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https://github.com/moonlight-stream/moonlight-qt
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Implement controller arrival events using Sunshine protocol extension
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1 changed files with 58 additions and 0 deletions
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@ -489,8 +489,66 @@ void SdlInputHandler::handleControllerDeviceEvent(SDL_ControllerDeviceEvent* eve
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SDL_assert(m_GamepadMask == 0x1);
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}
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#if SDL_VERSION_ATLEAST(2, 0, 14)
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// On SDL 2.0.14 and later, we can provide enhanced controller information to the host PC
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// for it to use as a hint for the type of controller to emulate.
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uint32_t supportedButtonFlags = 0;
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for (int i = 0; i < SDL_arraysize(k_ButtonMap); i++) {
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if (SDL_GameControllerHasButton(state->controller, (SDL_GameControllerButton)i)) {
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supportedButtonFlags |= k_ButtonMap[i];
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}
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}
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uint32_t capabilities = 0;
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if (SDL_GameControllerGetBindForAxis(state->controller, SDL_CONTROLLER_AXIS_TRIGGERLEFT).bindType == SDL_CONTROLLER_BINDTYPE_AXIS ||
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SDL_GameControllerGetBindForAxis(state->controller, SDL_CONTROLLER_AXIS_TRIGGERRIGHT).bindType == SDL_CONTROLLER_BINDTYPE_AXIS) {
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// We assume these are analog triggers if the binding is to an axis rather than a button
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capabilities |= LI_CCAP_ANALOG_TRIGGERS;
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}
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if (SDL_GameControllerHasRumble(state->controller)) {
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capabilities |= LI_CCAP_RUMBLE;
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}
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if (SDL_GameControllerHasRumbleTriggers(state->controller)) {
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capabilities |= LI_CCAP_TRIGGER_RUMBLE;
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}
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if (SDL_GameControllerGetNumTouchpads(state->controller) > 0) {
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capabilities |= LI_CCAP_TOUCHPAD;
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}
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if (SDL_GameControllerHasSensor(state->controller, SDL_SENSOR_ACCEL)) {
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capabilities |= LI_CCAP_ACCEL;
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}
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if (SDL_GameControllerHasSensor(state->controller, SDL_SENSOR_GYRO)) {
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capabilities |= LI_CCAP_GYRO;
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}
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uint8_t type;
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switch (SDL_GameControllerGetType(state->controller)) {
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case SDL_CONTROLLER_TYPE_XBOX360:
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case SDL_CONTROLLER_TYPE_XBOXONE:
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type = LI_CTYPE_XBOX;
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break;
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case SDL_CONTROLLER_TYPE_PS3:
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case SDL_CONTROLLER_TYPE_PS4:
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case SDL_CONTROLLER_TYPE_PS5:
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type = LI_CTYPE_PS;
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break;
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case SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_PRO:
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case SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_LEFT:
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case SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_RIGHT:
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case SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_PAIR:
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type = LI_CTYPE_NINTENDO;
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break;
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default:
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type = LI_CTYPE_UNKNOWN;
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break;
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}
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LiSendControllerArrivalEvent(state->index, m_GamepadMask, type, supportedButtonFlags, capabilities);
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#else
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// Send an empty event to tell the PC we've arrived
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sendGamepadState(state);
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#endif
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}
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else if (event->type == SDL_CONTROLLERDEVICEREMOVED) {
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state = findStateForGamepad(event->which);
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