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Game API v1.0.40: Add feature names to controller layouts
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This change expands the existing controller layout with vectors of
names for the various types of features on each controller.

The API has been modified to report controller layouts using a dedicated
function, which is called after the input topology is loaded. Other API
calls have been simplified to just pass controller ID instead of the full
layout.
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garbear committed Sep 14, 2018
1 parent 562f1a7 commit 716d8ee
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Showing 10 changed files with 329 additions and 64 deletions.
24 changes: 18 additions & 6 deletions xbmc/addons/kodi-addon-dev-kit/include/kodi/kodi_game_dll.h
Original file line number Diff line number Diff line change
Expand Up @@ -152,32 +152,43 @@ game_input_topology* GetTopology();
*/
void FreeTopology(game_input_topology* topology);

/*!
* \brief Set the layouts for known controllers
*
* \param controllers The controller layouts
* \param controller_count The number of items in the array
*
* After loading the input topology, the frontend will call this with
* controller layouts for all controllers discovered in the topology.
*/
void SetControllerLayouts(const game_controller_layout* controllers, unsigned int controller_count);

/*!
* \brief Enable/disable keyboard input using the specified controller
*
* \param enable True to enable input, false otherwise
* \param controller The controller info if enabling, or unused if disabling
* \param controller_id The controller ID if enabling, or unused if disabling
*
* \return True if keyboard input was enabled, false otherwise
*/
bool EnableKeyboard(bool enable, const game_controller* controller);
bool EnableKeyboard(bool enable, const char* controller_id);

/*!
* \brief Enable/disable mouse input using the specified controller
*
* \param enable True to enable input, false otherwise
* \param controller The controller info if enabling, or unused if disabling
* \param controller_id The controller ID if enabling, or unused if disabling
*
* \return True if mouse input was enabled, false otherwise
*/
bool EnableMouse(bool enable, const game_controller* controller);
bool EnableMouse(bool enable, const char* controller_id);

/*!
* \brief Connect/disconnect a controller to a port on the virtual game console
*
* \param connect True to connect a controller, false to disconnect
* \param address The address of the port
* \param controller The controller info if connecting, or unused if disconnecting
* \param controller_id The controller ID if connecting, or unused if disconnecting
*
* The address is a string that allows traversal of the controller topology.
* It is formed by alternating port IDs and controller IDs separated by "/".
Expand Down Expand Up @@ -212,7 +223,7 @@ bool EnableMouse(bool enable, const game_controller* controller);
* Any attempts to connect a controller to a port on a disconnected multitap
* will return false.
*/
bool ConnectController(bool connect, const char* port_address, const game_controller* controller);
bool ConnectController(bool connect, const char* port_address, const char* controller_id);

/*!
* \brief Notify the add-on of an input event
Expand Down Expand Up @@ -309,6 +320,7 @@ void __declspec(dllexport) get_addon(void* ptr)
pClient->toAddon.HasFeature = HasFeature;
pClient->toAddon.GetTopology = GetTopology;
pClient->toAddon.FreeTopology = FreeTopology;
pClient->toAddon.SetControllerLayouts = SetControllerLayouts;
pClient->toAddon.EnableKeyboard = EnableKeyboard;
pClient->toAddon.EnableMouse = EnableMouse;
pClient->toAddon.ConnectController = ConnectController;
Expand Down
21 changes: 15 additions & 6 deletions xbmc/addons/kodi-addon-dev-kit/include/kodi/kodi_game_types.h
Original file line number Diff line number Diff line change
Expand Up @@ -446,19 +446,27 @@ typedef enum GAME_PORT_TYPE
GAME_PORT_CONTROLLER,
} GAME_PORT_TYPE;

typedef struct game_controller
typedef struct game_controller_layout
{
const char* controller_id;
char* controller_id;
bool provides_input; // False for multitaps
char** digital_buttons;
unsigned int digital_button_count;
char** analog_buttons;
unsigned int analog_button_count;
char** analog_sticks;
unsigned int analog_stick_count;
char** accelerometers;
unsigned int accelerometer_count;
char** keys;
unsigned int key_count;
char** rel_pointers;
unsigned int rel_pointer_count;
char** abs_pointers;
unsigned int abs_pointer_count;
char** motors;
unsigned int motor_count;
} ATTRIBUTE_PACKED game_controller;
} ATTRIBUTE_PACKED game_controller_layout;

struct game_input_port;

Expand Down Expand Up @@ -680,9 +688,10 @@ typedef struct KodiToAddonFuncTable_Game
bool (__cdecl* HasFeature)(const char*, const char*);
game_input_topology* (__cdecl* GetTopology)();
void (__cdecl* FreeTopology)(game_input_topology*);
bool (__cdecl* EnableKeyboard)(bool, const game_controller*);
bool (__cdecl* EnableMouse)(bool, const game_controller*);
bool (__cdecl* ConnectController)(bool, const char*, const game_controller*);
void (__cdecl* SetControllerLayouts)(const game_controller_layout*, unsigned int);
bool (__cdecl* EnableKeyboard)(bool, const char*);
bool (__cdecl* EnableMouse)(bool, const char*);
bool (__cdecl* ConnectController)(bool, const char*, const char*);
bool (__cdecl* InputEvent)(const game_input_event*);
size_t (__cdecl* SerializeSize)(void);
GAME_ERROR (__cdecl* Serialize)(uint8_t*, size_t);
Expand Down
4 changes: 2 additions & 2 deletions xbmc/addons/kodi-addon-dev-kit/include/kodi/versions.h
Original file line number Diff line number Diff line change
Expand Up @@ -75,8 +75,8 @@
#define ADDON_INSTANCE_VERSION_AUDIOENCODER_XML_ID "kodi.binary.instance.audioencoder"
#define ADDON_INSTANCE_VERSION_AUDIOENCODER_DEPENDS "addon-instance/AudioEncoder.h"

#define ADDON_INSTANCE_VERSION_GAME "1.0.39"
#define ADDON_INSTANCE_VERSION_GAME_MIN "1.0.39"
#define ADDON_INSTANCE_VERSION_GAME "1.0.40"
#define ADDON_INSTANCE_VERSION_GAME_MIN "1.0.40"
#define ADDON_INSTANCE_VERSION_GAME_XML_ID "kodi.binary.instance.game"
#define ADDON_INSTANCE_VERSION_GAME_DEPENDS "kodi_game_dll.h" \
"kodi_game_types.h" \
Expand Down
6 changes: 4 additions & 2 deletions xbmc/games/addons/input/CMakeLists.txt
Original file line number Diff line number Diff line change
@@ -1,4 +1,5 @@
set(SOURCES GameClientDevice.cpp
set(SOURCES GameClientController.cpp
GameClientDevice.cpp
GameClientHardware.cpp
GameClientInput.cpp
GameClientJoystick.cpp
Expand All @@ -8,7 +9,8 @@ set(SOURCES GameClientDevice.cpp
GameClientTopology.cpp
)

set(HEADERS GameClientDevice.h
set(HEADERS GameClientController.h
GameClientDevice.h
GameClientHardware.h
GameClientInput.h
GameClientJoystick.h
Expand Down
139 changes: 139 additions & 0 deletions xbmc/games/addons/input/GameClientController.cpp
Original file line number Diff line number Diff line change
@@ -0,0 +1,139 @@
/*
* Copyright (C) 2018 Team Kodi
* http://kodi.tv
*
* This Program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2, or (at your option)
* any later version.
*
* This Program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this Program; see the file COPYING. If not, see
* <http://www.gnu.org/licenses/>.
*
*/

#include "GameClientController.h"
#include "GameClientInput.h"
#include "games/controllers/Controller.h"
#include "games/controllers/ControllerFeature.h"
#include "games/controllers/ControllerLayout.h"
#include "games/controllers/ControllerTopology.h"

#include <algorithm>
#include <vector>

using namespace KODI;
using namespace GAME;

CGameClientController::CGameClientController(CGameClientInput &input, ControllerPtr controller) :
m_input(input),
m_controller(std::move(controller)),
m_controllerId(m_controller->ID())
{
// Generate arrays of features
for (const CControllerFeature &feature : m_controller->Features())
{
// Skip feature if not supported by the game client
if (!m_input.HasFeature(m_controller->ID(), feature.Name()))
continue;

// Add feature to array of the appropriate type
switch (feature.Type())
{
case FEATURE_TYPE::SCALAR:
{
switch (feature.InputType())
{
case JOYSTICK::INPUT_TYPE::DIGITAL:
m_digitalButtons.emplace_back(const_cast<char*>(feature.Name().c_str()));
break;
case JOYSTICK::INPUT_TYPE::ANALOG:
m_analogButtons.emplace_back(const_cast<char*>(feature.Name().c_str()));
break;
default:
break;
}
break;
}
case FEATURE_TYPE::ANALOG_STICK:
m_analogSticks.emplace_back(const_cast<char*>(feature.Name().c_str()));
break;
case FEATURE_TYPE::ACCELEROMETER:
m_accelerometers.emplace_back(const_cast<char*>(feature.Name().c_str()));
break;
case FEATURE_TYPE::KEY:
m_keys.emplace_back(const_cast<char*>(feature.Name().c_str()));
break;
case FEATURE_TYPE::RELPOINTER:
m_relPointers.emplace_back(const_cast<char*>(feature.Name().c_str()));
break;
case FEATURE_TYPE::ABSPOINTER:
m_absPointers.emplace_back(const_cast<char*>(feature.Name().c_str()));
break;
case FEATURE_TYPE::MOTOR:
m_motors.emplace_back(const_cast<char*>(feature.Name().c_str()));
break;
default:
break;
}
}

//! @todo Sort vectors
}

game_controller_layout CGameClientController::TranslateController() const
{
game_controller_layout controllerStruct{};

controllerStruct.controller_id = const_cast<char*>(m_controllerId.c_str());
controllerStruct.provides_input = m_controller->Layout().Topology().ProvidesInput();

if (!m_digitalButtons.empty())
{
controllerStruct.digital_buttons = const_cast<char**>(m_digitalButtons.data());
controllerStruct.digital_button_count = m_digitalButtons.size();
}
if (!m_analogButtons.empty())
{
controllerStruct.analog_buttons = const_cast<char**>(m_analogButtons.data());
controllerStruct.analog_button_count = m_analogButtons.size();
}
if (!m_analogSticks.empty())
{
controllerStruct.analog_sticks = const_cast<char**>(m_analogSticks.data());
controllerStruct.analog_stick_count = m_analogSticks.size();
}
if (!m_accelerometers.empty())
{
controllerStruct.accelerometers = const_cast<char**>(m_accelerometers.data());
controllerStruct.accelerometer_count = m_accelerometers.size();
}
if (!m_keys.empty())
{
controllerStruct.keys = const_cast<char**>(m_keys.data());
controllerStruct.key_count = m_keys.size();
}
if (!m_relPointers.empty())
{
controllerStruct.rel_pointers = const_cast<char**>(m_relPointers.data());
controllerStruct.rel_pointer_count = m_relPointers.size();
}
if (!m_absPointers.empty())
{
controllerStruct.abs_pointers = const_cast<char**>(m_absPointers.data());
controllerStruct.abs_pointer_count = m_absPointers.size();
}
if (!m_motors.empty())
{
controllerStruct.motors = const_cast<char**>(m_motors.data());
controllerStruct.motor_count = m_motors.size();
}

return controllerStruct;
}
70 changes: 70 additions & 0 deletions xbmc/games/addons/input/GameClientController.h
Original file line number Diff line number Diff line change
@@ -0,0 +1,70 @@
/*
* Copyright (C) 2018 Team Kodi
* http://kodi.tv
*
* This Program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2, or (at your option)
* any later version.
*
* This Program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this Program; see the file COPYING. If not, see
* <http://www.gnu.org/licenses/>.
*
*/

#pragma once

#include "addons/kodi-addon-dev-kit/include/kodi/kodi_game_types.h"
#include "games/controllers/ControllerTypes.h"

#include <vector>

namespace KODI
{
namespace GAME
{
class CGameClientInput;

/*!
* \brief A container for the layout of a controller connected to a game
* client input port
*/
class CGameClientController
{
public:
/*!
* \brief Construct a controller layout
*
* \brief controller The controller add-on
*/
CGameClientController(CGameClientInput &input, ControllerPtr controller);

/*!
* \brief Get a controller layout for the Game API
*/
game_controller_layout TranslateController() const;

private:
// Construction parameters
CGameClientInput &m_input;
const ControllerPtr m_controller;

// Buffer parameters
std::string m_controllerId;
std::vector<char*> m_digitalButtons;
std::vector<char*> m_analogButtons;
std::vector<char*> m_analogSticks;
std::vector<char*> m_accelerometers;
std::vector<char*> m_keys;
std::vector<char*> m_relPointers;
std::vector<char*> m_absPointers;
std::vector<char*> m_motors;
};
} // namespace GAME
} // namespace KODI
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