Add gamepad support to woodeneye-008

This commit is contained in:
Cameron Cawley 2025-10-06 21:53:43 +01:00 committed by Ryan C. Gordon
parent 7553d5892e
commit 5db327ac69
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GPG key ID: FA148B892AB48044

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@ -15,6 +15,7 @@
typedef struct {
SDL_MouseID mouse;
SDL_KeyboardID keyboard;
SDL_Gamepad *gamepad;
double pos[3];
double vel[3];
unsigned int yaw;
@ -60,6 +61,15 @@ static int whoseKeyboard(SDL_KeyboardID keyboard, const Player players[], int pl
return -1;
}
static int whoseGamepad(SDL_JoystickID gamepad, const Player players[], int players_len)
{
int i;
for (i = 0; i < players_len; i++) {
if (SDL_GetGamepadID(players[i].gamepad) == gamepad) return i;
}
return -1;
}
static void shoot(int shooter, Player players[], int players_len)
{
int i, j;
@ -288,6 +298,7 @@ static void initPlayers(Player *players, int len)
players[i].wasd = 0;
players[i].mouse = 0;
players[i].keyboard = 0;
players[i].gamepad = NULL;
players[i].color[0] = (1 << (i / 2)) & 2 ? 0 : 0xff;
players[i].color[1] = (1 << (i / 2)) & 1 ? 0 : 0xff;
players[i].color[2] = (1 << (i / 2)) & 4 ? 0 : 0xff;
@ -344,7 +355,7 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
*appstate = as;
}
if (!SDL_Init(SDL_INIT_VIDEO)) {
if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMEPAD)) {
return SDL_APP_FAILURE;
}
if (!SDL_CreateWindowAndRenderer("examples/demo/woodeneye-008", 640, 480, SDL_WINDOW_RESIZABLE, &as->window, &as->renderer)) {
@ -386,6 +397,25 @@ SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event)
}
}
break;
case SDL_EVENT_GAMEPAD_REMOVED:
for (i = 0; i < player_count; i++) {
if (players[i].gamepad && (SDL_GetGamepadID(players[i].gamepad) == event->gdevice.which)) {
SDL_CloseGamepad(players[i].gamepad);
players[i].gamepad = NULL;
}
}
break;
case SDL_EVENT_GAMEPAD_ADDED:
for (i = 0; i < player_count; i++) {
if (players[i].gamepad == NULL) {
players[i].gamepad = SDL_OpenGamepad(event->gdevice.which);
if (!players[i].gamepad)
SDL_Log("Failed to open gamepad ID %u: %s", (unsigned int) event->gdevice.which, SDL_GetError());
else
as->player_count = SDL_max(as->player_count, i + 1);
}
}
break;
case SDL_EVENT_MOUSE_MOTION: {
SDL_MouseID id = event->motion.which;
int index = whoseMouse(id, players, player_count);
@ -446,6 +476,44 @@ SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event)
}
break;
}
case SDL_EVENT_GAMEPAD_AXIS_MOTION: {
SDL_JoystickID id = event->gaxis.which;
int index = whoseGamepad(id, players, player_count);
if (index >= 0) {
if (event->gaxis.axis == SDL_GAMEPAD_AXIS_LEFTX)
players[index].yaw -= ((int)event->gaxis.value) * 0x00000800;
if (event->gaxis.axis == SDL_GAMEPAD_AXIS_LEFTY)
players[index].pitch = SDL_max(-0x40000000, SDL_min(0x40000000, players[index].pitch - ((int)event->gaxis.value) * 0x00000800));
}
break;
}
case SDL_EVENT_GAMEPAD_BUTTON_DOWN: {
Uint8 button = event->gbutton.button;
SDL_JoystickID id = event->gbutton.which;
int index = whoseGamepad(id, players, player_count);
if (index >= 0) {
if (button == SDL_GAMEPAD_BUTTON_DPAD_UP) players[index].wasd |= 1;
if (button == SDL_GAMEPAD_BUTTON_DPAD_LEFT) players[index].wasd |= 2;
if (button == SDL_GAMEPAD_BUTTON_DPAD_DOWN) players[index].wasd |= 4;
if (button == SDL_GAMEPAD_BUTTON_DPAD_RIGHT) players[index].wasd |= 8;
if (button == SDL_GAMEPAD_BUTTON_SOUTH) players[index].wasd |= 16;
if (button == SDL_GAMEPAD_BUTTON_EAST) shoot(index, players, player_count);
}
break;
}
case SDL_EVENT_GAMEPAD_BUTTON_UP: {
Uint8 button = event->gbutton.button;
SDL_JoystickID id = event->gbutton.which;
int index = whoseGamepad(id, players, player_count);
if (index >= 0) {
if (button == SDL_GAMEPAD_BUTTON_DPAD_UP) players[index].wasd &= 30;
if (button == SDL_GAMEPAD_BUTTON_DPAD_LEFT) players[index].wasd &= 29;
if (button == SDL_GAMEPAD_BUTTON_DPAD_DOWN) players[index].wasd &= 27;
if (button == SDL_GAMEPAD_BUTTON_DPAD_RIGHT) players[index].wasd &= 23;
if (button == SDL_GAMEPAD_BUTTON_SOUTH) players[index].wasd &= 15;
}
break;
}
}
return SDL_APP_CONTINUE;
}
@ -476,5 +544,13 @@ SDL_AppResult SDL_AppIterate(void *appstate)
void SDL_AppQuit(void *appstate, SDL_AppResult result)
{
AppState *as = appstate;
Player *players = as->players;
int player_count = as->player_count;
int i;
for (i = 0; i < player_count; i++) {
if (players[i].gamepad)
SDL_CloseGamepad(players[i].gamepad);
}
SDL_free(appstate); // just free the memory, SDL will clean up the window/renderer for us.
}
}