Adapt game input for Switch controllers

This commit is contained in:
2026-06-09 13:28:31 +08:00
parent 8bbb847a1b
commit d5e876e542
4 changed files with 137 additions and 12 deletions
@@ -204,6 +204,7 @@ bool Application::initCoreModules() {
ScopedStartupTrace stageTrace("SDL_GameControllerOpen(0)");
if (SDL_GameController *controller = SDL_GameControllerOpen(0)) {
SDL_Log("GameController opened: %s", SDL_GameControllerName(controller));
SDL_GameControllerClose(controller);
} else {
SDL_Log("No GameController found");
}
+14 -8
View File
@@ -123,11 +123,18 @@ mindmap
- `core/asset_paths.h`
- `core/input_state.*`
- `core/debug_flags.h`
- `InputStateProvider` 已聚合键盘、SDL GameController 和 Switch 原生 `PadState`
当前输入映射:
- 移动:键盘 `A/D`、方向键、手柄左摇杆、方向键、Switch 左摇杆/方向键。
- 跳跃:键盘 `Space/W/Up`、手柄 `A/B`、Switch `A/B`
- 攻击:键盘 `J/K`、手柄 `X/Y`、Switch `X/Y`
下一步:
- 增加 `GameContext`,统一传递全局服务。
- 输入层支持键盘和手柄统一映射。
- 增加可配置键位表,让 PC 和 NS 可以分别覆盖默认映射。
### 2. Scene
@@ -312,7 +319,6 @@ mindmap
下一步:
- 将 Switch Joy-Con 输入接入 `InputStateProvider`
- 在 Ryujinx 或真机上验证主循环、shader 和角色纹理。
- 如果 RomFS 不可用,再补 SD 卡外部资源部署脚本。
@@ -320,7 +326,7 @@ mindmap
```text
输入
SDL Keyboard / Controller
SDL Keyboard / Controller / Switch PadState
-> InputStateProvider
-> InputState
-> PlayerActor
@@ -401,11 +407,11 @@ mindmap
下一步建议按这个顺序做:
1. `BattleZone`:做清版推进的核心框架。
2. `SwitchInput`:把 Joy-Con/手柄输入接入 `InputStateProvider`
3. `EnemyActor`:做第一个敌人占位
4. `CombatSystem`:把 hitbox/hurtbox 真正跑起来
5. `SpriteAnimator`:把玩家动画从硬编码改成组件
6. `StageLayer`:把白盒视觉层扩展为背景、tiles 和 props
2. `EnemyActor`:做第一个敌人占位
3. `CombatSystem`:把 hitbox/hurtbox 真正跑起来
4. `SpriteAnimator`:把玩家动画从硬编码改成组件
5. `StageLayer`:把白盒视觉层扩展为背景、tiles 和 props
6. `InputConfig`:把默认键位/手柄映射迁移到可配置数据
## 素材协作提示
+111 -4
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@@ -1,34 +1,141 @@
#include "input_state.h"
#include <SDL2/SDL.h>
#include <algorithm>
#ifdef __SWITCH__
#include <switch.h>
#endif
namespace ns_game {
namespace {
constexpr Sint16 kControllerAxisDeadZone = 10000;
bool isDown(const Uint8* keys, SDL_Scancode key) {
return keys && keys[key] != 0;
}
bool controllerButtonDown(SDL_GameController* controller,
SDL_GameControllerButton button) {
return controller &&
SDL_GameControllerGetButton(controller, button) == SDL_PRESSED;
}
Sint16 controllerAxis(SDL_GameController* controller,
SDL_GameControllerAxis axis) {
if (!controller) {
return 0;
}
return SDL_GameControllerGetAxis(controller, axis);
}
#ifdef __SWITCH__
PadState& switchPad() {
static PadState pad;
static bool initialized = false;
if (!initialized) {
padInitializeDefault(&pad);
initialized = true;
}
return pad;
}
#endif
} // namespace
InputStateProvider::InputStateProvider() {
ensureController();
}
InputStateProvider::~InputStateProvider() {
if (controller_) {
SDL_GameControllerClose(controller_);
controller_ = nullptr;
}
}
void InputStateProvider::ensureController() {
if (controller_) {
return;
}
const int joystickCount = SDL_NumJoysticks();
for (int i = 0; i < joystickCount; ++i) {
if (!SDL_IsGameController(i)) {
continue;
}
controller_ = SDL_GameControllerOpen(i);
if (controller_) {
SDL_Log("InputStateProvider opened controller: %s",
SDL_GameControllerName(controller_));
return;
}
}
}
InputState InputStateProvider::Sample() {
ensureController();
const Uint8* keys = SDL_GetKeyboardState(nullptr);
InputState state;
bool moveLeftHeld = false;
bool moveRightHeld = false;
if (isDown(keys, SDL_SCANCODE_A) || isDown(keys, SDL_SCANCODE_LEFT)) {
state.moveX -= 1.0f;
moveLeftHeld = true;
}
if (isDown(keys, SDL_SCANCODE_D) || isDown(keys, SDL_SCANCODE_RIGHT)) {
state.moveX += 1.0f;
moveRightHeld = true;
}
const bool jumpHeld =
bool jumpHeld =
isDown(keys, SDL_SCANCODE_SPACE) || isDown(keys, SDL_SCANCODE_W) ||
isDown(keys, SDL_SCANCODE_UP);
const bool attackHeld =
bool attackHeld =
isDown(keys, SDL_SCANCODE_J) || isDown(keys, SDL_SCANCODE_K);
if (controller_) {
const Sint16 leftX =
controllerAxis(controller_, SDL_CONTROLLER_AXIS_LEFTX);
moveLeftHeld = moveLeftHeld ||
leftX < -kControllerAxisDeadZone ||
controllerButtonDown(controller_,
SDL_CONTROLLER_BUTTON_DPAD_LEFT);
moveRightHeld = moveRightHeld ||
leftX > kControllerAxisDeadZone ||
controllerButtonDown(controller_,
SDL_CONTROLLER_BUTTON_DPAD_RIGHT);
jumpHeld = jumpHeld ||
controllerButtonDown(controller_, SDL_CONTROLLER_BUTTON_A) ||
controllerButtonDown(controller_, SDL_CONTROLLER_BUTTON_B);
attackHeld = attackHeld ||
controllerButtonDown(controller_, SDL_CONTROLLER_BUTTON_X) ||
controllerButtonDown(controller_, SDL_CONTROLLER_BUTTON_Y);
}
#ifdef __SWITCH__
PadState& pad = switchPad();
padUpdate(&pad);
const u64 buttons = padGetButtons(&pad);
moveLeftHeld = moveLeftHeld || (buttons & HidNpadButton_AnyLeft) != 0;
moveRightHeld = moveRightHeld || (buttons & HidNpadButton_AnyRight) != 0;
jumpHeld = jumpHeld ||
(buttons & (HidNpadButton_A | HidNpadButton_B)) != 0;
attackHeld = attackHeld ||
(buttons & (HidNpadButton_X | HidNpadButton_Y)) != 0;
#endif
if (moveLeftHeld) {
state.moveX -= 1.0f;
}
if (moveRightHeld) {
state.moveX += 1.0f;
}
state.moveX = std::clamp(state.moveX, -1.0f, 1.0f);
state.jumpPressed = jumpHeld && !jumpHeldLastFrame_;
state.attackPressed = attackHeld && !attackHeldLastFrame_;
+11
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@@ -1,5 +1,7 @@
#pragma once
#include <SDL2/SDL_gamecontroller.h>
namespace ns_game {
struct InputState {
@@ -10,9 +12,18 @@ struct InputState {
class InputStateProvider {
public:
InputStateProvider();
~InputStateProvider();
InputStateProvider(const InputStateProvider&) = delete;
InputStateProvider& operator=(const InputStateProvider&) = delete;
InputState Sample();
private:
void ensureController();
SDL_GameController* controller_ = nullptr;
bool jumpHeldLastFrame_ = false;
bool attackHeldLastFrame_ = false;
};