-
Notifications
You must be signed in to change notification settings - Fork 2.8k
Expand file tree
/
Copy pathSDL_sysjoystick.c
More file actions
339 lines (294 loc) · 11.2 KB
/
Copy pathSDL_sysjoystick.c
File metadata and controls
339 lines (294 loc) · 11.2 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
/*
Simple DirectMedia Layer
Copyright (C) 1997-2026 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include "SDL_internal.h"
#ifdef SDL_JOYSTICK_N3DS
// This is the N3DS implementation of the SDL joystick API
#include <3ds.h>
#include "../SDL_sysjoystick.h"
#define NB_BUTTONS 23 // physical buttons on the device (although we treat four of these, the dpad, as a hat switch).
#define N3DS_HAT_MASK 0xF0 // 0xF0==d-pad bits, which we handle elsewhere, so mask them out here.
/*
N3DS sticks values are roughly within +/-160
which is too small to pass the jitter tolerance.
This correction is applied to axis values
so they fit better in SDL's value range.
*/
static inline int Correct_Axis_X(int X) {
if (X > 160) {
return SDL_JOYSTICK_AXIS_MAX;
}
else if (X < -160) {
return -SDL_JOYSTICK_AXIS_MAX;
}
return (X * SDL_JOYSTICK_AXIS_MAX) / 160;
}
/*
The Y axis needs to be flipped because SDL's "up"
is reversed compared to libctru's "up"
*/
static inline int Correct_Axis_Y(int Y) {
return Correct_Axis_X(-Y);
}
static void UpdateN3DSPressedButtons(Uint64 timestamp, SDL_Joystick *joystick, u32 previous_state, u32 current_state);
static void UpdateN3DSReleasedButtons(Uint64 timestamp, SDL_Joystick *joystick, u32 previous_state, u32 current_state);
static void UpdateN3DSHat(Uint64 timestamp, SDL_Joystick *joystick, u32 previous_down_state, u32 current_down_state, u32 previous_up_state, u32 current_up_state);
static void UpdateN3DSCircle(Uint64 timestamp, SDL_Joystick *joystick);
static void UpdateN3DSCStick(Uint64 timestamp, SDL_Joystick *joystick);
static bool N3DS_JoystickInit(void)
{
hidInit();
SDL_PrivateJoystickAdded(1);
return true;
}
static const char *N3DS_JoystickGetDeviceName(int device_index)
{
return "Nintendo 3DS";
}
static int N3DS_JoystickGetCount(void)
{
return 1;
}
static SDL_GUID N3DS_JoystickGetDeviceGUID(int device_index)
{
SDL_GUID guid = SDL_CreateJoystickGUIDForName("Nintendo 3DS");
return guid;
}
static SDL_JoystickID N3DS_JoystickGetDeviceInstanceID(int device_index)
{
return device_index + 1;
}
static bool N3DS_JoystickOpen(SDL_Joystick *joystick, int device_index)
{
joystick->nbuttons = NB_BUTTONS - 4; // -4 for the dpad (which we treat as a hat).
joystick->naxes = 4;
joystick->nhats = 1; // treat the dpad as a hat.
return true;
}
static bool N3DS_JoystickSetSensorsEnabled(SDL_Joystick *joystick, bool enabled)
{
return SDL_Unsupported();
}
static void N3DS_JoystickUpdate(SDL_Joystick *joystick)
{
static u32 previous_down_state = 0;
static u32 previous_up_state = 0;
const Uint64 timestamp = SDL_GetTicksNS();
const u32 current_down_state = hidKeysDown();
const u32 current_up_state = hidKeysUp();
UpdateN3DSPressedButtons(timestamp, joystick, previous_down_state, current_down_state);
UpdateN3DSReleasedButtons(timestamp, joystick, previous_up_state, current_up_state);
UpdateN3DSHat(timestamp, joystick, previous_down_state, current_down_state, previous_up_state, current_up_state);
UpdateN3DSCircle(timestamp, joystick);
UpdateN3DSCStick(timestamp, joystick);
previous_down_state = current_down_state;
previous_up_state = current_up_state;
}
static void UpdateN3DSPressedButtons(Uint64 timestamp, SDL_Joystick *joystick, u32 previous_state, u32 current_state)
{
const u32 updated_down = (previous_state ^ current_state) & ~N3DS_HAT_MASK;
if (updated_down) {
Uint8 buttonidx = 0;
Uint8 i = 0;
while (i < joystick->nbuttons) {
if ((buttonidx < 4) || (buttonidx > 7)) { // skip dpad (we treat it as a hat).
if (current_state & BIT(buttonidx) & updated_down) {
SDL_SendJoystickButton(timestamp, joystick, i, true);
}
i++;
}
buttonidx++;
}
}
}
static void UpdateN3DSReleasedButtons(Uint64 timestamp, SDL_Joystick *joystick, u32 previous_state, u32 current_state)
{
const u32 updated_up = (previous_state ^ current_state) & ~N3DS_HAT_MASK;
if (updated_up) {
Uint8 buttonidx = 0;
Uint8 i = 0;
while (i < joystick->nbuttons) {
if ((buttonidx < 4) || (buttonidx > 7)) { // skip dpad (we treat it as a hat).
if (current_state & BIT(buttonidx) & updated_up) {
SDL_SendJoystickButton(timestamp, joystick, i, false);
}
i++;
}
buttonidx++;
}
}
}
static void UpdateN3DSHat(Uint64 timestamp, SDL_Joystick *joystick, u32 previous_down_state, u32 current_down_state, u32 previous_up_state, u32 current_up_state)
{
// The 3DS dpad looks like 4 buttons at this level, but we treat it as a hat switch, so apps that are talking to SDL_Joystick can hope to do basic directional things without a configuration step.
// (but they should _really_ be using the gamepad API.)
const u32 updated_hat = (((previous_up_state ^ current_up_state) | (previous_down_state ^ current_down_state)) & N3DS_HAT_MASK); // did bits 4 through 7 change?
if (updated_hat) {
Uint8 hat = SDL_HAT_CENTERED;
#define HATSTATE(n3dsbit, sdlenum) if (current_down_state & BIT(n3dsbit)) { hat |= SDL_HAT_##sdlenum; }
HATSTATE(4, RIGHT);
HATSTATE(5, LEFT);
HATSTATE(6, UP);
HATSTATE(7, DOWN);
#undef HATSTATE
// this is a physical d-pad on the device, so it probably _can't_ send opposing buttons at the same time, but just in case, cancel them out.
if ((hat & (SDL_HAT_UP|SDL_HAT_DOWN)) == (SDL_HAT_UP|SDL_HAT_DOWN)) {
hat &= ~(SDL_HAT_UP|SDL_HAT_DOWN);
}
if ((hat & (SDL_HAT_LEFT|SDL_HAT_RIGHT)) == (SDL_HAT_LEFT|SDL_HAT_RIGHT)) {
hat &= ~(SDL_HAT_LEFT|SDL_HAT_RIGHT);
}
SDL_SendJoystickHat(timestamp, joystick, 0, hat);
}
}
static void UpdateN3DSCircle(Uint64 timestamp, SDL_Joystick *joystick)
{
static circlePosition previous_state = { 0, 0 };
circlePosition current_state;
hidCircleRead(¤t_state);
if (previous_state.dx != current_state.dx) {
SDL_SendJoystickAxis(timestamp, joystick,
0,
Correct_Axis_X(current_state.dx));
}
if (previous_state.dy != current_state.dy) {
SDL_SendJoystickAxis(timestamp, joystick,
1,
Correct_Axis_Y(current_state.dy));
}
previous_state = current_state;
}
static void UpdateN3DSCStick(Uint64 timestamp, SDL_Joystick *joystick)
{
static circlePosition previous_state = { 0, 0 };
circlePosition current_state;
hidCstickRead(¤t_state);
if (previous_state.dx != current_state.dx) {
SDL_SendJoystickAxis(timestamp, joystick,
2,
Correct_Axis_X(current_state.dx));
}
if (previous_state.dy != current_state.dy) {
SDL_SendJoystickAxis(timestamp, joystick,
3,
Correct_Axis_Y(current_state.dy));
}
previous_state = current_state;
}
static void N3DS_JoystickClose(SDL_Joystick *joystick)
{
}
static void N3DS_JoystickQuit(void)
{
hidExit();
}
static bool N3DS_JoystickGetGamepadMapping(int device_index, SDL_GamepadMapping *out)
{
// There is only one possible mapping.
*out = (SDL_GamepadMapping){
.a = { EMappingKind_Button, 0 },
.b = { EMappingKind_Button, 1 },
.x = { EMappingKind_Button, 6 },
.y = { EMappingKind_Button, 7 },
.back = { EMappingKind_Button, 2 },
.guide = { EMappingKind_None, 255 },
.start = { EMappingKind_Button, 3 },
.leftstick = { EMappingKind_None, 255 },
.rightstick = { EMappingKind_None, 255 },
.leftshoulder = { EMappingKind_Button, 5 },
.rightshoulder = { EMappingKind_Button, 4 },
.dpup = { EMappingKind_Hat, SDL_HAT_UP },
.dpdown = { EMappingKind_Hat, SDL_HAT_DOWN },
.dpleft = { EMappingKind_Hat, SDL_HAT_LEFT },
.dpright = { EMappingKind_Hat, SDL_HAT_RIGHT },
.misc1 = { EMappingKind_None, 255 },
.right_paddle1 = { EMappingKind_None, 255 },
.left_paddle1 = { EMappingKind_None, 255 },
.right_paddle2 = { EMappingKind_None, 255 },
.left_paddle2 = { EMappingKind_None, 255 },
.leftx = { EMappingKind_Axis, 0 },
.lefty = { EMappingKind_Axis, 1 },
.rightx = { EMappingKind_Axis, 2 },
.righty = { EMappingKind_Axis, 3 },
.lefttrigger = { EMappingKind_Button, 10 },
.righttrigger = { EMappingKind_Button, 11 },
};
return true;
}
static void N3DS_JoystickDetect(void)
{
}
static bool N3DS_JoystickIsDevicePresent(Uint16 vendor_id, Uint16 product_id, Uint16 version, const char *name)
{
// We don't override any other drivers
return false;
}
static const char *N3DS_JoystickGetDevicePath(int device_index)
{
return NULL;
}
static int N3DS_JoystickGetDeviceSteamVirtualGamepadSlot(int device_index)
{
return -1;
}
static int N3DS_JoystickGetDevicePlayerIndex(int device_index)
{
return -1;
}
static void N3DS_JoystickSetDevicePlayerIndex(int device_index, int player_index)
{
}
static bool N3DS_JoystickRumble(SDL_Joystick *joystick, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble)
{
return SDL_Unsupported();
}
static bool N3DS_JoystickRumbleTriggers(SDL_Joystick *joystick, Uint16 left_rumble, Uint16 right_rumble)
{
return SDL_Unsupported();
}
static bool N3DS_JoystickSetLED(SDL_Joystick *joystick, Uint8 red, Uint8 green, Uint8 blue)
{
return SDL_Unsupported();
}
static bool N3DS_JoystickSendEffect(SDL_Joystick *joystick, const void *data, int size)
{
return SDL_Unsupported();
}
SDL_JoystickDriver SDL_N3DS_JoystickDriver = {
N3DS_JoystickInit,
N3DS_JoystickGetCount,
N3DS_JoystickDetect,
N3DS_JoystickIsDevicePresent,
N3DS_JoystickGetDeviceName,
N3DS_JoystickGetDevicePath,
N3DS_JoystickGetDeviceSteamVirtualGamepadSlot,
N3DS_JoystickGetDevicePlayerIndex,
N3DS_JoystickSetDevicePlayerIndex,
N3DS_JoystickGetDeviceGUID,
N3DS_JoystickGetDeviceInstanceID,
N3DS_JoystickOpen,
N3DS_JoystickRumble,
N3DS_JoystickRumbleTriggers,
N3DS_JoystickSetLED,
N3DS_JoystickSendEffect,
N3DS_JoystickSetSensorsEnabled,
N3DS_JoystickUpdate,
N3DS_JoystickClose,
N3DS_JoystickQuit,
N3DS_JoystickGetGamepadMapping
};
#endif // SDL_JOYSTICK_N3DS