mirror of
https://github.com/glfw/glfw.git
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Add support for SDL_GameControllerDB
This adds support for importing and applying mappings from the SDL_GameControllerDB database. Related to #900.
This commit is contained in:
+91
-47
@@ -92,6 +92,55 @@ static const char* joystick_label(int jid)
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return label;
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}
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static void hat_widget(struct nk_context* nk, unsigned char state)
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{
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float radius;
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struct nk_rect area;
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struct nk_vec2 center;
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if (nk_widget(&area, nk) != NK_WIDGET_VALID)
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return;
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center = nk_vec2(area.x + area.w / 2.f, area.y + area.h / 2.f);
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radius = NK_MIN(area.w, area.h) / 2.f;
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nk_stroke_circle(nk_window_get_canvas(nk),
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nk_rect(center.x - radius,
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center.y - radius,
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radius * 2.f,
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radius * 2.f),
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1.f,
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nk_rgb(175, 175, 175));
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if (state)
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{
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const float angles[] =
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{
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0.f, 0.f,
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NK_PI * 1.5f, NK_PI * 1.75f,
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NK_PI, 0.f,
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NK_PI * 1.25f, 0.f,
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NK_PI * 0.5f, NK_PI * 0.25f,
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0.f, 0.f,
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NK_PI * 0.75f, 0.f,
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};
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const float cosa = nk_cos(angles[state]);
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const float sina = nk_sin(angles[state]);
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const struct nk_vec2 p0 = nk_vec2(0.f, -radius);
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const struct nk_vec2 p1 = nk_vec2( radius / 2.f, -radius / 3.f);
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const struct nk_vec2 p2 = nk_vec2(-radius / 2.f, -radius / 3.f);
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nk_fill_triangle(nk_window_get_canvas(nk),
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center.x + cosa * p0.x + sina * p0.y,
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center.y + cosa * p0.y - sina * p0.x,
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center.x + cosa * p1.x + sina * p1.y,
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center.y + cosa * p1.y - sina * p1.x,
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center.x + cosa * p2.x + sina * p2.y,
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center.y + cosa * p2.y - sina * p2.x,
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nk_rgb(175, 175, 175));
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}
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}
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int main(void)
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{
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int jid, hat_buttons = GLFW_FALSE;
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@@ -105,7 +154,7 @@ int main(void)
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if (!glfwInit())
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exit(EXIT_FAILURE);
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window = glfwCreateWindow(640, 480, "Joystick Test", NULL, NULL);
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window = glfwCreateWindow(800, 600, "Joystick Test", NULL, NULL);
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if (!window)
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{
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glfwTerminate();
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@@ -165,7 +214,7 @@ int main(void)
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{
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if (nk_begin(nk,
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joystick_label(joysticks[i]),
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nk_rect(i * 20.f, i * 20.f, 400.f, 400.f),
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nk_rect(i * 20.f, i * 20.f, 550.f, 570.f),
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NK_WINDOW_BORDER |
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NK_WINDOW_MOVABLE |
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NK_WINDOW_SCALABLE |
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@@ -176,8 +225,10 @@ int main(void)
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const float* axes;
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const unsigned char* buttons;
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const unsigned char* hats;
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GLFWgamepadstate state;
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nk_layout_row_dynamic(nk, 30, 1);
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nk_label(nk, "Joystick state", NK_TEXT_LEFT);
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axes = glfwGetJoystickAxes(joysticks[i], &axis_count);
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buttons = glfwGetJoystickButtons(joysticks[i], &button_count);
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@@ -189,7 +240,7 @@ int main(void)
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for (j = 0; j < axis_count; j++)
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nk_slide_float(nk, -1.f, axes[j], 1.f, 0.1f);
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nk_layout_row_dynamic(nk, 30, 8);
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nk_layout_row_dynamic(nk, 30, 12);
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for (j = 0; j < button_count; j++)
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{
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@@ -201,54 +252,47 @@ int main(void)
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nk_layout_row_dynamic(nk, 30, 8);
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for (j = 0; j < hat_count; j++)
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hat_widget(nk, hats[j]);
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nk_layout_row_dynamic(nk, 30, 1);
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if (glfwGetGamepadState(joysticks[i], &state))
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{
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float radius;
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struct nk_rect area;
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struct nk_vec2 center;
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if (nk_widget(&area, nk) != NK_WIDGET_VALID)
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continue;
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center = nk_vec2(area.x + area.w / 2.f,
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area.y + area.h / 2.f);
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radius = NK_MIN(area.w, area.h) / 2.f;
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nk_stroke_circle(nk_window_get_canvas(nk),
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nk_rect(center.x - radius,
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center.y - radius,
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radius * 2.f,
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radius * 2.f),
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1.f,
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nk_rgb(175, 175, 175));
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if (hats[j])
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int hat = 0;
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const char* names[GLFW_GAMEPAD_BUTTON_LAST + 1 - 4] =
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{
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const float angles[] =
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{
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0.f, 0.f,
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NK_PI * 1.5f, NK_PI * 1.75f,
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NK_PI, 0.f,
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NK_PI * 1.25f, 0.f,
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NK_PI * 0.5f, NK_PI * 0.25f,
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0.f, 0.f,
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NK_PI * 0.75f, 0.f,
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};
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const float cosa = nk_cos(angles[hats[j]]);
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const float sina = nk_sin(angles[hats[j]]);
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const struct nk_vec2 p0 = nk_vec2(0.f, -radius);
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const struct nk_vec2 p1 = nk_vec2( radius / 2.f, -radius / 3.f);
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const struct nk_vec2 p2 = nk_vec2(-radius / 2.f, -radius / 3.f);
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"A", "B", "X", "Y",
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"LB", "RB",
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"Back", "Start", "Guide",
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"LT", "RT",
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};
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nk_fill_triangle(nk_window_get_canvas(nk),
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center.x + cosa * p0.x + sina * p0.y,
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center.y + cosa * p0.y - sina * p0.x,
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center.x + cosa * p1.x + sina * p1.y,
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center.y + cosa * p1.y - sina * p1.x,
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center.x + cosa * p2.x + sina * p2.y,
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center.y + cosa * p2.y - sina * p2.x,
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nk_rgb(175, 175, 175));
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}
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nk_label(nk, "Gamepad state", NK_TEXT_LEFT);
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nk_layout_row_dynamic(nk, 30, 2);
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for (j = 0; j <= GLFW_GAMEPAD_AXIS_LAST; j++)
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nk_slide_float(nk, -1.f, state.axes[j], 1.f, 0.1f);
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nk_layout_row_dynamic(nk, 30, GLFW_GAMEPAD_BUTTON_LAST + 1 - 4);
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for (j = 0; j <= GLFW_GAMEPAD_BUTTON_LAST - 4; j++)
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nk_select_label(nk, names[j], NK_TEXT_CENTERED, state.buttons[j]);
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if (state.buttons[GLFW_GAMEPAD_BUTTON_DPAD_UP])
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hat |= GLFW_HAT_UP;
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if (state.buttons[GLFW_GAMEPAD_BUTTON_DPAD_RIGHT])
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hat |= GLFW_HAT_RIGHT;
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if (state.buttons[GLFW_GAMEPAD_BUTTON_DPAD_DOWN])
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hat |= GLFW_HAT_DOWN;
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if (state.buttons[GLFW_GAMEPAD_BUTTON_DPAD_LEFT])
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hat |= GLFW_HAT_LEFT;
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nk_layout_row_dynamic(nk, 30, 8);
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hat_widget(nk, hat);
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}
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else
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nk_label(nk, "Joystick has no gamepad mapping", NK_TEXT_LEFT);
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}
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nk_end(nk);
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