diff --git a/src/platforms/rcore_drm.c b/src/platforms/rcore_drm.c index 8251b694..a07ba27f 100644 --- a/src/platforms/rcore_drm.c +++ b/src/platforms/rcore_drm.c @@ -82,6 +82,10 @@ #define DEFAULT_EVDEV_PATH "/dev/input/" // Path to the linux input events +// So actually the biggest key is KEY_CNT but we only really map the keys up to +// KEY_ALS_TOGGLE +#define KEYMAP_SIZE KEY_ALS_TOGGLE + //---------------------------------------------------------------------------------- // Types and Structures Definition //---------------------------------------------------------------------------------- @@ -135,31 +139,13 @@ static PlatformData platform = { 0 }; // Platform specific data //---------------------------------------------------------------------------------- // Local Variables Definition //---------------------------------------------------------------------------------- -// Scancode to keycode mapping for US keyboards + +// NOTE: The complete evdev EV_KEY list can be found at /usr/include/linux/input-event-codes.h +// TODO: Complete the LUT with all unicode decimal values // TODO: Replace this with a keymap from the X11 to get the correct regional map for the keyboard: // Currently non US keyboards will have the wrong mapping for some keys // NOTE: Replacing this with the keymap from X11 would probably be useless, as people use the drm // backend to *avoid* X11 -static const int keymapUS[] = { - 0, 256, 49, 50, 51, 52, 53, 54, 55, 56, 57, 48, 45, 61, 259, 258, 81, 87, 69, 82, 84, - 89, 85, 73, 79, 80, 91, 93, 257, 341, 65, 83, 68, 70, 71, 72, 74, 75, 76, 59, 39, 96, - 340, 92, 90, 88, 67, 86, 66, 78, 77, 44, 46, 47, 344, 332, 342, 32, 280, 290, 291, - 292, 293, 294, 295, 296, 297, 298, 299, 282, 281, 327, 328, 329, 333, 324, 325, - 326, 334, 321, 322, 323, 320, 330, 0, 85, 86, 300, 301, 89, 90, 91, 92, 93, 94, 95, - 335, 345, 331, 283, 346, 101, 268, 265, 266, 263, 262, 269, 264, 267, 260, 261, - 112, 113, 114, 115, 116, 117, 118, 119, 120, 121, 122, 123, 124, 125, 347, 127, - 128, 129, 130, 131, 132, 133, 134, 135, 136, 137, 138, 139, 140, 141, 142, 143, - 144, 145, 146, 147, 148, 149, 150, 151, 152, 153, 154, 155, 156, 157, 158, 159, - 160, 161, 162, 163, 164, 165, 166, 167, 168, 169, 170, 171, 172, 173, 174, 175, - 176, 177, 178, 179, 180, 181, 182, 183, 184, 185, 186, 187, 188, 189, 190, 191, - 192, 193, 194, 0, 0, 0, 0, 0, 200, 201, 202, 203, 204, 205, 206, 207, 208, 209, 210, - 211, 212, 213, 214, 215, 216, 217, 218, 219, 220, 221, 222, 223, 224, 225, 226, - 227, 228, 229, 230, 231, 232, 233, 234, 235, 236, 237, 238, 239, 240, 241, 242, - 243, 244, 245, 246, 247, 248, 0, 0, 0, 0, 0, 0, 0 -}; - -// NOTE: The complete evdev EV_KEY list can be found at /usr/include/linux/input-event-codes.h -// TODO: Complete the LUT with all unicode decimal values static const int evkeyToUnicodeLUT[] = { 0, 27, 49, 50, 51, 52, 53, 54, 55, 56, 57, 48, 45, 61, 8, 0, 113, 119, 101, 114, 116, 121, 117, 105, 111, 112, 0, 0, 13, 0, 97, 115, 100, 102, 103, 104, 106, 107, 108, 59, @@ -167,6 +153,67 @@ static const int evkeyToUnicodeLUT[] = { // LUT currently incomplete, just mapped the most essential keys }; +// This is the map used to map any keycode returned from linux to a raylib code from 'raylib.h' +// NOTE: Use short here to save a little memory +static const short linuxToRaylibMap[KEYMAP_SIZE] = { + // We don't map those with designated initialization, because we would getting + // into loads of naming conflicts + 0, 256, 49, 50, 51, 52, 53, 54, + 55, 56, 57, 48, 45, 61, 259, 258, + 81, 87, 69, 82, 84, 89, 85, 73, + 79, 80, 91, 93, 257, 341, 65, 83, + 68, 70, 71, 72, 74, 75, 76, 59, + 39, 96, 340, 92, 90, 88, 67, 86, + 66, 78, 77, 44, 46, 47, 344, 332, + 342, 32, 280, 290, 291, 292, 293, 294, + 295, 296, 297, 298, 299, 282, 281, 327, + 328, 329, 333, 324, 325, 326, 334, 321, + 322, 323, 320, 330, 0, 85, 86, 300, + 301, 89, 90, 91, 92, 93, 94, 95, + 335, 345, 331, 283, 346, 101, 268, 265, + 266, 263, 262, 269, 264, 267, 260, 261, + 112, 113, 114, 115, 116, 117, 118, 119, + 120, 121, 122, 123, 124, 125, 347, 127, + 128, 129, 130, 131, 132, 133, 134, 135, + 136, 137, 138, 139, 140, 141, 142, 143, + 144, 145, 146, 147, 148, 149, 150, 151, + 152, 153, 154, 155, 156, 157, 158, 159, + 160, 161, 162, 163, 164, 165, 166, 167, + 168, 169, 170, 171, 172, 173, 174, 175, + 176, 177, 178, 179, 180, 181, 182, 183, + 184, 185, 186, 187, 188, 189, 190, 191, + 192, 193, 194, 0, 0, 0, 0, 0, + 200, 201, 202, 203, 204, 205, 206, 207, + 208, 209, 210, 211, 212, 213, 214, 215, + 216, 217, 218, 219, 220, 221, 222, 223, + 224, 225, 226, 227, 228, 229, 230, 231, + 232, 233, 234, 235, 236, 237, 238, 239, + 240, 241, 242, 243, 244, 245, 246, 247, + 248, 0, 0, 0, 0, 0, 0, 0, + + // Gamepads are mapped according to: + // https://www.kernel.org/doc/html/next/input/gamepad.html + // Those mappings are standardized, but that doesn't mean people follow + // the standards, so this is more of an approximation + [BTN_DPAD_UP] = GAMEPAD_BUTTON_LEFT_FACE_UP, + [BTN_DPAD_RIGHT] = GAMEPAD_BUTTON_LEFT_FACE_RIGHT, + [BTN_DPAD_DOWN] = GAMEPAD_BUTTON_LEFT_FACE_DOWN, + [BTN_DPAD_LEFT] = GAMEPAD_BUTTON_LEFT_FACE_LEFT, + [BTN_Y] = GAMEPAD_BUTTON_RIGHT_FACE_UP, + [BTN_B] = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT, + [BTN_A] = GAMEPAD_BUTTON_RIGHT_FACE_DOWN, + [BTN_X] = GAMEPAD_BUTTON_RIGHT_FACE_LEFT, + [BTN_TL] = GAMEPAD_BUTTON_LEFT_TRIGGER_1, + [BTN_TL2] = GAMEPAD_BUTTON_LEFT_TRIGGER_2, + [BTN_TR] = GAMEPAD_BUTTON_RIGHT_TRIGGER_1, + [BTN_TR2] GAMEPAD_BUTTON_RIGHT_TRIGGER_2, + [BTN_SELECT] = GAMEPAD_BUTTON_MIDDLE_LEFT, + [BTN_MODE] = GAMEPAD_BUTTON_MIDDLE, + [BTN_START] = GAMEPAD_BUTTON_MIDDLE_RIGHT, + [BTN_THUMBL] = GAMEPAD_BUTTON_LEFT_THUMB, + [BTN_THUMBR] = GAMEPAD_BUTTON_RIGHT_THUMB, +}; + //---------------------------------------------------------------------------------- // Module Internal Functions Declaration //---------------------------------------------------------------------------------- @@ -574,7 +621,7 @@ void PollInputEvents(void) CORE.Input.Mouse.previousWheelMove = CORE.Input.Mouse.currentWheelMove; CORE.Input.Mouse.currentWheelMove = platform.eventWheelMove; platform.eventWheelMove = (Vector2){ 0.0f, 0.0f }; - + for (int i = 0; i < MAX_MOUSE_BUTTONS; i++) { CORE.Input.Mouse.previousButtonState[i] = CORE.Input.Mouse.currentButtonState[i]; @@ -1293,7 +1340,10 @@ static void ConfigureEvdevDevice(char *device) // Identify the device //------------------------------------------------------------------------------------------------------- - struct input_absinfo absinfo[ABS_CNT] = { 0 }; + struct { + bool exist; + struct input_absinfo info; + } absinfo[ABS_CNT] = { 0 }; // These flags aren't really a one of // Some devices could have properties we assosciate with keyboards as well as properties @@ -1318,8 +1368,12 @@ static void ConfigureEvdevDevice(char *device) if (hasAbsXY) { absAxisCount += 2; - ioctl(fd, EVIOCGABS(ABS_X), &absinfo[ABS_X]); - ioctl(fd, EVIOCGABS(ABS_Y), &absinfo[ABS_Y]); + + absinfo[ABS_X].exist = true; + absinfo[ABS_Y].exist = true; + + ioctl(fd, EVIOCGABS(ABS_X), &absinfo[ABS_X].info); + ioctl(fd, EVIOCGABS(ABS_Y), &absinfo[ABS_Y].info); } // If it has any of these buttons it's a touch device @@ -1340,10 +1394,11 @@ static void ConfigureEvdevDevice(char *device) { if (TEST_BIT(absBits, axis)) { + absinfo[axis].exist = true; isGamepad = true; absAxisCount++; - ioctl(fd, EVIOCGABS(axis), &absinfo[axis]); + ioctl(fd, EVIOCGABS(axis), &absinfo[axis].info); } } } @@ -1398,11 +1453,11 @@ static void ConfigureEvdevDevice(char *device) if (absAxisCount > 0) { - platform.absRange.x = absinfo[ABS_X].minimum; - platform.absRange.width = absinfo[ABS_X].maximum - absinfo[ABS_X].minimum; + platform.absRange.x = absinfo[ABS_X].info.minimum; + platform.absRange.width = absinfo[ABS_X].info.maximum - absinfo[ABS_X].info.minimum; - platform.absRange.y = absinfo[ABS_Y].minimum; - platform.absRange.height = absinfo[ABS_Y].maximum - absinfo[ABS_Y].minimum; + platform.absRange.y = absinfo[ABS_Y].info.minimum; + platform.absRange.height = absinfo[ABS_Y].info.maximum - absinfo[ABS_Y].info.minimum; } } else if (isGamepad && !isMouse && !isKeyboard && platform.gamepadCount < MAX_GAMEPADS) @@ -1429,10 +1484,14 @@ static void ConfigureEvdevDevice(char *device) int axisIndex = 0; for (int axis = ABS_X; axis < ABS_PRESSURE; axis++) { - platform.gamepadAbsAxisRange[index][axisIndex][0] = absinfo[axisIndex].minimum; - platform.gamepadAbsAxisRange[index][axisIndex][1] = absinfo[axisIndex].maximum - absinfo[axisIndex].minimum; + if (absinfo[axis].exist) + { + platform.gamepadAbsAxisRange[index][axisIndex][0] = absinfo[axisIndex].info.minimum; + platform.gamepadAbsAxisRange[index][axisIndex][1] = absinfo[axisIndex].info.maximum - absinfo[axisIndex].info.minimum; - platform.gamepadAbsAxisMap[index][axis] = axisIndex++; + platform.gamepadAbsAxisMap[index][axis] = axisIndex; + axisIndex++; + } } } } @@ -1475,7 +1534,7 @@ static void PollKeyboardEvents(void) { // Lookup the scancode in the keymap to get a keycode - keycode = keymapUS[event.code]; + keycode = linuxToRaylibMap[event.code]; // Make sure we got a valid keycode if ((keycode > 0) && (keycode < MAX_KEYBOARD_KEYS)) @@ -1527,27 +1586,38 @@ static void PollGamepadEvents(void) { if (event.type == EV_KEY) { - if (event.code >= MAX_GAMEPAD_BUTTONS) continue; + if (event.code < KEYMAP_SIZE) + { + short keycodeRaylib = linuxToRaylibMap[event.code]; - TRACELOG(LOG_DEBUG, "INPUT: Gamepad %i button: %i, value: %i", i, event.code, event.value); + TRACELOG(LOG_DEBUG, "INPUT: Gamepad %2i: KEY_%s Keycode(linux): %4i Keycode(raylib): %4i", i, (event.value == 0) ? "UP " : "DOWN", event.code, keycodeRaylib); - // 1 - button pressed, 0 - button released - CORE.Input.Gamepad.currentButtonState[i][event.code] = event.value; + if ((keycodeRaylib != 0) && (keycodeRaylib < MAX_GAMEPAD_BUTTONS)) + { + // 1 - button pressed, 0 - button released + CORE.Input.Gamepad.currentButtonState[i][keycodeRaylib] = event.value; - if (event.value == 1) CORE.Input.Gamepad.lastButtonPressed = event.code; - else CORE.Input.Gamepad.lastButtonPressed = 0; // GAMEPAD_BUTTON_UNKNOWN + CORE.Input.Gamepad.lastButtonPressed = (event.value == 1)? keycodeRaylib : GAMEPAD_BUTTON_UNKNOWN; + } + } } else if (event.type == EV_ABS) { - if (event.code >= MAX_GAMEPAD_AXIS) continue; + if (event.code < ABS_CNT) + { + int axisRaylib = platform.gamepadAbsAxisMap[i][event.code]; - TRACELOG(LOG_DEBUG, "INPUT: Gamepad %i axis: %i, value: %i", i, platform.gamepadAbsAxisMap[i][event.code], event.value); + TRACELOG(LOG_DEBUG, "INPUT: Gamepad %2i: Axis: %2i Value: %i", i, axisRaylib, event.value); - int min = platform.gamepadAbsAxisRange[i][event.code][0]; - int range = platform.gamepadAbsAxisRange[i][event.code][1]; + if (axisRaylib < MAX_GAMEPAD_AXIS) + { + int min = platform.gamepadAbsAxisRange[i][event.code][0]; + int range = platform.gamepadAbsAxisRange[i][event.code][1]; - // NOTE: Scaling of event.value to get values between -1..1 - CORE.Input.Gamepad.axisState[i][platform.gamepadAbsAxisMap[i][event.code]] = (2 * (float)(event.value - min) / range) - 1; + // NOTE: Scaling of event.value to get values between -1..1 + CORE.Input.Gamepad.axisState[i][axisRaylib] = (2 * (float)(event.value - min) / range) - 1; + } + } } } } @@ -1576,7 +1646,7 @@ static void PollMouseEvents(void) CORE.Input.Mouse.previousPosition.x = 0.0f; } else CORE.Input.Mouse.currentPosition.x += event.value; - + CORE.Input.Touch.position[0].x = CORE.Input.Mouse.currentPosition.x; touchAction = 2; // TOUCH_ACTION_MOVE } @@ -1589,7 +1659,7 @@ static void PollMouseEvents(void) CORE.Input.Mouse.previousPosition.y = 0.0f; } else CORE.Input.Mouse.currentPosition.y += event.value; - + CORE.Input.Touch.position[0].y = CORE.Input.Mouse.currentPosition.y; touchAction = 2; // TOUCH_ACTION_MOVE } diff --git a/src/raylib.h b/src/raylib.h index 1a15e124..0f6fdf51 100644 --- a/src/raylib.h +++ b/src/raylib.h @@ -721,9 +721,9 @@ typedef enum { GAMEPAD_BUTTON_LEFT_FACE_DOWN, // Gamepad left DPAD down button GAMEPAD_BUTTON_LEFT_FACE_LEFT, // Gamepad left DPAD left button GAMEPAD_BUTTON_RIGHT_FACE_UP, // Gamepad right button up (i.e. PS3: Triangle, Xbox: Y) - GAMEPAD_BUTTON_RIGHT_FACE_RIGHT, // Gamepad right button right (i.e. PS3: Square, Xbox: X) + GAMEPAD_BUTTON_RIGHT_FACE_RIGHT, // Gamepad right button right (i.e. PS3: Circle, Xbox: B) GAMEPAD_BUTTON_RIGHT_FACE_DOWN, // Gamepad right button down (i.e. PS3: Cross, Xbox: A) - GAMEPAD_BUTTON_RIGHT_FACE_LEFT, // Gamepad right button left (i.e. PS3: Circle, Xbox: B) + GAMEPAD_BUTTON_RIGHT_FACE_LEFT, // Gamepad right button left (i.e. PS3: Square, Xbox: X) GAMEPAD_BUTTON_LEFT_TRIGGER_1, // Gamepad top/back trigger left (first), it could be a trailing button GAMEPAD_BUTTON_LEFT_TRIGGER_2, // Gamepad top/back trigger left (second), it could be a trailing button GAMEPAD_BUTTON_RIGHT_TRIGGER_1, // Gamepad top/back trigger right (one), it could be a trailing button