First pass on character select device select

Ultra mega hacked in, by saving all "discarded" joysticks to an array so they don't get totally closed & we can still poll them. Events now properly send the device number instead of the player number, which means we can store all controllers pressing buttons, and thus, can detect when ANY controller is pressing anything, and THUS we can make the character select work like we wanted to :V

Did not bother fixing any of the bugs, however. First of all, the opening menus do not properly fallback to default controls. Yet again, we may need a more robust system -- storing all keys from gamekeydown separately? Additionally it seems like when I input gamepad it makes me use keyboard anyway, so I think something fishy is up.

(G: finally, a commit that mostly survived... deviceResponding is useless
    for us right now but might as well keep it. maybe easier assignment on
    the multiplayer setup menu in the future?)
This commit is contained in:
Sally Coolatta 2021-12-06 17:43:52 -05:00 committed by GenericHeroGuy
parent d286ff3bdf
commit 0a98ca63ab
10 changed files with 118 additions and 67 deletions

View file

@ -1941,6 +1941,8 @@ static boolean CL_ServerConnectionTicker(const char *tmpsave, tic_t *oldtic, tic
renderdeltatics = FRACUNIT;
rendertimefrac = FRACUNIT;
memset(deviceResponding, false, sizeof (deviceResponding));
if (cl_mode == CL_CONFIRMCONNECT)
{
D_ProcessEvents(); //needed for menu system to receive inputs

View file

@ -187,6 +187,7 @@ void D_ProcessEvents(void)
boolean eaten;
memset(deviceResponding, false, sizeof (deviceResponding));
for (; eventtail != eventhead; eventtail = (eventtail+1) & (MAXEVENTS-1))
{
ev = &events[eventtail];
@ -1047,6 +1048,7 @@ void D_StartTitle(void)
// clear cmd building stuff
memset(gamekeydown, 0, sizeof(gamekeydown));
memset(deviceResponding, false, sizeof (deviceResponding));
F_StartTitleScreen();

View file

@ -244,7 +244,7 @@ static CV_PossibleValue_t joyport_cons_t[] = {{1, "/dev/js0"}, {2, "/dev/js1"},
{4, "/dev/js3"}, {0, NULL}};
#else
// accept whatever value - it is in fact the joystick device number
#define usejoystick_cons_t NULL
static CV_PossibleValue_t usejoystick_cons_t[] = {{-1, "MIN"}, {MAXGAMEPADS, "MAX"}, {0, NULL}};
#endif
static CV_PossibleValue_t teamscramble_cons_t[] = {{0, "Off"}, {1, "Random"}, {2, "Points"}, {0, NULL}};
@ -329,10 +329,10 @@ consvar_t cv_usemouse = CVAR_INIT ("use_mouse", "Off", CV_SAVE|CV_CALL,usemouse_
consvar_t cv_laglesscam = CVAR_INIT ("laglesscamera", "Off", CV_SAVE,CV_OnOff, NULL);
consvar_t cv_usejoystick[MAXSPLITSCREENPLAYERS] = {
CVAR_INIT ("use_gamepad", "1", CV_SAVE|CV_CALL, usejoystick_cons_t, I_InitJoystick1),
CVAR_INIT ("use_gamepad2", "2", CV_SAVE|CV_CALL, usejoystick_cons_t, I_InitJoystick2),
CVAR_INIT ("use_joystick3", "3", CV_SAVE|CV_CALL, usejoystick_cons_t, I_InitJoystick3),
CVAR_INIT ("use_joystick4", "4", CV_SAVE|CV_CALL, usejoystick_cons_t, I_InitJoystick4)
CVAR_INIT ("use_device", "1", CV_SAVE|CV_CALL, usejoystick_cons_t, I_InitJoystick1),
CVAR_INIT ("use_device2", "2", CV_SAVE|CV_CALL, usejoystick_cons_t, I_InitJoystick2),
CVAR_INIT ("use_device3", "3", CV_SAVE|CV_CALL, usejoystick_cons_t, I_InitJoystick3),
CVAR_INIT ("use_device4", "4", CV_SAVE|CV_CALL, usejoystick_cons_t, I_InitJoystick4)
};
#if (defined (LJOYSTICK) || defined (HAVE_SDL))

View file

@ -202,6 +202,7 @@ extern char logfilename[1024];
#define PLAYERSMASK (MAXPLAYERS-1)
#define MAXPLAYERNAME 21
#define MAXSPLITSCREENPLAYERS 4 // Max number of players on a single computer
#define MAXGAMEPADS (MAXSPLITSCREENPLAYERS * 2) // Number of gamepads we'll be allowing
#define MAXSKINS UINT8_MAX
#define MAXFOLLOWERS UINT16_MAX

View file

@ -1369,6 +1369,7 @@ void G_DoLoadLevel(boolean resetplayer)
// clear cmd building stuff
memset(gamekeydown, 0, sizeof (gamekeydown));
memset(deviceResponding, false, sizeof (deviceResponding));
// clear hud messages remains (usually from game startup)
CON_ClearHUD();

View file

@ -37,6 +37,7 @@ consvar_t cv_turnsmooth = CVAR_INIT ("turnsmoothing", "Slow", CV_SAVE, turnsmoot
// current state of the keys
// JOYAXISRANGE for fully pressed, 0 for not pressed
INT32 gamekeydown[MAXSPLITSCREENPLAYERS][NUMINPUTS];
boolean deviceResponding[MAXDEVICES];
// two key codes (or virtual key) per game control
INT32 gamecontrol[MAXSPLITSCREENPLAYERS][num_gamecontrols][MAXINPUTMAPPING];
@ -75,13 +76,44 @@ const INT32 gcl_full[num_gcl_full] = {
void G_MapEventsToControls(event_t *ev)
{
INT32 i;
INT32 devicePlayer = INT32_MAX;
for (i = 0; i < MAXSPLITSCREENPLAYERS; i++)
{
if (ev->device == cv_usejoystick[i].value)
{
devicePlayer = i;
break;
}
}
if (ev->device >= 0 && ev->device <= MAXGAMEPADS)
{
switch (ev->type)
{
case ev_keydown:
//case ev_keyup:
//case ev_mouse:
//case ev_joystick:
deviceResponding[ev->device] = true;
break;
default:
break;
}
}
if (devicePlayer == INT32_MAX)
{
return;
}
switch (ev->type)
{
case ev_keydown:
if (ev->data1 < NUMINPUTS)
{
gamekeydown[ev->device][ev->data1] = JOYAXISRANGE;
gamekeydown[devicePlayer][ev->data1] = JOYAXISRANGE;
}
#ifdef PARANOIA
else
@ -94,7 +126,7 @@ void G_MapEventsToControls(event_t *ev)
case ev_keyup:
if (ev->data1 < NUMINPUTS)
{
gamekeydown[ev->device][ev->data1] = 0;
gamekeydown[devicePlayer][ev->data1] = 0;
}
#ifdef PARANOIA
else
@ -114,28 +146,28 @@ void G_MapEventsToControls(event_t *ev)
if (ev->data2 < 0)
{
// Left
gamekeydown[ev->device][KEY_MOUSEMOVE + 2] = abs(ev->data2);
gamekeydown[ev->device][KEY_MOUSEMOVE + 3] = 0;
gamekeydown[devicePlayer][KEY_MOUSEMOVE + 2] = abs(ev->data2);
gamekeydown[devicePlayer][KEY_MOUSEMOVE + 3] = 0;
}
else
{
// Right
gamekeydown[ev->device][KEY_MOUSEMOVE + 2] = 0;
gamekeydown[ev->device][KEY_MOUSEMOVE + 3] = abs(ev->data2);
gamekeydown[devicePlayer][KEY_MOUSEMOVE + 2] = 0;
gamekeydown[devicePlayer][KEY_MOUSEMOVE + 3] = abs(ev->data2);
}
// Y axis
if (ev->data3 < 0)
{
// Up
gamekeydown[ev->device][KEY_MOUSEMOVE] = abs(ev->data3);
gamekeydown[ev->device][KEY_MOUSEMOVE + 1] = 0;
gamekeydown[devicePlayer][KEY_MOUSEMOVE] = abs(ev->data3);
gamekeydown[devicePlayer][KEY_MOUSEMOVE + 1] = 0;
}
else
{
// Down
gamekeydown[ev->device][KEY_MOUSEMOVE] = 0;
gamekeydown[ev->device][KEY_MOUSEMOVE + 1] = abs(ev->data3);
gamekeydown[devicePlayer][KEY_MOUSEMOVE] = 0;
gamekeydown[devicePlayer][KEY_MOUSEMOVE + 1] = abs(ev->data3);
}
break;
@ -164,14 +196,14 @@ void G_MapEventsToControls(event_t *ev)
if (ev->data2 < 0)
{
// Left
gamekeydown[ev->device][KEY_AXIS1 + i] = abs(ev->data2);
gamekeydown[ev->device][KEY_AXIS1 + i + 1] = 0;
gamekeydown[devicePlayer][KEY_AXIS1 + i] = abs(ev->data2);
gamekeydown[devicePlayer][KEY_AXIS1 + i + 1] = 0;
}
else
{
// Right
gamekeydown[ev->device][KEY_AXIS1 + i] = 0;
gamekeydown[ev->device][KEY_AXIS1 + i + 1] = abs(ev->data2);
gamekeydown[devicePlayer][KEY_AXIS1 + i] = 0;
gamekeydown[devicePlayer][KEY_AXIS1 + i + 1] = abs(ev->data2);
}
break;

View file

@ -92,6 +92,9 @@ extern consvar_t cv_controlperkey, cv_turnsmooth;
// Or anything inbetween for analog values
extern INT32 gamekeydown[MAXSPLITSCREENPLAYERS][NUMINPUTS];
#define MAXDEVICES (MAXGAMEPADS + 1) // Gamepads + keyboard & mouse
extern boolean deviceResponding[MAXDEVICES];
// several key codes (or virtual key) per game control
extern INT32 gamecontrol[MAXSPLITSCREENPLAYERS][num_gamecontrols][MAXINPUTMAPPING];
extern INT32 gamecontroldefault[num_gamecontrols][MAXINPUTMAPPING]; // default control storage

View file

@ -203,6 +203,48 @@ static char returnWadPath[256];
static std::thread::id g_main_thread_id;
void I_StoreExJoystick(SDL_GameController *dev)
{
// ExJoystick is a massive hack to avoid needing to completely
// rewrite pretty much all of the controller support from scratch...
// Used in favor of most instances of SDL_GameControllerClose.
// If a joystick would've been discarded, then save it in an array,
// because we want it have it for the joystick input screen.
int index = 0;
if (dev == NULL)
{
// No joystick?
return;
}
index = SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(dev));
if (index >= MAXGAMEPADS || index < 0)
{
// Not enough space to save this joystick, completely discard.
SDL_GameControllerClose(dev);
return;
}
if (ExJoystick[index] == dev)
{
// No need to do anything else.
return;
}
if (ExJoystick[index] != NULL)
{
// Discard joystick in the old slot.
SDL_GameControllerClose(ExJoystick[index]);
}
// Keep for safe-keeping.
ExJoystick[index] = dev;
}
/** \brief The JoyReset function
\param JoySet Joystick info to reset
@ -213,7 +255,7 @@ static void JoyReset(SDLJoyInfo_t *JoySet)
{
if (JoySet->dev)
{
SDL_GameControllerClose(JoySet->dev);
I_StoreExJoystick(JoySet->dev);
}
JoySet->dev = NULL;
JoySet->oldjoy = -1;
@ -228,6 +270,7 @@ static INT32 joystick_started[MAXSPLITSCREENPLAYERS] = {0,0,0,0};
/** \brief SDL info about joystick 1
*/
SDLJoyInfo_t JoyInfo[MAXSPLITSCREENPLAYERS];
SDL_GameController *ExJoystick[MAXGAMEPADS];
SDL_bool consolevent = SDL_FALSE;
SDL_bool framebuffer = SDL_FALSE;
@ -1479,7 +1522,7 @@ void I_InitJoystick(UINT8 index)
if (i == MAXSPLITSCREENPLAYERS)
{
// Joystick didn't end up being used
SDL_GameControllerClose(newcontroller);
I_StoreExJoystick(newcontroller);
}
}

View file

@ -642,6 +642,7 @@ static void Impl_HandleWindowEvent(SDL_WindowEvent evt)
SDLforceUngrabMouse();
}
memset(gamekeydown, 0, sizeof(gamekeydown)); // TODO this is a scary memset
memset(deviceResponding, false, sizeof (deviceResponding));
if (MOUSE_MENU)
{
@ -655,7 +656,7 @@ static void Impl_HandleKeyboardEvent(SDL_KeyboardEvent evt, Uint32 type)
{
event_t event;
event.device = 0; // TODO: properly set a device
event.device = 0;
if (type == SDL_KEYUP)
{
@ -738,7 +739,7 @@ static void Impl_HandleMouseButtonEvent(SDL_MouseButtonEvent evt, Uint32 type)
/// \todo inputEvent.button.which
if (USE_MOUSEINPUT)
{
event.device = 0; // TODO: properly set a device
event.device = 0;
if (type == SDL_MOUSEBUTTONUP)
{
@ -772,7 +773,7 @@ static void Impl_HandleMouseWheelEvent(SDL_MouseWheelEvent evt)
SDL_memset(&event, 0, sizeof(event_t));
event.device = 0; // TODO: properly set a device
event.device = 0;
if (evt.y > 0)
{
@ -798,23 +799,12 @@ static void Impl_HandleMouseWheelEvent(SDL_MouseWheelEvent evt)
static void Impl_HandleControllerAxisEvent(SDL_ControllerAxisEvent evt)
{
event_t event;
SDL_JoystickID joyid[MAXSPLITSCREENPLAYERS];
UINT8 i;
event.device = INT32_MAX;
event.data1 = event.data2 = event.data3 = INT32_MAX;
event.type = ev_joystick;
// Determine the Joystick IDs for each current open joystick
for (i = 0; i < MAXSPLITSCREENPLAYERS; i++)
{
joyid[i] = SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(JoyInfo[i].dev));
event.data1 = event.data2 = event.data3 = INT32_MAX;
if (evt.which == joyid[i])
{
event.device = i;
}
}
event.device = 1 + evt.which;
if (event.device == INT32_MAX)
{
@ -857,20 +847,8 @@ static void Impl_HandleJoystickHatEvent(SDL_JoyHatEvent evt)
{
event_t event;
SDL_JoystickID joyid[MAXSPLITSCREENPLAYERS];
UINT8 i;
event.device = INT32_MAX;
// Determine the Joystick IDs for each current open joystick
for (i = 0; i < MAXSPLITSCREENPLAYERS; i++)
{
joyid[i] = SDL_JoystickInstanceID(JoyInfo[i].dev);
if (evt.which == joyid[i])
{
event.device = i;
}
}
event.device = 1 + evt.which;
if (event.device == INT32_MAX)
{
@ -891,23 +869,11 @@ static void Impl_HandleJoystickHatEvent(SDL_JoyHatEvent evt)
static void Impl_HandleControllerButtonEvent(SDL_ControllerButtonEvent evt, Uint32 type)
{
event_t event;
SDL_JoystickID joyid[MAXSPLITSCREENPLAYERS];
UINT8 i;
event.device = INT32_MAX;
event.device = 1 + evt.which;
event.data1 = event.data2 = event.data3 = INT32_MAX;
// Determine the Joystick IDs for each current open joystick
for (i = 0; i < MAXSPLITSCREENPLAYERS; i++)
{
joyid[i] = SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(JoyInfo[i].dev));
if (evt.which == joyid[i])
{
event.device = i;
}
}
if (evt.button == SDL_CONTROLLER_BUTTON_DPAD_UP
|| evt.button == SDL_CONTROLLER_BUTTON_DPAD_DOWN
|| evt.button == SDL_CONTROLLER_BUTTON_DPAD_LEFT
@ -952,8 +918,6 @@ static void Impl_HandleControllerButtonEvent(SDL_ControllerButtonEvent evt, Uint
}
}
void I_GetEvent(void)
{
SDL_Event evt;
@ -1093,7 +1057,7 @@ void I_GetEvent(void)
}
if (i == MAXSPLITSCREENPLAYERS)
SDL_GameControllerClose(newcontroller);
I_StoreExJoystick(newcontroller);
}
break;

View file

@ -65,6 +65,9 @@ typedef struct SDLJoyInfo_s
/** \brief SDL info about controllers
*/
extern SDLJoyInfo_t JoyInfo[MAXSPLITSCREENPLAYERS];
extern SDL_GameController *ExJoystick[MAXGAMEPADS];
void I_StoreExJoystick(SDL_GameController *dev);
/** \brief joystick axis deadzone
*/