ~(1 << kKbdRemap[j]);
return;
}
@@ -656,7 +653,7 @@
static void HandleInput(int keyCode, int keyMod, bool pressed) {
int j = FindCmdForSdlKey(keyCode, keyMod);
- if (j >= 0)
+ if (j != 0)
HandleCommand(j, pressed);
}
@@ -668,23 +665,37 @@
}
}
-static void HandleGamepadInput(int button, bool pressed) {
+static int RemapSdlButton(int button) {
switch (button) {
- case SDL_CONTROLLER_BUTTON_A: SetButtonState(0, pressed); break;
- case SDL_CONTROLLER_BUTTON_X: SetButtonState(1, pressed); break;
- case SDL_CONTROLLER_BUTTON_BACK: SetButtonState(2, pressed); break;
- case SDL_CONTROLLER_BUTTON_START: SetButtonState(3, pressed); break;
- case SDL_CONTROLLER_BUTTON_DPAD_UP: SetButtonState(4, pressed); break;
- case SDL_CONTROLLER_BUTTON_DPAD_DOWN: SetButtonState(5, pressed); break;
- case SDL_CONTROLLER_BUTTON_DPAD_LEFT: SetButtonState(6, pressed); break;
- case SDL_CONTROLLER_BUTTON_DPAD_RIGHT: SetButtonState(7, pressed); break;
- case SDL_CONTROLLER_BUTTON_B: SetButtonState(8, pressed); break;
- case SDL_CONTROLLER_BUTTON_Y: SetButtonState(9, pressed); break;
- case SDL_CONTROLLER_BUTTON_LEFTSHOULDER: SetButtonState(10, pressed); break;
- case SDL_CONTROLLER_BUTTON_RIGHTSHOULDER: SetButtonState(11, pressed); break;
+ case SDL_CONTROLLER_BUTTON_A: return kGamepadBtn_A;
+ case SDL_CONTROLLER_BUTTON_B: return kGamepadBtn_B;
+ case SDL_CONTROLLER_BUTTON_X: return kGamepadBtn_X;
+ case SDL_CONTROLLER_BUTTON_Y: return kGamepadBtn_Y;
+ case SDL_CONTROLLER_BUTTON_BACK: return kGamepadBtn_Back;
+ case SDL_CONTROLLER_BUTTON_GUIDE: return kGamepadBtn_Guide;
+ case SDL_CONTROLLER_BUTTON_START: return kGamepadBtn_Start;
+ case SDL_CONTROLLER_BUTTON_LEFTSTICK: return kGamepadBtn_L3;
+ case SDL_CONTROLLER_BUTTON_RIGHTSTICK: return kGamepadBtn_R3;
+ case SDL_CONTROLLER_BUTTON_LEFTSHOULDER: return kGamepadBtn_L1;
+ case SDL_CONTROLLER_BUTTON_RIGHTSHOULDER: return kGamepadBtn_R1;
+ case SDL_CONTROLLER_BUTTON_DPAD_UP: return kGamepadBtn_DpadUp;
+ case SDL_CONTROLLER_BUTTON_DPAD_DOWN: return kGamepadBtn_DpadDown;
+ case SDL_CONTROLLER_BUTTON_DPAD_LEFT: return kGamepadBtn_DpadLeft;
+ case SDL_CONTROLLER_BUTTON_DPAD_RIGHT: return kGamepadBtn_DpadRight;
+ default: return -1;
}
}
+static void HandleGamepadInput(int button, bool pressed) {
+ if (!!(g_gamepad_modifiers & (1 << button)) == pressed)
+ return;
+ g_gamepad_modifiers ^= 1 << button;
+ if (pressed)
+ g_gamepad_last_cmd[button] = FindCmdForGamepadButton(button, g_gamepad_modifiers);
+ if (g_gamepad_last_cmd[button] != 0)
+ HandleCommand(g_gamepad_last_cmd[button], pressed);
+}
+
static void HandleVolumeAdjustment(int volume_adjustment) {
#if SYSTEM_VOLUME_MIXER_AVAILABLE
int current_volume = GetApplicationVolume();
@@ -748,6 +759,9 @@
buttons = kSegmentToButtons[(uint8)(angle + 16 + 64) >> 5];
}
g_gamepad_buttons = buttons;
+ } else if ((axis == SDL_CONTROLLER_AXIS_TRIGGERLEFT || axis == SDL_CONTROLLER_AXIS_TRIGGERRIGHT)) {
+ if (value < 12000 || value >= 16000) // hysteresis
+ HandleGamepadInput(axis == SDL_CONTROLLER_AXIS_TRIGGERLEFT ? kGamepadBtn_L2 : kGamepadBtn_R2, value >= 12000);
}
}
--- a/util.c
+++ b/util.c
@@ -28,13 +28,13 @@
}
}
-bool StringStartsWithNoCase(const char *a, const char *b) {
- for (;;) {
- int aa = ToLower(*a++), bb = ToLower(*b++);
+const char *StringStartsWithNoCase(const char *a, const char *b) {
+ for (;; a++, b++) {
+ int aa = ToLower(*a), bb = ToLower(*b);
if (bb == 0)
- return true;
+ return a;
if (aa != bb)
- return false;
+ return NULL;
}
}
--- a/util.h
+++ b/util.h
@@ -29,7 +29,7 @@
char *NextPossiblyQuotedString(char **s);
char *SplitKeyValue(char *p);
bool StringEqualsNoCase(const char *a, const char *b);
-bool StringStartsWithNoCase(const char *a, const char *b);
+const char *StringStartsWithNoCase(const char *a, const char *b);
bool ParseBool(const char *value, bool *result);
const char *SkipPrefix(const char *big, const char *little);
void StrSet(char **rv, const char *s);
--- a/zelda3.ini
+++ b/zelda3.ini
@@ -163,3 +163,8 @@
LoadRef = 1,2,3,4,5,6,7,8,9,0,-,=,Backspace
ReplayRef = Ctrl+1,Ctrl+2,Ctrl+3,Ctrl+4,Ctrl+5,Ctrl+6,Ctrl+7,Ctrl+8,Ctrl+9,Ctrl+0,Ctrl+-,Ctrl+=,Ctrl+Backspace
+
+[GamepadMap]
+# Any keys used in KeyMap can be used also in this section.
+# The shoulder button is called L1/Lb and L2, and the thumbstick button is called L3
+Controls = DpadUp, DpadDown, DpadLeft, DpadRight, Back, Start, B, A, Y, X, Lb, Rb