overte/interface/src/devices/Joystick.cpp

247 lines
13 KiB
C++

//
// Joystick.cpp
// interface/src/devices
//
// Created by Stephen Birarda on 2014-09-23.
// Copyright 2014 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include <limits>
#include <glm/glm.hpp>
#include "Application.h"
#include "Joystick.h"
const float CONTROLLER_THRESHOLD = 0.25f;
#ifdef HAVE_SDL2
const float MAX_AXIS = 32768.0f;
Joystick::Joystick(SDL_JoystickID instanceId, const QString& name, SDL_GameController* sdlGameController) :
_sdlGameController(sdlGameController),
_sdlJoystick(SDL_GameControllerGetJoystick(_sdlGameController)),
_instanceId(instanceId)
{
}
#endif
Joystick::~Joystick() {
closeJoystick();
}
void Joystick::closeJoystick() {
#ifdef HAVE_SDL2
SDL_GameControllerClose(_sdlGameController);
#endif
}
void Joystick::update() {
for (auto axisState : _axisStateMap) {
if (fabsf(axisState.second) < CONTROLLER_THRESHOLD) {
_axisStateMap[axisState.first] = 0.0f;
}
}
}
void Joystick::focusOutEvent() {
_axisStateMap.clear();
_buttonPressedMap.clear();
};
#ifdef HAVE_SDL2
void Joystick::handleAxisEvent(const SDL_ControllerAxisEvent& event) {
SDL_GameControllerAxis axis = (SDL_GameControllerAxis) event.axis;
switch (axis) {
case SDL_CONTROLLER_AXIS_LEFTX:
_axisStateMap[makeInput(LEFT_AXIS_X_POS).getChannel()] = (event.value > 0.0f) ? event.value / MAX_AXIS : 0.0f;
_axisStateMap[makeInput(LEFT_AXIS_X_NEG).getChannel()] = (event.value < 0.0f) ? -event.value / MAX_AXIS : 0.0f;
break;
case SDL_CONTROLLER_AXIS_LEFTY:
_axisStateMap[makeInput(LEFT_AXIS_Y_POS).getChannel()] = (event.value > 0.0f) ? event.value / MAX_AXIS : 0.0f;
_axisStateMap[makeInput(LEFT_AXIS_Y_NEG).getChannel()] = (event.value < 0.0f) ? -event.value / MAX_AXIS : 0.0f;
break;
case SDL_CONTROLLER_AXIS_RIGHTX:
_axisStateMap[makeInput(RIGHT_AXIS_X_POS).getChannel()] = (event.value > 0.0f) ? event.value / MAX_AXIS : 0.0f;
_axisStateMap[makeInput(RIGHT_AXIS_X_NEG).getChannel()] = (event.value < 0.0f) ? -event.value / MAX_AXIS : 0.0f;
break;
case SDL_CONTROLLER_AXIS_RIGHTY:
_axisStateMap[makeInput(RIGHT_AXIS_Y_POS).getChannel()] = (event.value > 0.0f) ? event.value / MAX_AXIS : 0.0f;
_axisStateMap[makeInput(RIGHT_AXIS_Y_NEG).getChannel()] = (event.value < 0.0f) ? -event.value / MAX_AXIS : 0.0f;
break;
case SDL_CONTROLLER_AXIS_TRIGGERRIGHT:
_axisStateMap[makeInput(RIGHT_SHOULDER).getChannel()] = event.value / MAX_AXIS;
break;
case SDL_CONTROLLER_AXIS_TRIGGERLEFT:
_axisStateMap[makeInput(LEFT_SHOULDER).getChannel()] = event.value / MAX_AXIS;
break;
default:
break;
}
}
void Joystick::handleButtonEvent(const SDL_ControllerButtonEvent& event) {
auto input = makeInput((SDL_GameControllerButton) event.button);
bool newValue = event.state == SDL_PRESSED;
if (newValue) {
_buttonPressedMap.insert(input.getChannel());
} else {
_buttonPressedMap.erase(input.getChannel());
}
}
#endif
void Joystick::registerToUserInputMapper(UserInputMapper& mapper) {
// Grab the current free device ID
_deviceID = mapper.getFreeDeviceID();
auto proxy = UserInputMapper::DeviceProxy::Pointer(new UserInputMapper::DeviceProxy(_name));
proxy->getButton = [this] (const UserInputMapper::Input& input, int timestamp) -> bool { return this->getButton(input.getChannel()); };
proxy->getAxis = [this] (const UserInputMapper::Input& input, int timestamp) -> float { return this->getAxis(input.getChannel()); };
proxy->getAvailabeInputs = [this] () -> QVector<UserInputMapper::InputPair> {
QVector<UserInputMapper::InputPair> availableInputs;
#ifdef HAVE_SDL2
availableInputs.append(UserInputMapper::InputPair(makeInput(SDL_CONTROLLER_BUTTON_A), "Bottom Button"));
availableInputs.append(UserInputMapper::InputPair(makeInput(SDL_CONTROLLER_BUTTON_B), "Right Button"));
availableInputs.append(UserInputMapper::InputPair(makeInput(SDL_CONTROLLER_BUTTON_X), "Left Button"));
availableInputs.append(UserInputMapper::InputPair(makeInput(SDL_CONTROLLER_BUTTON_Y), "Top Button"));
availableInputs.append(UserInputMapper::InputPair(makeInput(SDL_CONTROLLER_BUTTON_DPAD_UP), "DPad Up"));
availableInputs.append(UserInputMapper::InputPair(makeInput(SDL_CONTROLLER_BUTTON_DPAD_DOWN), "DPad Down"));
availableInputs.append(UserInputMapper::InputPair(makeInput(SDL_CONTROLLER_BUTTON_DPAD_LEFT), "DPad Left"));
availableInputs.append(UserInputMapper::InputPair(makeInput(SDL_CONTROLLER_BUTTON_DPAD_RIGHT), "DPad Right"));
availableInputs.append(UserInputMapper::InputPair(makeInput(SDL_CONTROLLER_BUTTON_LEFTSHOULDER), "L1"));
availableInputs.append(UserInputMapper::InputPair(makeInput(SDL_CONTROLLER_BUTTON_RIGHTSHOULDER), "R1"));
availableInputs.append(UserInputMapper::InputPair(makeInput(RIGHT_SHOULDER), "L2"));
availableInputs.append(UserInputMapper::InputPair(makeInput(LEFT_SHOULDER), "R2"));
availableInputs.append(UserInputMapper::InputPair(makeInput(LEFT_AXIS_Y_NEG), "Left Stick Up"));
availableInputs.append(UserInputMapper::InputPair(makeInput(LEFT_AXIS_Y_POS), "Left Stick Down"));
availableInputs.append(UserInputMapper::InputPair(makeInput(LEFT_AXIS_X_POS), "Left Stick Right"));
availableInputs.append(UserInputMapper::InputPair(makeInput(LEFT_AXIS_X_NEG), "Left Stick Left"));
availableInputs.append(UserInputMapper::InputPair(makeInput(RIGHT_AXIS_Y_NEG), "Right Stick Up"));
availableInputs.append(UserInputMapper::InputPair(makeInput(RIGHT_AXIS_Y_POS), "Right Stick Down"));
availableInputs.append(UserInputMapper::InputPair(makeInput(RIGHT_AXIS_X_POS), "Right Stick Right"));
availableInputs.append(UserInputMapper::InputPair(makeInput(RIGHT_AXIS_X_NEG), "Right Stick Left"));
#endif
return availableInputs;
};
proxy->resetDeviceBindings = [this, &mapper] () -> bool {
mapper.removeAllInputChannelsForDevice(_deviceID);
this->assignDefaultInputMapping(mapper);
return true;
};
mapper.registerDevice(_deviceID, proxy);
}
void Joystick::assignDefaultInputMapping(UserInputMapper& mapper) {
#ifdef HAVE_SDL2
const float JOYSTICK_MOVE_SPEED = 1.0f;
const float DPAD_MOVE_SPEED = 0.5f;
const float JOYSTICK_YAW_SPEED = 0.5f;
const float JOYSTICK_PITCH_SPEED = 0.25f;
const float BOOM_SPEED = 0.1f;
// Y axes are flipped (up is negative)
// Left Joystick: Movement, strafing
mapper.addInputChannel(UserInputMapper::LONGITUDINAL_FORWARD, makeInput(LEFT_AXIS_Y_NEG), JOYSTICK_MOVE_SPEED);
mapper.addInputChannel(UserInputMapper::LONGITUDINAL_BACKWARD, makeInput(LEFT_AXIS_Y_POS), JOYSTICK_MOVE_SPEED);
mapper.addInputChannel(UserInputMapper::LATERAL_RIGHT, makeInput(LEFT_AXIS_X_POS), JOYSTICK_MOVE_SPEED);
mapper.addInputChannel(UserInputMapper::LATERAL_LEFT, makeInput(LEFT_AXIS_X_NEG), JOYSTICK_MOVE_SPEED);
// Right Joystick: Camera orientation
mapper.addInputChannel(UserInputMapper::YAW_RIGHT, makeInput(RIGHT_AXIS_X_POS), JOYSTICK_YAW_SPEED);
mapper.addInputChannel(UserInputMapper::YAW_LEFT, makeInput(RIGHT_AXIS_X_NEG), JOYSTICK_YAW_SPEED);
mapper.addInputChannel(UserInputMapper::PITCH_UP, makeInput(RIGHT_AXIS_Y_NEG), JOYSTICK_PITCH_SPEED);
mapper.addInputChannel(UserInputMapper::PITCH_DOWN, makeInput(RIGHT_AXIS_Y_POS), JOYSTICK_PITCH_SPEED);
// Dpad movement
mapper.addInputChannel(UserInputMapper::LONGITUDINAL_FORWARD, makeInput(SDL_CONTROLLER_BUTTON_DPAD_UP), DPAD_MOVE_SPEED);
mapper.addInputChannel(UserInputMapper::LONGITUDINAL_BACKWARD, makeInput(SDL_CONTROLLER_BUTTON_DPAD_DOWN), DPAD_MOVE_SPEED);
mapper.addInputChannel(UserInputMapper::LATERAL_RIGHT, makeInput(SDL_CONTROLLER_BUTTON_DPAD_RIGHT), DPAD_MOVE_SPEED);
mapper.addInputChannel(UserInputMapper::LATERAL_LEFT, makeInput(SDL_CONTROLLER_BUTTON_DPAD_LEFT), DPAD_MOVE_SPEED);
// Button controls
mapper.addInputChannel(UserInputMapper::VERTICAL_UP, makeInput(SDL_CONTROLLER_BUTTON_Y), DPAD_MOVE_SPEED);
mapper.addInputChannel(UserInputMapper::VERTICAL_DOWN, makeInput(SDL_CONTROLLER_BUTTON_A), DPAD_MOVE_SPEED);
mapper.addInputChannel(UserInputMapper::YAW_LEFT, makeInput(SDL_CONTROLLER_BUTTON_X), JOYSTICK_YAW_SPEED);
mapper.addInputChannel(UserInputMapper::YAW_RIGHT, makeInput(SDL_CONTROLLER_BUTTON_B), JOYSTICK_YAW_SPEED);
// Zoom
mapper.addInputChannel(UserInputMapper::BOOM_IN, makeInput(RIGHT_SHOULDER), BOOM_SPEED);
mapper.addInputChannel(UserInputMapper::BOOM_OUT, makeInput(LEFT_SHOULDER), BOOM_SPEED);
// Hold front right shoulder button for precision controls
// Left Joystick: Movement, strafing
mapper.addInputChannel(UserInputMapper::LONGITUDINAL_FORWARD, makeInput(LEFT_AXIS_Y_NEG), makeInput(SDL_CONTROLLER_BUTTON_RIGHTSHOULDER), JOYSTICK_MOVE_SPEED/2.0f);
mapper.addInputChannel(UserInputMapper::LONGITUDINAL_BACKWARD, makeInput(LEFT_AXIS_Y_POS), makeInput(SDL_CONTROLLER_BUTTON_RIGHTSHOULDER), JOYSTICK_MOVE_SPEED/2.0f);
mapper.addInputChannel(UserInputMapper::LATERAL_RIGHT, makeInput(LEFT_AXIS_X_POS), makeInput(SDL_CONTROLLER_BUTTON_RIGHTSHOULDER), JOYSTICK_MOVE_SPEED/2.0f);
mapper.addInputChannel(UserInputMapper::LATERAL_LEFT, makeInput(LEFT_AXIS_X_NEG), makeInput(SDL_CONTROLLER_BUTTON_RIGHTSHOULDER), JOYSTICK_MOVE_SPEED/2.0f);
// Right Joystick: Camera orientation
mapper.addInputChannel(UserInputMapper::YAW_RIGHT, makeInput(RIGHT_AXIS_X_POS), makeInput(SDL_CONTROLLER_BUTTON_RIGHTSHOULDER), JOYSTICK_YAW_SPEED/2.0f);
mapper.addInputChannel(UserInputMapper::YAW_LEFT, makeInput(RIGHT_AXIS_X_NEG), makeInput(SDL_CONTROLLER_BUTTON_RIGHTSHOULDER), JOYSTICK_YAW_SPEED/2.0f);
mapper.addInputChannel(UserInputMapper::PITCH_UP, makeInput(RIGHT_AXIS_Y_NEG), makeInput(SDL_CONTROLLER_BUTTON_RIGHTSHOULDER), JOYSTICK_PITCH_SPEED/2.0f);
mapper.addInputChannel(UserInputMapper::PITCH_DOWN, makeInput(RIGHT_AXIS_Y_POS), makeInput(SDL_CONTROLLER_BUTTON_RIGHTSHOULDER), JOYSTICK_PITCH_SPEED/2.0f);
// Dpad movement
mapper.addInputChannel(UserInputMapper::LONGITUDINAL_FORWARD, makeInput(SDL_CONTROLLER_BUTTON_DPAD_UP), makeInput(SDL_CONTROLLER_BUTTON_RIGHTSHOULDER), DPAD_MOVE_SPEED/2.0f);
mapper.addInputChannel(UserInputMapper::LONGITUDINAL_BACKWARD, makeInput(SDL_CONTROLLER_BUTTON_DPAD_DOWN), makeInput(SDL_CONTROLLER_BUTTON_RIGHTSHOULDER), DPAD_MOVE_SPEED/2.0f);
mapper.addInputChannel(UserInputMapper::LATERAL_RIGHT, makeInput(SDL_CONTROLLER_BUTTON_DPAD_RIGHT), makeInput(SDL_CONTROLLER_BUTTON_RIGHTSHOULDER), DPAD_MOVE_SPEED/2.0f);
mapper.addInputChannel(UserInputMapper::LATERAL_LEFT, makeInput(SDL_CONTROLLER_BUTTON_DPAD_LEFT), makeInput(SDL_CONTROLLER_BUTTON_RIGHTSHOULDER), DPAD_MOVE_SPEED/2.0f);
// Button controls
mapper.addInputChannel(UserInputMapper::VERTICAL_UP, makeInput(SDL_CONTROLLER_BUTTON_Y), makeInput(SDL_CONTROLLER_BUTTON_RIGHTSHOULDER), DPAD_MOVE_SPEED/2.0f);
mapper.addInputChannel(UserInputMapper::VERTICAL_DOWN, makeInput(SDL_CONTROLLER_BUTTON_A), makeInput(SDL_CONTROLLER_BUTTON_RIGHTSHOULDER), DPAD_MOVE_SPEED/2.0f);
mapper.addInputChannel(UserInputMapper::YAW_LEFT, makeInput(SDL_CONTROLLER_BUTTON_X), makeInput(SDL_CONTROLLER_BUTTON_RIGHTSHOULDER), JOYSTICK_YAW_SPEED/2.0f);
mapper.addInputChannel(UserInputMapper::YAW_RIGHT, makeInput(SDL_CONTROLLER_BUTTON_B), makeInput(SDL_CONTROLLER_BUTTON_RIGHTSHOULDER), JOYSTICK_YAW_SPEED/2.0f);
// Zoom
mapper.addInputChannel(UserInputMapper::BOOM_IN, makeInput(RIGHT_SHOULDER), makeInput(SDL_CONTROLLER_BUTTON_RIGHTSHOULDER), BOOM_SPEED/2.0f);
mapper.addInputChannel(UserInputMapper::BOOM_OUT, makeInput(LEFT_SHOULDER), makeInput(SDL_CONTROLLER_BUTTON_RIGHTSHOULDER), BOOM_SPEED/2.0f);
mapper.addInputChannel(UserInputMapper::SHIFT, makeInput(SDL_CONTROLLER_BUTTON_LEFTSHOULDER));
#endif
}
float Joystick::getButton(int channel) const {
if (!_buttonPressedMap.empty()) {
if (_buttonPressedMap.find(channel) != _buttonPressedMap.end()) {
return 1.0f;
} else {
return 0.0f;
}
}
return 0.0f;
}
float Joystick::getAxis(int channel) const {
auto axis = _axisStateMap.find(channel);
if (axis != _axisStateMap.end()) {
return (*axis).second;
} else {
return 0.0f;
}
}
#ifdef HAVE_SDL2
UserInputMapper::Input Joystick::makeInput(SDL_GameControllerButton button) {
return UserInputMapper::Input(_deviceID, button, UserInputMapper::ChannelType::BUTTON);
}
#endif
UserInputMapper::Input Joystick::makeInput(Joystick::JoystickAxisChannel axis) {
return UserInputMapper::Input(_deviceID, axis, UserInputMapper::ChannelType::AXIS);
}