- [NEW] Soport per a joystick tipo Sinclair

This commit is contained in:
2025-08-15 22:58:53 +02:00
parent 0530c255c1
commit 864c6b929d
3 changed files with 182 additions and 0 deletions

156
gamepad.cpp Normal file
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@@ -0,0 +1,156 @@
#include "gamepad.h"
#include <SDL2/SDL.h>
#include "zx_ula.h"
#include <vector>
#define GAMEPAD_BUTTON_LEFT 0
#define GAMEPAD_BUTTON_RIGHT 1
#define GAMEPAD_BUTTON_UP 2
#define GAMEPAD_BUTTON_DOWN 3
#define GAMEPAD_BUTTON_FIRE 4
namespace gamepad
{
struct gamepad_t
{
SDL_GameController *gamepad;
int32_t index;
uint8_t type;
bool buttons[5] { false, false, false, false, false };
};
std::vector<gamepad_t> gamepads;
uint8_t getNextType()
{
uint8_t next_type = GAMEPAD_TYPE_SINCLAIR_1;
bool found = false;
while (!found)
{
found = true;
for (auto gamepad : gamepads)
{
if (gamepad.type == next_type)
{
found = false;
next_type++;
if (next_type > GAMEPAD_TYPE_FULLER) return GAMEPAD_TYPE_SINCLAIR_1;
break;
}
}
}
return next_type;
}
void add(int32_t index, uint8_t type)
{
if (SDL_IsGameController(index)) {
gamepad_t gamepad;
gamepad.gamepad = SDL_GameControllerOpen(index);
if (SDL_GameControllerGetAttached(gamepad.gamepad) == SDL_TRUE) SDL_GameControllerEventState(SDL_ENABLE);
gamepad.index = index;
gamepad.type = ( (type == GAMEPAD_TYPE_ANY) ? getNextType() : type );
gamepads.push_back(gamepad);
}
}
void remove(int32_t index)
{
SDL_GameController *game_controller = SDL_GameControllerFromInstanceID(index);
for (int i=0; i<gamepads.size(); ++i)
{
if (gamepads[i].gamepad == game_controller) gamepads.erase(gamepads.begin()+i);
}
SDL_GameControllerClose(game_controller);
}
void buttonDown(int32_t index, uint8_t button)
{
SDL_GameController *game_controller = SDL_GameControllerFromInstanceID(index);
for (auto gamepad : gamepads)
{
if (gamepad.gamepad == game_controller)
{
switch(button)
{
case SDL_CONTROLLER_BUTTON_DPAD_LEFT: gamepad.buttons[GAMEPAD_BUTTON_LEFT]=true; break;
case SDL_CONTROLLER_BUTTON_DPAD_RIGHT: gamepad.buttons[GAMEPAD_BUTTON_RIGHT]=true; break;
case SDL_CONTROLLER_BUTTON_DPAD_DOWN: gamepad.buttons[GAMEPAD_BUTTON_DOWN]=true; break;
case SDL_CONTROLLER_BUTTON_DPAD_UP: gamepad.buttons[GAMEPAD_BUTTON_UP]=true; break;
case SDL_CONTROLLER_BUTTON_A: gamepad.buttons[GAMEPAD_BUTTON_FIRE]=true; break;
}
switch(gamepad.type)
{
case GAMEPAD_TYPE_SINCLAIR_1:
switch(button)
{
case SDL_CONTROLLER_BUTTON_DPAD_LEFT: zx_ula::keydown('1'); break;
case SDL_CONTROLLER_BUTTON_DPAD_RIGHT: zx_ula::keydown('2'); break;
case SDL_CONTROLLER_BUTTON_DPAD_DOWN: zx_ula::keydown('3'); break;
case SDL_CONTROLLER_BUTTON_DPAD_UP: zx_ula::keydown('4'); break;
case SDL_CONTROLLER_BUTTON_A: zx_ula::keydown('5'); break;
}
break;
case GAMEPAD_TYPE_SINCLAIR_2:
switch(button)
{
case SDL_CONTROLLER_BUTTON_DPAD_LEFT: zx_ula::keydown('6'); break;
case SDL_CONTROLLER_BUTTON_DPAD_RIGHT: zx_ula::keydown('7'); break;
case SDL_CONTROLLER_BUTTON_DPAD_DOWN: zx_ula::keydown('8'); break;
case SDL_CONTROLLER_BUTTON_DPAD_UP: zx_ula::keydown('9'); break;
case SDL_CONTROLLER_BUTTON_A: zx_ula::keydown('0'); break;
}
break;
}
return;
}
}
}
void buttonUp(int32_t index, uint8_t button)
{
SDL_GameController *game_controller = SDL_GameControllerFromInstanceID(index);
for (auto gamepad : gamepads)
{
if (gamepad.gamepad == game_controller)
{
switch(button)
{
case SDL_CONTROLLER_BUTTON_DPAD_LEFT: gamepad.buttons[GAMEPAD_BUTTON_LEFT]=false; break;
case SDL_CONTROLLER_BUTTON_DPAD_RIGHT: gamepad.buttons[GAMEPAD_BUTTON_RIGHT]=false; break;
case SDL_CONTROLLER_BUTTON_DPAD_DOWN: gamepad.buttons[GAMEPAD_BUTTON_DOWN]=false; break;
case SDL_CONTROLLER_BUTTON_DPAD_UP: gamepad.buttons[GAMEPAD_BUTTON_UP]=false; break;
case SDL_CONTROLLER_BUTTON_A: gamepad.buttons[GAMEPAD_BUTTON_FIRE]=false; break;
}
switch(gamepad.type)
{
case GAMEPAD_TYPE_SINCLAIR_1:
switch(button)
{
case SDL_CONTROLLER_BUTTON_DPAD_LEFT: zx_ula::keyup('1'); break;
case SDL_CONTROLLER_BUTTON_DPAD_RIGHT: zx_ula::keyup('2'); break;
case SDL_CONTROLLER_BUTTON_DPAD_DOWN: zx_ula::keyup('3'); break;
case SDL_CONTROLLER_BUTTON_DPAD_UP: zx_ula::keyup('4'); break;
case SDL_CONTROLLER_BUTTON_A: zx_ula::keyup('5'); break;
}
break;
case GAMEPAD_TYPE_SINCLAIR_2:
switch(button)
{
case SDL_CONTROLLER_BUTTON_DPAD_LEFT: zx_ula::keyup('6'); break;
case SDL_CONTROLLER_BUTTON_DPAD_RIGHT: zx_ula::keyup('7'); break;
case SDL_CONTROLLER_BUTTON_DPAD_DOWN: zx_ula::keyup('8'); break;
case SDL_CONTROLLER_BUTTON_DPAD_UP: zx_ula::keyup('9'); break;
case SDL_CONTROLLER_BUTTON_A: zx_ula::keyup('0'); break;
}
break;
}
return;
}
}
}
}

16
gamepad.h Normal file
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@@ -0,0 +1,16 @@
#pragma once
#include <stdint.h>
#define GAMEPAD_TYPE_ANY 0
#define GAMEPAD_TYPE_SINCLAIR_1 1
#define GAMEPAD_TYPE_SINCLAIR_2 2
#define GAMEPAD_TYPE_KEMPSTON 3
#define GAMEPAD_TYPE_FULLER 4
namespace gamepad
{
void add(int32_t index, uint8_t type);
void remove(int32_t index);
void buttonDown(int32_t index, uint8_t button);
void buttonUp(int32_t index, uint8_t button);
}

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@@ -21,6 +21,7 @@
#include "ay-3-8912.h"
#include "ay_viewer.h"
#include "file.h"
#include "gamepad.h"
uint32_t time = 0;
uint32_t t_states = 0;
@@ -173,11 +174,20 @@ int main(int argc, char *argv[])
if (e.type == SDL_QUIT) { zx_system::shutdown(); break; }
if (e.type == SDL_JOYDEVICEADDED) {
gamepad::add(e.jdevice.which, GAMEPAD_TYPE_ANY);
printf("JOYSTICK CONECTAT: %i\n", e.jdevice.which);
// [TODO] Mostrar dialeg de triar tipus de joystick
}
if (e.type == SDL_JOYDEVICEREMOVED) {
gamepad::remove(e.jdevice.which);
printf("JOYSTICK DESCONECTAT: %i\n", e.jdevice.which);
}
if (e.type == SDL_CONTROLLERBUTTONDOWN) {
gamepad::buttonDown(e.jbutton.which, e.jbutton.button);
}
if (e.type == SDL_CONTROLLERBUTTONUP) {
gamepad::buttonUp(e.jbutton.which, e.jbutton.button);
}
if (e.type == SDL_MOUSEBUTTONDOWN) result = ui::window::sendEvent(e.button.windowID, &e);
if (e.type == SDL_MOUSEBUTTONUP) result = ui::window::sendEvent(e.button.windowID, &e);
if (e.type == SDL_MOUSEMOTION) result = ui::window::sendEvent(e.motion.windowID, &e);