REVIEWED: Gamepads on latest SDL2 2.32.8 and SDL3 3.3.6 #5403

This commit is contained in:
Ray
2025-12-16 19:36:01 +01:00
parent 80ad96acc2
commit 7553e9d586
2 changed files with 50 additions and 39 deletions

4
.gitignore vendored
View File

@ -58,6 +58,10 @@ packages/
*.h.pch *.h.pch
./*.obj ./*.obj
# Ignore SDL libs for testing
src/external/SDL2
src/external/SDL3
# Emscripten # Emscripten
emsdk emsdk

View File

@ -57,7 +57,7 @@
// SDL base library (window/rendered, input, timing... functionality) // SDL base library (window/rendered, input, timing... functionality)
#ifdef USING_SDL3_PROJECT #ifdef USING_SDL3_PROJECT
#include "SDL3/SDL.h" #include "SDL3/SDL.h"
#elif USING_SDL2_PROJECT #elif defined(USING_SDL2_PROJECT)
#include "SDL2/SDL.h" #include "SDL2/SDL.h"
#else #else
#include "SDL.h" #include "SDL.h"
@ -71,7 +71,7 @@
// SDL OpenGL functionality (if required, instead of internal renderer) // SDL OpenGL functionality (if required, instead of internal renderer)
#ifdef USING_SDL3_PROJECT #ifdef USING_SDL3_PROJECT
#include "SDL3/SDL_opengl.h" #include "SDL3/SDL_opengl.h"
#elif USING_SDL2_PROJECT #elif defined(USING_SDL2_PROJECT)
#include "SDL2/SDL_opengl.h" #include "SDL2/SDL_opengl.h"
#else #else
#include "SDL_opengl.h" #include "SDL_opengl.h"
@ -1041,7 +1041,7 @@ int GetMonitorPhysicalWidth(int monitor)
SDL_DisplayMode mode; SDL_DisplayMode mode;
SDL_GetCurrentDisplayMode(monitor, &mode); SDL_GetCurrentDisplayMode(monitor, &mode);
// Calculate size on inches, then convert to millimeter // Calculate size on inches, then convert to millimeter
if (ddpi > 0.0f) width = (mode.w/ddpi)*25.4f; if (ddpi > 0.0f) width = (int)((mode.w/ddpi)*25.4f);
} }
else TRACELOG(LOG_WARNING, "SDL: Failed to find selected monitor"); else TRACELOG(LOG_WARNING, "SDL: Failed to find selected monitor");
@ -1065,7 +1065,7 @@ int GetMonitorPhysicalHeight(int monitor)
SDL_DisplayMode mode; SDL_DisplayMode mode;
SDL_GetCurrentDisplayMode(monitor, &mode); SDL_GetCurrentDisplayMode(monitor, &mode);
// Calculate size on inches, then convert to millimeter // Calculate size on inches, then convert to millimeter
if (ddpi > 0.0f) height = (mode.h/ddpi)*25.4f; if (ddpi > 0.0f) height = (int)((mode.h/ddpi)*25.4f);
} }
else TRACELOG(LOG_WARNING, "SDL: Failed to find selected monitor"); else TRACELOG(LOG_WARNING, "SDL: Failed to find selected monitor");
@ -1127,14 +1127,15 @@ Vector2 GetWindowScaleDPI(void)
{ {
Vector2 scale = { 1.0f, 1.0f }; Vector2 scale = { 1.0f, 1.0f };
#ifndef USING_VERSION_SDL3 #if defined(USING_VERSION_SDL3)
// NOTE: SDL_GetWindowDisplayScale was only added on SDL3 // NOTE: SDL_GetWindowDisplayScale added on SDL3
// REF: https://wiki.libsdl.org/SDL3/SDL_GetWindowDisplayScale // REF: https://wiki.libsdl.org/SDL3/SDL_GetWindowDisplayScale
// TODO: Implement the window scale factor calculation manually
TRACELOG(LOG_WARNING, "GetWindowScaleDPI() not implemented on target platform");
#else
scale.x = SDL_GetWindowDisplayScale(platform.window); scale.x = SDL_GetWindowDisplayScale(platform.window);
scale.y = scale.x; scale.y = scale.x;
#else
// NOTE: SDL_GetWindowDisplayScale not available on SDL2
// TODO: Implement the window scale factor calculation manually
TRACELOG(LOG_WARNING, "GetWindowScaleDPI() not implemented on target platform");
#endif #endif
return scale; return scale;
@ -1195,7 +1196,7 @@ Image GetClipboardImage(void)
if (fileData) if (fileData)
{ {
image = LoadImageFromMemory(imageExtensions[i], fileData, dataSize); image = LoadImageFromMemory(imageExtensions[i], fileData, (int)dataSize);
if (IsImageValid(image)) if (IsImageValid(image))
{ {
TRACELOG(LOG_INFO, "Clipboard: Got image from clipboard successfully: %s", imageExtensions[i]); TRACELOG(LOG_INFO, "Clipboard: Got image from clipboard successfully: %s", imageExtensions[i]);
@ -1454,7 +1455,7 @@ void PollInputEvents(void)
} break; } break;
// Window events are also polled (Minimized, maximized, close...) // Window events are also polled (minimized, maximized, close...)
#ifndef USING_VERSION_SDL3 #ifndef USING_VERSION_SDL3
// SDL3 states: // SDL3 states:
@ -1488,7 +1489,8 @@ void PollInputEvents(void)
CORE.Window.resizedLastFrame = true; CORE.Window.resizedLastFrame = true;
#ifndef USING_VERSION_SDL3 #ifndef USING_VERSION_SDL3
// Manually detect if the window was maximized (due to SDL2 restore being unreliable on some platforms) to remove the FLAG_WINDOW_MAXIMIZED accordingly // Manually detect if the window was maximized (due to SDL2 restore being unreliable on some platforms)
// to remove the FLAG_WINDOW_MAXIMIZED accordingly
if (FLAG_IS_SET(CORE.Window.flags, FLAG_WINDOW_MAXIMIZED)) if (FLAG_IS_SET(CORE.Window.flags, FLAG_WINDOW_MAXIMIZED))
{ {
int borderTop = 0; int borderTop = 0;
@ -1504,14 +1506,8 @@ void PollInputEvents(void)
#endif #endif
} break; } break;
case SDL_WINDOWEVENT_ENTER: case SDL_WINDOWEVENT_ENTER: CORE.Input.Mouse.cursorOnScreen = true; break;
{ case SDL_WINDOWEVENT_LEAVE: CORE.Input.Mouse.cursorOnScreen = false; break;
CORE.Input.Mouse.cursorOnScreen = true;
} break;
case SDL_WINDOWEVENT_LEAVE:
{
CORE.Input.Mouse.cursorOnScreen = false;
} break;
case SDL_WINDOWEVENT_MINIMIZED: case SDL_WINDOWEVENT_MINIMIZED:
{ {
@ -1750,7 +1746,11 @@ void PollInputEvents(void)
{ {
int button = -1; int button = -1;
#if defined(USING_VERSION_SDL3)
switch (event.gbutton.button) switch (event.gbutton.button)
#else
switch (event.jbutton.button)
#endif
{ {
case SDL_CONTROLLER_BUTTON_Y: button = GAMEPAD_BUTTON_RIGHT_FACE_UP; break; case SDL_CONTROLLER_BUTTON_Y: button = GAMEPAD_BUTTON_RIGHT_FACE_UP; break;
case SDL_CONTROLLER_BUTTON_B: button = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT; break; case SDL_CONTROLLER_BUTTON_B: button = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT; break;
@ -1778,7 +1778,11 @@ void PollInputEvents(void)
{ {
for (int i = 0; i < MAX_GAMEPADS; i++) for (int i = 0; i < MAX_GAMEPADS; i++)
{ {
#if defined(USING_VERSION_SDL3)
if (platform.gamepadId[i] == event.gbutton.which) if (platform.gamepadId[i] == event.gbutton.which)
#else
if (platform.gamepadId[i] == event.jbutton.which)
#endif
{ {
CORE.Input.Gamepad.currentButtonState[i][button] = 1; CORE.Input.Gamepad.currentButtonState[i][button] = 1;
CORE.Input.Gamepad.lastButtonPressed = button; CORE.Input.Gamepad.lastButtonPressed = button;
@ -1791,7 +1795,11 @@ void PollInputEvents(void)
{ {
int button = -1; int button = -1;
#if defined(USING_VERSION_SDL3)
switch (event.gbutton.button) switch (event.gbutton.button)
#else
switch (event.jbutton.button)
#endif
{ {
case SDL_CONTROLLER_BUTTON_Y: button = GAMEPAD_BUTTON_RIGHT_FACE_UP; break; case SDL_CONTROLLER_BUTTON_Y: button = GAMEPAD_BUTTON_RIGHT_FACE_UP; break;
case SDL_CONTROLLER_BUTTON_B: button = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT; break; case SDL_CONTROLLER_BUTTON_B: button = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT; break;
@ -1819,7 +1827,11 @@ void PollInputEvents(void)
{ {
for (int i = 0; i < MAX_GAMEPADS; i++) for (int i = 0; i < MAX_GAMEPADS; i++)
{ {
#if defined(USING_VERSION_SDL3)
if (platform.gamepadId[i] == event.gbutton.which) if (platform.gamepadId[i] == event.gbutton.which)
#else
if (platform.gamepadId[i] == event.jbutton.which)
#endif
{ {
CORE.Input.Gamepad.currentButtonState[i][button] = 0; CORE.Input.Gamepad.currentButtonState[i][button] = 0;
if (CORE.Input.Gamepad.lastButtonPressed == button) CORE.Input.Gamepad.lastButtonPressed = 0; if (CORE.Input.Gamepad.lastButtonPressed == button) CORE.Input.Gamepad.lastButtonPressed = 0;
@ -2054,28 +2066,23 @@ int InitPlatform(void)
platform.gamepadId[i] = -1; // Set all gamepad initial instance ids as invalid to not conflict with instance id zero platform.gamepadId[i] = -1; // Set all gamepad initial instance ids as invalid to not conflict with instance id zero
} }
int numJoysticks = 0; int numJoysticks = SDL_NumJoysticks();
SDL_JoystickID *joysticks = SDL_GetJoysticks(&numJoysticks); // array of joystick IDs, they do not start from 0
if (joysticks) for (int i = 0; (i < numJoysticks) && (i < MAX_GAMEPADS); i++)
{ {
for (int i = 0; (i < numJoysticks) && (i < MAX_GAMEPADS); i++) platform.gamepad[i] = SDL_GameControllerOpen(i);
{ platform.gamepadId[i] = SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(platform.gamepad[i]));
platform.gamepad[i] = SDL_GameControllerOpen(joysticks[i]);
platform.gamepadId[i] = SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(platform.gamepad[i]));
if (platform.gamepad[i]) if (platform.gamepad[i])
{ {
CORE.Input.Gamepad.ready[i] = true; CORE.Input.Gamepad.ready[i] = true;
CORE.Input.Gamepad.axisCount[i] = SDL_JoystickNumAxes(SDL_GameControllerGetJoystick(platform.gamepad[i])); CORE.Input.Gamepad.axisCount[i] = SDL_JoystickNumAxes(SDL_GameControllerGetJoystick(platform.gamepad[i]));
CORE.Input.Gamepad.axisState[i][GAMEPAD_AXIS_LEFT_TRIGGER] = -1.0f; CORE.Input.Gamepad.axisState[i][GAMEPAD_AXIS_LEFT_TRIGGER] = -1.0f;
CORE.Input.Gamepad.axisState[i][GAMEPAD_AXIS_RIGHT_TRIGGER] = -1.0f; CORE.Input.Gamepad.axisState[i][GAMEPAD_AXIS_RIGHT_TRIGGER] = -1.0f;
strncpy(CORE.Input.Gamepad.name[i], SDL_GameControllerNameForIndex(i), MAX_GAMEPAD_NAME_LENGTH - 1); strncpy(CORE.Input.Gamepad.name[i], SDL_GameControllerNameForIndex(i), MAX_GAMEPAD_NAME_LENGTH - 1);
CORE.Input.Gamepad.name[i][MAX_GAMEPAD_NAME_LENGTH - 1] = '\0'; CORE.Input.Gamepad.name[i][MAX_GAMEPAD_NAME_LENGTH - 1] = '\0';
}
else TRACELOG(LOG_WARNING, "PLATFORM: Unable to open game controller [ERROR: %s]", SDL_GetError());
} }
SDL_free(joysticks); else TRACELOG(LOG_WARNING, "PLATFORM: Unable to open game controller [ERROR: %s]", SDL_GetError());
} }
// Disable mouse events being interpreted as touch events // Disable mouse events being interpreted as touch events
@ -2196,7 +2203,7 @@ static void UpdateTouchPointsSDL(SDL_TouchFingerEvent event)
for (int i = 0; i < CORE.Input.Touch.pointCount; i++) for (int i = 0; i < CORE.Input.Touch.pointCount; i++)
{ {
SDL_Finger *finger = SDL_GetTouchFinger(event.touchId, i); SDL_Finger *finger = SDL_GetTouchFinger(event.touchId, i);
CORE.Input.Touch.pointId[i] = finger->id; CORE.Input.Touch.pointId[i] = (int)finger->id;
CORE.Input.Touch.position[i].x = finger->x*CORE.Window.screen.width; CORE.Input.Touch.position[i].x = finger->x*CORE.Window.screen.width;
CORE.Input.Touch.position[i].y = finger->y*CORE.Window.screen.height; CORE.Input.Touch.position[i].y = finger->y*CORE.Window.screen.height;
CORE.Input.Touch.currentTouchState[i] = 1; CORE.Input.Touch.currentTouchState[i] = 1;