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Merge pull request #163 from laamaa/bugfix/fix_analog_js_controls
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fix #162 analog joystick controls not working properly
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laamaa authored Aug 19, 2024
2 parents cbe0c07 + 42f1ba5 commit 7bf257a
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Showing 2 changed files with 100 additions and 102 deletions.
5 changes: 2 additions & 3 deletions src/config.c
Original file line number Diff line number Diff line change
Expand Up @@ -64,7 +64,7 @@ config_params_s init_config() {
c.gamepad_quit = SDL_CONTROLLER_BUTTON_RIGHTSTICK;
c.gamepad_reset = SDL_CONTROLLER_BUTTON_LEFTSTICK;

c.gamepad_analog_threshold = 32766;
c.gamepad_analog_threshold = 30000;
c.gamepad_analog_invert = 0;
c.gamepad_analog_axis_updown = SDL_CONTROLLER_AXIS_LEFTY;
c.gamepad_analog_axis_leftright = SDL_CONTROLLER_AXIS_LEFTX;
Expand Down Expand Up @@ -131,8 +131,7 @@ void write_config(config_params_s *conf) {
conf->key_jazz_inc_velocity);
snprintf(ini_values[initPointer++], LINELEN, "key_jazz_dec_velocity=%d\n",
conf->key_jazz_dec_velocity);
snprintf(ini_values[initPointer++], LINELEN, "key_toggle_audio=%d\n",
conf->key_toggle_audio);
snprintf(ini_values[initPointer++], LINELEN, "key_toggle_audio=%d\n", conf->key_toggle_audio);
snprintf(ini_values[initPointer++], LINELEN, "[gamepad]\n");
snprintf(ini_values[initPointer++], LINELEN, "gamepad_up=%d\n", conf->gamepad_up);
snprintf(ini_values[initPointer++], LINELEN, "gamepad_left=%d\n", conf->gamepad_left);
Expand Down
197 changes: 98 additions & 99 deletions src/input.c
Original file line number Diff line number Diff line change
Expand Up @@ -4,8 +4,6 @@
#include <SDL.h>
#include <stdio.h>

#include "SDL_log.h"
#include "SDL_timer.h"
#include "config.h"
#include "input.h"
#include "render.h"
Expand Down Expand Up @@ -272,36 +270,36 @@ static int get_game_controller_button(config_params_s *conf, SDL_GameController
// Check digital buttons
if (SDL_GameControllerGetButton(controller, button_mappings[button])) {
return 1;
} else {
// If digital button isn't pressed, check the corresponding analog control
switch (button) {
case INPUT_UP:
return SDL_GameControllerGetAxis(controller, conf->gamepad_analog_axis_updown) <
-conf->gamepad_analog_threshold;
case INPUT_DOWN:
return SDL_GameControllerGetAxis(controller, conf->gamepad_analog_axis_updown) >
conf->gamepad_analog_threshold;
case INPUT_LEFT:
return SDL_GameControllerGetAxis(controller, conf->gamepad_analog_axis_leftright) <
-conf->gamepad_analog_threshold;
case INPUT_RIGHT:
return SDL_GameControllerGetAxis(controller, conf->gamepad_analog_axis_leftright) >
conf->gamepad_analog_threshold;
case INPUT_OPT:
return SDL_GameControllerGetAxis(controller, conf->gamepad_analog_axis_opt) >
conf->gamepad_analog_threshold;
case INPUT_EDIT:
return SDL_GameControllerGetAxis(controller, conf->gamepad_analog_axis_edit) >
conf->gamepad_analog_threshold;
case INPUT_SELECT:
return SDL_GameControllerGetAxis(controller, conf->gamepad_analog_axis_select) >
conf->gamepad_analog_threshold;
case INPUT_START:
return SDL_GameControllerGetAxis(controller, conf->gamepad_analog_axis_start) >
conf->gamepad_analog_threshold;
default:
return 0;
}
}

// If digital button isn't pressed, check the corresponding analog control
switch (button) {
case INPUT_UP:
return SDL_GameControllerGetAxis(controller, conf->gamepad_analog_axis_updown) <
-conf->gamepad_analog_threshold;
case INPUT_DOWN:
return SDL_GameControllerGetAxis(controller, conf->gamepad_analog_axis_updown) >
conf->gamepad_analog_threshold;
case INPUT_LEFT:
return SDL_GameControllerGetAxis(controller, conf->gamepad_analog_axis_leftright) <
-conf->gamepad_analog_threshold;
case INPUT_RIGHT:
return SDL_GameControllerGetAxis(controller, conf->gamepad_analog_axis_leftright) >
conf->gamepad_analog_threshold;
case INPUT_OPT:
return SDL_GameControllerGetAxis(controller, conf->gamepad_analog_axis_opt) >
conf->gamepad_analog_threshold;
case INPUT_EDIT:
return SDL_GameControllerGetAxis(controller, conf->gamepad_analog_axis_edit) >
conf->gamepad_analog_threshold;
case INPUT_SELECT:
return SDL_GameControllerGetAxis(controller, conf->gamepad_analog_axis_select) >
conf->gamepad_analog_threshold;
case INPUT_START:
return SDL_GameControllerGetAxis(controller, conf->gamepad_analog_axis_start) >
conf->gamepad_analog_threshold;
default:
return 0;
}
return 0;
}
Expand All @@ -318,7 +316,7 @@ static int handle_game_controller_buttons(config_params_s *conf) {
// Cycle through every active game controller
for (int gc = 0; gc < num_joysticks; gc++) {
// Cycle through all M8 buttons
for (int button = 0; button < (input_buttons_t)INPUT_MAX; button++) {
for (int button = 0; button < INPUT_MAX; button++) {
// If the button is active, add the keycode to the variable containing
// active keys
if (get_game_controller_button(conf, game_controllers[gc], button)) {
Expand Down Expand Up @@ -356,87 +354,88 @@ void handle_sdl_events(config_params_s *conf) {
key = (input_msg_s){special, msg_reset_display};
}

SDL_PollEvent(&event);
while (SDL_PollEvent(&event)) {

switch (event.type) {
switch (event.type) {

// Reinitialize game controllers on controller add/remove/remap
case SDL_CONTROLLERDEVICEADDED:
case SDL_CONTROLLERDEVICEREMOVED:
initialize_game_controllers();
break;
// Reinitialize game controllers on controller add/remove/remap
case SDL_CONTROLLERDEVICEADDED:
case SDL_CONTROLLERDEVICEREMOVED:
initialize_game_controllers();
break;

// Handle SDL quit events (for example, window close)
case SDL_QUIT:
key = (input_msg_s){special, msg_quit};
break;
// Handle SDL quit events (for example, window close)
case SDL_QUIT:
key = (input_msg_s){special, msg_quit};
break;

case SDL_WINDOWEVENT:
if (event.window.event == SDL_WINDOWEVENT_RESIZED) {
static uint32_t ticks_window_resized = 0;
if (SDL_GetTicks() - ticks_window_resized > 500) {
SDL_Log("Resizing window...");
key = (input_msg_s){special, msg_reset_display};
ticks_window_resized = SDL_GetTicks();
case SDL_WINDOWEVENT:
if (event.window.event == SDL_WINDOWEVENT_RESIZED) {
static uint32_t ticks_window_resized = 0;
if (SDL_GetTicks() - ticks_window_resized > 500) {
SDL_Log("Resizing window...");
key = (input_msg_s){special, msg_reset_display};
ticks_window_resized = SDL_GetTicks();
}
}
}
break;

// Keyboard events. Special events are handled within SDL_KEYDOWN.
case SDL_KEYDOWN:

if (event.key.repeat > 0) {
break;
}

// ALT+ENTER toggles fullscreen
if (event.key.keysym.sym == SDLK_RETURN && (event.key.keysym.mod & KMOD_ALT) > 0) {
toggle_fullscreen();
break;
}
// Keyboard events. Special events are handled within SDL_KEYDOWN.
case SDL_KEYDOWN:

// ALT+F4 quits program
else if (event.key.keysym.sym == SDLK_F4 && (event.key.keysym.mod & KMOD_ALT) > 0) {
key = (input_msg_s){special, msg_quit};
break;
}
if (event.key.repeat > 0) {
break;
}

// ESC = toggle keyjazz
else if (event.key.keysym.sym == SDLK_ESCAPE) {
display_keyjazz_overlay(toggle_input_keyjazz(), keyjazz_base_octave, keyjazz_velocity);
}
// ALT+ENTER toggles fullscreen
if (event.key.keysym.sym == SDLK_RETURN && (event.key.keysym.mod & KMOD_ALT) > 0) {
toggle_fullscreen();
break;
}

// Normal keyboard inputs
case SDL_KEYUP:
key = handle_normal_keys(&event, conf, 0);
// ALT+F4 quits program
else if (event.key.keysym.sym == SDLK_F4 && (event.key.keysym.mod & KMOD_ALT) > 0) {
key = (input_msg_s){special, msg_quit};
break;
}

if (keyjazz_enabled)
key = handle_keyjazz(&event, key.value, conf);
break;
// ESC = toggle keyjazz
else if (event.key.keysym.sym == SDLK_ESCAPE) {
display_keyjazz_overlay(toggle_input_keyjazz(), keyjazz_base_octave, keyjazz_velocity);
}

default:
break;
}
// Normal keyboard inputs
case SDL_KEYUP:
key = handle_normal_keys(&event, conf, 0);

switch (key.type) {
case normal:
if (event.type == SDL_KEYDOWN) {
keycode |= key.value;
} else {
keycode &= ~key.value;
if (keyjazz_enabled)
key = handle_keyjazz(&event, key.value, conf);
break;

default:
break;
}
break;
case keyjazz:
// Do not allow pressing multiple keys with keyjazz
case special:
if (event.type == SDL_KEYDOWN) {
keycode = key.value;
} else {
keycode = 0;

switch (key.type) {
case normal:
if (event.type == SDL_KEYDOWN) {
keycode |= key.value;
} else {
keycode &= ~key.value;
}
break;
case keyjazz:
// Do not allow pressing multiple keys with keyjazz
case special:
if (event.type == SDL_KEYDOWN) {
keycode = key.value;
} else {
keycode = 0;
}
break;
default:
break;
}
break;
default:
break;
}
}

Expand Down

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