keyboard and mouse support, rebinding overhaul, analog triggers to digital inputs (#162)

* add keyboard support, analog triggers to digital input, and rebinding overhaul

* Update README.md

* Update README.md

readme typo

* implemented code rabbits suggestions

- Preserved NSO GameCube analog triggers.
  - Made modal closure and Escape cancel every rebind kind.
  - Deduced the native button array size; <array> already existed.
  - Centralized axis/sign decoding.
  - Kept threshold updates live, saving only when editing ends.

* add dimming when in settings and add clear mapping button

* Update settings_overlay.cpp

---------

Co-authored-by: patchzyy <64382339+patchzyy@users.noreply.github.com>
This commit is contained in:
Cristian Boehmandpatchzyy authored and GitHub committed 2026-09-10 17:37:38 +02:00
1 parent 25c69ae28e
commit 149cfef608
6 files changed
+399 -59

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+39 -10
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@@ -319,6 +319,18 @@ std::array<bool, PAD_CHANMAX> g_suppressLeftTrigger{};
std::array<bool, PAD_CHANMAX> g_suppressRightTrigger{};
bool is_mouse_scancode(const s32 scancode) { return scancode < PAD_KEY_INVALID; }
bool is_native_binding_pressed(SDL_Gamepad* gamepad, u32 binding) {
if (PADIsAxisButton(binding)) {
const u32 axis = PADAxisButtonAxis(binding);
const u32 threshold = PADAxisButtonThreshold(binding);
if (axis >= SDL_GAMEPAD_AXIS_COUNT || threshold < 1 || threshold > 100) return false;
int value = SDL_GetGamepadAxis(gamepad, static_cast<SDL_GamepadAxis>(axis));
if (PADAxisButtonNegative(binding)) value = -value;
return value > 0 && value * 100 >= static_cast<int>(threshold) * 32767;
}
return binding < SDL_GAMEPAD_BUTTON_COUNT &&
SDL_GetGamepadButton(gamepad, static_cast<SDL_GamepadButton>(binding));
}
bool is_mouse_button_pressed(const s32 scancode) {
const int32_t buttonNum = -(scancode + 1);
if (buttonNum < 1 || buttonNum > 5) {
@@ -724,10 +736,10 @@ u32 PADRead(PADStatus* status) {
}
status[i].err = PAD_ERR_NONE;
if (g_keyboardBindings[i].m_mappingsSet) {
if (g_keyboardBindings[i].m_mappingsSet && SDL_GetKeyboardFocus() != nullptr) {
std::ranges::for_each(
g_keyboardBindings[i].m_buttonMapping, [&kbState, &i, &status](const PADKeyButtonBinding& mapping) {
if (mapping.scancode > PAD_KEY_INVALID && kbState[mapping.scancode]) {
g_keyboardBindings[i].m_buttonMapping, [&kbState, &numKeys, &i, &status](const PADKeyButtonBinding& mapping) {
if (mapping.scancode > PAD_KEY_INVALID && mapping.scancode < numKeys && kbState[mapping.scancode]) {
status[i].button |= mapping.padButton;
} else if (is_mouse_scancode(mapping.scancode) && is_mouse_button_pressed(mapping.scancode)) {
status[i].button |= mapping.padButton;
@@ -788,7 +800,7 @@ u32 PADRead(PADStatus* status) {
status[i].triggerRight = static_cast<u8>(std::min(static_cast<int>(status[i].triggerRight) + tr, 255));
}
if (controller) {
if (controller && !g_keyboardBindings[i].m_mappingsSet) {
EnsureMappingLoaded(controller);
// Wii U Pro Controller raw D-pad fallback. SDL's HIDAPI Wii driver posts
@@ -835,7 +847,7 @@ u32 PADRead(PADStatus* status) {
bool rightTriggerSet = false;
std::ranges::for_each(controller->m_buttonMapping, [&controller, &i, &status, &leftTriggerSet,
&rightTriggerSet](const auto& mapping) {
if (SDL_GetGamepadButton(controller->m_controller, static_cast<SDL_GamepadButton>(mapping.nativeButton))) {
if (is_native_binding_pressed(controller->m_controller, mapping.nativeButton)) {
status[i].button |= mapping.padButton;
}
@@ -852,7 +864,7 @@ u32 PADRead(PADStatus* status) {
if (mapping.nativeButton == PAD_NATIVE_BUTTON_INVALID) {
return;
}
if (SDL_GetGamepadButton(controller->m_controller, static_cast<SDL_GamepadButton>(mapping.nativeButton))) {
if (is_native_binding_pressed(controller->m_controller, mapping.nativeButton)) {
status[i].button |= mapping.padButton;
}
@@ -946,6 +958,17 @@ u32 PADRead(PADStatus* status) {
Sint16 tl = std::max(static_cast<Sint16>(0), _get_axis_value(controller, PAD_AXIS_TRIGGER_L));
Sint16 tr = std::max(static_cast<Sint16>(0), _get_axis_value(controller, PAD_AXIS_TRIGGER_R));
// Games can read either the digital L/R bits or their analog pressure.
// An explicit button binding must drive both, otherwise the original
// L2/R2 axis still activates L/R even when it was rebound to L1/R1.
// Real GC pads retain independent analog travel and end-stop clicks.
if (!(controller->m_isGameCube ||
(SDL_GetGamepadType(controller->m_controller) == SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_PRO &&
controller->m_pid == 0x2073))) {
if (leftTriggerSet) tl = (status[i].button & PAD_TRIGGER_L) != 0 ? 32767 : 0;
if (rightTriggerSet) tr = (status[i].button & PAD_TRIGGER_R) != 0 ? 32767 : 0;
}
if (controller->m_deadZones.emulateTriggers) {
if (!leftTriggerSet && tl > controller->m_deadZones.leftTriggerActivationZone) {
status[i].button |= PAD_TRIGGER_L;
@@ -990,12 +1013,13 @@ void PADControlMotor(const u32 chan, const u32 cmd) {
}
if (controller->m_isGameCube) {
if (cmd == PAD_MOTOR_STOP) {
aurora::input::controller_rumble(instance, 0, 1, 0);
if (cmd == PAD_MOTOR_STOP || cmd == PAD_MOTOR_STOP_HARD) {
// Use an unambiguous motor-off request. The (0, 1) coast encoding
// requires SDL's GameCube brake mode; other backends or an overridden
// hint interpret it as rumble and can leave the controller vibrating.
aurora::input::controller_rumble(instance, 0, 0, 0);
} else if (cmd == PAD_MOTOR_RUMBLE) {
aurora::input::controller_rumble(instance, 1, 1, 0);
} else if (cmd == PAD_MOTOR_STOP_HARD) {
aurora::input::controller_rumble(instance, 0, 0, 0);
}
} else {
if (cmd == PAD_MOTOR_STOP) {
@@ -1278,6 +1302,11 @@ BOOL PADSetKeyButtonBindings(const u32 port, PADKeyButtonBinding bindings[PAD_BU
}
PADKeyButtonBinding* PADGetKeyButtonBindings(const u32 port, u32* buttonCount) {
PADInit();
if (!g_keyboardBindingsLoaded) {
g_keyboardBindingsLoaded = true;
load_keyboard_bindings();
}
if (port >= PAD_MAX_CONTROLLERS || !g_keyboardBindings[port].m_mappingsSet) {
return nullptr;
}