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Improved gamepad support on Raspberry Pi

pull/192/head
raysan5 8 years ago
parent
commit
f2d61d4d43
2 changed files with 32 additions and 21 deletions
  1. +16
    -3
      src/core.c
  2. +16
    -18
      src/raylib.h

+ 16
- 3
src/core.c View File

@ -96,8 +96,8 @@
#include <sys/ioctl.h> // UNIX System call for device-specific input/output operations - ioctl()
#include <linux/kd.h> // Linux: KDSKBMODE, K_MEDIUMRAM constants definition
#include <linux/input.h> // Linux: Keycodes constants definition (KEY_A, ...)
#include <linux/joystick.h>
#include <linux/joystick.h> // Linux: Joystick support library
#include "bcm_host.h" // Raspberry Pi VideoCore IV access functions
#include "EGL/egl.h" // Khronos EGL library - Native platform display device control functions
@ -175,6 +175,7 @@ static pthread_t mouseThreadId; // Mouse reading thread id
// Gamepad input variables
static int gamepadStream[MAX_GAMEPADS] = { -1 };// Gamepad device file descriptor
static pthread_t gamepadThreadId; // Gamepad reading thread id
static char gamepadName[64]; // Gamepad name holder
#endif
#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI)
@ -1188,6 +1189,10 @@ const char *GetGamepadName(int gamepad)
#if defined(PLATFORM_DESKTOP)
if (gamepadReady[gamepad]) return glfwGetJoystickName(gamepad);
else return NULL;
#elif defined(PLATFORM_RPI)
if (gamepadReady[gamepad]) ioctl(gamepadStream[gamepad], JSIOCGNAME(64), &gamepadName);
return gamepadName;
#else
return NULL;
#endif
@ -1196,6 +1201,11 @@ const char *GetGamepadName(int gamepad)
// Return gamepad axis count
int GetGamepadAxisCount(int gamepad)
{
#if defined(PLATFORM_RPI)
int axisCount = 0;
if (gamepadReady[gamepad]) ioctl(gamepadStream[gamepad], JSIOCGAXES, &axisCount);
gamepadAxisCount = axisCount;
#endif
return gamepadAxisCount;
}
@ -1939,9 +1949,11 @@ static void PollInputEvents(void)
// Reset last key pressed registered
lastKeyPressed = -1;
// Reset last gamepad button pressed registered
#if !defined(PLATFORM_RPI)
// Reset last gamepad button/axis registered state
lastGamepadButtonPressed = -1;
gamepadAxisCount = 0;
#endif
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
// Mouse input polling
@ -2850,6 +2862,7 @@ static void *GamepadThread(void *arg)
currentGamepadState[i][gamepadEvent.number] = (int)gamepadEvent.value;
if ((int)gamepadEvent.value == 1) lastGamepadButtonPressed = gamepadEvent.number;
else lastGamepadButtonPressed = -1;
}
}
else if (gamepadEvent.type == JS_EVENT_AXIS)

+ 16
- 18
src/raylib.h View File

@ -216,8 +216,8 @@
#define GAMEPAD_PS3_AXIS_LEFT_Y 1
#define GAMEPAD_PS3_AXIS_RIGHT_X 2
#define GAMEPAD_PS3_AXIS_RIGHT_Y 5
#define GAMEPAD_PS3_AXIS_L2 3 // 1.0(not pressed) --> -1.0(completely pressed)
#define GAMEPAD_PS3_AXIS_R2 4 // 1.0(not pressed) --> -1.0(completely pressed)
#define GAMEPAD_PS3_AXIS_L2 3 // [1..-1] (pressure-level)
#define GAMEPAD_PS3_AXIS_R2 4 // [1..-1] (pressure-level)
// Xbox360 USB Controller Buttons
#define GAMEPAD_XBOX_BUTTON_A 0
@ -232,27 +232,25 @@
#define GAMEPAD_XBOX_BUTTON_RIGHT 11
#define GAMEPAD_XBOX_BUTTON_DOWN 12
#define GAMEPAD_XBOX_BUTTON_LEFT 13
#define GAMEPAD_XBOX_BUTTON_HOME 9
#define GAMEPAD_XBOX_BUTTON_HOME 8
// Xbox360 USB Controller Axis
#define GAMEPAD_XBOX_AXIS_LEFT_X 0
#define GAMEPAD_XBOX_AXIS_LEFT_Y 1
#define GAMEPAD_XBOX_AXIS_RIGHT_X 2
#define GAMEPAD_XBOX_AXIS_RIGHT_Y 3
#define GAMEPAD_XBOX_AXIS_LT 4 // -1.0(not pressed) --> 1.0(completely pressed)
#define GAMEPAD_XBOX_AXIS_RT 5 // -1.0(not pressed) --> 1.0(completely pressed)
/*
#define GAMEPAD_XBOX_AXIS_LEFT_X 0 // [-1..1] (left->right)
#define GAMEPAD_XBOX_AXIS_LEFT_Y 1 // [1..-1] (up->down)
#define GAMEPAD_XBOX_AXIS_RIGHT_X 2 // [-1..1] (left->right)
#define GAMEPAD_XBOX_AXIS_RIGHT_Y 3 // [1..-1] (up->down)
#define GAMEPAD_XBOX_AXIS_LT 4 // [-1..1] (pressure-level)
#define GAMEPAD_XBOX_AXIS_RT 5 // [-1..1] (pressure-level)
// NOTE: For Raspberry Pi, axis must be reconfigured
#if defined(PLATFORM_RPI)
#define GAMEPAD_XBOX_AXIS_LEFT_X 7
#define GAMEPAD_XBOX_AXIS_LEFT_Y 6
#define GAMEPAD_XBOX_AXIS_RIGHT_X 3
#define GAMEPAD_XBOX_AXIS_RIGHT_Y 4
#define GAMEPAD_XBOX_AXIS_LT 2
#define GAMEPAD_XBOX_AXIS_RT 5
#define GAMEPAD_XBOX_AXIS_LEFT_X 0 // [-1..1] (left->right)
#define GAMEPAD_XBOX_AXIS_LEFT_Y 1 // [-1..1] (up->down)
#define GAMEPAD_XBOX_AXIS_RIGHT_X 3 // [-1..1] (left->right)
#define GAMEPAD_XBOX_AXIS_RIGHT_Y 4 // [-1..1] (up->down)
#define GAMEPAD_XBOX_AXIS_LT 2 // [-1..1] (pressure-level)
#define GAMEPAD_XBOX_AXIS_RT 5 // [-1..1] (pressure-level)
#endif
*/
// NOTE: MSC C++ compiler does not support compound literals (C99 feature)
// Plain structures in C++ (without constructors) can be initialized from { } initializers.

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