Add gamepad handling

This commit is contained in:
Lily Rose 2025-03-04 22:10:01 +11:00
parent c9a2ee83dc
commit d20ee6ce9a

90
main.c
View file

@ -18,6 +18,7 @@ static const Uint32 FONT_ID = 0;
typedef struct app_state { typedef struct app_state {
SDL_Window *window; SDL_Window *window;
SDL_Gamepad *gamepad;
Clay_SDL3RendererData rendererData; Clay_SDL3RendererData rendererData;
ClayVideoDemo_Data demoData; ClayVideoDemo_Data demoData;
ecs_world_t *world; ecs_world_t *world;
@ -45,7 +46,10 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[]) {
(void) argc; (void) argc;
(void) argv; (void) argv;
if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO | SDL_INIT_EVENTS | SDL_INIT_GAMEPAD)) { SDL_SetHint(SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS, "1");
SDL_SetHint(SDL_HINT_JOYSTICK_THREAD, "0");
if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO | SDL_INIT_EVENTS | SDL_INIT_GAMEPAD | SDL_INIT_JOYSTICK | SDL_INIT_SENSOR | SDL_INIT_HAPTIC)) {
SDL_LogError(SDL_LOG_CATEGORY_ERROR, "Failed to initialize SDL: %s", SDL_GetError()); SDL_LogError(SDL_LOG_CATEGORY_ERROR, "Failed to initialize SDL: %s", SDL_GetError());
return SDL_APP_FAILURE; return SDL_APP_FAILURE;
} }
@ -116,7 +120,7 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[]) {
ECS_IMPORT(world, FlecsScript); ECS_IMPORT(world, FlecsScript);
ecs_singleton_set(world, EcsRest, {0}); // Creates REST server on default port (27750) ecs_singleton_set(world, EcsRest, {0}); // Creates REST server on default port (27750)
state->world = world; state->world = world;
*appstate = state; *appstate = state;
return SDL_APP_CONTINUE; return SDL_APP_CONTINUE;
} }
@ -124,29 +128,39 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[]) {
SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event) { SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event) {
AppState *state = appstate; AppState *state = appstate;
SDL_AppResult ret_val = SDL_APP_CONTINUE; SDL_AppResult ret_val = SDL_APP_CONTINUE;
SDL_UpdateGamepads();
switch (event->type) { switch (event->type) {
case SDL_EVENT_QUIT: case SDL_EVENT_QUIT: {
ret_val = SDL_APP_SUCCESS; ret_val = SDL_APP_SUCCESS;
break; break;
case SDL_EVENT_WINDOW_RESIZED: }
case SDL_EVENT_WINDOW_RESIZED: {
Clay_SetLayoutDimensions((Clay_Dimensions) { (float) event->window.data1, (float) event->window.data2 }); Clay_SetLayoutDimensions((Clay_Dimensions) { (float) event->window.data1, (float) event->window.data2 });
break; break;
case SDL_EVENT_MOUSE_MOTION: }
case SDL_EVENT_MOUSE_MOTION: {
Clay_SetPointerState((Clay_Vector2) { event->motion.x, event->motion.y }, event->motion.state & SDL_BUTTON_LMASK); Clay_SetPointerState((Clay_Vector2) { event->motion.x, event->motion.y }, event->motion.state & SDL_BUTTON_LMASK);
break; break;
case SDL_EVENT_MOUSE_BUTTON_DOWN: }
case SDL_EVENT_MOUSE_BUTTON_DOWN: {
Clay_SetPointerState((Clay_Vector2) { event->button.x, event->button.y }, event->button.button == SDL_BUTTON_LEFT); Clay_SetPointerState((Clay_Vector2) { event->button.x, event->button.y }, event->button.button == SDL_BUTTON_LEFT);
break; break;
case SDL_EVENT_MOUSE_WHEEL: }
case SDL_EVENT_MOUSE_WHEEL: {
Clay_UpdateScrollContainers(true, (Clay_Vector2) { event->wheel.x, event->wheel.y }, 0.01f); Clay_UpdateScrollContainers(true, (Clay_Vector2) { event->wheel.x, event->wheel.y }, 0.01f);
break; break;
case SDL_EVENT_KEY_DOWN: }
if (event->key.repeat) { case SDL_EVENT_KEY_DOWN: {
SDL_KeyboardEvent kb_event = event->key;
SDL_Keycode keycode = kb_event.key;
SDL_Scancode scancode = kb_event.scancode;
bool repeat = kb_event.repeat;
if (repeat) {
break; break;
} }
SDL_Log("Pressed key: %s\n", SDL_GetKeyName(event->key.key)); SDL_Log("Pressed key: %s\n", SDL_GetKeyName(keycode));
switch (event->key.scancode) { switch (scancode) {
case SDL_SCANCODE_LCTRL: { case SDL_SCANCODE_LCTRL: {
ecs_world_t *world = state->world; ecs_world_t *world = state->world;
ecs_entity_t e = ecs_entity(world, { .name = "Lily" }); ecs_entity_t e = ecs_entity(world, { .name = "Lily" });
@ -166,9 +180,13 @@ SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event) {
} }
} }
break; break;
case SDL_EVENT_KEY_UP: }
SDL_Log("Released key: %s\n", SDL_GetKeyName(event->key.key)); case SDL_EVENT_KEY_UP: {
switch (event->key.scancode) { SDL_KeyboardEvent kb_event = event->key;
SDL_Keycode keycode = kb_event.key;
SDL_Scancode scancode = kb_event.scancode;
SDL_Log("Released key: %s\n", SDL_GetKeyName(keycode));
switch (scancode) {
case SDL_SCANCODE_LCTRL: { case SDL_SCANCODE_LCTRL: {
ecs_world_t *world = state->world; ecs_world_t *world = state->world;
ecs_entity_t e = ecs_lookup(world, "Lily"); ecs_entity_t e = ecs_lookup(world, "Lily");
@ -179,8 +197,50 @@ SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event) {
} }
} }
break; break;
default: }
case SDL_EVENT_GAMEPAD_ADDED: {
SDL_GamepadDeviceEvent device_event = event->gdevice;
SDL_JoystickID joystick_id = device_event.which;
SDL_Log("Gamepad ID %d added", joystick_id);
state->gamepad = SDL_OpenGamepad(joystick_id); // TODO: store multiple gamepads in state
if (!state->gamepad) {
SDL_LogError(SDL_LOG_CATEGORY_ERROR, "Failed to open gamepad: %s", SDL_GetError());
}
break; break;
}
case SDL_EVENT_GAMEPAD_REMOVED: {
SDL_GamepadDeviceEvent device_event = event->gdevice;
SDL_JoystickID joystick_id = device_event.which;
SDL_Log("Gamepad ID %d removed", joystick_id);
break;
}
case SDL_EVENT_GAMEPAD_BUTTON_DOWN: {
SDL_GamepadButtonEvent button_event = event->gbutton;
SDL_GamepadButton button = button_event.button;
SDL_Log("Gamepad button down: %s", SDL_GetGamepadStringForButton(button));
if (state->gamepad) {
if (!SDL_RumbleGamepad(state->gamepad, 0xFFFF, 0xFFFF, 1000)) {
SDL_LogError(SDL_LOG_CATEGORY_ERROR, "Failed to rumble gamepad: %s", SDL_GetError());
}
}
break;
}
case SDL_EVENT_GAMEPAD_BUTTON_UP: {
SDL_GamepadButtonEvent button_event = event->gbutton;
SDL_GamepadButton button = button_event.button;
SDL_Log("Gamepad button up: %s", SDL_GetGamepadStringForButton(button));
break;
}
case SDL_EVENT_GAMEPAD_AXIS_MOTION: {
SDL_GamepadAxisEvent axis_event = event->gaxis;
SDL_GamepadAxis axis = axis_event.axis;
Sint16 val = axis_event.value;
SDL_Log("Gamepad axis motion: %s - %d", SDL_GetGamepadStringForAxis(axis), val);
break;
}
default: {
break;
}
} }
return ret_val; return ret_val;