Gamepad buttons can now be remapped

This commit is contained in:
Snesrev
2022-10-20 23:23:00 +02:00
parent 27cc763c2e
commit da4aac425f
6 changed files with 203 additions and 43 deletions

129
config.c
View File

@@ -22,6 +22,7 @@ Config g_config;
#define C(x) REMAP_SDL_KEYCODE(x) | kKeyMod_Ctrl
#define N 0
static const uint16 kDefaultKbdControls[kKeys_Total] = {
0,
// Controls
_(SDLK_UP), _(SDLK_DOWN), _(SDLK_LEFT), _(SDLK_RIGHT), _(SDLK_RSHIFT), _(SDLK_RETURN), _(SDLK_x), _(SDLK_z), _(SDLK_s), _(SDLK_a), _(SDLK_c), _(SDLK_v),
// LoadState
@@ -53,6 +54,7 @@ typedef struct KeyNameId {
#define M(n) {#n, kKeys_##n, kKeys_##n##_Last - kKeys_##n + 1}
#define S(n) {#n, kKeys_##n, 1}
static const KeyNameId kKeyNameId[] = {
{"Null", kKeys_Null, 65535},
M(Controls), M(Load), M(Save), M(Replay), M(LoadRef), M(ReplayRef),
S(CheatLife), S(CheatKeys), S(CheatEquipment), S(CheatWalkThroughWalls),
S(ClearKeyLog), S(StopReplay), S(Fullscreen), S(Reset),
@@ -69,7 +71,7 @@ static KeyMapHashEnt *keymap_hash;
static int keymap_hash_size;
static bool has_keynameid[countof(kKeyNameId)];
bool KeyMapHash_Add(uint16 key, uint16 cmd) {
static bool KeyMapHash_Add(uint16 key, uint16 cmd) {
if ((keymap_hash_size & 0xff) == 0) {
if (keymap_hash_size > 10000)
Die("Too many keys");
@@ -101,12 +103,12 @@ static int KeyMapHash_Find(uint16 key) {
return ent->cmd;
i = ent->next;
}
return -1;
return 0;
}
int FindCmdForSdlKey(SDL_Keycode code, SDL_Keymod mod) {
if (code & ~(SDLK_SCANCODE_MASK | 0x1ff))
return -1;
return 0;
int key = mod & KMOD_ALT ? kKeyMod_Alt : 0;
key |= mod & KMOD_CTRL ? kKeyMod_Ctrl : 0;
key |= mod & KMOD_SHIFT ? kKeyMod_Shift : 0;
@@ -117,7 +119,7 @@ int FindCmdForSdlKey(SDL_Keycode code, SDL_Keymod mod) {
static void ParseKeyArray(char *value, int cmd, int size) {
char *s;
int i = 0;
for (; i < size && (s = NextDelim(&value, ',')) != NULL; i++, cmd++) {
for (; i < size && (s = NextDelim(&value, ',')) != NULL; i++, cmd += (cmd != 0)) {
if (*s == 0)
continue;
int key_with_mod = 0;
@@ -142,14 +144,120 @@ static void ParseKeyArray(char *value, int cmd, int size) {
}
}
typedef struct GamepadMapEnt {
uint32 modifiers;
uint16 cmd, next;
} GamepadMapEnt;
static uint16 joymap_first[kGamepadBtn_Count];
static GamepadMapEnt *joymap_ents;
static int joymap_size;
static bool has_joypad_controls;
static int CountBits32(uint32 n) {
int count = 0;
for (; n != 0; count++)
n &= (n - 1);
return count;
}
static void GamepadMap_Add(int button, uint32 modifiers, uint16 cmd) {
if ((joymap_size & 0xff) == 0) {
if (joymap_size > 1000)
Die("Too many joypad keys");
joymap_ents = realloc(joymap_ents, sizeof(GamepadMapEnt) * (joymap_size + 64));
if (!joymap_ents) Die("realloc failure");
}
uint16 *p = &joymap_first[button];
// Insert it as early as possible but before after any entry with more modifiers.
int cb = CountBits32(modifiers);
while (*p && cb < CountBits32(joymap_ents[*p - 1].modifiers))
p = &joymap_ents[*p - 1].next;
int i = joymap_size++;
GamepadMapEnt *ent = &joymap_ents[i];
ent->modifiers = modifiers;
ent->cmd = cmd;
ent->next = *p;
*p = i + 1;
}
int FindCmdForGamepadButton(int button, uint32 modifiers) {
GamepadMapEnt *ent;
for(int e = joymap_first[button]; e != 0; e = ent->next) {
ent = &joymap_ents[e - 1];
if ((modifiers & ent->modifiers) == ent->modifiers)
return ent->cmd;
}
return 0;
}
static int ParseGamepadButtonName(const char **value) {
const char *s = *value;
// Longest substring first
static const char *const kGamepadKeyNames[] = {
"Back", "Guide", "Start", "L3", "R3",
"L1", "R1", "DpadUp", "DpadDown", "DpadLeft", "DpadRight", "L2", "R2",
"Lb", "Rb", "A", "B", "X", "Y"
};
static const uint8 kGamepadKeyIds[] = {
kGamepadBtn_Back, kGamepadBtn_Guide, kGamepadBtn_Start, kGamepadBtn_L3, kGamepadBtn_R3,
kGamepadBtn_L1, kGamepadBtn_R1, kGamepadBtn_DpadUp, kGamepadBtn_DpadDown, kGamepadBtn_DpadLeft, kGamepadBtn_DpadRight, kGamepadBtn_L2, kGamepadBtn_R2,
kGamepadBtn_L1, kGamepadBtn_R1, kGamepadBtn_A, kGamepadBtn_B, kGamepadBtn_X, kGamepadBtn_Y,
};
for (size_t i = 0; i != countof(kGamepadKeyNames); i++) {
const char *r = StringStartsWithNoCase(s, kGamepadKeyNames[i]);
if (r) {
*value = r;
return kGamepadKeyIds[i];
}
}
return kGamepadBtn_Invalid;
}
static const uint8 kDefaultGamepadCmds[] = {
kGamepadBtn_DpadUp, kGamepadBtn_DpadDown, kGamepadBtn_DpadLeft, kGamepadBtn_DpadRight, kGamepadBtn_Back, kGamepadBtn_Start,
kGamepadBtn_B, kGamepadBtn_A, kGamepadBtn_Y, kGamepadBtn_X, kGamepadBtn_L1, kGamepadBtn_R1,
};
static void ParseGamepadArray(char *value, int cmd, int size) {
char *s;
int i = 0;
for (; i < size && (s = NextDelim(&value, ',')) != NULL; i++, cmd += (cmd != 0)) {
if (*s == 0)
continue;
uint32 modifiers = 0;
const char *ss = s;
for (;;) {
int button = ParseGamepadButtonName(&ss);
if (button == kGamepadBtn_Invalid) BAD: {
fprintf(stderr, "Unknown gamepad button: '%s'\n", s);
break;
}
while (*ss == ' ' || *ss == '\t') ss++;
if (*ss == '+') {
ss++;
modifiers |= 1 << button;
} else if (*ss == 0) {
GamepadMap_Add(button, modifiers, cmd);
break;
} else
goto BAD;
}
}
}
static void RegisterDefaultKeys() {
for (int i = 0; i < countof(kKeyNameId); i++) {
for (int i = 1; i < countof(kKeyNameId); i++) {
if (!has_keynameid[i]) {
int size = kKeyNameId[i].size, k = kKeyNameId[i].id;
for (int j = 0; j < size; j++, k++)
KeyMapHash_Add(kDefaultKbdControls[k], k);
}
}
if (!has_joypad_controls) {
for (int i = 0; i < countof(kDefaultGamepadCmds); i++)
GamepadMap_Add(kDefaultGamepadCmds[i], 0, kKeys_Controls + i);
}
}
static int GetIniSection(const char *s) {
@@ -163,6 +271,8 @@ static int GetIniSection(const char *s) {
return 3;
if (StringEqualsNoCase(s, "[Features]"))
return 4;
if (StringEqualsNoCase(s, "[GamepadMap]"))
return 5;
return -1;
}
@@ -205,6 +315,15 @@ static bool HandleIniConfig(int section, const char *key, char *value) {
return true;
}
}
} else if (section == 5) {
for (int i = 0; i < countof(kKeyNameId); i++) {
if (StringEqualsNoCase(key, kKeyNameId[i].name)) {
if (i == 1)
has_joypad_controls = true;
ParseGamepadArray(value, kKeyNameId[i].id, kKeyNameId[i].size);
return true;
}
}
} else if (section == 1) {
if (StringEqualsNoCase(key, "WindowSize")) {
char *s;

View File

@@ -3,7 +3,8 @@
#include <SDL_keycode.h>
enum {
kKeys_Controls = 0,
kKeys_Null,
kKeys_Controls,
kKeys_Controls_Last = kKeys_Controls + 11,
kKeys_Load,
kKeys_Load_Last = kKeys_Load + 19,
@@ -78,9 +79,30 @@ enum {
kMsuEnabled_MsuDeluxe = 2,
kMsuEnabled_Opuz = 4,
};
enum {
kGamepadBtn_Invalid = -1,
kGamepadBtn_A,
kGamepadBtn_B,
kGamepadBtn_X,
kGamepadBtn_Y,
kGamepadBtn_Back,
kGamepadBtn_Guide,
kGamepadBtn_Start,
kGamepadBtn_L3,
kGamepadBtn_R3,
kGamepadBtn_L1,
kGamepadBtn_R1,
kGamepadBtn_DpadUp,
kGamepadBtn_DpadDown,
kGamepadBtn_DpadLeft,
kGamepadBtn_DpadRight,
kGamepadBtn_L2,
kGamepadBtn_R2,
kGamepadBtn_Count,
};
extern Config g_config;
void ParseConfigFile(const char *filename);
int FindCmdForSdlKey(SDL_Keycode code, SDL_Keymod mod);
int FindCmdForGamepadButton(int button, uint32 modifiers);

74
main.c
View File

@@ -37,6 +37,7 @@ static void LoadLinkGraphics();
static void RenderNumber(uint8 *dst, size_t pitch, int n, bool big);
static void HandleInput(int keyCode, int modCode, bool pressed);
static void HandleCommand(uint32 j, bool pressed);
static int RemapSdlButton(int button);
static void HandleGamepadInput(int button, bool pressed);
static void HandleGamepadAxisInput(int gamepad_id, int axis, int value);
static void OpenOneGamepad(int i);
@@ -68,6 +69,8 @@ static int g_ppu_render_flags = 0;
static int g_snes_width, g_snes_height;
static int g_sdl_audio_mixer_volume = SDL_MIX_MAXVOLUME;
static struct RendererFuncs g_renderer_funcs;
static uint32 g_gamepad_modifiers;
static uint16 g_gamepad_last_cmd[kGamepadBtn_Count];
void NORETURN Die(const char *error) {
#if defined(NDEBUG) && defined(_WIN32)
@@ -77,16 +80,6 @@ void NORETURN Die(const char *error) {
exit(1);
}
void SetButtonState(int button, bool pressed) {
// set key in constroller
if (pressed) {
g_input1_state |= 1 << button;
} else {
g_input1_state &= ~(1 << button);
}
}
void ChangeWindowScale(int scale_step) {
if ((SDL_GetWindowFlags(g_window) & (SDL_WINDOW_FULLSCREEN_DESKTOP | SDL_WINDOW_FULLSCREEN | SDL_WINDOW_MINIMIZED | SDL_WINDOW_MAXIMIZED)) != 0)
return;
@@ -419,11 +412,12 @@ int main(int argc, char** argv) {
HandleGamepadAxisInput(event.caxis.which, event.caxis.axis, event.caxis.value);
break;
case SDL_CONTROLLERBUTTONDOWN:
HandleGamepadInput(event.cbutton.button, event.cbutton.state == SDL_PRESSED);
break;
case SDL_CONTROLLERBUTTONUP:
HandleGamepadInput(event.cbutton.button, event.cbutton.state == SDL_PRESSED);
case SDL_CONTROLLERBUTTONUP: {
int b = RemapSdlButton(event.cbutton.button);
if (b >= 0)
HandleGamepadInput(b, event.type == SDL_CONTROLLERBUTTONDOWN);
break;
}
case SDL_MOUSEWHEEL:
if (SDL_GetModState() & KMOD_CTRL && event.wheel.y != 0)
ChangeWindowScale(event.wheel.y > 0 ? 1 : -1);
@@ -572,8 +566,11 @@ static void HandleCommand_Locked(uint32 j, bool pressed);
static void HandleCommand(uint32 j, bool pressed) {
if (j <= kKeys_Controls_Last) {
static const uint8 kKbdRemap[12] = { 4, 5, 6, 7, 2, 3, 8, 0, 9, 1, 10, 11 };
SetButtonState(kKbdRemap[j], pressed);
static const uint8 kKbdRemap[] = { 0, 4, 5, 6, 7, 2, 3, 8, 0, 9, 1, 10, 11 };
if (pressed)
g_input1_state |= 1 << kKbdRemap[j];
else
g_input1_state &= ~(1 << kKbdRemap[j]);
return;
}
@@ -656,7 +653,7 @@ static void HandleCommand_Locked(uint32 j, bool pressed) {
static void HandleInput(int keyCode, int keyMod, bool pressed) {
int j = FindCmdForSdlKey(keyCode, keyMod);
if (j >= 0)
if (j != 0)
HandleCommand(j, pressed);
}
@@ -668,23 +665,37 @@ static void OpenOneGamepad(int i) {
}
}
static void HandleGamepadInput(int button, bool pressed) {
static int RemapSdlButton(int button) {
switch (button) {
case SDL_CONTROLLER_BUTTON_A: SetButtonState(0, pressed); break;
case SDL_CONTROLLER_BUTTON_X: SetButtonState(1, pressed); break;
case SDL_CONTROLLER_BUTTON_BACK: SetButtonState(2, pressed); break;
case SDL_CONTROLLER_BUTTON_START: SetButtonState(3, pressed); break;
case SDL_CONTROLLER_BUTTON_DPAD_UP: SetButtonState(4, pressed); break;
case SDL_CONTROLLER_BUTTON_DPAD_DOWN: SetButtonState(5, pressed); break;
case SDL_CONTROLLER_BUTTON_DPAD_LEFT: SetButtonState(6, pressed); break;
case SDL_CONTROLLER_BUTTON_DPAD_RIGHT: SetButtonState(7, pressed); break;
case SDL_CONTROLLER_BUTTON_B: SetButtonState(8, pressed); break;
case SDL_CONTROLLER_BUTTON_Y: SetButtonState(9, pressed); break;
case SDL_CONTROLLER_BUTTON_LEFTSHOULDER: SetButtonState(10, pressed); break;
case SDL_CONTROLLER_BUTTON_RIGHTSHOULDER: SetButtonState(11, pressed); break;
case SDL_CONTROLLER_BUTTON_A: return kGamepadBtn_A;
case SDL_CONTROLLER_BUTTON_B: return kGamepadBtn_B;
case SDL_CONTROLLER_BUTTON_X: return kGamepadBtn_X;
case SDL_CONTROLLER_BUTTON_Y: return kGamepadBtn_Y;
case SDL_CONTROLLER_BUTTON_BACK: return kGamepadBtn_Back;
case SDL_CONTROLLER_BUTTON_GUIDE: return kGamepadBtn_Guide;
case SDL_CONTROLLER_BUTTON_START: return kGamepadBtn_Start;
case SDL_CONTROLLER_BUTTON_LEFTSTICK: return kGamepadBtn_L3;
case SDL_CONTROLLER_BUTTON_RIGHTSTICK: return kGamepadBtn_R3;
case SDL_CONTROLLER_BUTTON_LEFTSHOULDER: return kGamepadBtn_L1;
case SDL_CONTROLLER_BUTTON_RIGHTSHOULDER: return kGamepadBtn_R1;
case SDL_CONTROLLER_BUTTON_DPAD_UP: return kGamepadBtn_DpadUp;
case SDL_CONTROLLER_BUTTON_DPAD_DOWN: return kGamepadBtn_DpadDown;
case SDL_CONTROLLER_BUTTON_DPAD_LEFT: return kGamepadBtn_DpadLeft;
case SDL_CONTROLLER_BUTTON_DPAD_RIGHT: return kGamepadBtn_DpadRight;
default: return -1;
}
}
static void HandleGamepadInput(int button, bool pressed) {
if (!!(g_gamepad_modifiers & (1 << button)) == pressed)
return;
g_gamepad_modifiers ^= 1 << button;
if (pressed)
g_gamepad_last_cmd[button] = FindCmdForGamepadButton(button, g_gamepad_modifiers);
if (g_gamepad_last_cmd[button] != 0)
HandleCommand(g_gamepad_last_cmd[button], pressed);
}
static void HandleVolumeAdjustment(int volume_adjustment) {
#if SYSTEM_VOLUME_MIXER_AVAILABLE
int current_volume = GetApplicationVolume();
@@ -748,6 +759,9 @@ static void HandleGamepadAxisInput(int gamepad_id, int axis, int value) {
buttons = kSegmentToButtons[(uint8)(angle + 16 + 64) >> 5];
}
g_gamepad_buttons = buttons;
} else if ((axis == SDL_CONTROLLER_AXIS_TRIGGERLEFT || axis == SDL_CONTROLLER_AXIS_TRIGGERRIGHT)) {
if (value < 12000 || value >= 16000) // hysteresis
HandleGamepadInput(axis == SDL_CONTROLLER_AXIS_TRIGGERLEFT ? kGamepadBtn_L2 : kGamepadBtn_R2, value >= 12000);
}
}

10
util.c
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@@ -28,13 +28,13 @@ bool StringEqualsNoCase(const char *a, const char *b) {
}
}
bool StringStartsWithNoCase(const char *a, const char *b) {
for (;;) {
int aa = ToLower(*a++), bb = ToLower(*b++);
const char *StringStartsWithNoCase(const char *a, const char *b) {
for (;; a++, b++) {
int aa = ToLower(*a), bb = ToLower(*b);
if (bb == 0)
return true;
return a;
if (aa != bb)
return false;
return NULL;
}
}

2
util.h
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@@ -29,7 +29,7 @@ char *NextLineStripComments(char **s);
char *NextPossiblyQuotedString(char **s);
char *SplitKeyValue(char *p);
bool StringEqualsNoCase(const char *a, const char *b);
bool StringStartsWithNoCase(const char *a, const char *b);
const char *StringStartsWithNoCase(const char *a, const char *b);
bool ParseBool(const char *value, bool *result);
const char *SkipPrefix(const char *big, const char *little);
void StrSet(char **rv, const char *s);

View File

@@ -163,3 +163,8 @@ Replay= Ctrl+F1,Ctrl+F2,Ctrl+F3,Ctrl+F4,Ctrl+F5,Ctrl+F6,Ctrl+F7,Ctrl+F8,Ctrl+F9,
LoadRef = 1,2,3,4,5,6,7,8,9,0,-,=,Backspace
ReplayRef = Ctrl+1,Ctrl+2,Ctrl+3,Ctrl+4,Ctrl+5,Ctrl+6,Ctrl+7,Ctrl+8,Ctrl+9,Ctrl+0,Ctrl+-,Ctrl+=,Ctrl+Backspace
[GamepadMap]
# Any keys used in KeyMap can be used also in this section.
# The shoulder button is called L1/Lb and L2, and the thumbstick button is called L3
Controls = DpadUp, DpadDown, DpadLeft, DpadRight, Back, Start, B, A, Y, X, Lb, Rb