Added first working instance of controller/keyboard re-mapper (#1702)

* Added First working instance of controller/keyboard re-mapper

* Fixed clang formatting issues

* Updated newpad.cpp to inverse analog y-axis to make json labelling consistent

* Added mouse sensitivity options for X and Y axis in json, removed scroll mouse support, and other changes requested in feedback

* Added option to have ImGui debug menu appear on start up and remove hard coded set_imgui_visible calls

* Added newpad unit tests and updated function names to better describe intended functionalities

* Fixed formatting issue in newpad unit test

* Removed rumble unit test new pad

* Fixed codacy static analysis issues

* Fixed Linux build issues

* Implemented github feedback

* Implemented updated github feedback

* Fixed formatting errors

* Updated Pad::CheckPadIdx

* Implemented changes based on latest github feedback

* Implemented changes based on github feedback

Co-authored-by: animalstyletaco <animalstyletaco95@gmail.com>
This commit is contained in:
animalstyletaco
2022-08-19 08:28:06 -07:00
committed by GitHub
parent b2eb041ebe
commit 375e9c7713
10 changed files with 899 additions and 129 deletions
-1
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@@ -92,7 +92,6 @@ int InitMainDisplay(int width,
lg::error("Failed to make main display.");
return 1;
}
display->set_imgui_visible(true);
set_main_display(display);
return 0;
}
+178 -30
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@@ -14,6 +14,7 @@
#include "common/log/log.h"
#include "common/symbols.h"
#include "common/util/FileUtil.h"
#include "common/util/json_util.h"
#include "game/common/file_paths.h"
#include "game/kernel/common/kscheme.h"
@@ -42,8 +43,8 @@ void InitSettings(GfxSettings& settings) {
settings.pad_mapping_info.buffer_mode = true;
// debug input settings
settings.pad_mapping_info.debug = true;
// use a default mapping
Pad::DefaultMapping(settings.pad_mapping_info);
Pad::DefaultMapping(Gfx::g_settings.pad_mapping_info);
}
} // namespace
@@ -53,36 +54,180 @@ namespace Gfx {
std::function<void()> vsync_callback;
GfxGlobalSettings g_global_settings;
GfxSettings g_settings;
Pad::MappingInfo& get_button_mapping() {
return g_settings.pad_mapping_info;
}
// const std::vector<const GfxRendererModule*> renderers = {&moduleOpenGL};
// TODO serialize
void LoadSettings() {
const auto filename = file_util::get_file_path({GAME_CONFIG_DIR_NAME, SETTINGS_GFX_FILE_NAME});
if (fs::exists(filename)) {
// this is just wrong LOL
FILE* fp = file_util::open_file(filename.c_str(), "rb");
lg::info("Found graphics configuration file. Checking version.");
u64 version;
fread(&version, sizeof(u64), 1, fp);
if (version == GfxSettings::CURRENT_VERSION) {
fseek(fp, 0, SEEK_SET);
fread(&g_settings, sizeof(GfxSettings), 1, fp);
lg::info("Loaded graphics configuration file.");
} else {
// TODO upgrade func
lg::info("Detected graphics configuration file from old version. Ignoring.");
// Not crazy about this declaration
const std::pair<std::string, Pad::Button> gamepad_map[] = {{"Select", Pad::Button::Select},
{"L3", Pad::Button::L3},
{"R3", Pad::Button::R3},
{"Start", Pad::Button::Start},
{"Up", Pad::Button::Up},
{"Right", Pad::Button::Right},
{"Down", Pad::Button::Down},
{"Left", Pad::Button::Left},
{"L1", Pad::Button::L1},
{"R1", Pad::Button::R1},
{"Triangle", Pad::Button::Triangle},
{"Circle", Pad::Button::Circle},
{"X", Pad::Button::X},
{"Square", Pad::Button::Square}};
const std::pair<std::string, Pad::Analog> analog_map[] = {
{"Left X Axis", Pad::Analog::Left_X},
{"Left Y Axis", Pad::Analog::Left_Y},
{"Right X Axis", Pad::Analog::Right_X},
{"Right Y Axis", Pad::Analog::Right_Y},
};
bool g_is_debug_menu_visible_on_startup = false;
bool get_debug_menu_visible_on_startup() {
return g_is_debug_menu_visible_on_startup;
}
void DumpToJson(ghc::filesystem::path& filename) {
nlohmann::json json;
json["Debug Menu Visibility"] = false; // Assume start up debug display is disabled
auto& peripherals_json = json["Peripherals"];
for (uint32_t i = 0; i < Pad::CONTROLLER_COUNT; ++i) {
nlohmann::json peripheral_json;
peripheral_json["ID"] = i + 1;
auto& controller_json = peripheral_json["Controller"];
auto& controller_buttons_json = controller_json["Buttons"];
for (const auto& [name, value] : gamepad_map) {
controller_buttons_json[name] =
g_settings.pad_mapping_info.controller_button_mapping[i][(int)value];
}
fclose(fp);
auto& keyboard_json = peripheral_json["Keyboard+Mouse"];
auto& keyboard_buttons_json = keyboard_json["Buttons"];
for (const auto& [name, value] : gamepad_map) {
keyboard_buttons_json[name] =
g_settings.pad_mapping_info.keyboard_button_mapping[i][(int)value];
}
auto& keyboard_analogs_json = keyboard_json["Analog"];
for (const auto& [name, value] : analog_map) {
if (g_settings.pad_mapping_info.keyboard_analog_mapping[i][(int)value].mode ==
Pad::AnalogMappingMode::AnalogInput) {
keyboard_analogs_json[name]["Axis Id"] =
g_settings.pad_mapping_info.keyboard_analog_mapping[i][(int)value].axis_id;
} else {
keyboard_analogs_json[name]["Positive Key"] =
g_settings.pad_mapping_info.keyboard_analog_mapping[i][(int)value].positive_key;
keyboard_analogs_json[name]["Negative Key"] =
g_settings.pad_mapping_info.keyboard_analog_mapping[i][(int)value].negative_key;
}
}
peripheral_json["X-Axis Mouse Sensitivity"] =
g_settings.pad_mapping_info.mouse_x_axis_sensitivities[i];
peripheral_json["Y-Axis Mouse Sensitivity"] =
g_settings.pad_mapping_info.mouse_y_axis_sensitivities[i];
peripherals_json.emplace_back(peripheral_json);
}
file_util::write_text_file(filename, json.dump(4));
}
void SavePeripheralSettings() {
auto filename = (file_util::get_user_config_dir() / "controller" / "controller-settings.json");
file_util::create_dir_if_needed_for_file(filename);
DumpToJson(filename);
lg::info("Saved graphics configuration file.");
}
void LoadPeripheralSettings(const ghc::filesystem::path& filepath) {
Pad::DefaultMapping(g_settings.pad_mapping_info);
auto file_txt = file_util::read_text_file(filepath);
auto configuration = parse_commented_json(file_txt, filepath.string());
if (configuration.find("Debug Menu Visibility") != configuration.end()) {
g_is_debug_menu_visible_on_startup = configuration["Debug Menu Visibility"].get<bool>();
}
int controller_index = 0;
for (const auto& peripheral : configuration["Peripherals"]) {
auto& controller_buttons_json = peripheral["Controller"]["Buttons"];
auto& keyboard_buttons_json = peripheral["Keyboard+Mouse"]["Buttons"];
for (const auto& [name, button] : gamepad_map) {
if (controller_buttons_json.find(name) != controller_buttons_json.end()) {
g_settings.pad_mapping_info.controller_button_mapping[controller_index][(int)button] =
controller_buttons_json[name].get<int>();
} else {
lg::warn(
"Controller button override not found for {}. Using controller default value: {}", name,
g_settings.pad_mapping_info.controller_button_mapping[controller_index][(int)button]);
}
if (keyboard_buttons_json.find(name) != keyboard_buttons_json.end()) {
g_settings.pad_mapping_info.keyboard_button_mapping[controller_index][(int)button] =
keyboard_buttons_json[name].get<int>();
} else {
lg::warn(
"Keyboard button override not found for {}. Using keyboard default value: {}", name,
g_settings.pad_mapping_info.keyboard_button_mapping[controller_index][(int)button]);
}
}
auto& keyboard_analogs_json = peripheral["Keyboard+Mouse"]["Analog"];
for (const auto& [name, value] : analog_map) {
Pad::AnalogMappingInfo analog_mapping;
if (keyboard_analogs_json[name].contains("Axis Id") == true) {
analog_mapping.mode = Pad::AnalogMappingMode::AnalogInput;
analog_mapping.axis_id = keyboard_analogs_json[name]["Axis Id"].get<int>();
g_settings.pad_mapping_info.keyboard_analog_mapping[controller_index][(int)value] =
analog_mapping;
continue;
}
if (keyboard_analogs_json[name].contains("Positive Key") == true) {
analog_mapping.positive_key = keyboard_analogs_json[name]["Positive Key"].get<int>();
} else {
lg::warn("Keyboard analog override not found for {}. Using keyboard default value: {}",
name,
g_settings.pad_mapping_info.keyboard_analog_mapping[controller_index][(int)value]
.positive_key);
}
if (keyboard_analogs_json[name].contains("Negative Key") == true) {
analog_mapping.negative_key = keyboard_analogs_json[name]["Negative Key"].get<int>();
} else {
lg::warn("Keyboard analog override not found for {}. Using keyboard default value: {}",
name,
g_settings.pad_mapping_info.keyboard_analog_mapping[controller_index][(int)value]
.negative_key);
}
g_settings.pad_mapping_info.keyboard_analog_mapping[controller_index][(int)value] =
analog_mapping;
}
g_settings.pad_mapping_info.mouse_x_axis_sensitivities[controller_index] =
peripheral["X-Axis Mouse Sensitivity"].get<double>();
g_settings.pad_mapping_info.mouse_y_axis_sensitivities[controller_index] =
peripheral["Y-Axis Mouse Sensitivity"].get<double>();
controller_index++;
}
}
void SaveSettings() {
const auto filename = file_util::get_file_path({GAME_CONFIG_DIR_NAME, SETTINGS_GFX_FILE_NAME});
file_util::create_dir_if_needed(file_util::get_file_path({GAME_CONFIG_DIR_NAME}));
FILE* fp = file_util::open_file(filename.c_str(), "wb");
fwrite(&g_settings, sizeof(GfxSettings), 1, fp);
fclose(fp);
lg::info("Saved graphics configuration file.");
void LoadSettings() {
auto filename = (file_util::get_user_config_dir() / "controller" / "controller-settings.json");
if (fs::exists(filename)) {
LoadPeripheralSettings(filename);
lg::info("Loaded graphics configuration file.");
return;
} else {
SavePeripheralSettings();
lg::info("Couldn't find controller-settings.json creating new controller settings file.");
}
}
const GfxRendererModule* GetRenderer(GfxPipeline pipeline) {
@@ -319,7 +464,7 @@ void input_mode_save() {
g_settings.pad_mapping_info_backup = g_settings.pad_mapping_info; // copy to backup
g_settings.pad_mapping_info = Pad::g_input_mode_mapping; // set current mapping
SaveSettings();
SavePeripheralSettings();
}
}
@@ -328,15 +473,18 @@ s64 get_mapped_button(s64 pad, s64 button) {
lg::error("Invalid parameters to get_mapped_button({}, {})", pad, button);
return -1;
}
return (s64)g_settings.pad_mapping_info.pad_mapping[pad][button];
return (Pad::GetGamepadState(pad) > -1)
? (s64)g_settings.pad_mapping_info.controller_button_mapping[pad][button]
: (s64)g_settings.pad_mapping_info.keyboard_button_mapping[pad][button];
}
int PadIsPressed(Pad::Button button, int port) {
return Pad::IsPressed(g_settings.pad_mapping_info, button, port);
}
int PadAnalogValue(Pad::Analog analog, int port) {
return Pad::AnalogValue(g_settings.pad_mapping_info, analog, port);
int PadGetAnalogValue(Pad::Analog analog, int port) {
return Pad::GetAnalogValue(g_settings.pad_mapping_info, analog, port);
}
void SetLod(RendererTreeType tree, int lod) {
+4 -1
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@@ -124,6 +124,8 @@ u32 Init(GameVersion version);
void Loop(std::function<bool()> f);
u32 Exit();
Pad::MappingInfo& get_button_mapping();
u32 vsync();
void register_vsync_callback(std::function<void()> f);
void clear_vsync_callback();
@@ -152,9 +154,10 @@ void set_msaa(int samples);
void input_mode_set(u32 enable);
void input_mode_save();
s64 get_mapped_button(s64 pad, s64 button);
bool get_debug_menu_visible_on_startup();
int PadIsPressed(Pad::Button button, int port);
int PadAnalogValue(Pad::Analog analog, int port);
int PadGetAnalogValue(Pad::Analog analog, int port);
// matching enum in kernel-defs.gc !!
enum class RendererTreeType { NONE = 0, TFRAG3 = 1, TIE3 = 2, INVALID };
+86 -12
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@@ -78,6 +78,11 @@ struct GraphicsData {
std::unique_ptr<GraphicsData> g_gfx_data;
std::atomic<int> g_cursor_input_mode = GLFW_CURSOR_DISABLED;
bool is_cursor_position_valid = false;
double last_cursor_x_position = 0;
double last_cursor_y_position = 0;
struct {
bool callbacks_registered = false;
GLFWmonitor** monitors;
@@ -209,6 +214,7 @@ static std::shared_ptr<GfxDisplay> gl_make_display(int width,
}
auto display = std::make_shared<GLDisplay>(window, is_main);
// lg::debug("init display #x{:x}", (uintptr_t)display);
// setup imgui
@@ -255,6 +261,16 @@ GLDisplay::GLDisplay(GLFWwindow* window, bool is_main) : m_window(window) {
display->on_key(window, key, scancode, action, mods);
});
glfwSetMouseButtonCallback(window, [](GLFWwindow* window, int button, int action, int mode) {
GLDisplay* display = reinterpret_cast<GLDisplay*>(glfwGetWindowUserPointer(window));
display->on_mouse_key(window, button, action, mode);
});
glfwSetCursorPosCallback(window, [](GLFWwindow* window, double xposition, double yposition) {
GLDisplay* display = reinterpret_cast<GLDisplay*>(glfwGetWindowUserPointer(window));
display->on_cursor_position(window, xposition, yposition);
});
glfwSetWindowPosCallback(window, [](GLFWwindow* window, int xpos, int ypos) {
GLDisplay* display = reinterpret_cast<GLDisplay*>(glfwGetWindowUserPointer(window));
display->on_window_pos(window, xpos, ypos);
@@ -289,6 +305,11 @@ GLDisplay::~GLDisplay() {
}
}
void GLDisplay::update_cursor_visibility(GLFWwindow* window, bool is_visible) {
g_cursor_input_mode = (is_visible) ? GLFW_CURSOR_NORMAL : GLFW_CURSOR_DISABLED;
glfwSetInputMode(window, GLFW_CURSOR, g_cursor_input_mode);
}
void GLDisplay::on_key(GLFWwindow* window, int key, int /*scancode*/, int action, int /*mods*/) {
if (action == GlfwKeyAction::Press) {
// lg::debug("KEY PRESS: key: {} scancode: {} mods: {:X}", key, scancode, mods);
@@ -296,13 +317,63 @@ void GLDisplay::on_key(GLFWwindow* window, int key, int /*scancode*/, int action
} else if (action == GlfwKeyAction::Release) {
// lg::debug("KEY RELEASE: key: {} scancode: {} mods: {:X}", key, scancode, mods);
Pad::OnKeyRelease(key);
if ((key == GLFW_KEY_LEFT_ALT || key == GLFW_KEY_RIGHT_ALT) &&
glfwGetWindowAttrib(window, GLFW_FOCUSED)) {
set_imgui_visible(!is_imgui_visible());
GLDisplay* display = reinterpret_cast<GLDisplay*>(glfwGetWindowUserPointer(window));
if (display != NULL) { // toggle ImGui when pressing Alt
if ((key == GLFW_KEY_LEFT_ALT || key == GLFW_KEY_RIGHT_ALT) &&
glfwGetWindowAttrib(window, GLFW_FOCUSED)) {
display->set_imgui_visible(!display->is_imgui_visible());
update_cursor_visibility(window, display->is_imgui_visible());
}
}
}
}
void GLDisplay::on_mouse_key(GLFWwindow* window, int button, int action, int mode) {
int key =
button + GLFW_KEY_LAST; // Mouse button index are appended after initial GLFW keys in newpad
if (button == GLFW_MOUSE_BUTTON_LEFT &&
g_cursor_input_mode ==
GLFW_CURSOR_NORMAL) { // Are there any other mouse buttons we don't want to use?
Pad::ClearKey(key);
return;
}
if (action == GlfwKeyAction::Press) {
Pad::OnKeyPress(key);
} else if (action == GlfwKeyAction::Release) {
Pad::OnKeyRelease(key);
}
}
void GLDisplay::on_cursor_position(GLFWwindow* window, double xposition, double yposition) {
Pad::MappingInfo mapping_info = Gfx::get_button_mapping();
if (g_cursor_input_mode == GLFW_CURSOR_NORMAL) {
if (is_cursor_position_valid == true) {
Pad::ClearAnalogAxisValue(mapping_info, GlfwKeyCustomAxis::CURSOR_X_AXIS);
Pad::ClearAnalogAxisValue(mapping_info, GlfwKeyCustomAxis::CURSOR_Y_AXIS);
is_cursor_position_valid = false;
}
return;
}
if (is_cursor_position_valid == false) {
last_cursor_x_position = xposition;
last_cursor_y_position = yposition;
is_cursor_position_valid = true;
return;
}
double xoffset = xposition - last_cursor_x_position;
double yoffset = yposition - last_cursor_y_position;
Pad::SetAnalogAxisValue(mapping_info, GlfwKeyCustomAxis::CURSOR_X_AXIS, xoffset);
Pad::SetAnalogAxisValue(mapping_info, GlfwKeyCustomAxis::CURSOR_Y_AXIS, yoffset);
last_cursor_x_position = xposition;
last_cursor_y_position = yposition;
}
void GLDisplay::on_window_pos(GLFWwindow* /*window*/, int xpos, int ypos) {
if (m_fullscreen_target_mode == GfxDisplayMode::Windowed) {
m_last_windowed_xpos = xpos;
@@ -451,7 +522,8 @@ void GLDisplay::update_fullscreen(GfxDisplayMode mode, int screen) {
x = m_last_windowed_xpos;
y = m_last_windowed_ypos;
} else {
// fullscreen -> windowed, use last windowed size but on the monitor previously fullscreened
// fullscreen -> windowed, use last windowed size but on the monitor previously
// fullscreened
int monitorX, monitorY, monitorWidth, monitorHeight;
glfwGetMonitorWorkarea(monitor, &monitorX, &monitorY, &monitorWidth, &monitorHeight);
@@ -464,8 +536,8 @@ void GLDisplay::update_fullscreen(GfxDisplayMode mode, int screen) {
glfwSetWindowAttrib(m_window, GLFW_DECORATED, GLFW_TRUE);
glfwSetWindowFocusCallback(m_window, NULL);
glfwSetWindowAttrib(m_window, GLFW_FLOATING, GLFW_FALSE);
glfwSetWindowMonitor(m_window, NULL, x, y, width, height, GLFW_DONT_CARE);
set_imgui_visible(true);
// these might have changed
m_last_windowed_width = width;
@@ -480,7 +552,6 @@ void GLDisplay::update_fullscreen(GfxDisplayMode mode, int screen) {
glfwSetWindowFocusCallback(m_window, NULL);
glfwSetWindowAttrib(m_window, GLFW_FLOATING, GLFW_FALSE);
glfwSetWindowMonitor(m_window, monitor, 0, 0, vmode->width, vmode->height, GLFW_DONT_CARE);
set_imgui_visible(false);
} break;
case GfxDisplayMode::Borderless: {
// borderless fullscreen
@@ -495,7 +566,6 @@ void GLDisplay::update_fullscreen(GfxDisplayMode mode, int screen) {
#else
glfwSetWindowMonitor(m_window, NULL, x, y, vmode->width, vmode->height, GLFW_DONT_CARE);
#endif
set_imgui_visible(false);
} break;
}
}
@@ -602,7 +672,9 @@ void GLDisplay::render() {
auto p = scoped_prof("poll-gamepads");
glfwPollEvents();
glfwMakeContextCurrent(m_window);
Pad::update_gamepads();
auto& mapping_info = Gfx::get_button_mapping();
Pad::update_gamepads(mapping_info);
}
// imgui start of frame
@@ -761,13 +833,15 @@ void gl_send_chain(const void* data, u32 offset) {
// we copy the dma data and give a copy of it to the render.
// the copy has a few advantages:
// - if the game code has a bug and corrupts the DMA buffer, the renderer won't see it.
// - the copied DMA is much smaller than the entire game memory, so it can be dumped to a file
// - the copied DMA is much smaller than the entire game memory, so it can be dumped to a
// file
// separate of the entire RAM.
// - it verifies the DMA data is valid early on.
// but it may also be pretty expensive. Both the renderer and the game wait on this to complete.
// but it may also be pretty expensive. Both the renderer and the game wait on this to
// complete.
// The renderers should just operate on DMA chains, so eliminating this step in the future may
// be easy.
// The renderers should just operate on DMA chains, so eliminating this step in the future
// may be easy.
g_gfx_data->dma_copier.set_input_data(data, offset, run_dma_copy);
+11
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@@ -18,6 +18,11 @@ enum GlfwKeyAction {
Repeat = GLFW_REPEAT // repeated input on hold e.g. when typing something
};
enum GlfwKeyCustomAxis {
CURSOR_X_AXIS = GLFW_GAMEPAD_AXIS_LAST + 1,
CURSOR_Y_AXIS = GLFW_GAMEPAD_AXIS_LAST + 2
};
class GLDisplay : public GfxDisplay {
public:
GLDisplay(GLFWwindow* window, bool is_main);
@@ -42,6 +47,9 @@ class GLDisplay : public GfxDisplay {
void on_window_pos(GLFWwindow* window, int xpos, int ypos);
void on_window_size(GLFWwindow* window, int width, int height);
void on_iconify(GLFWwindow* window, int iconified);
void on_mouse_key(GLFWwindow* window, int button, int action, int mode);
void on_cursor_position(GLFWwindow* window, double xposition, double yposition);
void update_cursor_visibility(GLFWwindow* window, bool is_visible);
private:
GLFWwindow* m_window;
@@ -52,3 +60,6 @@ class GLDisplay : public GfxDisplay {
};
extern const GfxRendererModule gRendererOpenGL;
namespace glfw {
static const int NUM_KEYS = GLFW_KEY_LAST + GLFW_MOUSE_BUTTON_LAST + 1;
}
+4 -4
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@@ -70,10 +70,10 @@ int scePadRead(int port, int /*slot*/, u8* rdata) {
cpad->status = 0x70 /* (dualshock2) */ | (20 / 2); /* (dualshock2 data size) */
cpad->rightx = Gfx::PadAnalogValue(Pad::Analog::Right_X, port);
cpad->righty = Gfx::PadAnalogValue(Pad::Analog::Right_Y, port);
cpad->leftx = Gfx::PadAnalogValue(Pad::Analog::Left_X, port);
cpad->lefty = Gfx::PadAnalogValue(Pad::Analog::Left_Y, port);
cpad->rightx = Gfx::PadGetAnalogValue(Pad::Analog::Right_X, port);
cpad->righty = Gfx::PadGetAnalogValue(Pad::Analog::Right_Y, port);
cpad->leftx = Gfx::PadGetAnalogValue(Pad::Analog::Left_X, port);
cpad->lefty = Gfx::PadGetAnalogValue(Pad::Analog::Left_Y, port);
// pressure sensitivity. ignore for now.
for (int i = 0; i < 12; ++i) {
+265 -78
View File
@@ -6,6 +6,9 @@
#include "newpad.h"
#include <atomic>
#include <cmath>
#include "common/log/log.h"
#include "common/util/Assert.h"
#include "common/util/FileUtil.h"
@@ -22,11 +25,12 @@ namespace Pad {
********************************
*/
constexpr int NUM_KEYS = GLFW_KEY_LAST + 1;
// key-down status of any detected key.
bool g_key_status[NUM_KEYS] = {0};
bool g_key_status[glfw::NUM_KEYS] = {0};
// key-down status of any detected key. this is buffered for the remainder of a frame.
bool g_buffered_key_status[NUM_KEYS] = {0};
bool g_buffered_key_status[glfw::NUM_KEYS] = {0};
float g_key_analogs[CONTROLLER_COUNT][(int)Analog::Max] = {{0}};
bool g_gamepad_buttons[CONTROLLER_COUNT][(int)Button::Max] = {{0}};
float g_gamepad_analogs[CONTROLLER_COUNT][(int)Analog::Max] = {{0}};
@@ -44,6 +48,36 @@ u64 input_mode_mod = 0;
u64 input_mode_index = 0;
MappingInfo g_input_mode_mapping;
void ClearKey(int key) {
if (key < 0 || key > glfw::NUM_KEYS) {
lg::warn("ClearKey failed: Attempted to clear invalid key {}", key);
return;
}
g_key_status[key] = false;
g_buffered_key_status[key] = false;
}
void ClearAnalogAxisValue(MappingInfo& mapping_info, int axis) {
for (int pad = 0; pad < CONTROLLER_COUNT; ++pad) {
for (int analog = 0; analog < (int)Analog::Max; ++analog) {
if (mapping_info.keyboard_analog_mapping[pad][analog].axis_id == axis &&
mapping_info.keyboard_analog_mapping[pad][analog].mode ==
AnalogMappingMode::AnalogInput) {
g_key_analogs[pad][analog] = 0.0f;
}
}
}
}
void ForceClearAnalogValue() {
for (int pad = 0; pad < CONTROLLER_COUNT; ++pad) {
for (int analog = 0; analog < (int)Analog::Max; ++analog) {
g_key_analogs[pad][analog] = 0.0f;
}
}
}
void ForceClearKeys() {
for (auto& key : g_key_status) {
key = false;
@@ -54,7 +88,7 @@ void ForceClearKeys() {
}
void ClearKeys() {
for (int key = 0; key < NUM_KEYS; key++) {
for (int key = 0; key < glfw::NUM_KEYS; key++) {
g_buffered_key_status[key] = g_key_status[key];
}
}
@@ -77,7 +111,7 @@ void OnKeyPress(int key) {
return;
}
// set absolute key status
ASSERT(key < NUM_KEYS);
ASSERT(key < glfw::NUM_KEYS);
g_key_status[key] = true;
// set buffered key status
g_buffered_key_status[key] = true;
@@ -87,7 +121,7 @@ void OnKeyRelease(int key) {
if (input_mode == InputModeStatus::Enabled) {
return;
}
ASSERT(key < NUM_KEYS);
ASSERT(key < glfw::NUM_KEYS);
g_key_status[key] = false;
}
@@ -98,14 +132,15 @@ void OnKeyRelease(int key) {
*/
static int CheckPadIdx(int pad) {
if (pad < 0 || pad > CONTROLLER_COUNT) {
if (pad < 0 || pad >= CONTROLLER_COUNT) {
lg::error("Invalid pad {}", pad);
return -1;
}
return pad;
}
// returns 1 if button is pressed. returns 0 if invalid or not pressed.
// returns 1 if either keyboard or controller button is pressed. Controller button has priority.
// returns 0 if invalid or not pressed.
int IsPressed(MappingInfo& mapping, Button button, int pad = 0) {
if (CheckPadIdx(pad) == -1) {
return 0;
@@ -114,67 +149,119 @@ int IsPressed(MappingInfo& mapping, Button button, int pad = 0) {
if (g_gamepad_buttons[pad][(int)button]) {
return 1;
}
auto key = mapping.pad_mapping[pad][(int)button];
int key = mapping.keyboard_button_mapping[pad][(int)button];
if (key == -1)
return 0;
auto& keymap = mapping.buffer_mode ? g_buffered_key_status : g_key_status;
ASSERT(key < NUM_KEYS);
ASSERT(key < glfw::NUM_KEYS);
return keymap[key];
}
void SetAnalogAxisValue(MappingInfo& mapping_info, int axis, double value) {
const double sensitivity_numerator = Gfx::g_global_settings.target_fps;
const double minimum_sensitivity = 1e-4;
for (int pad = 0; pad < CONTROLLER_COUNT; ++pad) {
for (int analog = 0; analog < (int)Analog::Max; ++analog) {
if (mapping_info.keyboard_analog_mapping[pad][analog].axis_id == axis) {
double newValue = value;
if (axis == GlfwKeyCustomAxis::CURSOR_X_AXIS) {
if (mapping_info.mouse_x_axis_sensitivities[pad] < minimum_sensitivity) {
mapping_info.mouse_x_axis_sensitivities[pad] = minimum_sensitivity;
}
newValue /= (sensitivity_numerator / mapping_info.mouse_x_axis_sensitivities[pad]);
} else if (axis == GlfwKeyCustomAxis::CURSOR_Y_AXIS) {
if (mapping_info.mouse_y_axis_sensitivities[pad] < minimum_sensitivity) {
mapping_info.mouse_y_axis_sensitivities[pad] = minimum_sensitivity;
}
newValue /= (sensitivity_numerator / mapping_info.mouse_y_axis_sensitivities[pad]);
}
if (newValue > 1.0) {
g_key_analogs[pad][analog] = 1.0;
} else if (newValue < -1.0) {
g_key_analogs[pad][analog] = -1.0;
} else if (std::isnan(newValue)) {
g_key_analogs[pad][analog] = 0.0;
} else {
g_key_analogs[pad][analog] = newValue;
}
// Invert logic used here. Left Y axis movement is based on towrds the camera.
// In game forward is treated as going away from the camera and backwards is headed towards
// the camera.
if (axis == GlfwKeyCustomAxis::CURSOR_Y_AXIS) {
g_key_analogs[pad][analog] *= -1;
}
}
}
}
}
void UpdateAxisValue(MappingInfo& mapping_info) {
for (int pad = 0; pad < CONTROLLER_COUNT; ++pad) {
for (int analog = 0; analog < (int)Analog::Max; ++analog) {
if (mapping_info.keyboard_analog_mapping[pad][analog].mode ==
AnalogMappingMode::AnalogInput) {
continue; // Assumed Set Axis set value already
}
// Invert logic used here. Left Y axis movement is based on towrds the camera.
// In game forward is treated as going away from the camera and backwards is headed towards
// the camera.
double input = 0.0f;
if (mapping_info.keyboard_analog_mapping[pad][analog].positive_key > -1 &&
mapping_info.keyboard_analog_mapping[pad][analog].positive_key < glfw::NUM_KEYS) {
if (analog == static_cast<int>(Analog::Left_Y) ||
analog == static_cast<int>(Analog::Right_Y)) {
input -=
g_buffered_key_status[mapping_info.keyboard_analog_mapping[pad][analog].positive_key];
} else {
input +=
g_buffered_key_status[mapping_info.keyboard_analog_mapping[pad][analog].positive_key];
}
}
if (mapping_info.keyboard_analog_mapping[pad][analog].negative_key > -1 &&
mapping_info.keyboard_analog_mapping[pad][analog].negative_key < glfw::NUM_KEYS) {
if (analog == static_cast<int>(Analog::Left_Y) ||
analog == static_cast<int>(Analog::Right_Y)) {
input +=
g_buffered_key_status[mapping_info.keyboard_analog_mapping[pad][analog].negative_key];
} else {
input -=
g_buffered_key_status[mapping_info.keyboard_analog_mapping[pad][analog].negative_key];
}
}
g_key_analogs[pad][analog] = input;
}
}
}
// returns the value of the analog axis (in the future, likely pressure sensitive if we support it?)
// if invalid or otherwise -- returns 127 (analog stick neutral position)
int AnalogValue(MappingInfo& /*mapping*/, Analog analog, int pad = 0) {
int GetAnalogValue(MappingInfo& /*mapping*/, Analog analog, int pad = 0) {
float input = 0.0f;
if (CheckPadIdx(pad) == -1) {
// Pad out of range, return a stable value
return 127;
}
float input = 0.0f;
if (pad == 0) {
// Movement controls mapped to WASD keys
if (g_buffered_key_status[GLFW_KEY_W] && analog == Analog::Left_Y)
input += -1.0f;
if (g_buffered_key_status[GLFW_KEY_S] && analog == Analog::Left_Y)
input += 1.0f;
if (g_buffered_key_status[GLFW_KEY_A] && analog == Analog::Left_X)
input += -1.0f;
if (g_buffered_key_status[GLFW_KEY_D] && analog == Analog::Left_X)
input += 1.0f;
// Camera controls mapped to IJKL keys
if (g_buffered_key_status[GLFW_KEY_I] && analog == Analog::Right_Y)
input += -1.0f;
if (g_buffered_key_status[GLFW_KEY_K] && analog == Analog::Right_Y)
input += 1.0f;
if (g_buffered_key_status[GLFW_KEY_J] && analog == Analog::Right_X)
input += -1.0f;
if (g_buffered_key_status[GLFW_KEY_L] && analog == Analog::Right_X)
input += 1.0f;
} else if (pad == 1) {
// these bindings are not sane
if (g_buffered_key_status[GLFW_KEY_KP_5] && analog == Analog::Left_Y)
input += -1.0f;
if (g_buffered_key_status[GLFW_KEY_KP_2] && analog == Analog::Left_Y)
input += 1.0f;
if (g_buffered_key_status[GLFW_KEY_KP_1] && analog == Analog::Left_X)
input += -1.0f;
if (g_buffered_key_status[GLFW_KEY_KP_3] && analog == Analog::Left_X)
input += 1.0f;
// these bindings are not sane
if (g_buffered_key_status[GLFW_KEY_KP_DIVIDE] && analog == Analog::Right_Y)
input += -1.0f;
if (g_buffered_key_status[GLFW_KEY_KP_8] && analog == Analog::Right_Y)
input += 1.0f;
if (g_buffered_key_status[GLFW_KEY_KP_7] && analog == Analog::Right_X)
input += -1.0f;
if (g_buffered_key_status[GLFW_KEY_KP_9] && analog == Analog::Right_X)
input += 1.0f;
float controller_input = 0.0f;
if (g_gamepads.gamepad_idx[pad] > -1) {
controller_input = g_gamepad_analogs[pad][(int)analog];
}
if (input == 0) {
input = g_gamepad_analogs[pad][(int)analog];
float keyboard_input = g_key_analogs[pad][(int)analog];
// Hack. Clearing the buffer immediately can lead to inconsistencies on analog input.
// If a mouse is disconnected or can't calculate a new delta it would stay stuck at 1.
// Decreasing the values gradually seems like a good comprise.
g_key_analogs[pad][(int)analog] *= 0.95;
if (fabs(controller_input) > fabs(keyboard_input)) {
input = controller_input;
} else {
input = keyboard_input;
}
// GLFW provides float in range -1 to 1, caller expects 0-255
@@ -195,15 +282,62 @@ void MapButton(MappingInfo& mapping, Button button, int pad, int key) {
return;
}
mapping.pad_mapping[pad][(int)button] = key;
if (g_gamepads.gamepad_idx[pad] == -1) {
// TODO: Check if other pad is keyboard and if key is already bound
mapping.keyboard_button_mapping[pad][(int)button] = key;
} else {
mapping.controller_button_mapping[pad][(int)button] = key;
}
}
void MapAnalog(MappingInfo& mapping, Analog button, int pad, AnalogMappingInfo& analomapping_info) {
// check if pad is valid. dont map buttons with invalid pads.
if (CheckPadIdx(pad) == -1) {
return;
}
if (g_gamepads.gamepad_idx[pad] == -1) {
// TODO: Check if other pad is keyboard and if key is already bound
mapping.keyboard_analog_mapping[pad][(int)button] = analomapping_info;
} else {
mapping.controller_analog_mapping[pad][(int)button] = analomapping_info;
}
}
// reset button mappings
void DefaultMapping(MappingInfo& mapping) {
// make every button invalid
for (int p = 0; p < CONTROLLER_COUNT; ++p) {
for (int i = 0; i < (int)Button::Max; ++i) {
MapButton(mapping, (Button)i, p, -1);
for (int32_t pad = 0; pad < CONTROLLER_COUNT; ++pad) {
for (int32_t button = 0; button < (int)Pad::Button::Max; ++button) {
mapping.controller_button_mapping[pad][button] = -1;
mapping.keyboard_button_mapping[pad][button] = -1;
}
for (int32_t analog = 0; analog < (int)Pad::Analog::Max; ++analog) {
mapping.controller_analog_mapping[pad][analog] = AnalogMappingInfo();
mapping.keyboard_analog_mapping[pad][analog] = AnalogMappingInfo();
}
}
constexpr std::pair<Button, int> gamepad_map[] = {
{Button::Select, GLFW_GAMEPAD_BUTTON_BACK},
{Button::L3, GLFW_GAMEPAD_BUTTON_LEFT_THUMB},
{Button::R3, GLFW_GAMEPAD_BUTTON_RIGHT_THUMB},
{Button::Start, GLFW_GAMEPAD_BUTTON_START},
{Button::Up, GLFW_GAMEPAD_BUTTON_DPAD_UP},
{Button::Right, GLFW_GAMEPAD_BUTTON_DPAD_RIGHT},
{Button::Down, GLFW_GAMEPAD_BUTTON_DPAD_DOWN},
{Button::Left, GLFW_GAMEPAD_BUTTON_DPAD_LEFT},
{Button::L1, GLFW_GAMEPAD_BUTTON_LEFT_BUMPER},
{Button::R1, GLFW_GAMEPAD_BUTTON_RIGHT_BUMPER},
{Button::Triangle, GLFW_GAMEPAD_BUTTON_TRIANGLE},
{Button::Circle, GLFW_GAMEPAD_BUTTON_CIRCLE},
{Button::X, GLFW_GAMEPAD_BUTTON_CROSS},
{Button::Square, GLFW_GAMEPAD_BUTTON_SQUARE}};
for (int32_t pad = 0; pad < CONTROLLER_COUNT; ++pad) {
for (const auto& [button, value] : gamepad_map) {
mapping.controller_button_mapping[pad][(int)button] = value;
}
}
@@ -212,6 +346,8 @@ void DefaultMapping(MappingInfo& mapping) {
//
// Need someway to toggle off -- where do we have access to the game's settings?
// TODO - What should the second pc default controls be?
// R1 / L1
MapButton(mapping, Button::L1, 0, GLFW_KEY_Q);
MapButton(mapping, Button::R1, 0, GLFW_KEY_O);
@@ -238,6 +374,31 @@ void DefaultMapping(MappingInfo& mapping) {
// l3/r3 for menu
MapButton(mapping, Button::L3, 0, GLFW_KEY_COMMA);
MapButton(mapping, Button::R3, 0, GLFW_KEY_PERIOD);
AnalogMappingInfo analomapping_info;
analomapping_info.positive_key = GLFW_KEY_D;
analomapping_info.negative_key = GLFW_KEY_A;
MapAnalog(mapping, Analog::Left_X, 0, analomapping_info);
analomapping_info.positive_key = GLFW_KEY_W;
analomapping_info.negative_key = GLFW_KEY_S;
MapAnalog(mapping, Analog::Left_Y, 0, analomapping_info);
analomapping_info.mode = AnalogMappingMode::AnalogInput;
analomapping_info.axis_id = GlfwKeyCustomAxis::CURSOR_X_AXIS;
MapAnalog(mapping, Analog::Right_X, 0, analomapping_info);
analomapping_info.axis_id = GlfwKeyCustomAxis::CURSOR_Y_AXIS;
MapAnalog(mapping, Analog::Right_Y, 0, analomapping_info);
const double default_mouse_x_sensitivity = 5.0f;
const double default_mouse_y_sensitivity = 2.0f;
for (int pad = 0; pad < CONTROLLER_COUNT; ++pad) {
mapping.mouse_x_axis_sensitivities[pad] = default_mouse_x_sensitivity;
mapping.mouse_y_axis_sensitivities[pad] = default_mouse_y_sensitivity;
}
}
void EnterInputMode() {
@@ -315,29 +476,21 @@ void clear_pad(int pad) {
for (int i = 0; i < (int)Button::Max; ++i) {
g_gamepad_buttons[pad][i] = false;
}
for (int i = 0; i < 4; ++i) {
for (int i = 0; i < (int)Analog::Max; ++i) {
g_gamepad_analogs[pad][i] = 0;
}
}
void update_gamepads() {
void update_gamepads(MappingInfo& mapping_info) {
check_gamepads();
UpdateAxisValue(mapping_info);
constexpr std::pair<Button, int> gamepad_map[] = {
{Button::Select, GLFW_GAMEPAD_BUTTON_BACK},
{Button::L3, GLFW_GAMEPAD_BUTTON_LEFT_THUMB},
{Button::R3, GLFW_GAMEPAD_BUTTON_RIGHT_THUMB},
{Button::Start, GLFW_GAMEPAD_BUTTON_START},
{Button::Up, GLFW_GAMEPAD_BUTTON_DPAD_UP},
{Button::Right, GLFW_GAMEPAD_BUTTON_DPAD_RIGHT},
{Button::Down, GLFW_GAMEPAD_BUTTON_DPAD_DOWN},
{Button::Left, GLFW_GAMEPAD_BUTTON_DPAD_LEFT},
{Button::L1, GLFW_GAMEPAD_BUTTON_LEFT_BUMPER},
{Button::R1, GLFW_GAMEPAD_BUTTON_RIGHT_BUMPER},
{Button::Triangle, GLFW_GAMEPAD_BUTTON_TRIANGLE},
{Button::Circle, GLFW_GAMEPAD_BUTTON_CIRCLE},
{Button::X, GLFW_GAMEPAD_BUTTON_CROSS},
{Button::Square, GLFW_GAMEPAD_BUTTON_SQUARE}};
if (g_gamepads.gamepad_idx[0] == -1) {
for (int pad = 0; pad < CONTROLLER_COUNT; ++pad) {
clear_pad(pad);
}
return;
}
constexpr std::pair<Analog, int> gamepad_analog_map[] = {
{Analog::Left_X, GLFW_GAMEPAD_AXIS_LEFT_X},
@@ -345,12 +498,13 @@ void update_gamepads() {
{Analog::Right_X, GLFW_GAMEPAD_AXIS_RIGHT_X},
{Analog::Right_Y, GLFW_GAMEPAD_AXIS_RIGHT_Y}};
auto read_pad_state = [gamepad_map, gamepad_analog_map](int pad) {
auto read_pad_state = [gamepad_analog_map, mapping_info](int pad) {
GLFWgamepadstate state;
glfwGetGamepadState(g_gamepads.gamepad_idx[pad], &state);
for (const auto& [button, idx] : gamepad_map) {
g_gamepad_buttons[pad][(int)button] = state.buttons[idx];
for (int32_t button = 0; button < (int)Pad::Button::Max; ++button) {
int key = mapping_info.controller_button_mapping[pad][button];
g_gamepad_buttons[pad][(int)button] = state.buttons[key];
}
g_gamepad_buttons[pad][(int)Button::L2] = state.axes[GLFW_GAMEPAD_AXIS_LEFT_TRIGGER] > 0;
@@ -377,4 +531,37 @@ int rumble(int pad, float slow_motor, float fast_motor) {
return 0;
}
int GetGamepadState(int pad) {
return g_gamepads.gamepad_idx[pad];
}
// The following setters/getters are mainly used for unit tests
void SetGamepadState(int pad, int pad_index) {
if (CheckPadIdx(pad) != -1) {
if (pad_index <= GLFW_JOYSTICK_LAST) {
g_gamepads.gamepad_idx[pad] = pad_index;
}
}
}
bool* GetKeyboardInputBuffer() {
return g_key_status;
}
// key-down status of any detected key. this is buffered for the remainder of a frame.
bool* GetKeyboardBufferedInputBuffer() {
return g_buffered_key_status;
}
float* GetKeyboardInputAnalogBuffer(int pad) {
return g_key_analogs[pad];
}
bool* GetControllerInputBuffer(int pad) {
return g_gamepad_buttons[pad];
}
float* GetControllerAnalogInputBuffer(int pad) {
return g_gamepad_analogs[pad];
}
}; // namespace Pad
+39 -3
View File
@@ -60,23 +60,48 @@ enum class Button {
O = Circle
};
enum class AnalogMappingMode { DigitalInput = 0, AnalogInput = 1 };
// AnalogMappingInfo allows either button or axes to control analog input(s).
// * In Digital Input Mode, uses both positive_key and negative_key as button indices.
// * In Analog Input mode, only the positive_key is used.
// - The positive_key in Analog Input mode represents an analog axis (i.e
// GLFW_GAMEPAD_AXIS_RIGHT_Y)
struct AnalogMappingInfo {
AnalogMappingMode mode = AnalogMappingMode::DigitalInput;
int axis_id = -1;
int positive_key = -1;
int negative_key = -1;
};
struct MappingInfo {
bool debug = true; // debug mode
bool buffer_mode = true; // use buffered inputs
int pad_mapping[CONTROLLER_COUNT][(int)Pad::Button::Max]; // controller button mapping
int controller_button_mapping[CONTROLLER_COUNT][(int)Pad::Button::Max];
AnalogMappingInfo controller_analog_mapping[CONTROLLER_COUNT][(int)Pad::Analog::Max];
int keyboard_button_mapping[CONTROLLER_COUNT][(
int)Pad::Button::Max]; // Back up in case controller gets disconnected
AnalogMappingInfo keyboard_analog_mapping[CONTROLLER_COUNT][(int)Pad::Analog::Max];
double mouse_x_axis_sensitivities[CONTROLLER_COUNT];
double mouse_y_axis_sensitivities[CONTROLLER_COUNT];
// TODO complex button mapping & key macros (e.g. shift+x for l2+r2 press etc.)
};
void OnKeyPress(int key);
void OnKeyRelease(int key);
void ClearKey(int key);
void ForceClearKeys();
void ClearKeys();
void DefaultMapping(MappingInfo& mapping);
int IsPressed(MappingInfo& mapping, Button button, int pad);
int AnalogValue(MappingInfo& mapping, Analog analog, int pad);
int GetAnalogValue(MappingInfo& mapping, Analog analog, int pad);
void MapButton(MappingInfo& mapping, Button button, int pad, int key);
void MapAnalog(MappingInfo& mapping, Button button, int pad, AnalogMappingInfo& analogMapping);
void SetAnalogAxisValue(MappingInfo& mapping, int axis, double value);
void ClearAnalogAxisValue(MappingInfo& mapping, int axis);
// this enum is also in pc-pad-utils.gc
enum class InputModeStatus { Disabled, Enabled, Canceled };
@@ -90,7 +115,18 @@ u64 input_mode_get_index();
void input_mode_pad_set(s64);
void initialize();
void update_gamepads();
void update_gamepads(MappingInfo& mapping_info);
int rumble(int pad, float slow_motor, float fast_motor);
int GetGamepadState(int pad);
void ForceClearAnalogValue();
void clear_pad(int pad);
void UpdateAxisValue(MappingInfo& mapping_info);
void SetGamepadState(int pad, int pad_index);
bool* GetKeyboardInputBuffer();
bool* GetKeyboardBufferedInputBuffer();
float* GetKeyboardInputAnalogBuffer(int pad);
bool* GetControllerInputBuffer(int pad);
float* GetControllerAnalogInputBuffer(int pad);
} // namespace Pad
+1
View File
@@ -34,6 +34,7 @@ add_executable(goalc-test
${CMAKE_CURRENT_LIST_DIR}/decompiler/test_DataParser.cpp
${CMAKE_CURRENT_LIST_DIR}/decompiler/test_DisasmVifDecompile.cpp
${CMAKE_CURRENT_LIST_DIR}/decompiler/test_VuDisasm.cpp
${CMAKE_CURRENT_LIST_DIR}/game/test_newpad.cpp
${GOALC_TEST_FRAMEWORK_SOURCES}
${GOALC_TEST_CASES})
+311
View File
@@ -0,0 +1,311 @@
#include <algorithm>
#include <cmath>
#include "game/graphics/pipelines/opengl.h"
#include "game/system/newpad.h"
#include "gtest/gtest.h"
//#include "gmock/gmock.h"
class PeripheralTest : public ::testing::Test {
public:
PeripheralTest() {
Pad::ForceClearKeys();
Pad::ForceClearAnalogValue();
for (int i = 0; i < Pad::CONTROLLER_COUNT; ++i) {
Pad::clear_pad(i);
Pad::SetGamepadState(i, -1);
}
Pad::DefaultMapping(mapping_info_);
};
~PeripheralTest(){};
protected:
Pad::MappingInfo mapping_info_;
};
TEST_F(PeripheralTest, UpdatePad_KeyboardPad_ClearsControllerInputBuffers) {
// Arrange
bool expected_controller_status = false;
bool* controller_input_buffer = Pad::GetControllerInputBuffer(0);
::memset(controller_input_buffer, true,
sizeof(controller_input_buffer[0]) * (int)Pad::Button::Max);
// Act
Pad::update_gamepads(mapping_info_);
// Assert
for (int i = 0; i < (int)Pad::Button::Max; ++i) {
EXPECT_EQ(expected_controller_status, controller_input_buffer[i]);
}
}
TEST_F(PeripheralTest, ClearKey_ValidKey_UpdateKeyboardBuffer) {
// Arrange
int input_key = 127;
bool expected_buffer_key_status = false;
bool* actual_keyboard_buffer = Pad::GetKeyboardBufferedInputBuffer();
::memset(actual_keyboard_buffer, true, sizeof(*actual_keyboard_buffer) * glfw::NUM_KEYS);
// Act
Pad::ClearKey(input_key);
// Assert
bool actual_buffer_key_status = actual_keyboard_buffer[input_key];
EXPECT_EQ(expected_buffer_key_status, actual_buffer_key_status);
}
TEST_F(PeripheralTest, ClearKey_InvalidKey_DoNothing) {
// Arrange
int input_key = glfw::NUM_KEYS + 1;
bool expected_buffer_key_status = true;
bool* actual_keyboard_buffer = Pad::GetKeyboardBufferedInputBuffer();
::memset(actual_keyboard_buffer, true, sizeof(*actual_keyboard_buffer) * glfw::NUM_KEYS);
// Act
Pad::ClearKey(input_key);
// Assert
for (int i = 0; i < glfw::NUM_KEYS; ++i) {
EXPECT_EQ(expected_buffer_key_status, actual_keyboard_buffer[i]);
}
}
TEST_F(PeripheralTest, SetAnalogAxisValue_NominalAnalogAxisX_SetConvertedValue) {
// Arrange
float expected_analog_value = 0;
std::swap(mapping_info_.controller_analog_mapping[0][(int)Pad::Analog::Left_X],
mapping_info_.controller_analog_mapping[0][(int)Pad::Analog::Right_X]);
// Act
Pad::SetAnalogAxisValue(mapping_info_, static_cast<int>(GlfwKeyCustomAxis::CURSOR_X_AXIS), 100.0);
// Assert
float* keyboard_analog_buffer = Pad::GetKeyboardInputAnalogBuffer(0);
EXPECT_FLOAT_EQ(expected_analog_value, keyboard_analog_buffer[(int)Pad::Analog::Left_X]);
}
TEST_F(PeripheralTest, SetAnalogAxisValue_NominalAnalogAxisY_SetConvertedValue) { // Arrange
float expected_analog_value = 0;
std::swap(mapping_info_.controller_analog_mapping[0][(int)Pad::Analog::Left_Y],
mapping_info_.controller_analog_mapping[0][(int)Pad::Analog::Right_Y]);
// Act
Pad::SetAnalogAxisValue(mapping_info_, static_cast<int>(GlfwKeyCustomAxis::CURSOR_X_AXIS), 100.0);
// Assert
float* keyboard_analog_buffer = Pad::GetKeyboardInputAnalogBuffer(0);
EXPECT_FLOAT_EQ(expected_analog_value, keyboard_analog_buffer[(int)Pad::Analog::Left_Y]);
}
TEST_F(PeripheralTest, SetAnalogAxisValue_InputLargerThanMaxValue_SetMaxValue) {
// Arrange
float expected_analog_value = 1;
// Act
Pad::SetAnalogAxisValue(mapping_info_, static_cast<int>(GlfwKeyCustomAxis::CURSOR_X_AXIS), 100.0);
// Assert
float* keyboard_analog_buffer = Pad::GetKeyboardInputAnalogBuffer(0);
EXPECT_FLOAT_EQ(expected_analog_value, keyboard_analog_buffer[(int)Pad::Analog::Right_X]);
}
TEST_F(PeripheralTest, SetAnalogAxisValue_InputSmallerThanMinValue_SetMinValue) {
// Arrange
float expected_analog_value = -1;
// Act
Pad::SetAnalogAxisValue(mapping_info_, static_cast<int>(GlfwKeyCustomAxis::CURSOR_X_AXIS),
-100.0);
// Assert
float* keyboard_analog_buffer = Pad::GetKeyboardInputAnalogBuffer(0);
EXPECT_FLOAT_EQ(expected_analog_value, keyboard_analog_buffer[(int)Pad::Analog::Right_X]);
}
TEST_F(PeripheralTest, SetAnalogAxisValue_InputIsNAN_SetZero) {
// Arrange
float expected_analog_value = 0;
// Act
Pad::SetAnalogAxisValue(mapping_info_, static_cast<int>(GlfwKeyCustomAxis::CURSOR_X_AXIS),
std::nan("1"));
// Assert
float* keyboard_analog_buffer = Pad::GetKeyboardInputAnalogBuffer(0);
EXPECT_FLOAT_EQ(expected_analog_value, keyboard_analog_buffer[(int)Pad::Analog::Right_X]);
}
TEST_F(
PeripheralTest,
SetAnalogAxisValue_MouseXAxisSensitivityLowerThanMinimumSensitivty_SetMouseSensitivityToMinimum) {
// Arrange
float expected_x_axis_sensitivity = 1e-4;
mapping_info_.mouse_x_axis_sensitivities[0] = 0;
// Act
Pad::SetAnalogAxisValue(mapping_info_, static_cast<int>(GlfwKeyCustomAxis::CURSOR_X_AXIS), 100);
// Assert
EXPECT_FLOAT_EQ(expected_x_axis_sensitivity, mapping_info_.mouse_x_axis_sensitivities[0]);
}
TEST_F(
PeripheralTest,
SetAnalogAxisValue_MouseYAxisSensitivityLowerThanMinimumSensitivty_SetMouseSensitivityToMinimum) {
// Arrange
float expected_y_axis_sensitivity = 1e-4;
mapping_info_.mouse_y_axis_sensitivities[0] = 0;
// Act
Pad::SetAnalogAxisValue(mapping_info_, static_cast<int>(GlfwKeyCustomAxis::CURSOR_Y_AXIS), 100);
// Assert
EXPECT_FLOAT_EQ(expected_y_axis_sensitivity, mapping_info_.mouse_y_axis_sensitivities[0]);
}
TEST_F(PeripheralTest, UpdateAxisValue_XAxisPositiveKey_IncrementValue) {
// Arrange
float expected_analog_value = 1.0f;
int pad_index = 0;
int key = GLFW_KEY_D;
bool* keyboard_buffered_key_buffer = Pad::GetKeyboardBufferedInputBuffer();
keyboard_buffered_key_buffer[key] = true;
// Act
Pad::UpdateAxisValue(mapping_info_);
// Arrange
float* keyboard_analog_buffer = Pad::GetKeyboardInputAnalogBuffer(pad_index);
float actual_analog_value = keyboard_analog_buffer[(int)Pad::Analog::Left_X];
EXPECT_FLOAT_EQ(expected_analog_value, actual_analog_value);
}
TEST_F(PeripheralTest, UpdateAxisValue_YAxisPositiveKey_DecrementValue) {
// Arrange
float expected_analog_value = -1.0f;
int pad_index = 0;
int key = GLFW_KEY_W;
bool* keyboard_buffered_key_buffer = Pad::GetKeyboardBufferedInputBuffer();
keyboard_buffered_key_buffer[key] = true;
// Act
Pad::UpdateAxisValue(mapping_info_);
// Arrange
float* keyboard_analog_buffer = Pad::GetKeyboardInputAnalogBuffer(pad_index);
float actual_analog_value = keyboard_analog_buffer[(int)Pad::Analog::Left_Y];
EXPECT_FLOAT_EQ(expected_analog_value, actual_analog_value);
}
TEST_F(PeripheralTest, UpdateAxisValue_XAxisNegativeKey_DecrementValue) {
// Arrange
int pad_index = 0;
float expected_analog_value = -1.0f;
int key = GLFW_KEY_A;
bool* keyboard_buffered_key_buffer = Pad::GetKeyboardBufferedInputBuffer();
keyboard_buffered_key_buffer[key] = true;
// Act
Pad::UpdateAxisValue(mapping_info_);
// Arrange
float* keyboard_analog_buffer = Pad::GetKeyboardInputAnalogBuffer(pad_index);
float actual_analog_value = keyboard_analog_buffer[(int)Pad::Analog::Left_X];
EXPECT_FLOAT_EQ(expected_analog_value, actual_analog_value);
}
TEST_F(PeripheralTest, UpdateAxisValue_RightYAxisPositiveKey_IncrementValue) {
// Arrange
float expected_analog_value = 1.0f;
int pad_index = 0;
int key = GLFW_KEY_S;
bool* keyboard_buffered_key_buffer = Pad::GetKeyboardBufferedInputBuffer();
keyboard_buffered_key_buffer[key] = true;
// Act
Pad::UpdateAxisValue(mapping_info_);
// Arrange
float* keyboard_analog_buffer = Pad::GetKeyboardInputAnalogBuffer(pad_index);
float actual_analog_value = keyboard_analog_buffer[(int)Pad::Analog::Left_Y];
EXPECT_FLOAT_EQ(expected_analog_value, actual_analog_value);
}
TEST_F(PeripheralTest, GetAnalogValue_InvalidPadId_ReturnsNeutralPosition) {
// Arrange
int expected_analog_status = 127;
// Act
int actual_analog_status = Pad::GetAnalogValue(mapping_info_, Pad::Analog::Left_X, 2);
// Assert
EXPECT_EQ(expected_analog_status, actual_analog_status);
}
TEST_F(PeripheralTest, GetAnalogValue_ControllerPad_ReturnsAnalogValue) {
// Arrange
int expected_analog_status = 0;
int pad_index = 0;
int controller_index = 0;
Pad::SetGamepadState(pad_index, controller_index);
float* controller_analog_buffer = Pad::GetControllerAnalogInputBuffer(pad_index);
controller_analog_buffer[(int)Pad::Analog::Left_X] = -1.0f;
// Act
int actual_analog_status = Pad::GetAnalogValue(mapping_info_, Pad::Analog::Left_X, 0);
// Assert
EXPECT_EQ(expected_analog_status, actual_analog_status);
}
TEST_F(PeripheralTest, GetAnalogValue_KeyboardPad_ReturnsAnalogValue) {
// Arrange
int expected_analog_status = 255;
int pad_index = 0;
float* keyboard_analog_buffer = Pad::GetKeyboardInputAnalogBuffer(pad_index);
keyboard_analog_buffer[(int)Pad::Analog::Left_X] = 1.0f;
// Act
int actual_analog_status = Pad::GetAnalogValue(mapping_info_, Pad::Analog::Left_X, 0);
// Assert
EXPECT_EQ(expected_analog_status, actual_analog_status);
}
TEST_F(PeripheralTest, IsPressed_InvalidPadId_ReturnsFalse) {
// Arrange
int expected_button_status = 0;
// Act
int actual_button_status = Pad::IsPressed(mapping_info_, Pad::Button::X, 2);
// Assert
EXPECT_EQ(expected_button_status, actual_button_status);
}
TEST_F(PeripheralTest, IsPressed_ControllerPad_ReturnsControllerBufferValue) {
// Arrange
int expected_button_status = 1;
int pad_index = 0;
int controller_index = 0;
Pad::SetGamepadState(pad_index, controller_index);
bool* controller_button_status_buffer = Pad::GetControllerInputBuffer(pad_index);
controller_button_status_buffer[(int)Pad::Button::X] = expected_button_status;
// Act
int actual_button_status = Pad::IsPressed(mapping_info_, Pad::Button::X, pad_index);
// Assert
EXPECT_EQ(expected_button_status, actual_button_status);
}
TEST_F(PeripheralTest, IsPressed_KeyboardPad_ReturnsKeyboardBufferValue) {
// Arrange
int expected_button_status = 1;
bool* keyboard_buffered_key_status_buffer = Pad::GetKeyboardBufferedInputBuffer();
keyboard_buffered_key_status_buffer[GLFW_KEY_SPACE] = expected_button_status;
// Act
int actual_button_status = Pad::IsPressed(mapping_info_, Pad::Button::X, 0);
// Assert
EXPECT_EQ(expected_button_status, actual_button_status);
}
// TODO: InputModeStatus Tests