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psyx_control_mapping.cpp
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#include "psyx_control_mapping.h"
#include <SDL.h>
#include "ini.h"
#include <stdio.h>
#include <string.h>
#ifdef __GNUC__
#define _stricmp(s1, s2) strcasecmp(s1, s2)
#endif
//-----------------------------------------------------------------------
// PsyX_main.cpp part
// Keyboard mapping lookup
int PsyX_LookupKeyboardMapping(const char* str, int default_value)
{
const char* scancodeName;
int i;
if (str)
{
if (!_stricmp("NONE", str))
return SDL_SCANCODE_UNKNOWN;
for (i = 0; i < SDL_NUM_SCANCODES; i++)
{
scancodeName = SDL_GetScancodeName((SDL_Scancode)i);
if (strlen(scancodeName) && !_stricmp(scancodeName, str))
{
return i;
}
}
}
return default_value;
}
// Game controller mapping lookup
// Available controller binds(refer to SDL2 game controller)
//
// Axes:
// leftx lefty
// rightx righty
// lefttrigger righttrigger
//
// NOTE: adding `-` before axis names makes it inverse, so `-leftx` inverse left stick X axis
//
// Buttons:
// a, b, x, y
// back guide start
// leftstick rightstick
// leftshoulder rightshoulder
// dpup dpdown dpleft dpright
int PsyX_LookupGameControllerMapping(const char* str, int default_value)
{
const char* axisStr;
const char* buttonOrAxisName;
int i, axisFlags;
if (str)
{
axisFlags = CONTROLLER_MAP_FLAG_AXIS;
axisStr = str;
if (*axisStr == '-')
{
axisFlags |= CONTROLLER_MAP_FLAG_INVERSE;
axisStr++;
}
if (!_stricmp("NONE", str))
return SDL_CONTROLLER_BUTTON_INVALID;
// check buttons
for (i = 0; i < SDL_CONTROLLER_BUTTON_MAX; i++)
{
buttonOrAxisName = SDL_GameControllerGetStringForButton((SDL_GameControllerButton)i);
if (strlen(buttonOrAxisName) && !_stricmp(buttonOrAxisName, str))
{
return i;
}
}
// Check axes
for (i = 0; i < SDL_CONTROLLER_AXIS_MAX; i++)
{
buttonOrAxisName = SDL_GameControllerGetStringForAxis((SDL_GameControllerAxis)i);
if (strlen(buttonOrAxisName) && !_stricmp(buttonOrAxisName, axisStr))
{
return i | axisFlags;
}
}
}
return default_value;
}
// this is for saving
const char* KeyboardScanToName(int scan)
{
return SDL_GetScancodeName((SDL_Scancode)scan);
}
const char* ControllerMapToName(int value)
{
// parse axis name
if(value & CONTROLLER_MAP_FLAG_AXIS)
{
static char name[128];
bool inverse = (value & CONTROLLER_MAP_FLAG_INVERSE);
value &= ~(CONTROLLER_MAP_FLAG_AXIS | CONTROLLER_MAP_FLAG_INVERSE);
// add a minus prefix
if(inverse)
{
sprintf(name, "-%s", SDL_GameControllerGetStringForAxis((SDL_GameControllerAxis)value));
return name;
}
return SDL_GameControllerGetStringForAxis((SDL_GameControllerAxis)value);
}
return SDL_GameControllerGetStringForButton((SDL_GameControllerButton)value);
}
void DefaultMappings(PsyXKeyboardMapping& mapping)
{
mapping.kc_square = SDL_SCANCODE_DOWN;
mapping.kc_circle = SDL_SCANCODE_RSHIFT;
mapping.kc_triangle = SDL_SCANCODE_SPACE;
mapping.kc_cross = SDL_SCANCODE_UP;
mapping.kc_l1 = SDL_SCANCODE_RCTRL;
mapping.kc_l2 = SDL_SCANCODE_A;
mapping.kc_l3 = SDL_SCANCODE_S;
mapping.kc_r1 = SDL_SCANCODE_H;
mapping.kc_r2 = SDL_SCANCODE_D;
mapping.kc_r3 = SDL_SCANCODE_RETURN;
mapping.kc_dpad_up = SDL_SCANCODE_UNKNOWN;
mapping.kc_dpad_down = SDL_SCANCODE_UNKNOWN;
mapping.kc_dpad_left = SDL_SCANCODE_LEFT;
mapping.kc_dpad_right = SDL_SCANCODE_RIGHT;
mapping.kc_select = SDL_SCANCODE_C;
mapping.kc_start = SDL_SCANCODE_ESCAPE;
}
void DefaultMappings(PsyXControllerMapping& mapping)
{
mapping.gc_square = SDL_CONTROLLER_BUTTON_X;
mapping.gc_circle = SDL_CONTROLLER_BUTTON_B;
mapping.gc_triangle = SDL_CONTROLLER_BUTTON_Y;
mapping.gc_cross = SDL_CONTROLLER_BUTTON_A;
mapping.gc_l1 = SDL_CONTROLLER_BUTTON_LEFTSHOULDER;
mapping.gc_l2 = SDL_CONTROLLER_AXIS_TRIGGERLEFT | CONTROLLER_MAP_FLAG_AXIS;
mapping.gc_l3 = SDL_CONTROLLER_BUTTON_LEFTSTICK;
mapping.gc_r1 = SDL_CONTROLLER_BUTTON_RIGHTSHOULDER;
mapping.gc_r2 = SDL_CONTROLLER_AXIS_TRIGGERRIGHT | CONTROLLER_MAP_FLAG_AXIS;
mapping.gc_r3 = SDL_CONTROLLER_BUTTON_RIGHTSTICK;
mapping.gc_dpad_up = SDL_CONTROLLER_BUTTON_DPAD_UP;
mapping.gc_dpad_down = SDL_CONTROLLER_BUTTON_DPAD_DOWN;
mapping.gc_dpad_left = SDL_CONTROLLER_BUTTON_DPAD_LEFT;
mapping.gc_dpad_right = SDL_CONTROLLER_BUTTON_DPAD_RIGHT;
mapping.gc_select = SDL_CONTROLLER_BUTTON_BACK;
mapping.gc_start = SDL_CONTROLLER_BUTTON_START;
mapping.gc_axis_left_x = SDL_CONTROLLER_AXIS_LEFTX | CONTROLLER_MAP_FLAG_AXIS;
mapping.gc_axis_left_y = SDL_CONTROLLER_AXIS_LEFTY | CONTROLLER_MAP_FLAG_AXIS;
mapping.gc_axis_right_x = SDL_CONTROLLER_AXIS_RIGHTX | CONTROLLER_MAP_FLAG_AXIS;
mapping.gc_axis_right_y = SDL_CONTROLLER_AXIS_RIGHTY | CONTROLLER_MAP_FLAG_AXIS;
}
//-------------------------------------------------------------------
// redriver2_main.cpp part
void ParseKeyboardMappings(ini_t* config, char* section, PsyXKeyboardMapping& outMapping)
{
const char* str;
str = ini_get(config, section, "square");
outMapping.kc_square = PsyX_LookupKeyboardMapping(str, outMapping.kc_square);
str = ini_get(config, section, "circle");
outMapping.kc_circle = PsyX_LookupKeyboardMapping(str, outMapping.kc_circle);
str = ini_get(config, section, "triangle");
outMapping.kc_triangle = PsyX_LookupKeyboardMapping(str, outMapping.kc_triangle);
str = ini_get(config, section, "cross");
outMapping.kc_cross = PsyX_LookupKeyboardMapping(str, outMapping.kc_cross);
str = ini_get(config, section, "l1");
outMapping.kc_l1 = PsyX_LookupKeyboardMapping(str, outMapping.kc_l1);
str = ini_get(config, section, "l2");
outMapping.kc_l2 = PsyX_LookupKeyboardMapping(str, outMapping.kc_l2);
str = ini_get(config, section, "l3");
outMapping.kc_l3 = PsyX_LookupKeyboardMapping(str, outMapping.kc_l3);
str = ini_get(config, section, "r1");
outMapping.kc_r1 = PsyX_LookupKeyboardMapping(str, outMapping.kc_r1);
str = ini_get(config, section, "r2");
outMapping.kc_r2 = PsyX_LookupKeyboardMapping(str, outMapping.kc_r2);
str = ini_get(config, section, "r3");
outMapping.kc_r3 = PsyX_LookupKeyboardMapping(str, outMapping.kc_r3);
str = ini_get(config, section, "up");
outMapping.kc_dpad_up = PsyX_LookupKeyboardMapping(str, outMapping.kc_dpad_up);
str = ini_get(config, section, "down");
outMapping.kc_dpad_down = PsyX_LookupKeyboardMapping(str, outMapping.kc_dpad_down);
str = ini_get(config, section, "left");
outMapping.kc_dpad_left = PsyX_LookupKeyboardMapping(str, outMapping.kc_dpad_left);
str = ini_get(config, section, "right");
outMapping.kc_dpad_right = PsyX_LookupKeyboardMapping(str, outMapping.kc_dpad_right);
str = ini_get(config, section, "select");
outMapping.kc_select = PsyX_LookupKeyboardMapping(str, outMapping.kc_select);
str = ini_get(config, section, "start");
outMapping.kc_start = PsyX_LookupKeyboardMapping(str, outMapping.kc_start);
}
void ParseControllerMappings(ini_t* config, char* section, PsyXControllerMapping& outMapping)
{
const char* str;
str = ini_get(config, section, "square");
outMapping.gc_square = PsyX_LookupGameControllerMapping(str, outMapping.gc_square);
str = ini_get(config, section, "circle");
outMapping.gc_circle = PsyX_LookupGameControllerMapping(str, outMapping.gc_circle);
str = ini_get(config, section, "triangle");
outMapping.gc_triangle = PsyX_LookupGameControllerMapping(str, outMapping.gc_triangle);
str = ini_get(config, section, "cross");
outMapping.gc_cross = PsyX_LookupGameControllerMapping(str, outMapping.gc_cross);
str = ini_get(config, section, "l1");
outMapping.gc_l1 = PsyX_LookupGameControllerMapping(str, outMapping.gc_l1);
str = ini_get(config, section, "l2");
outMapping.gc_l2 = PsyX_LookupGameControllerMapping(str, outMapping.gc_l2);
str = ini_get(config, section, "l3");
outMapping.gc_l3 = PsyX_LookupGameControllerMapping(str, outMapping.gc_l3);
str = ini_get(config, section, "r1");
outMapping.gc_r1 = PsyX_LookupGameControllerMapping(str, outMapping.gc_r1);
str = ini_get(config, section, "r2");
outMapping.gc_r2 = PsyX_LookupGameControllerMapping(str, outMapping.gc_r2);
str = ini_get(config, section, "r3");
outMapping.gc_r3 = PsyX_LookupGameControllerMapping(str, outMapping.gc_r3);
str = ini_get(config, section, "up");
outMapping.gc_dpad_up = PsyX_LookupGameControllerMapping(str, outMapping.gc_dpad_up);
str = ini_get(config, section, "down");
outMapping.gc_dpad_down = PsyX_LookupGameControllerMapping(str, outMapping.gc_dpad_down);
str = ini_get(config, section, "left");
outMapping.gc_dpad_left = PsyX_LookupGameControllerMapping(str, outMapping.gc_dpad_left);
str = ini_get(config, section, "right");
outMapping.gc_dpad_right = PsyX_LookupGameControllerMapping(str, outMapping.gc_dpad_right);
str = ini_get(config, section, "select");
outMapping.gc_select = PsyX_LookupGameControllerMapping(str, outMapping.gc_select);
str = ini_get(config, section, "start");
outMapping.gc_start = PsyX_LookupGameControllerMapping(str, outMapping.gc_start);
str = ini_get(config, section, "axis_left_x");
outMapping.gc_axis_left_x = PsyX_LookupGameControllerMapping(str, outMapping.gc_axis_left_x);
str = ini_get(config, section, "axis_left_y");
outMapping.gc_axis_left_y = PsyX_LookupGameControllerMapping(str, outMapping.gc_axis_left_y);
str = ini_get(config, section, "axis_right_x");
outMapping.gc_axis_right_x = PsyX_LookupGameControllerMapping(str, outMapping.gc_axis_right_x);
str = ini_get(config, section, "axis_right_y");
outMapping.gc_axis_right_y = PsyX_LookupGameControllerMapping(str, outMapping.gc_axis_right_y);
}