This commit is contained in:
Cameron Cawley 2026-06-04 19:43:12 +01:00 committed by GitHub
commit a73c90e3cb
No known key found for this signature in database
GPG key ID: B5690EEEBB952194

View file

@ -15,6 +15,7 @@
typedef struct { typedef struct {
SDL_MouseID mouse; SDL_MouseID mouse;
SDL_KeyboardID keyboard; SDL_KeyboardID keyboard;
SDL_Gamepad *gamepad;
double pos[3]; double pos[3];
double vel[3]; double vel[3];
unsigned int yaw; unsigned int yaw;
@ -46,7 +47,9 @@ static int whoseMouse(SDL_MouseID mouse, const Player players[], int players_len
{ {
int i; int i;
for (i = 0; i < players_len; i++) { for (i = 0; i < players_len; i++) {
if (players[i].mouse == mouse) return i; if (players[i].mouse == mouse) {
return i;
}
} }
return -1; return -1;
} }
@ -55,7 +58,20 @@ static int whoseKeyboard(SDL_KeyboardID keyboard, const Player players[], int pl
{ {
int i; int i;
for (i = 0; i < players_len; i++) { for (i = 0; i < players_len; i++) {
if (players[i].keyboard == keyboard) return i; if (players[i].keyboard == keyboard) {
return i;
}
}
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; return -1;
} }
@ -101,9 +117,31 @@ static void shoot(int shooter, Player players[], int players_len)
} }
} }
static void updatePlayerGamepad(Player *player)
{
if (player->gamepad) {
const int rightx = (int)SDL_GetGamepadAxis(player->gamepad, SDL_GAMEPAD_AXIS_RIGHTX);
const int righty = (int)SDL_GetGamepadAxis(player->gamepad, SDL_GAMEPAD_AXIS_RIGHTY);
if ((SDL_abs(rightx) > 0x1000) || (SDL_abs(righty) > 0x1000)) { /* ignore if stick is near center, since it might be noise and the user is actually using the mouse, etc. */
player->yaw -= rightx * 0x00000800;
player->pitch = SDL_max(-0x40000000, SDL_min(0x40000000, player->pitch - righty * 0x00000800));
}
}
}
static void update(Player *players, int players_len, Uint64 dt_ns) static void update(Player *players, int players_len, Uint64 dt_ns)
{ {
static int gamepad_update_ticks = 0;
const Uint64 now = SDL_GetTicks();
int i; int i;
if ((now - gamepad_update_ticks) >= 16) { /* only update joysticks at about 60Hz so framerate doesn't matter. */
gamepad_update_ticks += 16;
for (i = 0; i < players_len; i++) {
updatePlayerGamepad(&players[i]); /* check current gamepad state before we do any processing. */
}
}
for (i = 0; i < players_len; i++) { for (i = 0; i < players_len; i++) {
Player *player = &players[i]; Player *player = &players[i];
double rate = 6.0; double rate = 6.0;
@ -288,6 +326,7 @@ static void initPlayers(Player *players, int len)
players[i].wasd = 0; players[i].wasd = 0;
players[i].mouse = 0; players[i].mouse = 0;
players[i].keyboard = 0; players[i].keyboard = 0;
players[i].gamepad = NULL;
players[i].color[0] = (1 << (i / 2)) & 2 ? 0 : 0xff; players[i].color[0] = (1 << (i / 2)) & 2 ? 0 : 0xff;
players[i].color[1] = (1 << (i / 2)) & 1 ? 0 : 0xff; players[i].color[1] = (1 << (i / 2)) & 1 ? 0 : 0xff;
players[i].color[2] = (1 << (i / 2)) & 4 ? 0 : 0xff; players[i].color[2] = (1 << (i / 2)) & 4 ? 0 : 0xff;
@ -344,7 +383,7 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
*appstate = as; *appstate = as;
} }
if (!SDL_Init(SDL_INIT_VIDEO)) { if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMEPAD)) {
return SDL_APP_FAILURE; return SDL_APP_FAILURE;
} }
if (!SDL_CreateWindowAndRenderer("examples/demo/woodeneye-008", 640, 480, SDL_WINDOW_RESIZABLE, &as->window, &as->renderer)) { if (!SDL_CreateWindowAndRenderer("examples/demo/woodeneye-008", 640, 480, SDL_WINDOW_RESIZABLE, &as->window, &as->renderer)) {
@ -385,6 +424,25 @@ SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event)
} }
} }
break; 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: { case SDL_EVENT_MOUSE_MOTION: {
SDL_MouseID id = event->motion.which; SDL_MouseID id = event->motion.which;
int index = whoseMouse(id, players, player_count); int index = whoseMouse(id, players, player_count);
@ -445,6 +503,36 @@ SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event)
} }
break; break;
} }
/* We query the gamepad sticks every frame, so we don't check for SDL_EVENT_GAMEPAD_AXIS_MOTION here. */
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; return SDL_APP_CONTINUE;
} }
@ -475,5 +563,14 @@ SDL_AppResult SDL_AppIterate(void *appstate)
void SDL_AppQuit(void *appstate, SDL_AppResult result) 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. SDL_free(appstate); // just free the memory, SDL will clean up the window/renderer for us.
} }