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fix SDL3 gamepad detection (#5176)

pull/4578/merge
Bruno Cabral 4 weeks ago
committed by GitHub
parent
commit
6cf38b6292
No known key found for this signature in database GPG Key ID: B5690EEEBB952194
1 changed files with 49 additions and 27 deletions
  1. +49
    -27
      src/platforms/rcore_desktop_sdl.c

+ 49
- 27
src/platforms/rcore_desktop_sdl.c View File

@ -98,7 +98,7 @@ typedef struct {
SDL_GLContext glContext; SDL_GLContext glContext;
SDL_GameController *gamepad[MAX_GAMEPADS]; SDL_GameController *gamepad[MAX_GAMEPADS];
SDL_JoystickID gamepadId[MAX_GAMEPADS]; // Joystick instance ids
SDL_JoystickID gamepadId[MAX_GAMEPADS]; // Joystick instance ids, they do not start from 0
SDL_Cursor *cursor; SDL_Cursor *cursor;
bool cursorRelative; bool cursorRelative;
} PlatformData; } PlatformData;
@ -1706,19 +1706,34 @@ void PollInputEvents(void)
{ {
int jid = event.jdevice.which; // Joystick device index int jid = event.jdevice.which; // Joystick device index
if (CORE.Input.Gamepad.ready[jid] && (jid < MAX_GAMEPADS))
// check if already added at InitPlatform
for (int i = 0; i < MAX_GAMEPADS; ++i)
{ {
platform.gamepad[jid] = SDL_GameControllerOpen(jid);
platform.gamepadId[jid] = SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(platform.gamepad[jid]));
if (jid == platform.gamepadId[i])
{
return;
}
}
if (platform.gamepad[jid])
int nextAvailableSlot = 0;
while (nextAvailableSlot < MAX_GAMEPADS && CORE.Input.Gamepad.ready[nextAvailableSlot])
{
++nextAvailableSlot;
}
if ((nextAvailableSlot < MAX_GAMEPADS) && !CORE.Input.Gamepad.ready[nextAvailableSlot])
{
platform.gamepad[nextAvailableSlot] = SDL_GameControllerOpen(jid);
platform.gamepadId[nextAvailableSlot] = SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(platform.gamepad[nextAvailableSlot]));
if (platform.gamepad[nextAvailableSlot])
{ {
CORE.Input.Gamepad.ready[jid] = true;
CORE.Input.Gamepad.axisCount[jid] = SDL_JoystickNumAxes(SDL_GameControllerGetJoystick(platform.gamepad[jid]));
CORE.Input.Gamepad.axisState[jid][GAMEPAD_AXIS_LEFT_TRIGGER] = -1.0f;
CORE.Input.Gamepad.axisState[jid][GAMEPAD_AXIS_RIGHT_TRIGGER] = -1.0f;
memset(CORE.Input.Gamepad.name[jid], 0, MAX_GAMEPAD_NAME_LENGTH);
strncpy(CORE.Input.Gamepad.name[jid], SDL_GameControllerNameForIndex(jid), MAX_GAMEPAD_NAME_LENGTH - 1);
CORE.Input.Gamepad.ready[nextAvailableSlot] = true;
CORE.Input.Gamepad.axisCount[nextAvailableSlot] = SDL_JoystickNumAxes(SDL_GameControllerGetJoystick(platform.gamepad[nextAvailableSlot]));
CORE.Input.Gamepad.axisState[nextAvailableSlot][GAMEPAD_AXIS_LEFT_TRIGGER] = -1.0f;
CORE.Input.Gamepad.axisState[nextAvailableSlot][GAMEPAD_AXIS_RIGHT_TRIGGER] = -1.0f;
memset(CORE.Input.Gamepad.name[nextAvailableSlot], 0, MAX_GAMEPAD_NAME_LENGTH);
strncpy(CORE.Input.Gamepad.name[nextAvailableSlot], SDL_GameControllerNameForIndex(nextAvailableSlot), MAX_GAMEPAD_NAME_LENGTH - 1);
} }
else else
{ {
@ -1746,7 +1761,7 @@ void PollInputEvents(void)
{ {
int button = -1; int button = -1;
switch (event.jbutton.button)
switch (event.gbutton.button)
{ {
case SDL_CONTROLLER_BUTTON_Y: button = GAMEPAD_BUTTON_RIGHT_FACE_UP; break; case SDL_CONTROLLER_BUTTON_Y: button = GAMEPAD_BUTTON_RIGHT_FACE_UP; break;
case SDL_CONTROLLER_BUTTON_B: button = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT; break; case SDL_CONTROLLER_BUTTON_B: button = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT; break;
@ -1774,7 +1789,7 @@ void PollInputEvents(void)
{ {
for (int i = 0; i < MAX_GAMEPADS; i++) for (int i = 0; i < MAX_GAMEPADS; i++)
{ {
if (platform.gamepadId[i] == event.jbutton.which)
if (platform.gamepadId[i] == event.gbutton.which)
{ {
CORE.Input.Gamepad.currentButtonState[i][button] = 1; CORE.Input.Gamepad.currentButtonState[i][button] = 1;
CORE.Input.Gamepad.lastButtonPressed = button; CORE.Input.Gamepad.lastButtonPressed = button;
@ -1787,7 +1802,7 @@ void PollInputEvents(void)
{ {
int button = -1; int button = -1;
switch (event.jbutton.button)
switch (event.gbutton.button)
{ {
case SDL_CONTROLLER_BUTTON_Y: button = GAMEPAD_BUTTON_RIGHT_FACE_UP; break; case SDL_CONTROLLER_BUTTON_Y: button = GAMEPAD_BUTTON_RIGHT_FACE_UP; break;
case SDL_CONTROLLER_BUTTON_B: button = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT; break; case SDL_CONTROLLER_BUTTON_B: button = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT; break;
@ -1815,7 +1830,7 @@ void PollInputEvents(void)
{ {
for (int i = 0; i < MAX_GAMEPADS; i++) for (int i = 0; i < MAX_GAMEPADS; i++)
{ {
if (platform.gamepadId[i] == event.jbutton.which)
if (platform.gamepadId[i] == event.gbutton.which)
{ {
CORE.Input.Gamepad.currentButtonState[i][button] = 0; CORE.Input.Gamepad.currentButtonState[i][button] = 0;
if (CORE.Input.Gamepad.lastButtonPressed == button) CORE.Input.Gamepad.lastButtonPressed = 0; if (CORE.Input.Gamepad.lastButtonPressed == button) CORE.Input.Gamepad.lastButtonPressed = 0;
@ -2044,21 +2059,28 @@ int InitPlatform(void)
platform.gamepadId[i] = -1; // Set all gamepad initial instance ids as invalid to not conflict with instance id zero platform.gamepadId[i] = -1; // Set all gamepad initial instance ids as invalid to not conflict with instance id zero
} }
for (int i = 0; (i < SDL_NumJoysticks()) && (i < MAX_GAMEPADS); i++)
{
platform.gamepad[i] = SDL_GameControllerOpen(i);
platform.gamepadId[i] = SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(platform.gamepad[i]));
int numJoysticks = 0;
SDL_JoystickID *joysticks = SDL_GetJoysticks(&numJoysticks); // array of joystick IDs, they do not start from 0
if (platform.gamepad[i])
if (joysticks)
{
for (int i = 0; (i < numJoysticks) && (i < MAX_GAMEPADS); i++)
{ {
CORE.Input.Gamepad.ready[i] = true;
CORE.Input.Gamepad.axisCount[i] = SDL_JoystickNumAxes(SDL_GameControllerGetJoystick(platform.gamepad[i]));
CORE.Input.Gamepad.axisState[i][GAMEPAD_AXIS_LEFT_TRIGGER] = -1.0f;
CORE.Input.Gamepad.axisState[i][GAMEPAD_AXIS_RIGHT_TRIGGER] = -1.0f;
strncpy(CORE.Input.Gamepad.name[i], SDL_GameControllerNameForIndex(i), MAX_GAMEPAD_NAME_LENGTH - 1);
CORE.Input.Gamepad.name[i][MAX_GAMEPAD_NAME_LENGTH - 1] = '\0';
platform.gamepad[i] = SDL_GameControllerOpen(joysticks[i]);
platform.gamepadId[i] = SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(platform.gamepad[i]));
if (platform.gamepad[i])
{
CORE.Input.Gamepad.ready[i] = true;
CORE.Input.Gamepad.axisCount[i] = SDL_JoystickNumAxes(SDL_GameControllerGetJoystick(platform.gamepad[i]));
CORE.Input.Gamepad.axisState[i][GAMEPAD_AXIS_LEFT_TRIGGER] = -1.0f;
CORE.Input.Gamepad.axisState[i][GAMEPAD_AXIS_RIGHT_TRIGGER] = -1.0f;
strncpy(CORE.Input.Gamepad.name[i], SDL_GameControllerNameForIndex(i), MAX_GAMEPAD_NAME_LENGTH - 1);
CORE.Input.Gamepad.name[i][MAX_GAMEPAD_NAME_LENGTH - 1] = '\0';
}
else TRACELOG(LOG_WARNING, "PLATFORM: Unable to open game controller [ERROR: %s]", SDL_GetError());
} }
else TRACELOG(LOG_WARNING, "PLATFORM: Unable to open game controller [ERROR: %s]", SDL_GetError());
n">SDL_free(joysticks);
} }
// Disable mouse events being interpreted as touch events // Disable mouse events being interpreted as touch events

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