mirror of https://github.com/OpenTTD/OpenTTD
Merge 04c6ae0789
into bd2430dc94
commit
189d1c75f7
|
@ -449,6 +449,7 @@ if(WIN32)
|
|||
psapi
|
||||
winhttp
|
||||
bcrypt
|
||||
xinput
|
||||
)
|
||||
endif()
|
||||
|
||||
|
|
|
@ -75,6 +75,7 @@ void HandleTextInput(std::string_view str, bool marked = false,
|
|||
std::optional<size_t> insert_location = std::nullopt, std::optional<size_t> replacement_end = std::nullopt);
|
||||
void HandleCtrlChanged();
|
||||
void HandleMouseEvents();
|
||||
void HandleGamepadScrolling(int stick_x, int stick_y, int max_axis_value);
|
||||
void UpdateWindows();
|
||||
void ChangeGameSpeed(bool enable_fast_forward);
|
||||
|
||||
|
|
|
@ -1689,6 +1689,25 @@ STR_CONFIG_SETTING_SCROLLWHEEL_ZOOM :Zoom map
|
|||
STR_CONFIG_SETTING_SCROLLWHEEL_SCROLL :Scroll map
|
||||
STR_CONFIG_SETTING_SCROLLWHEEL_OFF :Off
|
||||
|
||||
STR_CONFIG_SETTING_GAMEPAD_STICK_SELECTION :Gamepad stick for scrolling: {STRING2}
|
||||
STR_CONFIG_SETTING_GAMEPAD_STICK_SELECTION_HELPTEXT :Select which analog stick to use for map scrolling
|
||||
###length 3
|
||||
STR_CONFIG_SETTING_GAMEPAD_STICK_DISABLED :Disabled
|
||||
STR_CONFIG_SETTING_GAMEPAD_STICK_LEFT :Left stick
|
||||
STR_CONFIG_SETTING_GAMEPAD_STICK_RIGHT :Right stick
|
||||
|
||||
STR_CONFIG_SETTING_GAMEPAD_DEADZONE :Gamepad deadzone: {STRING2}%
|
||||
STR_CONFIG_SETTING_GAMEPAD_DEADZONE_HELPTEXT :Minimum stick movement required before scrolling starts (0-100%)
|
||||
|
||||
STR_CONFIG_SETTING_GAMEPAD_SENSITIVITY :Gamepad sensitivity: {STRING2}
|
||||
STR_CONFIG_SETTING_GAMEPAD_SENSITIVITY_HELPTEXT :Control the sensitivity of gamepad analog stick scrolling
|
||||
|
||||
STR_CONFIG_SETTING_GAMEPAD_INVERT_X :Invert gamepad X-axis: {STRING2}
|
||||
STR_CONFIG_SETTING_GAMEPAD_INVERT_X_HELPTEXT :Invert the horizontal axis movement of the gamepad analog stick
|
||||
|
||||
STR_CONFIG_SETTING_GAMEPAD_INVERT_Y :Invert gamepad Y-axis: {STRING2}
|
||||
STR_CONFIG_SETTING_GAMEPAD_INVERT_Y_HELPTEXT :Invert the vertical axis movement of the gamepad analog stick
|
||||
|
||||
STR_CONFIG_SETTING_OSK_ACTIVATION :On screen keyboard: {STRING2}
|
||||
STR_CONFIG_SETTING_OSK_ACTIVATION_HELPTEXT :Select the method to open the on screen keyboard for entering text into editboxes only using the pointing device. This is meant for small devices without actual keyboard
|
||||
###length 4
|
||||
|
|
|
@ -681,6 +681,11 @@ SettingsContainer &GetSettingsTree()
|
|||
* Since it's also able to completely disable the scrollwheel will we display it on all platforms anyway */
|
||||
viewports->Add(new SettingEntry("gui.scrollwheel_scrolling"));
|
||||
viewports->Add(new SettingEntry("gui.scrollwheel_multiplier"));
|
||||
viewports->Add(new SettingEntry("gui.gamepad_stick_selection"));
|
||||
viewports->Add(new SettingEntry("gui.gamepad_deadzone"));
|
||||
viewports->Add(new SettingEntry("gui.gamepad_sensitivity"));
|
||||
viewports->Add(new SettingEntry("gui.gamepad_invert_x"));
|
||||
viewports->Add(new SettingEntry("gui.gamepad_invert_y"));
|
||||
#ifdef __APPLE__
|
||||
/* We might need to emulate a right mouse button on mac */
|
||||
viewports->Add(new SettingEntry("gui.right_mouse_btn_emulation"));
|
||||
|
|
|
@ -140,6 +140,13 @@ enum ScrollWheelScrollingSetting : uint8_t {
|
|||
SWS_OFF = 2 ///< Scroll wheel has no effect.
|
||||
};
|
||||
|
||||
/** Settings related to gamepad stick selection. */
|
||||
enum GamepadStickSelection : uint8_t {
|
||||
GSS_DISABLED = 0, ///< Gamepad scrolling disabled.
|
||||
GSS_LEFT_STICK = 1, ///< Use left analog stick for scrolling.
|
||||
GSS_RIGHT_STICK = 2, ///< Use right analog stick for scrolling.
|
||||
};
|
||||
|
||||
/** Settings related to the GUI and other stuff that is not saved in the savegame. */
|
||||
struct GUISettings {
|
||||
bool sg_full_load_any; ///< new full load calculation, any cargo must be full read from pre v93 savegames
|
||||
|
@ -183,6 +190,11 @@ struct GUISettings {
|
|||
uint8_t right_mouse_btn_emulation; ///< should we emulate right mouse clicking?
|
||||
uint8_t scrollwheel_scrolling; ///< scrolling using the scroll wheel?
|
||||
uint8_t scrollwheel_multiplier; ///< how much 'wheel' per incoming event from the OS?
|
||||
uint8_t gamepad_deadzone; ///< deadzone for gamepad analog sticks (0-100)
|
||||
uint8_t gamepad_sensitivity; ///< sensitivity multiplier for gamepad scrolling
|
||||
bool gamepad_invert_x; ///< invert X axis for gamepad scrolling?
|
||||
bool gamepad_invert_y; ///< invert Y axis for gamepad scrolling?
|
||||
uint8_t gamepad_stick_selection; ///< which stick to use for scrolling (left/right/disabled)
|
||||
bool timetable_arrival_departure; ///< show arrivals and departures in vehicle timetables
|
||||
RightClickClose right_click_wnd_close; ///< close window with right click
|
||||
bool pause_on_newgame; ///< whether to start new games paused or not
|
||||
|
|
|
@ -912,3 +912,62 @@ post_cb = [](auto) { SetupWidgetDimensions(); ReInitAllWindows(true); }
|
|||
cat = SC_BASIC
|
||||
startup = true
|
||||
|
||||
[SDTC_VAR]
|
||||
var = gui.gamepad_deadzone
|
||||
type = SLE_UINT8
|
||||
flags = SettingFlag::NotInSave, SettingFlag::NoNetworkSync
|
||||
def = 10
|
||||
min = 0
|
||||
max = 100
|
||||
interval = 5
|
||||
str = STR_CONFIG_SETTING_GAMEPAD_DEADZONE
|
||||
strhelp = STR_CONFIG_SETTING_GAMEPAD_DEADZONE_HELPTEXT
|
||||
strval = STR_JUST_COMMA
|
||||
cat = SC_BASIC
|
||||
startup = true
|
||||
|
||||
[SDTC_VAR]
|
||||
var = gui.gamepad_sensitivity
|
||||
type = SLE_UINT8
|
||||
flags = SettingFlag::NotInSave, SettingFlag::NoNetworkSync
|
||||
def = 10
|
||||
min = 1
|
||||
max = 100
|
||||
interval = 5
|
||||
str = STR_CONFIG_SETTING_GAMEPAD_SENSITIVITY
|
||||
strhelp = STR_CONFIG_SETTING_GAMEPAD_SENSITIVITY_HELPTEXT
|
||||
strval = STR_JUST_COMMA
|
||||
cat = SC_BASIC
|
||||
startup = true
|
||||
|
||||
[SDTC_BOOL]
|
||||
var = gui.gamepad_invert_x
|
||||
flags = SettingFlag::NotInSave, SettingFlag::NoNetworkSync
|
||||
def = false
|
||||
str = STR_CONFIG_SETTING_GAMEPAD_INVERT_X
|
||||
strhelp = STR_CONFIG_SETTING_GAMEPAD_INVERT_X_HELPTEXT
|
||||
cat = SC_BASIC
|
||||
startup = true
|
||||
|
||||
[SDTC_BOOL]
|
||||
var = gui.gamepad_invert_y
|
||||
flags = SettingFlag::NotInSave, SettingFlag::NoNetworkSync
|
||||
def = false
|
||||
str = STR_CONFIG_SETTING_GAMEPAD_INVERT_Y
|
||||
strhelp = STR_CONFIG_SETTING_GAMEPAD_INVERT_Y_HELPTEXT
|
||||
cat = SC_BASIC
|
||||
startup = true
|
||||
|
||||
[SDTC_VAR]
|
||||
var = gui.gamepad_stick_selection
|
||||
type = SLE_UINT8
|
||||
flags = SettingFlag::NotInSave, SettingFlag::NoNetworkSync, SettingFlag::GuiDropdown
|
||||
def = GSS_LEFT_STICK
|
||||
min = GSS_DISABLED
|
||||
max = GSS_RIGHT_STICK
|
||||
str = STR_CONFIG_SETTING_GAMEPAD_STICK_SELECTION
|
||||
strhelp = STR_CONFIG_SETTING_GAMEPAD_STICK_SELECTION_HELPTEXT
|
||||
strval = STR_CONFIG_SETTING_GAMEPAD_STICK_DISABLED
|
||||
cat = SC_BASIC
|
||||
startup = true
|
||||
|
||||
|
|
|
@ -20,6 +20,7 @@
|
|||
#include "../fileio_func.h"
|
||||
#include "../framerate_type.h"
|
||||
#include "../window_func.h"
|
||||
#include "../zoom_func.h"
|
||||
#include "sdl2_v.h"
|
||||
#include <SDL.h>
|
||||
#ifdef __EMSCRIPTEN__
|
||||
|
@ -524,6 +525,27 @@ bool VideoDriver_SDL_Base::PollEvent()
|
|||
}
|
||||
break;
|
||||
}
|
||||
|
||||
case SDL_CONTROLLERDEVICEADDED: {
|
||||
Debug(driver, 1, "SDL2: Gamepad device added, index: {}", ev.cdevice.which);
|
||||
/* Try to open the newly connected gamepad */
|
||||
if (this->gamepad == nullptr) {
|
||||
this->OpenGamepad();
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
case SDL_CONTROLLERDEVICEREMOVED: {
|
||||
Debug(driver, 1, "SDL2: Gamepad device removed, instance ID: {}", ev.cdevice.which);
|
||||
/* Close gamepad if it was removed */
|
||||
if (this->gamepad != nullptr && ev.cdevice.which == SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(this->gamepad))) {
|
||||
Debug(driver, 1, "SDL2: Current gamepad was removed, closing and reopening");
|
||||
this->CloseGamepad();
|
||||
/* Try to open another gamepad if available */
|
||||
this->OpenGamepad();
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
|
@ -539,6 +561,12 @@ static std::optional<std::string_view> InitializeSDL()
|
|||
#endif
|
||||
|
||||
if (SDL_InitSubSystem(SDL_INIT_VIDEO) < 0) return SDL_GetError();
|
||||
|
||||
/* Initialize gamepad subsystem for gamepad scrolling support */
|
||||
if (SDL_InitSubSystem(SDL_INIT_GAMECONTROLLER) < 0) {
|
||||
Debug(driver, 1, "SDL2: Failed to initialize gamepad subsystem: {}", SDL_GetError());
|
||||
}
|
||||
|
||||
return std::nullopt;
|
||||
}
|
||||
|
||||
|
@ -590,6 +618,11 @@ std::optional<std::string_view> VideoDriver_SDL_Base::Start(const StringList &pa
|
|||
SDL_StopTextInput();
|
||||
this->edit_box_focused = false;
|
||||
|
||||
/* Initialize gamepad for scrolling */
|
||||
Debug(driver, 1, "SDL2: Attempting to initialize gamepad support");
|
||||
Debug(driver, 1, "SDL2: Gamepad stick selection setting: {}", _settings_client.gui.gamepad_stick_selection);
|
||||
this->OpenGamepad();
|
||||
|
||||
#ifdef __EMSCRIPTEN__
|
||||
this->is_game_threaded = false;
|
||||
#else
|
||||
|
@ -601,6 +634,8 @@ std::optional<std::string_view> VideoDriver_SDL_Base::Start(const StringList &pa
|
|||
|
||||
void VideoDriver_SDL_Base::Stop()
|
||||
{
|
||||
this->CloseGamepad();
|
||||
SDL_QuitSubSystem(SDL_INIT_GAMECONTROLLER);
|
||||
SDL_QuitSubSystem(SDL_INIT_VIDEO);
|
||||
if (SDL_WasInit(SDL_INIT_EVERYTHING) == 0) {
|
||||
SDL_Quit(); // If there's nothing left, quit SDL
|
||||
|
@ -629,6 +664,9 @@ void VideoDriver_SDL_Base::InputLoop()
|
|||
(keys[SDL_SCANCODE_DOWN] ? 8 : 0);
|
||||
|
||||
if (old_ctrl_pressed != _ctrl_pressed) HandleCtrlChanged();
|
||||
|
||||
/* Process gamepad input for scrolling */
|
||||
this->ProcessGamepadInput();
|
||||
}
|
||||
|
||||
void VideoDriver_SDL_Base::LoopOnce()
|
||||
|
@ -755,3 +793,84 @@ void VideoDriver_SDL_Base::UnlockVideoBuffer()
|
|||
|
||||
this->buffer_locked = false;
|
||||
}
|
||||
|
||||
void VideoDriver_SDL_Base::OpenGamepad()
|
||||
{
|
||||
/* Don't open gamepad if already open or if gamepad scrolling is disabled */
|
||||
if (this->gamepad != nullptr) {
|
||||
Debug(driver, 1, "SDL2: Gamepad already open, skipping");
|
||||
return;
|
||||
}
|
||||
|
||||
if (_settings_client.gui.gamepad_stick_selection == GSS_DISABLED) {
|
||||
Debug(driver, 1, "SDL2: Gamepad scrolling disabled, not opening gamepad");
|
||||
return;
|
||||
}
|
||||
|
||||
/* Check if any gamepads are available */
|
||||
int num_gamepads = SDL_NumJoysticks();
|
||||
Debug(driver, 1, "SDL2: Found {} joystick(s)", num_gamepads);
|
||||
|
||||
for (int i = 0; i < num_gamepads; i++) {
|
||||
if (SDL_IsGameController(i)) {
|
||||
Debug(driver, 1, "SDL2: Joystick {} is a gamepad, attempting to open", i);
|
||||
this->gamepad = SDL_GameControllerOpen(i);
|
||||
if (this->gamepad != nullptr) {
|
||||
Debug(driver, 1, "SDL2: Opened gamepad: {}", SDL_GameControllerName(this->gamepad));
|
||||
break;
|
||||
} else {
|
||||
Debug(driver, 1, "SDL2: Failed to open gamepad {}: {}", i, SDL_GetError());
|
||||
}
|
||||
} else {
|
||||
Debug(driver, 1, "SDL2: Joystick {} is not a gamepad", i);
|
||||
}
|
||||
}
|
||||
|
||||
if (this->gamepad == nullptr) {
|
||||
Debug(driver, 1, "SDL2: No gamepad opened");
|
||||
}
|
||||
}
|
||||
|
||||
void VideoDriver_SDL_Base::CloseGamepad()
|
||||
{
|
||||
if (this->gamepad != nullptr) {
|
||||
SDL_GameControllerClose(this->gamepad);
|
||||
this->gamepad = nullptr;
|
||||
Debug(driver, 1, "SDL2: Closed gamepad");
|
||||
}
|
||||
}
|
||||
|
||||
void VideoDriver_SDL_Base::ProcessGamepadInput()
|
||||
{
|
||||
/* Skip if gamepad is not available */
|
||||
if (this->gamepad == nullptr) {
|
||||
static bool logged_no_gamepad = false;
|
||||
if (!logged_no_gamepad) {
|
||||
Debug(driver, 2, "SDL2: No gamepad available for input processing");
|
||||
logged_no_gamepad = true;
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
/* Check if gamepad is still connected */
|
||||
if (!SDL_GameControllerGetAttached(this->gamepad)) {
|
||||
Debug(driver, 1, "SDL2: Gamepad disconnected, closing and reopening");
|
||||
this->CloseGamepad();
|
||||
return;
|
||||
}
|
||||
|
||||
/* Get analog stick values based on stick selection */
|
||||
Sint16 stick_x = 0, stick_y = 0;
|
||||
if (_settings_client.gui.gamepad_stick_selection == GSS_LEFT_STICK) {
|
||||
stick_x = SDL_GameControllerGetAxis(this->gamepad, SDL_CONTROLLER_AXIS_LEFTX);
|
||||
stick_y = SDL_GameControllerGetAxis(this->gamepad, SDL_CONTROLLER_AXIS_LEFTY);
|
||||
Debug(driver, 3, "SDL2: Left stick raw values: x={}, y={}", stick_x, stick_y);
|
||||
} else if (_settings_client.gui.gamepad_stick_selection == GSS_RIGHT_STICK) {
|
||||
stick_x = SDL_GameControllerGetAxis(this->gamepad, SDL_CONTROLLER_AXIS_RIGHTX);
|
||||
stick_y = SDL_GameControllerGetAxis(this->gamepad, SDL_CONTROLLER_AXIS_RIGHTY);
|
||||
Debug(driver, 3, "SDL2: Right stick raw values: x={}, y={}", stick_x, stick_y);
|
||||
}
|
||||
|
||||
/* Use the common gamepad handling function */
|
||||
HandleGamepadScrolling(stick_x, stick_y, 32767);
|
||||
}
|
||||
|
|
|
@ -14,6 +14,10 @@
|
|||
|
||||
#include "video_driver.hpp"
|
||||
|
||||
/* Forward declaration of SDL_GameController */
|
||||
struct _SDL_GameController;
|
||||
typedef struct _SDL_GameController SDL_GameController;
|
||||
|
||||
/** The SDL video driver. */
|
||||
class VideoDriver_SDL_Base : public VideoDriver {
|
||||
public:
|
||||
|
@ -69,6 +73,13 @@ protected:
|
|||
/** Create the main window. */
|
||||
virtual bool CreateMainWindow(uint w, uint h, uint flags = 0);
|
||||
|
||||
protected:
|
||||
/** Gamepad support for map scrolling */
|
||||
SDL_GameController *gamepad = nullptr; ///< Currently opened gamepad.
|
||||
void OpenGamepad();
|
||||
void CloseGamepad();
|
||||
void ProcessGamepadInput();
|
||||
|
||||
private:
|
||||
void LoopOnce();
|
||||
void MainLoopCleanup();
|
||||
|
|
|
@ -28,6 +28,7 @@
|
|||
#include <windows.h>
|
||||
#include <imm.h>
|
||||
#include <versionhelpers.h>
|
||||
#include <xinput.h>
|
||||
#if defined(_MSC_VER) && defined(NTDDI_WIN10_RS4)
|
||||
#include <winrt/Windows.UI.ViewManagement.h>
|
||||
#endif
|
||||
|
@ -950,6 +951,9 @@ void VideoDriver_Win32Base::InputLoop()
|
|||
}
|
||||
|
||||
if (old_ctrl_pressed != _ctrl_pressed) HandleCtrlChanged();
|
||||
|
||||
/* Process gamepad input for scrolling */
|
||||
this->ProcessGamepadInput();
|
||||
}
|
||||
|
||||
bool VideoDriver_Win32Base::PollEvent()
|
||||
|
@ -1109,6 +1113,106 @@ void VideoDriver_Win32Base::UnlockVideoBuffer()
|
|||
this->buffer_locked = false;
|
||||
}
|
||||
|
||||
void VideoDriver_Win32Base::OpenGamepad()
|
||||
{
|
||||
/* Don't open gamepad if already open or if gamepad scrolling is disabled */
|
||||
if (this->gamepad_user_index != XUSER_MAX_COUNT) {
|
||||
Debug(driver, 1, "Win32: Gamepad already open, skipping");
|
||||
return;
|
||||
}
|
||||
|
||||
if (_settings_client.gui.gamepad_stick_selection == GSS_DISABLED) {
|
||||
Debug(driver, 1, "Win32: Gamepad scrolling disabled, not opening gamepad");
|
||||
return;
|
||||
}
|
||||
|
||||
/* Check for any connected gamepads */
|
||||
for (DWORD i = 0; i < XUSER_MAX_COUNT; i++) {
|
||||
XINPUT_STATE state = {};
|
||||
|
||||
if (XInputGetState(i, &state) == ERROR_SUCCESS) {
|
||||
this->gamepad_user_index = i;
|
||||
Debug(driver, 1, "Win32: Opened gamepad at index {}", i);
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void VideoDriver_Win32Base::CloseGamepad()
|
||||
{
|
||||
if (this->gamepad_user_index != XUSER_MAX_COUNT) {
|
||||
this->gamepad_user_index = XUSER_MAX_COUNT;
|
||||
Debug(driver, 1, "Win32: Closed gamepad");
|
||||
}
|
||||
}
|
||||
|
||||
void VideoDriver_Win32Base::ProcessGamepadInput()
|
||||
{
|
||||
/* Skip if gamepad scrolling is disabled */
|
||||
if (_settings_client.gui.gamepad_stick_selection == GSS_DISABLED) {
|
||||
return;
|
||||
}
|
||||
|
||||
/* If no gamepad is currently open, try to reconnect periodically */
|
||||
if (this->gamepad_user_index == XUSER_MAX_COUNT) {
|
||||
static bool logged_no_gamepad = false;
|
||||
|
||||
/* Only try to reconnect every 60 frames (~1 second at 60 FPS) to avoid spam */
|
||||
if (this->gamepad_reconnect_timer > 0) {
|
||||
this->gamepad_reconnect_timer--;
|
||||
if (!logged_no_gamepad) {
|
||||
Debug(driver, 2, "Win32: No gamepad available for input processing");
|
||||
logged_no_gamepad = true;
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
/* Try to open gamepad */
|
||||
this->OpenGamepad();
|
||||
|
||||
/* If still no gamepad, set timer for next retry */
|
||||
if (this->gamepad_user_index == XUSER_MAX_COUNT) {
|
||||
this->gamepad_reconnect_timer = 60; /* Retry in ~1 second */
|
||||
if (!logged_no_gamepad) {
|
||||
Debug(driver, 2, "Win32: No gamepad available for input processing");
|
||||
logged_no_gamepad = true;
|
||||
}
|
||||
return;
|
||||
} else {
|
||||
/* Successfully reconnected */
|
||||
logged_no_gamepad = false;
|
||||
}
|
||||
}
|
||||
|
||||
/* Get gamepad state */
|
||||
XINPUT_STATE state = {};
|
||||
|
||||
if (XInputGetState(this->gamepad_user_index, &state) != ERROR_SUCCESS) {
|
||||
Debug(driver, 1, "Win32: Gamepad disconnected, closing and will retry connection");
|
||||
this->CloseGamepad();
|
||||
this->gamepad_reconnect_timer = 60; /* Start retry timer */
|
||||
return;
|
||||
}
|
||||
|
||||
/* Get analog stick values based on stick selection
|
||||
* Note: XInput uses SHORT values for stick positions, but we have to extend to INT
|
||||
* to avoid overflow when inverting the Y-axis value */
|
||||
INT stick_x = 0, stick_y = 0;
|
||||
if (_settings_client.gui.gamepad_stick_selection == GSS_LEFT_STICK) {
|
||||
stick_x = state.Gamepad.sThumbLX;
|
||||
stick_y = state.Gamepad.sThumbLY;
|
||||
Debug(driver, 3, "Win32: Left stick raw values: x={}, y={}", stick_x, stick_y);
|
||||
} else if (_settings_client.gui.gamepad_stick_selection == GSS_RIGHT_STICK) {
|
||||
stick_x = state.Gamepad.sThumbRX;
|
||||
stick_y = state.Gamepad.sThumbRY;
|
||||
Debug(driver, 3, "Win32: Right stick raw values: x={}, y={}", stick_x, stick_y);
|
||||
}
|
||||
stick_y = -stick_y; // Xinput Y-axis is inverted from other libraries
|
||||
|
||||
/* Use the common gamepad handling function */
|
||||
HandleGamepadScrolling(stick_x, stick_y, 32767);
|
||||
}
|
||||
|
||||
|
||||
static FVideoDriver_Win32GDI iFVideoDriver_Win32GDI;
|
||||
|
||||
|
@ -1124,6 +1228,11 @@ std::optional<std::string_view> VideoDriver_Win32GDI::Start(const StringList &pa
|
|||
|
||||
MarkWholeScreenDirty();
|
||||
|
||||
/* Initialize gamepad for scrolling */
|
||||
Debug(driver, 1, "Win32: Attempting to initialize gamepad support");
|
||||
Debug(driver, 1, "Win32: Gamepad stick selection setting: {}", _settings_client.gui.gamepad_stick_selection);
|
||||
this->OpenGamepad();
|
||||
|
||||
this->is_game_threaded = !GetDriverParamBool(param, "no_threads") && !GetDriverParamBool(param, "no_thread");
|
||||
|
||||
return std::nullopt;
|
||||
|
@ -1131,6 +1240,7 @@ std::optional<std::string_view> VideoDriver_Win32GDI::Start(const StringList &pa
|
|||
|
||||
void VideoDriver_Win32GDI::Stop()
|
||||
{
|
||||
this->CloseGamepad();
|
||||
DeleteObject(this->gdi_palette);
|
||||
DeleteObject(this->dib_sect);
|
||||
|
||||
|
@ -1438,6 +1548,11 @@ std::optional<std::string_view> VideoDriver_Win32OpenGL::Start(const StringList
|
|||
|
||||
MarkWholeScreenDirty();
|
||||
|
||||
/* Initialize gamepad for scrolling */
|
||||
Debug(driver, 1, "Win32: Attempting to initialize gamepad support");
|
||||
Debug(driver, 1, "Win32: Gamepad stick selection setting: {}", _settings_client.gui.gamepad_stick_selection);
|
||||
this->OpenGamepad();
|
||||
|
||||
this->is_game_threaded = !GetDriverParamBool(param, "no_threads") && !GetDriverParamBool(param, "no_thread");
|
||||
|
||||
return std::nullopt;
|
||||
|
@ -1445,6 +1560,7 @@ std::optional<std::string_view> VideoDriver_Win32OpenGL::Start(const StringList
|
|||
|
||||
void VideoDriver_Win32OpenGL::Stop()
|
||||
{
|
||||
this->CloseGamepad();
|
||||
this->DestroyContext();
|
||||
this->VideoDriver_Win32Base::Stop();
|
||||
}
|
||||
|
|
|
@ -14,6 +14,7 @@
|
|||
#include <mutex>
|
||||
#include <condition_variable>
|
||||
#include <windows.h>
|
||||
#include <xinput.h>
|
||||
|
||||
/** Base class for Windows video drivers. */
|
||||
class VideoDriver_Win32Base : public VideoDriver {
|
||||
|
@ -48,6 +49,13 @@ protected:
|
|||
|
||||
bool buffer_locked; ///< Video buffer was locked by the main thread.
|
||||
|
||||
/** Gamepad support for map scrolling */
|
||||
DWORD gamepad_user_index = XUSER_MAX_COUNT; ///< Index of currently opened gamepad (XUSER_MAX_COUNT = no gamepad).
|
||||
uint32_t gamepad_reconnect_timer = 0; ///< Timer for retrying gamepad connection after disconnect.
|
||||
void OpenGamepad();
|
||||
void CloseGamepad();
|
||||
void ProcessGamepadInput();
|
||||
|
||||
Dimension GetScreenSize() const override;
|
||||
float GetDPIScale() override;
|
||||
void InputLoop() override;
|
||||
|
|
|
@ -3572,3 +3572,81 @@ void PickerWindowBase::Close([[maybe_unused]] int data)
|
|||
ResetObjectToPlace();
|
||||
this->Window::Close();
|
||||
}
|
||||
|
||||
/**
|
||||
* Process gamepad analog stick input for viewport scrolling.
|
||||
* This is a common function that can be used by any video driver that supports gamepads.
|
||||
* @param stick_x Raw analog stick X value (typically -32768 to 32767 range)
|
||||
* @param stick_y Raw analog stick Y value (typically -32768 to 32767 range)
|
||||
* @param max_axis_value Maximum value for the analog stick axes (e.g., 32767 for SDL2)
|
||||
*/
|
||||
void HandleGamepadScrolling(int stick_x, int stick_y, int max_axis_value)
|
||||
{
|
||||
/* Skip if gamepad stick selection is disabled */
|
||||
if (_settings_client.gui.gamepad_stick_selection == GSS_DISABLED) {
|
||||
return;
|
||||
}
|
||||
|
||||
/* Apply deadzone (convert percentage to axis range) */
|
||||
const int deadzone = (_settings_client.gui.gamepad_deadzone * max_axis_value) / 100;
|
||||
|
||||
if (abs(stick_x) < deadzone) stick_x = 0;
|
||||
if (abs(stick_y) < deadzone) stick_y = 0;
|
||||
|
||||
/* Skip if no movement after deadzone */
|
||||
if (stick_x == 0 && stick_y == 0) {
|
||||
return;
|
||||
}
|
||||
|
||||
/* Calculate scroll delta with sensitivity */
|
||||
float sensitivity = _settings_client.gui.gamepad_sensitivity / 10.0f;
|
||||
int delta_x = (int)(stick_x * sensitivity / (max_axis_value / 16)); // Scale down from axis range
|
||||
int delta_y = (int)(stick_y * sensitivity / (max_axis_value / 16));
|
||||
|
||||
/* Apply axis inversion */
|
||||
if (_settings_client.gui.gamepad_invert_x) delta_x = -delta_x;
|
||||
if (_settings_client.gui.gamepad_invert_y) delta_y = -delta_y;
|
||||
|
||||
/* Skip if deltas are too small */
|
||||
if (abs(delta_x) < 1 && abs(delta_y) < 1) {
|
||||
return;
|
||||
}
|
||||
|
||||
/* Apply scrolling based on cursor position */
|
||||
if (_game_mode != GM_MENU && _game_mode != GM_BOOTSTRAP) {
|
||||
Window *target_window = nullptr;
|
||||
|
||||
/* Check if cursor is over a window with a viewport */
|
||||
Window *w = FindWindowFromPt(_cursor.pos.x, _cursor.pos.y);
|
||||
if (w != nullptr && w->viewport != nullptr) {
|
||||
/* Check if cursor is actually over the viewport area within the window */
|
||||
Point pt = { _cursor.pos.x - w->left, _cursor.pos.y - w->top };
|
||||
if (pt.x >= w->viewport->left - w->left &&
|
||||
pt.x < w->viewport->left - w->left + w->viewport->width &&
|
||||
pt.y >= w->viewport->top - w->top &&
|
||||
pt.y < w->viewport->top - w->top + w->viewport->height) {
|
||||
target_window = w;
|
||||
}
|
||||
}
|
||||
|
||||
/* If no viewport under cursor, use main window */
|
||||
if (target_window == nullptr) {
|
||||
target_window = GetMainWindow();
|
||||
}
|
||||
|
||||
/* Apply scrolling to the target viewport */
|
||||
if (target_window != nullptr && target_window->viewport != nullptr) {
|
||||
/* Check if the viewport is following a vehicle (similar to mouse scroll behavior) */
|
||||
if (target_window == GetMainWindow() && target_window->viewport->follow_vehicle != VehicleID::Invalid()) {
|
||||
/* If following a vehicle, center on it and stop following (like mouse scroll) */
|
||||
const Vehicle *veh = Vehicle::Get(target_window->viewport->follow_vehicle);
|
||||
ScrollMainWindowTo(veh->x_pos, veh->y_pos, veh->z_pos, true); // This also resets follow_vehicle
|
||||
return; // Don't apply gamepad scroll, just like mouse scroll returns ES_NOT_HANDLED
|
||||
}
|
||||
|
||||
/* Apply the scroll using the same method as keyboard scrolling */
|
||||
target_window->viewport->dest_scrollpos_x += ScaleByZoom(delta_x, target_window->viewport->zoom);
|
||||
target_window->viewport->dest_scrollpos_y += ScaleByZoom(delta_y, target_window->viewport->zoom);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue