Add proper Gamepad support (WIP)
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@@ -8,6 +8,7 @@ struct HidGlfw::Impl {
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GLFWwindow* Win;
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int PrevState;
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std::unordered_map<int, int> PrevStates;
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std::unordered_map<int, int> GPPrevStates;
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GLFWcharfun OldTextCB;
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std::string* Text;
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bool InTextMode = false;
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@@ -16,15 +17,51 @@ struct HidGlfw::Impl {
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HidGlfw::HidGlfw(GLFWwindow* win) : HidDriver("HidGlfw") {
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impl = new Impl;
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impl->Win = win;
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pFlags |= PDHidBackendFlags_HasMouse;
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pFlags |= PDHidBackendFlags_HasKeyboard;
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pGamepad[GLFW_MOUSE_BUTTON_LEFT] = HidInternal::Touch;
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if (glfwJoystickPresent(GLFW_JOYSTICK_1)) {
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pFlags |= PDHidBackendFlags_HasGamepad;
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}
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pGamepad[GLFW_GAMEPAD_BUTTON_A] = HidInternal::Gamepad::A;
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pGamepad[GLFW_GAMEPAD_BUTTON_B] = HidInternal::Gamepad::B;
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pGamepad[GLFW_GAMEPAD_BUTTON_X] = HidInternal::Gamepad::X;
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pGamepad[GLFW_GAMEPAD_BUTTON_Y] = HidInternal::Gamepad::Y;
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pGamepad[GLFW_GAMEPAD_BUTTON_START] = HidInternal::Gamepad::Start;
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pGamepad[GLFW_GAMEPAD_BUTTON_BACK] = HidInternal::Gamepad::Select;
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pGamepad[GLFW_GAMEPAD_BUTTON_DPAD_LEFT] = HidInternal::Gamepad::DLeft;
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pGamepad[GLFW_GAMEPAD_BUTTON_DPAD_RIGHT] = HidInternal::Gamepad::DRight;
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pGamepad[GLFW_GAMEPAD_BUTTON_DPAD_UP] = HidInternal::Gamepad::DUp;
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pGamepad[GLFW_GAMEPAD_BUTTON_DPAD_DOWN] = HidInternal::Gamepad::DDown;
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pGamepad[GLFW_GAMEPAD_BUTTON_LEFT_BUMPER] = HidInternal::Gamepad::L;
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pGamepad[GLFW_GAMEPAD_BUTTON_RIGHT_BUMPER] = HidInternal::Gamepad::R;
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pGamepad[GLFW_GAMEPAD_BUTTON_LEFT_THUMB] = HidInternal::Gamepad::LStick;
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pGamepad[GLFW_GAMEPAD_BUTTON_RIGHT_THUMB] = HidInternal::Gamepad::RStick;
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for (int i = 0; i <= GLFW_GAMEPAD_BUTTON_LAST; i++) {
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impl->GPPrevStates[i] = 0;
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}
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}
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HidGlfw::~HidGlfw() {}
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void HidGlfw::Update() {
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HidDriver::Update(); // clear stats
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GLFWgamepadstate gpstate;
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int gps = glfwGetGamepadState(GLFW_JOYSTICK_1, &gpstate);
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if (gps == GLFW_TRUE) {
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for (int i = 0; i <= GLFW_GAMEPAD_BUTTON_LAST; i++) {
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if (gpstate.buttons[i] == GLFW_PRESS) {
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if (impl->PrevStates[i] == GLFW_RELEASE) {
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pGamepadEvents[0][Event::Down] |= pGamepad[i];
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}
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pGamepadEvents[0][Event::Held] |= pGamepad[i];
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} else if (gpstate.buttons[i] == GLFW_RELEASE &&
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impl->GPPrevStates[i] == GLFW_PRESS) {
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pGamepadEvents[0][Event::Up] |= pGamepad[i];
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}
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impl->GPPrevStates[i] = gpstate.buttons[i];
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}
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}
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int state = glfwGetMouseButton(impl->Win, GLFW_MOUSE_BUTTON_LEFT);
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if (state == GLFW_PRESS) {
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if (impl->PrevState == GLFW_RELEASE) {
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@@ -98,6 +98,8 @@ enum Gamepad : GamepadKey {
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ZL = 1 << 20, ///< ZL
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ZR = 1 << 21, ///< ZR
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Touch = 1 << 22, ///< Touch
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LStick = 1 << 23, ///< Left Stick
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RStick = 1 << 24, ///< Right Stick
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Up = DUp | CPUp, ///< DPad or CPad Up
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Down = DDown | CPDown, ///< DPad or CPad Down
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Left = DLeft | CPLeft, ///< DPad or CPad Left
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@@ -25,6 +25,65 @@ const char* ResourcePath(const char* in) {
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#endif
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}
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std::string Key2String(PD::Hid::Gamepad gp) {
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std::string res;
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if (gp & PD::Hid::Gamepad::A) {
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res += "A";
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}
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if (gp & PD::Hid::Gamepad::B) {
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res += "B";
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}
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if (gp & PD::Hid::Gamepad::X) {
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res += "X";
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}
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if (gp & PD::Hid::Gamepad::Y) {
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res += "Y";
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}
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if (gp & PD::Hid::Gamepad::Start) {
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res += "Start";
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}
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if (gp & PD::Hid::Gamepad::Select) {
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res += "Select";
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}
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if (gp & PD::Hid::Gamepad::DDown) {
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res += "DDown";
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}
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if (gp & PD::Hid::Gamepad::DUp) {
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res += "DUp";
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}
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if (gp & PD::Hid::Gamepad::DLeft) {
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res += "DLeft";
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}
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if (gp & PD::Hid::Gamepad::DRight) {
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res += "DRight";
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}
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if (gp & PD::Hid::Gamepad::L) {
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res += "L";
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}
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if (gp & PD::Hid::Gamepad::R) {
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res += "R";
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}
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if (gp & PD::Hid::Gamepad::ZL) {
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res += "ZL";
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}
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if (gp & PD::Hid::Gamepad::ZR) {
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res += "ZR";
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}
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return res;
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}
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std::string ComboGpOut(PD::Hid::Gamepad gp) {
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std::string res = Key2String(gp);
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if (PD::Hid::IsEvent(PD::Hid::Event::Down, gp)) {
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res += ": 1";
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} else if (PD::Hid::IsEvent(PD::Hid::Event::Held, gp)) {
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res += ": 2";
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} else if (PD::Hid::IsEvent(PD::Hid::Event::Up, gp)) {
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res += ": 3";
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}
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return res;
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}
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class MainMenu : public PD::Ultra::Layout {
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public:
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MainMenu(PD::Li::Font& font) {
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@@ -32,8 +91,7 @@ class MainMenu : public PD::Ultra::Layout {
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SetBaseViewport(PD::ivec2(1280, 720));
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pBackground.SetSize(800, 450);
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pBackground.SetColor("#ffffffff");
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pBackground.SetAlignment(UltraAlignment_CenterHorizontal |
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UltraAlignment_CenterVertical);
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pBackground.SetAlignment(UltraAlignment_Center);
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Push(pBackground);
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pText.SetColor("#ffffff");
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pText.SetText("MousePos: ");
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@@ -108,6 +166,27 @@ int main(int argc, char** argv) {
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pOs->ClearViewPort();
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PD::Li::ResetPools(); // Move to other place (or refactor this)
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app.Update(pOs->GetViewport(), pList);
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pList.DrawText(
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PD::fvec2(5, 37),
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std::format(
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"Input:\n Driver: {}\n Gamepad: {}\n {}\n {}\n "
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"{}\n {}\n {}\n {}\n {}\n {}\n {}\n {}\n "
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"{}\n {}\n "
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"{}\n {}\n",
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PD::Hid::GetDriverName(),
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bool(PD::Hid::GetFlags() & PDHidBackendFlags_HasGamepad),
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ComboGpOut(PD::Hid::Gamepad::Start),
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ComboGpOut(PD::Hid::Gamepad::Select),
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ComboGpOut(PD::Hid::Gamepad::A), ComboGpOut(PD::Hid::Gamepad::B),
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ComboGpOut(PD::Hid::Gamepad::X), ComboGpOut(PD::Hid::Gamepad::Y),
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ComboGpOut(PD::Hid::Gamepad::DDown),
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ComboGpOut(PD::Hid::Gamepad::DUp),
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ComboGpOut(PD::Hid::Gamepad::DLeft),
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ComboGpOut(PD::Hid::Gamepad::DRight),
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ComboGpOut(PD::Hid::Gamepad::L), ComboGpOut(PD::Hid::Gamepad::R),
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ComboGpOut(PD::Hid::Gamepad::ZL), ComboGpOut(PD::Hid::Gamepad::ZR))
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.c_str(),
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"#ffffff");
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PD::Gfx::Reset();
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PD::Gfx::Draw(pList);
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pList.Clear();
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