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//
// Copyright(C) 2005-2014 Simon Howard
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// as published by the Free Software Foundation; either version 2
// of the License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "SDL_joystick.h"
#include "SDL_gamecontroller.h"
#include "doomkeys.h"
#include "joystick.h"
#include "i_joystick.h"
#include "i_system.h"
#include "m_controls.h"
#include "m_misc.h"
#include "txt_joybinput.h"
#include "txt_gui.h"
#include "txt_io.h"
#include "txt_label.h"
#include "txt_sdl.h"
#include "txt_utf8.h"
#include "txt_window.h"
#define JOYSTICK_INPUT_WIDTH 10
// Joystick button variables.
// The ordering of this array is important. We will always try to map
// each variable to the virtual button with the same array index. For
// example: joybfire should always be 0, and then we change
// joystick_physical_buttons[0] to point to the physical joystick
// button that the user wants to use for firing. We do this so that
// the menus work (the game code is hard coded to interpret
// button #0 = select menu item, button #1 = go back to previous menu).
static int *all_joystick_buttons[NUM_VIRTUAL_BUTTONS] =
{
&joybfire,
&joybuse,
&joybstrafe,
&joybspeed,
&joybstrafeleft,
&joybstraferight,
&joybprevweapon,
&joybnextweapon,
&joybjump,
&joybmenu,
&joybautomap,
&joybuseartifact,
&joybinvleft,
&joybinvright,
&joybflyup,
&joybflydown,
&joybflycenter,
};
// For indirection so that we're not dependent on item ordering in the
// SDL_GameControllerButton enum.
static const int gamepad_buttons[GAMEPAD_BUTTON_MAX] =
{
SDL_CONTROLLER_BUTTON_A,
SDL_CONTROLLER_BUTTON_B,
SDL_CONTROLLER_BUTTON_X,
SDL_CONTROLLER_BUTTON_Y,
SDL_CONTROLLER_BUTTON_BACK,
SDL_CONTROLLER_BUTTON_GUIDE,
SDL_CONTROLLER_BUTTON_START,
SDL_CONTROLLER_BUTTON_LEFTSTICK,
SDL_CONTROLLER_BUTTON_RIGHTSTICK,
SDL_CONTROLLER_BUTTON_LEFTSHOULDER,
SDL_CONTROLLER_BUTTON_RIGHTSHOULDER,
SDL_CONTROLLER_BUTTON_DPAD_UP,
SDL_CONTROLLER_BUTTON_DPAD_DOWN,
SDL_CONTROLLER_BUTTON_DPAD_LEFT,
SDL_CONTROLLER_BUTTON_DPAD_RIGHT,
SDL_CONTROLLER_BUTTON_MISC1,
SDL_CONTROLLER_BUTTON_PADDLE1,
SDL_CONTROLLER_BUTTON_PADDLE2,
SDL_CONTROLLER_BUTTON_PADDLE3,
SDL_CONTROLLER_BUTTON_PADDLE4,
SDL_CONTROLLER_BUTTON_TOUCHPAD,
GAMEPAD_BUTTON_TRIGGERLEFT,
GAMEPAD_BUTTON_TRIGGERRIGHT,
};
// Items in the following button lists are ordered according to gamepad_buttons
// above.
static const char *xbox360_buttons[GAMEPAD_BUTTON_MAX] =
{
"A",
"B",
"X",
"Y",
"BACK",
"GUIDE",
"START",
"LSB",
"RSB",
"LB",
"RB",
"DPAD U",
"DPAD D",
"DPAD L",
"DPAD R",
"",
"",
"",
"",
"",
"",
"LT",
"RT",
};
static const char *xboxone_buttons[GAMEPAD_BUTTON_MAX] =
{
"A",
"B",
"X",
"Y",
"VIEW",
"XBOX",
"MENU",
"LSB",
"RSB",
"LB",
"RB",
"DPAD U",
"DPAD D",
"DPAD L",
"DPAD R",
"PROFILE",
"P1",
"P2",
"P3",
"P4",
"",
"LT",
"RT",
};
static const char *ps3_buttons[GAMEPAD_BUTTON_MAX] =
{
"X",
"CIRCLE",
"SQUARE",
"TRIANGLE",
"SELECT",
"PS",
"START",
"L3",
"R3",
"L1",
"R1",
"DPAD U",
"DPAD D",
"DPAD L",
"DPAD R",
"",
"",
"",
"",
"",
"",
"L2",
"R2",
};
static const char *ps4_buttons[GAMEPAD_BUTTON_MAX] =
{
"X",
"CIRCLE",
"SQUARE",
"TRIANGLE",
"SHARE",
"PS",
"OPTIONS",
"L3",
"R3",
"L1",
"R1",
"DPAD U",
"DPAD D",
"DPAD L",
"DPAD R",
"",
"",
"",
"",
"",
"TOUCH",
"L2",
"R2",
};
static const char *ps5_buttons[GAMEPAD_BUTTON_MAX] =
{
"X",
"CIRCLE",
"SQUARE",
"TRIANGLE",
"SHARE",
"PS",
"OPTIONS",
"L3",
"R3",
"L1",
"R1",
"DPAD U",
"DPAD D",
"DPAD L",
"DPAD R",
"MUTE",
"",
"",
"",
"",
"TOUCH",
"L2",
"R2",
};
static const char *switchpro_buttons[GAMEPAD_BUTTON_MAX] =
{
"B",
"A",
"Y",
"X",
"MINUS",
"HOME",
"PLUS",
"LSB",
"RSB",
"L",
"R",
"DPAD U",
"DPAD D",
"DPAD L",
"DPAD R",
"CAPTURE",
"",
"",
"",
"",
"",
"ZL",
"ZR",
};
static int PhysicalForVirtualButton(int vbutton)
{
if (vbutton < NUM_VIRTUAL_BUTTONS)
{
return joystick_physical_buttons[vbutton];
}
else
{
return vbutton;
}
}
// Get the virtual button number for the given variable, ie. the
// variable's index in all_joystick_buttons[NUM_VIRTUAL_BUTTONS].
static int VirtualButtonForVariable(int *variable)
{
int i;
for (i = 0; i < arrlen(all_joystick_buttons); ++i)
{
if (variable == all_joystick_buttons[i])
{
return i;
}
}
I_Error("Couldn't find virtual button");
return -1;
}
// Rearrange joystick button configuration to be in "canonical" form:
// each joyb* variable should have a value equal to its index in
// all_joystick_buttons[NUM_VIRTUAL_BUTTONS] above.
static void CanonicalizeButtons(void)
{
int new_mapping[NUM_VIRTUAL_BUTTONS];
int vbutton;
int i;
for (i = 0; i < arrlen(all_joystick_buttons); ++i)
{
vbutton = *all_joystick_buttons[i];
// Don't remap the speed key if it's bound to "always run".
// Also preserve "unbound" variables.
if ((all_joystick_buttons[i] == &joybspeed &&
vbutton >= MAX_VIRTUAL_BUTTONS) ||
vbutton < 0)
{
new_mapping[i] = i;
}
else
{
new_mapping[i] = PhysicalForVirtualButton(vbutton);
*all_joystick_buttons[i] = i;
}
}
for (i = 0; i < NUM_VIRTUAL_BUTTONS; ++i)
{
joystick_physical_buttons[i] = new_mapping[i];
}
}
// Check all existing buttons and clear any using the specified physical
// button.
static void ClearVariablesUsingButton(int physbutton)
{
int vbutton;
int i;
for (i = 0; i < arrlen(all_joystick_buttons); ++i)
{
vbutton = *all_joystick_buttons[i];
if (vbutton >= 0 && physbutton == PhysicalForVirtualButton(vbutton))
{
*all_joystick_buttons[i] = -1;
}
}
}
// Called in response to SDL events when the prompt window is open:
static int EventCallback(SDL_Event *event, TXT_UNCAST_ARG(joystick_input))
{
TXT_CAST_ARG(txt_joystick_input_t, joystick_input);
// Got the joystick button press?
if (event->type == SDL_JOYBUTTONDOWN)
{
int vbutton, physbutton;
// Before changing anything, remap button configuration into
// canonical form, to avoid conflicts.
CanonicalizeButtons();
vbutton = VirtualButtonForVariable(joystick_input->variable);
physbutton = event->jbutton.button;
if (joystick_input->check_conflicts)
{
ClearVariablesUsingButton(physbutton);
}
// Set mapping.
*joystick_input->variable = vbutton;
joystick_physical_buttons[vbutton] = physbutton;
TXT_CloseWindow(joystick_input->prompt_window);
return 1;
}
return 0;
}
static int EventCallbackGamepad(SDL_Event *event,
TXT_UNCAST_ARG(joystick_input))
{
TXT_CAST_ARG(txt_joystick_input_t, joystick_input);
// Got the joystick button press?
if (event->type == SDL_CONTROLLERBUTTONDOWN ||
event->type == SDL_CONTROLLERAXISMOTION)
{
int vbutton, physbutton, axis;
// Before changing anything, remap button configuration into
// canonical form, to avoid conflicts.
CanonicalizeButtons();
vbutton = VirtualButtonForVariable(joystick_input->variable);
axis = event->caxis.axis;
if (event->type == SDL_CONTROLLERAXISMOTION &&
(axis == SDL_CONTROLLER_AXIS_TRIGGERLEFT ||
axis == SDL_CONTROLLER_AXIS_TRIGGERRIGHT) &&
event->caxis.value > TRIGGER_THRESHOLD)
{
if (axis == SDL_CONTROLLER_AXIS_TRIGGERLEFT)
{
physbutton = GAMEPAD_BUTTON_TRIGGERLEFT;
}
else
{
physbutton = GAMEPAD_BUTTON_TRIGGERRIGHT;
}
}
else if (event->type == SDL_CONTROLLERBUTTONDOWN)
{
physbutton = event->cbutton.button;
}
else
{
return 0;
}
if (joystick_input->check_conflicts)
{
ClearVariablesUsingButton(physbutton);
}
// Set mapping.
*joystick_input->variable = vbutton;
joystick_physical_buttons[vbutton] = physbutton;
TXT_CloseWindow(joystick_input->prompt_window);
return 1;
}
return 0;
}
// When the prompt window is closed, disable the event callback function;
// we are no longer interested in receiving notification of events.
static void PromptWindowClosed(TXT_UNCAST_ARG(widget), TXT_UNCAST_ARG(joystick))
{
TXT_CAST_ARG(SDL_Joystick, joystick);
SDL_JoystickClose(joystick);
TXT_SDL_SetEventCallback(NULL, NULL);
SDL_JoystickEventState(SDL_DISABLE);
SDL_QuitSubSystem(SDL_INIT_JOYSTICK);
}
static void PromptWindowClosedGamepad(TXT_UNCAST_ARG(widget),
TXT_UNCAST_ARG(joystick))
{
TXT_CAST_ARG(SDL_GameController, joystick);
SDL_GameControllerClose(joystick);
TXT_SDL_SetEventCallback(NULL, NULL);
SDL_JoystickEventState(SDL_DISABLE);
SDL_GameControllerEventState(SDL_DISABLE);
SDL_QuitSubSystem(SDL_INIT_GAMECONTROLLER);
}
static void OpenErrorWindow(void)
{
TXT_MessageBox(NULL, "Please configure a controller first!");
}
static void OpenPromptWindow(txt_joystick_input_t *joystick_input)
{
txt_window_t *window;
SDL_Joystick *joystick;
// Silently update when the shift button is held down.
joystick_input->check_conflicts = !TXT_GetModifierState(TXT_MOD_SHIFT);
if (SDL_InitSubSystem(SDL_INIT_JOYSTICK) < 0)
{
return;
}
// Check the current joystick is valid
joystick = SDL_JoystickOpen(joystick_index);
if (joystick == NULL)
{
OpenErrorWindow();
return;
}
// Open the prompt window
window = TXT_MessageBox(NULL, "Press the new button on the controller...");
TXT_SDL_SetEventCallback(EventCallback, joystick_input);
TXT_SignalConnect(window, "closed", PromptWindowClosed, joystick);
joystick_input->prompt_window = window;
SDL_JoystickEventState(SDL_ENABLE);
}
static void OpenPromptWindowGamepad(txt_joystick_input_t *joystick_input)
{
txt_window_t *window;
SDL_GameController *gamepad;
// Silently update when the shift button is held down.
joystick_input->check_conflicts = !TXT_GetModifierState(TXT_MOD_SHIFT);
if (SDL_InitSubSystem(SDL_INIT_GAMECONTROLLER) < 0)
{
return;
}
// Check the current joystick is valid
gamepad = SDL_GameControllerOpen(joystick_index);
if (gamepad == NULL)
{
OpenErrorWindow();
return;
}
// Open the prompt window
window = TXT_MessageBox(NULL, "Press the new button on the controller...");
TXT_SDL_SetEventCallback(EventCallbackGamepad, joystick_input);
TXT_SignalConnect(window, "closed", PromptWindowClosedGamepad, gamepad);
joystick_input->prompt_window = window;
// GameController events do not fire if Joystick events are disabled.
SDL_JoystickEventState(SDL_ENABLE);
SDL_GameControllerEventState(SDL_ENABLE);
}
static void TXT_JoystickInputSizeCalc(TXT_UNCAST_ARG(joystick_input))
{
TXT_CAST_ARG(txt_joystick_input_t, joystick_input);
// All joystickinputs are the same size.
joystick_input->widget.w = JOYSTICK_INPUT_WIDTH;
joystick_input->widget.h = 1;
}
static void GetJoystickButtonDescription(int vbutton, char *buf,
size_t buf_len)
{
M_snprintf(buf, buf_len, "BUTTON #%i",
PhysicalForVirtualButton(vbutton) + 1);
}
static void TXT_JoystickInputDrawer(TXT_UNCAST_ARG(joystick_input))
{
TXT_CAST_ARG(txt_joystick_input_t, joystick_input);
char buf[20];
int i;
if (*joystick_input->variable < 0)
{
M_StringCopy(buf, "(none)", sizeof(buf));
}
else
{
GetJoystickButtonDescription(*joystick_input->variable,
buf, sizeof(buf));
}
TXT_SetWidgetBG(joystick_input);
TXT_FGColor(TXT_COLOR_BRIGHT_WHITE);
TXT_DrawString(buf);
for (i = TXT_UTF8_Strlen(buf); i < JOYSTICK_INPUT_WIDTH; ++i)
{
TXT_DrawString(" ");
}
}
static int GetGamepadButtonIndex(int button)
{
int i;
for (i = 0; i < arrlen(gamepad_buttons); ++i)
{
if (button == gamepad_buttons[i])
{
return i;
}
}
return -1;
}
static void GetGamepadButtonDescription(int vbutton, char *buf, size_t buf_len)
{
int index;
index = GetGamepadButtonIndex(PhysicalForVirtualButton(vbutton));
if (index < 0)
{
M_StringCopy(buf, "(unknown)", buf_len);
return;
}
switch (gamepad_type)
{
case SDL_CONTROLLER_TYPE_XBOX360:
M_snprintf(buf, buf_len, "%s", xbox360_buttons[index]);
break;
case SDL_CONTROLLER_TYPE_XBOXONE:
M_snprintf(buf, buf_len, "%s", xboxone_buttons[index]);
break;
case SDL_CONTROLLER_TYPE_PS3:
M_snprintf(buf, buf_len, "%s", ps3_buttons[index]);
break;
case SDL_CONTROLLER_TYPE_PS4:
M_snprintf(buf, buf_len, "%s", ps4_buttons[index]);
break;
case SDL_CONTROLLER_TYPE_PS5:
M_snprintf(buf, buf_len, "%s", ps5_buttons[index]);
break;
case SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_PRO:
M_snprintf(buf, buf_len, "%s", switchpro_buttons[index]);
break;
default:
M_snprintf(buf, buf_len, "BUTTON #%i",
PhysicalForVirtualButton(vbutton) + 1);
break;
}
}
static void TXT_GamepadInputDrawer(TXT_UNCAST_ARG(joystick_input))
{
TXT_CAST_ARG(txt_joystick_input_t, joystick_input);
char buf[20]; // Need to fit "BUTTON #XX"
int i;
if (*joystick_input->variable < 0)
{
M_StringCopy(buf, "(none)", sizeof(buf));
}
else
{
GetGamepadButtonDescription(*joystick_input->variable, buf,
sizeof(buf));
}
TXT_SetWidgetBG(joystick_input);
TXT_FGColor(TXT_COLOR_BRIGHT_WHITE);
TXT_DrawString(buf);
for (i = TXT_UTF8_Strlen(buf); i < JOYSTICK_INPUT_WIDTH; ++i)
{
TXT_DrawString(" ");
}
}
static void TXT_JoystickInputDestructor(TXT_UNCAST_ARG(joystick_input))
{
}
static int TXT_JoystickInputKeyPress(TXT_UNCAST_ARG(joystick_input), int key)
{
TXT_CAST_ARG(txt_joystick_input_t, joystick_input);
if (key == KEY_ENTER)
{
// Open a window to prompt for the new joystick press
OpenPromptWindow(joystick_input);
return 1;
}
if (key == KEY_BACKSPACE || key == KEY_DEL)
{
*joystick_input->variable = -1;
}
return 0;
}
static int TXT_GamepadInputKeyPress(TXT_UNCAST_ARG(joystick_input), int key)
{
TXT_CAST_ARG(txt_joystick_input_t, joystick_input);
if (key == KEY_ENTER)
{
// Open a window to prompt for the new joystick press
OpenPromptWindowGamepad(joystick_input);
return 1;
}
if (key == KEY_BACKSPACE || key == KEY_DEL)
{
*joystick_input->variable = -1;
}
return 0;
}
static void TXT_JoystickInputMousePress(TXT_UNCAST_ARG(widget),
int x, int y, int b)
{
TXT_CAST_ARG(txt_joystick_input_t, widget);
// Clicking is like pressing enter
if (b == TXT_MOUSE_LEFT)
{
TXT_JoystickInputKeyPress(widget, KEY_ENTER);
}
}
static void TXT_GamepadInputMousePress(TXT_UNCAST_ARG(widget), int x, int y,
int b)
{
TXT_CAST_ARG(txt_joystick_input_t, widget);
// Clicking is like pressing enter
if (b == TXT_MOUSE_LEFT)
{
TXT_GamepadInputKeyPress(widget, KEY_ENTER);
}
}
txt_widget_class_t txt_joystick_input_class =
{
TXT_AlwaysSelectable,
TXT_JoystickInputSizeCalc,
TXT_JoystickInputDrawer,
TXT_JoystickInputKeyPress,
TXT_JoystickInputDestructor,
TXT_JoystickInputMousePress,
NULL,
};
txt_widget_class_t txt_gamepad_input_class =
{
TXT_AlwaysSelectable,
TXT_JoystickInputSizeCalc,
TXT_GamepadInputDrawer,
TXT_GamepadInputKeyPress,
TXT_JoystickInputDestructor,
TXT_GamepadInputMousePress,
NULL,
};
txt_joystick_input_t *TXT_NewJoystickInput(int *variable)
{
txt_joystick_input_t *joystick_input;
joystick_input = malloc(sizeof(txt_joystick_input_t));
if (use_gamepad)
{
TXT_InitWidget(joystick_input, &txt_gamepad_input_class);
}
else
{
TXT_InitWidget(joystick_input, &txt_joystick_input_class);
}
joystick_input->variable = variable;
return joystick_input;
}