Handle SDL gamepad events
Introduce a gamepad processor trait, similar to the keyboard processor and mouse processor traits. Handle gamepad events received from SDL, convert them to scrcpy-specific gamepad events, and forward them to the gamepad processor. Further commits will provide AOA and UHID implementations of the gamepad processor trait. Co-authored-by: Luiz Henrique Laurini <luizhenriquelaurini@gmail.com>
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@ -323,6 +323,38 @@ enum sc_mouse_button {
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SC_MOUSE_BUTTON_X2 = SDL_BUTTON(SDL_BUTTON_X2),
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};
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// Use the naming from SDL3 for gamepad axis and buttons:
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// <https://wiki.libsdl.org/SDL3/README/migration>
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enum sc_gamepad_axis {
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SC_GAMEPAD_AXIS_UNKNOWN = -1,
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SC_GAMEPAD_AXIS_LEFTX = SDL_CONTROLLER_AXIS_LEFTX,
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SC_GAMEPAD_AXIS_LEFTY = SDL_CONTROLLER_AXIS_LEFTY,
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SC_GAMEPAD_AXIS_RIGHTX = SDL_CONTROLLER_AXIS_RIGHTX,
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SC_GAMEPAD_AXIS_RIGHTY = SDL_CONTROLLER_AXIS_RIGHTY,
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SC_GAMEPAD_AXIS_LEFT_TRIGGER = SDL_CONTROLLER_AXIS_TRIGGERLEFT,
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SC_GAMEPAD_AXIS_RIGHT_TRIGGER = SDL_CONTROLLER_AXIS_TRIGGERRIGHT,
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};
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enum sc_gamepad_button {
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SC_GAMEPAD_BUTTON_UNKNOWN = -1,
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SC_GAMEPAD_BUTTON_SOUTH = SDL_CONTROLLER_BUTTON_A,
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SC_GAMEPAD_BUTTON_EAST = SDL_CONTROLLER_BUTTON_B,
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SC_GAMEPAD_BUTTON_WEST = SDL_CONTROLLER_BUTTON_X,
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SC_GAMEPAD_BUTTON_NORTH = SDL_CONTROLLER_BUTTON_Y,
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SC_GAMEPAD_BUTTON_BACK = SDL_CONTROLLER_BUTTON_BACK,
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SC_GAMEPAD_BUTTON_GUIDE = SDL_CONTROLLER_BUTTON_GUIDE,
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SC_GAMEPAD_BUTTON_START = SDL_CONTROLLER_BUTTON_START,
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SC_GAMEPAD_BUTTON_LEFT_STICK = SDL_CONTROLLER_BUTTON_LEFTSTICK,
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SC_GAMEPAD_BUTTON_RIGHT_STICK = SDL_CONTROLLER_BUTTON_RIGHTSTICK,
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SC_GAMEPAD_BUTTON_LEFT_SHOULDER = SDL_CONTROLLER_BUTTON_LEFTSHOULDER,
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SC_GAMEPAD_BUTTON_RIGHT_SHOULDER = SDL_CONTROLLER_BUTTON_RIGHTSHOULDER,
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SC_GAMEPAD_BUTTON_DPAD_UP = SDL_CONTROLLER_BUTTON_DPAD_UP,
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SC_GAMEPAD_BUTTON_DPAD_DOWN = SDL_CONTROLLER_BUTTON_DPAD_DOWN,
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SC_GAMEPAD_BUTTON_DPAD_LEFT = SDL_CONTROLLER_BUTTON_DPAD_LEFT,
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SC_GAMEPAD_BUTTON_DPAD_RIGHT = SDL_CONTROLLER_BUTTON_DPAD_RIGHT,
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};
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static_assert(sizeof(enum sc_mod) >= sizeof(SDL_Keymod),
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"SDL_Keymod must be convertible to sc_mod");
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@ -380,6 +412,33 @@ struct sc_touch_event {
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float pressure;
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};
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enum sc_gamepad_device_event_type {
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SC_GAMEPAD_DEVICE_ADDED,
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SC_GAMEPAD_DEVICE_REMOVED,
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};
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// As documented in <https://wiki.libsdl.org/SDL2/SDL_JoystickID>:
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// The ID value starts at 0 and increments from there. The value -1 is an
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// invalid ID.
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#define SC_GAMEPAD_ID_INVALID UINT32_C(-1)
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struct sc_gamepad_device_event {
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enum sc_gamepad_device_event_type type;
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uint32_t gamepad_id;
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};
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struct sc_gamepad_button_event {
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uint32_t gamepad_id;
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enum sc_action action;
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enum sc_gamepad_button button;
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};
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struct sc_gamepad_axis_event {
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uint32_t gamepad_id;
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enum sc_gamepad_axis axis;
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int16_t value;
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};
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static inline uint16_t
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sc_mods_state_from_sdl(uint16_t mods_state) {
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return mods_state;
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@ -444,4 +503,43 @@ sc_mouse_buttons_state_from_sdl(uint32_t buttons_state) {
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return buttons_state;
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}
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static inline enum sc_gamepad_device_event_type
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sc_gamepad_device_event_type_from_sdl_type(uint32_t type) {
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assert(type == SDL_CONTROLLERDEVICEADDED
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|| type == SDL_CONTROLLERDEVICEREMOVED);
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if (type == SDL_CONTROLLERDEVICEADDED) {
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return SC_GAMEPAD_DEVICE_ADDED;
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}
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return SC_GAMEPAD_DEVICE_REMOVED;
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}
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static inline enum sc_gamepad_axis
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sc_gamepad_axis_from_sdl(uint8_t axis) {
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if (axis <= SDL_CONTROLLER_AXIS_TRIGGERRIGHT) {
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// SDL_GAMEPAD_AXIS_* constants are initialized from
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// SDL_CONTROLLER_AXIS_*
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return axis;
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}
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return SC_GAMEPAD_AXIS_UNKNOWN;
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}
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static inline enum sc_gamepad_button
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sc_gamepad_button_from_sdl(uint8_t button) {
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if (button <= SDL_CONTROLLER_BUTTON_DPAD_RIGHT) {
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// SC_GAMEPAD_BUTTON_* constants are initialized from
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// SDL_CONTROLLER_BUTTON_*
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return button;
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}
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return SC_GAMEPAD_BUTTON_UNKNOWN;
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}
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static inline enum sc_action
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sc_action_from_sdl_controllerbutton_type(uint32_t type) {
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assert(type == SDL_CONTROLLERBUTTONDOWN || type == SDL_CONTROLLERBUTTONUP);
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if (type == SDL_CONTROLLERBUTTONDOWN) {
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return SC_ACTION_DOWN;
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}
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return SC_ACTION_UP;
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}
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#endif
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@ -56,16 +56,18 @@ void
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sc_input_manager_init(struct sc_input_manager *im,
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const struct sc_input_manager_params *params) {
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// A key/mouse processor may not be present if there is no controller
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assert((!params->kp && !params->mp) || params->controller);
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assert((!params->kp && !params->mp && !params->gp) || params->controller);
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// A processor must have ops initialized
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assert(!params->kp || params->kp->ops);
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assert(!params->mp || params->mp->ops);
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assert(!params->gp || params->gp->ops);
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im->controller = params->controller;
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im->fp = params->fp;
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im->screen = params->screen;
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im->kp = params->kp;
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im->mp = params->mp;
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im->gp = params->gp;
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im->mouse_bindings = params->mouse_bindings;
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im->legacy_paste = params->legacy_paste;
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@ -906,6 +908,68 @@ sc_input_manager_process_mouse_wheel(struct sc_input_manager *im,
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im->mp->ops->process_mouse_scroll(im->mp, &evt);
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}
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static void
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sc_input_manager_process_gamepad_device(struct sc_input_manager *im,
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const SDL_ControllerDeviceEvent *event) {
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SDL_JoystickID id;
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if (event->type == SDL_CONTROLLERDEVICEADDED) {
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SDL_GameController *gc = SDL_GameControllerOpen(event->which);
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if (!gc) {
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LOGW("Could not open game controller");
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return;
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}
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SDL_Joystick *joystick = SDL_GameControllerGetJoystick(gc);
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if (!joystick) {
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LOGW("Could not get controller joystick");
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SDL_GameControllerClose(gc);
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return;
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}
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id = SDL_JoystickInstanceID(joystick);
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} else if (event->type == SDL_CONTROLLERDEVICEREMOVED) {
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id = event->which;
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SDL_GameController *gc = SDL_GameControllerFromInstanceID(id);
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if (gc) {
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SDL_GameControllerClose(gc);
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} else {
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LOGW("Unknown gamepad device removed");
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}
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} else {
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// Nothing to do
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return;
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}
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struct sc_gamepad_device_event evt = {
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.type = sc_gamepad_device_event_type_from_sdl_type(event->type),
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.gamepad_id = id,
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};
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im->gp->ops->process_gamepad_device(im->gp, &evt);
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}
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static void
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sc_input_manager_process_gamepad_axis(struct sc_input_manager *im,
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const SDL_ControllerAxisEvent *event) {
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struct sc_gamepad_axis_event evt = {
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.gamepad_id = event->which,
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.axis = sc_gamepad_axis_from_sdl(event->axis),
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.value = event->value,
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};
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im->gp->ops->process_gamepad_axis(im->gp, &evt);
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}
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static void
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sc_input_manager_process_gamepad_button(struct sc_input_manager *im,
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const SDL_ControllerButtonEvent *event) {
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struct sc_gamepad_button_event evt = {
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.gamepad_id = event->which,
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.action = sc_action_from_sdl_controllerbutton_type(event->type),
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.button = sc_gamepad_button_from_sdl(event->button),
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};
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im->gp->ops->process_gamepad_button(im->gp, &evt);
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}
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static bool
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is_apk(const char *file) {
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const char *ext = strrchr(file, '.');
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@ -978,6 +1042,27 @@ sc_input_manager_handle_event(struct sc_input_manager *im,
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}
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sc_input_manager_process_touch(im, &event->tfinger);
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break;
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case SDL_CONTROLLERDEVICEADDED:
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case SDL_CONTROLLERDEVICEREMOVED:
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// Handle device added or removed even if paused
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if (!im->gp) {
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break;
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}
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sc_input_manager_process_gamepad_device(im, &event->cdevice);
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break;
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case SDL_CONTROLLERAXISMOTION:
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if (!im->gp || paused) {
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break;
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}
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sc_input_manager_process_gamepad_axis(im, &event->caxis);
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break;
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case SDL_CONTROLLERBUTTONDOWN:
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case SDL_CONTROLLERBUTTONUP:
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if (!im->gp || paused) {
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break;
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}
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sc_input_manager_process_gamepad_button(im, &event->cbutton);
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break;
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case SDL_DROPFILE: {
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if (!control) {
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break;
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@ -11,6 +11,7 @@
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#include "file_pusher.h"
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#include "fps_counter.h"
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#include "options.h"
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#include "trait/gamepad_processor.h"
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#include "trait/key_processor.h"
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#include "trait/mouse_processor.h"
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@ -21,6 +22,7 @@ struct sc_input_manager {
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struct sc_key_processor *kp;
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struct sc_mouse_processor *mp;
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struct sc_gamepad_processor *gp;
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struct sc_mouse_bindings mouse_bindings;
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bool legacy_paste;
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@ -50,6 +52,7 @@ struct sc_input_manager_params {
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struct sc_screen *screen;
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struct sc_key_processor *kp;
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struct sc_mouse_processor *mp;
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struct sc_gamepad_processor *gp;
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struct sc_mouse_bindings mouse_bindings;
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bool legacy_paste;
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@ -469,6 +469,11 @@ scrcpy(struct scrcpy_options *options) {
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}
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}
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if (SDL_Init(SDL_INIT_GAMECONTROLLER)) {
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LOGE("Could not initialize SDL gamepad: %s", SDL_GetError());
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goto end;
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}
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sdl_configure(options->video_playback, options->disable_screensaver);
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// Await for server without blocking Ctrl+C handling
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@ -719,6 +724,7 @@ aoa_complete:
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.fp = fp,
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.kp = kp,
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.mp = mp,
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.gp = NULL,
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.mouse_bindings = options->mouse_bindings,
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.legacy_paste = options->legacy_paste,
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.clipboard_autosync = options->clipboard_autosync,
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.screen = screen,
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.kp = params->kp,
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.mp = params->mp,
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.gp = params->gp,
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.mouse_bindings = params->mouse_bindings,
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.legacy_paste = params->legacy_paste,
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.clipboard_autosync = params->clipboard_autosync,
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@ -78,6 +78,7 @@ struct sc_screen_params {
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struct sc_file_pusher *fp;
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struct sc_key_processor *kp;
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struct sc_mouse_processor *mp;
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struct sc_gamepad_processor *gp;
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struct sc_mouse_bindings mouse_bindings;
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bool legacy_paste;
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50
app/src/trait/gamepad_processor.h
Normal file
50
app/src/trait/gamepad_processor.h
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@ -0,0 +1,50 @@
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#ifndef SC_GAMEPAD_PROCESSOR_H
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#define SC_GAMEPAD_PROCESSOR_H
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#include "common.h"
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#include <assert.h>
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#include <stdbool.h>
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#include "input_events.h"
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/**
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* Gamepad processor trait.
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*
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* Component able to handle gamepads devices and inject buttons and axis events.
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*/
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struct sc_gamepad_processor {
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const struct sc_gamepad_processor_ops *ops;
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};
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struct sc_gamepad_processor_ops {
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/**
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* Process a gamepad device added or removed
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*
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* This function is mandatory.
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*/
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void
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(*process_gamepad_device)(struct sc_gamepad_processor *gp,
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const struct sc_gamepad_device_event *event);
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/**
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* Process a gamepad axis event
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*
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* This function is mandatory.
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*/
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void
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(*process_gamepad_axis)(struct sc_gamepad_processor *gp,
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const struct sc_gamepad_axis_event *event);
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/**
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* Process a gamepad button event
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*
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* This function is mandatory.
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*/
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void
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(*process_gamepad_button)(struct sc_gamepad_processor *gp,
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const struct sc_gamepad_button_event *event);
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};
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#endif
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