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Port joystick and scrap to SDL3 #3208

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62 changes: 57 additions & 5 deletions src_c/joystick.c
Original file line number Diff line number Diff line change
Expand Up @@ -112,7 +112,17 @@ static PyObject *
get_count(PyObject *self, PyObject *_null)
{
JOYSTICK_INIT_CHECK();
#if SDL_VERSION_ATLEAST(3, 0, 0)
int ret;
SDL_JoystickID *joysticks = SDL_GetJoysticks(&ret);
if (!joysticks) {
return RAISE(pgExc_SDLError, SDL_GetError());
}
SDL_free(joysticks);
return PyLong_FromLong(ret);
#else
return PyLong_FromLong(SDL_NumJoysticks());
#endif
}

static PyObject *
Expand Down Expand Up @@ -200,18 +210,53 @@ joy_get_guid(PyObject *self, PyObject *_null)
guid = SDL_JoystickGetGUID(joy);
}
else {
#if SDL_VERSION_ATLEAST(3, 0, 0)
guid = SDL_GetJoystickGUIDForID(pgJoystick_AsID(self));
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Something I didn't think about while making the PR: SDL_GetJoystickGUIDForID uses the instance ID and not the device ID returned by pgJoystick_AsID. This block needs more attention and thought

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In general the joystick port will need some more thought. They removed device indices completely, meaning we need to rework the initialization of joystick objects in general. There is no easy way to emulate this either (and we shouldn't anyway!).

With that said, you can use SDL_GetJoystickID to get the instance_id of an already open joystick.

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It seems like we may need to store something like initial_instance_id or last_known_instance_id on the pygame Joystick object.

at the minute it has these attributes:

jstick->id = id; // ID passed in by the user in range 0 to number of connected joysticks at time of creation - called 'device id'
jstick->joy = joy; // SDL Joystick Object
jstick->prev = NULL;
jstick->next = joylist_head;

It is a bit of an odd code path here, as you only go down it when the SDLJoystick object is invalid - which shouldn't happen, and I'm not sure why you'd want the GUID of an invalid SDL Joystick or if it would even produce any usable output. Are we testing this code path at all?

The instance id of an SDLJoystick changes to a unique number whenever a joystick is connected or disconnected. We are checking the instance ID in this case when we explicitly cannot get the SDL Joystick object - perhaps because it has been disconnected.

At the minute the joystick module has no support for 'hot plugging' or plugging & unplugging controllers and we probably shouldn't try and add it in as simple conversion PR - we also have the newer controller module for that sort of thing.

I would probably just store the initial instance id when we first create the joystick, like we do the device id, and then add another pg function to get it like we do the device ID. We could also update the last_known_instance_id in get_guid()

I notice there was also a lot of renaming in the joystick module:
libsdl-org/SDL#6881

I'm sure this has been covered somewhere, but are we intending to eventually rename our SDL function calls as well? Or just relying on the SDL 'old names' wrapper?

#else
guid = SDL_JoystickGetDeviceGUID(pgJoystick_AsID(self));
#endif
}

#if SDL_VERSION_ATLEAST(3, 0, 0)
SDL_GUIDToString(guid, strguid, 33);
#else
SDL_JoystickGetGUIDString(guid, strguid, 33);
#endif

return PyUnicode_FromString(strguid);
}

const char *
_pg_powerlevel_string(SDL_JoystickPowerLevel level)
_pg_powerlevel_string(SDL_Joystick *joy)
{
switch (level) {
#if SDL_VERSION_ATLEAST(3, 0, 0)
int percent = -1;
SDL_PowerState state = SDL_GetJoystickPowerInfo(joy, &percent);
if (state == SDL_POWERSTATE_ON_BATTERY) {
/* These percentages are based on SDL_JoystickCurrentPowerLevel defined
* in sdl2-compat */
if (percent > 70) {
return "full";
}
else if (percent > 20) {
return "medium";
}
else if (percent > 5) {
return "low";
}
else {
return "empty";
}
}
else if (state == SDL_POWERSTATE_UNKNOWN ||
state == SDL_POWERSTATE_ERROR) {
return "unknown";
}
else {
return "wired";
}
#else
switch (SDL_JoystickCurrentPowerLevel(joy)) {
case SDL_JOYSTICK_POWER_EMPTY:
return "empty";
case SDL_JOYSTICK_POWER_LOW:
Expand All @@ -227,12 +272,12 @@ _pg_powerlevel_string(SDL_JoystickPowerLevel level)
default:
return "unknown";
}
#endif
}

static PyObject *
joy_get_power_level(PyObject *self, PyObject *_null)
{
SDL_JoystickPowerLevel level;
const char *leveltext;
SDL_Joystick *joy = pgJoystick_AsSDL(self);

Expand All @@ -241,8 +286,7 @@ joy_get_power_level(PyObject *self, PyObject *_null)
return RAISE(pgExc_SDLError, "Joystick not initialized");
}

level = SDL_JoystickCurrentPowerLevel(joy);
leveltext = _pg_powerlevel_string(level);
leveltext = _pg_powerlevel_string(joy);

return PyUnicode_FromString(leveltext);
}
Expand Down Expand Up @@ -287,7 +331,11 @@ joy_rumble(pgJoystickObject *self, PyObject *args, PyObject *kwargs)
low = (Uint32)(lowf * 0xFFFF);
high = (Uint32)(highf * 0xFFFF);

#if SDL_VERSION_ATLEAST(3, 0, 0)
if (!SDL_JoystickRumble(joy, low, high, duration)) {
#else
if (SDL_JoystickRumble(joy, low, high, duration) == -1) {
#endif
Py_RETURN_FALSE;
}
Py_RETURN_TRUE;
Expand Down Expand Up @@ -545,9 +593,13 @@ pgJoystick_New(int id)
JOYSTICK_INIT_CHECK();

/* Open the SDL device */
#if !SDL_VERSION_ATLEAST(3, 0, 0)
/* This check should be redundant because SDL_JoystickOpen already checks
* and errors if id is out of bounds on SDL3 */
if (id >= SDL_NumJoysticks()) {
return RAISE(pgExc_SDLError, "Invalid joystick device number");
}
#endif
joy = SDL_JoystickOpen(id);
if (!joy) {
return RAISE(pgExc_SDLError, SDL_GetError());
Expand Down
7 changes: 0 additions & 7 deletions src_c/meson.build
Original file line number Diff line number Diff line change
Expand Up @@ -170,8 +170,6 @@ time = py.extension_module(
)
endif

# TODO: support SDL3
if sdl_api != 3
joystick = py.extension_module(
'joystick',
'joystick.c',
Expand All @@ -180,7 +178,6 @@ joystick = py.extension_module(
install: true,
subdir: pg,
)
endif


# TODO: support SDL3
Expand Down Expand Up @@ -397,9 +394,6 @@ _camera = py.extension_module(
endif

# pygame.scrap

# TODO: support SDL3
if sdl_api != 3
pg_scrap_link = [] # TODO: should this link logic be improved/made meson-ey?
if plat == 'win'
pg_scrap_link += ['-luser32', '-lgdi32']
Expand All @@ -414,7 +408,6 @@ scrap = py.extension_module(
install: true,
subdir: pg,
)
endif

# optional modules

Expand Down
3 changes: 1 addition & 2 deletions src_c/scrap.c
Original file line number Diff line number Diff line change
Expand Up @@ -27,9 +27,8 @@
#include <SDL3/SDL.h>
#else
#include <SDL.h>
#endif

#include "SDL_syswm.h"
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#endif

#include "pygame.h"

Expand Down
10 changes: 10 additions & 0 deletions src_c/scrap_win.c
Original file line number Diff line number Diff line change
Expand Up @@ -158,6 +158,15 @@ _create_dib_buffer(char *data, size_t *count)
int
pygame_scrap_init(void)
{
#if SDL_VERSION_ATLEAST(3, 0, 0)
int retval = 0;
window_handle = (HWND)SDL_GetPointerProperty(
SDL_GetWindowProperties(pg_GetDefaultWindow()),
SDL_PROP_WINDOW_WIN32_HWND_POINTER, NULL);
if (window_handle) {
retval = 1;
}
#else
SDL_SysWMinfo info;
int retval = 0;

Expand All @@ -170,6 +179,7 @@ pygame_scrap_init(void)
window_handle = info.info.win.window;
retval = 1;
}
#endif

if (retval)
_scrapinitialized = 1;
Expand Down
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