Implement controller support for the SDL2 frontend
Former-commit-id: 60c49c399631cda7ff069e47718544ffdc93f9b8 Former-commit-id: abe52243473054ba8042a5874cefcdcfa504974a
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3
.gitmodules
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3
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@ -1,3 +1,6 @@
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[submodule "external/gba-suite"]
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path = external/gba-suite
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url = https://github.com/jsmolka/gba-suite.git
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[submodule "external/SDL_GameControllerDB"]
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path = external/SDL_GameControllerDB
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url = https://github.com/gabomdq/SDL_GameControllerDB
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1
external/SDL_GameControllerDB
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Submodule
1
external/SDL_GameControllerDB
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Submodule
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@ -0,0 +1 @@
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Subproject commit 14cb29eb4e33425195629edb44f922e310b75614
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@ -1,4 +1,5 @@
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use sdl2::keyboard::Scancode;
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use sdl2::controller::Button;
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use rustboyadvance_core::keypad as gba_keypad;
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use rustboyadvance_core::InputInterface;
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@ -22,11 +23,24 @@ impl Sdl2Input {
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self.keyinput.set_bit(key as usize, false);
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}
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}
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pub fn on_keyboard_key_up(&mut self, scancode: Scancode) {
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if let Some(key) = scancode_to_keypad(scancode) {
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self.keyinput.set_bit(key as usize, true);
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}
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}
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pub fn on_controller_button_down(&mut self, button: Button) {
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if let Some(key) = controller_button_to_keypad(button) {
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self.keyinput.set_bit(key as usize, false);
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}
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}
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pub fn on_controller_button_up(&mut self, button: Button) {
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if let Some(key) = controller_button_to_keypad(button) {
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self.keyinput.set_bit(key as usize, true);
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}
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}
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}
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fn scancode_to_keypad(scancode: Scancode) -> Option<gba_keypad::Keys> {
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@ -45,6 +59,22 @@ fn scancode_to_keypad(scancode: Scancode) -> Option<gba_keypad::Keys> {
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}
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}
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fn controller_button_to_keypad(button: Button) -> Option<gba_keypad::Keys> {
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match button {
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Button::DPadUp => Some(gba_keypad::Keys::Up),
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Button::DPadDown => Some(gba_keypad::Keys::Down),
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Button::DPadLeft => Some(gba_keypad::Keys::Left),
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Button::DPadRight => Some(gba_keypad::Keys::Right),
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Button::A => Some(gba_keypad::Keys::ButtonB), // A and B are swapped compared to the SDL layout
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Button::B => Some(gba_keypad::Keys::ButtonA),
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Button::Start => Some(gba_keypad::Keys::Start),
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Button::Back => Some(gba_keypad::Keys::Select),
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Button::LeftShoulder => Some(gba_keypad::Keys::ButtonL),
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Button::RightShoulder => Some(gba_keypad::Keys::ButtonR),
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_ => None,
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}
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}
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pub fn create_input() -> Sdl2Input {
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Sdl2Input {
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keyinput: gba_keypad::KEYINPUT_ALL_RELEASED,
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@ -16,7 +16,7 @@ use std::cell::RefCell;
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use std::rc::Rc;
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use std::fs;
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use std::io::Read;
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use std::io::{Cursor, Read};
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use std::path::{Path, PathBuf};
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use std::process;
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use std::time;
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@ -192,6 +192,26 @@ fn main() -> Result<(), Box<dyn std::error::Error>> {
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canvas.set_logical_size(CANVAS_WIDTH, CANVAS_HEIGHT)?;
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let controller_subsystem = sdl_context.game_controller()?;
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let controller_mappings = include_str!("../../../external/SDL_GameControllerDB/gamecontrollerdb.txt");
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controller_subsystem.load_mappings_from_read(&mut Cursor::new(controller_mappings))?;
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let available_controllers = (0..controller_subsystem.num_joysticks()?)
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.filter(|&id| controller_subsystem.is_game_controller(id))
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.collect::<Vec<u32>>();
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let _active_controller = match available_controllers.first() {
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Some(&id) => {
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let controller = controller_subsystem.open(id)?;
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info!("Found game controller: {}", controller.name());
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Some(controller)
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},
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_ => {
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info!("No game controllers were found");
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None
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},
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};
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let mut rom_path = match matches.value_of("game_rom") {
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Some(path) => path.to_string(),
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_ => {
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@ -298,6 +318,12 @@ fn main() -> Result<(), Box<dyn std::error::Error>> {
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Scancode::Space => frame_limiter = true,
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k => input.borrow_mut().on_keyboard_key_up(k),
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},
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Event::ControllerButtonDown { button, .. } => {
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input.borrow_mut().on_controller_button_down(button);
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},
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Event::ControllerButtonUp { button, .. } => {
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input.borrow_mut().on_controller_button_up(button);
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},
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Event::Quit { .. } => break 'running,
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Event::DropFile { filename, .. } => {
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// load the new rom
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