Implement controller arrival events using Sunshine protocol extension

This commit is contained in:
Cameron Gutman 2023-06-18 23:34:28 -05:00
parent 8b6df34d8b
commit e5aaa1fc53

View file

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