From 5cab979f2110df2f0dbec7867a4a6f565e07e29f Mon Sep 17 00:00:00 2001
From: Sam Lantinga <[EMAIL REDACTED]>
Date: Wed, 7 Aug 2024 15:05:38 -0700
Subject: [PATCH] Added support for the Guide and Share buttons on GameInput
controllers
---
src/joystick/gdk/SDL_gameinputjoystick.c | 58 +++++++++++++++++-------
1 file changed, 42 insertions(+), 16 deletions(-)
diff --git a/src/joystick/gdk/SDL_gameinputjoystick.c b/src/joystick/gdk/SDL_gameinputjoystick.c
index 5ab44c4a49561..01b91df5cb24c 100644
--- a/src/joystick/gdk/SDL_gameinputjoystick.c
+++ b/src/joystick/gdk/SDL_gameinputjoystick.c
@@ -29,6 +29,10 @@
#define COBJMACROS
#include <GameInput.h>
+enum
+{
+ SDL_GAMEPAD_BUTTON_GAMEINPUT_SHARE = 11
+};
typedef struct GAMEINPUT_InternalDevice
{
@@ -53,7 +57,7 @@ typedef struct joystick_hwdata
GAMEINPUT_InternalDevice *devref;
SDL_bool report_sensors;
GameInputRumbleParams rumbleParams;
- GameInputCallbackToken guide_button_callback_token;
+ GameInputCallbackToken system_button_callback_token;
} GAMEINPUT_InternalJoystickHwdata;
// FIXME: We need a lock to protect the device list
@@ -374,16 +378,24 @@ static void GAMEINPUT_UpdatePowerInfo(SDL_Joystick *joystick, IGameInputDevice *
SDL_SendJoystickPowerInfo(joystick, state, percent);
}
-#if 0
-static void CALLBACK GAMEINPUT_InternalGuideButtonCallback(GameInputCallbackToken callbackToken, void *context, IGameInputDevice *device, uint64_t timestamp, bool isPressed)
+static void CALLBACK GAMEINPUT_InternalSystemButtonCallback(
+ _In_ GameInputCallbackToken callbackToken,
+ _In_ void * context,
+ _In_ IGameInputDevice * device,
+ _In_ uint64_t timestamp,
+ _In_ GameInputSystemButtons currentButtons,
+ _In_ GameInputSystemButtons previousButtons)
{
SDL_Joystick *joystick = (SDL_Joystick *)context;
- SDL_LockJoysticks();
- SDL_SendJoystickButton(0, joystick, SDL_GAMEPAD_BUTTON_GUIDE, isPressed ? SDL_PRESSED : SDL_RELEASED);
- SDL_UnlockJoysticks();
+ GameInputSystemButtons changedButtons = (previousButtons ^ currentButtons);
+ if (changedButtons) {
+ SDL_LockJoysticks();
+ SDL_SendJoystickButton(0, joystick, SDL_GAMEPAD_BUTTON_GUIDE, (currentButtons & GameInputSystemButtonGuide) ? SDL_PRESSED : SDL_RELEASED);
+ SDL_SendJoystickButton(0, joystick, SDL_GAMEPAD_BUTTON_GAMEINPUT_SHARE, (currentButtons & GameInputSystemButtonShare) ? SDL_PRESSED : SDL_RELEASED);
+ SDL_UnlockJoysticks();
+ }
}
-#endif
static int GAMEINPUT_JoystickOpen(SDL_Joystick *joystick, int device_index)
{
@@ -407,18 +419,24 @@ static int GAMEINPUT_JoystickOpen(SDL_Joystick *joystick, int device_index)
joystick->naxes = 6;
joystick->nbuttons = 11;
joystick->nhats = 1;
+
+ if (info->supportedSystemButtons != GameInputSystemButtonNone) {
+ if (info->supportedSystemButtons & GameInputSystemButtonShare) {
+ ++joystick->nbuttons;
+ }
+
+#if 1 // The C macro in GameInput.h version 10.0.26100 refers to a focus policy which I guess has been removed from the final API?
+#undef IGameInput_RegisterSystemButtonCallback
+#define IGameInput_RegisterSystemButtonCallback(This, device, buttonFilter, context, callbackFunc, callbackToken) ((This)->lpVtbl->RegisterSystemButtonCallback(This, device, buttonFilter, context, callbackFunc, callbackToken))
+#endif
+ IGameInput_RegisterSystemButtonCallback(g_pGameInput, elem->device, (GameInputSystemButtonGuide | GameInputSystemButtonShare), joystick, GAMEINPUT_InternalSystemButtonCallback, &hwdata->system_button_callback_token);
+ }
} else {
joystick->naxes = info->controllerAxisCount;
joystick->nbuttons = info->controllerButtonCount;
joystick->nhats = info->controllerSwitchCount;
}
- if (GAMEINPUT_InternalIsGamepad(info)) {
-#if 0 /* The actual signature for this function is GameInputClient::RegisterSystemButtonCallback(struct IGameInputDevice *,enum GameInputSystemButtons,void *,void (*)(unsigned __int64,void *,struct IGameInputDevice *,unsigned __int64,enum GameInputSystemButtons,enum GameInputSystemButtons),unsigned __int64 *) */
- IGameInput_RegisterGuideButtonCallback(g_pGameInput, elem->device, joystick, GAMEINPUT_InternalGuideButtonCallback, &hwdata->guide_button_callback_token);
-#endif
- }
-
if (info->supportedRumbleMotors & (GameInputRumbleLowFrequency | GameInputRumbleHighFrequency)) {
SDL_SetBooleanProperty(SDL_GetJoystickProperties(joystick), SDL_PROP_JOYSTICK_CAP_RUMBLE_BOOLEAN, SDL_TRUE);
}
@@ -608,8 +626,8 @@ static void GAMEINPUT_JoystickClose(SDL_Joystick* joystick)
{
GAMEINPUT_InternalJoystickHwdata *hwdata = joystick->hwdata;
- if (hwdata->guide_button_callback_token) {
- IGameInput_UnregisterCallback(g_pGameInput, hwdata->guide_button_callback_token, 5000);
+ if (hwdata->system_button_callback_token) {
+ IGameInput_UnregisterCallback(g_pGameInput, hwdata->system_button_callback_token, 5000);
}
SDL_free(hwdata);
@@ -661,7 +679,15 @@ static SDL_bool GAMEINPUT_JoystickGetGamepadMapping(int device_index, SDL_Gamepa
out->back.kind = EMappingKind_Button;
out->back.target = SDL_GAMEPAD_BUTTON_BACK;
- /* The guide button isn't available, so don't map it */
+ if (elem->info->supportedSystemButtons & GameInputSystemButtonGuide) {
+ out->guide.kind = EMappingKind_Button;
+ out->guide.target = SDL_GAMEPAD_BUTTON_GUIDE;
+ }
+
+ if (elem->info->supportedSystemButtons & GameInputSystemButtonShare) {
+ out->misc1.kind = EMappingKind_Button;
+ out->misc1.target = SDL_GAMEPAD_BUTTON_GAMEINPUT_SHARE;
+ }
out->start.kind = EMappingKind_Button;
out->start.target = SDL_GAMEPAD_BUTTON_START;