1
0
Fork 0

Feature: Add gamepad scrolling support

This adds support for configuring gamepad for scrolling
pull/14365/head
Michał Janiszewski 2025-06-14 17:07:54 +02:00
parent ae917cb8c6
commit 526d5f529d
6 changed files with 149 additions and 0 deletions

View File

@ -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);

View File

@ -1700,6 +1700,25 @@ 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

View File

@ -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"));

View File

@ -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

View File

@ -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

View File

@ -3572,3 +3572,56 @@ 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 to the main viewport */
if (_game_mode != GM_MENU && _game_mode != GM_BOOTSTRAP) {
Window *main_window = GetMainWindow();
if (main_window != nullptr && main_window->viewport != nullptr) {
/* Cancel vehicle following when gamepad scrolling */
main_window->viewport->CancelFollow(*main_window);
/* Apply the scroll using the same method as keyboard scrolling */
main_window->viewport->dest_scrollpos_x += ScaleByZoom(delta_x, main_window->viewport->zoom);
main_window->viewport->dest_scrollpos_y += ScaleByZoom(delta_y, main_window->viewport->zoom);
}
}
}