proper Daytime Lightbar and Player LED priority

This adds a else portion for the IsNight Lightbar code. This is done by replicating isNight's dimmer lights and apply it to the Day portion for consistency.

additionally: Player LED indicator should now play nicely when Player 0 (onboard inputs) and Player 1 (external) will respect it, although: you'll see the controller showing "Player 2" for a brief moment.
This commit is contained in:
AL2009man 2025-03-24 01:07:45 -04:00
parent cebf5e6a1b
commit de94e9004f

View file

@ -187,26 +187,28 @@ static void SetControllerInputDevice(Controller* controller)
}
}
static void SetControllerTimeOfDayLED(Controller& controller, bool isNight)
static void SetControllerTimeOfDayLED(Controller& ctrl, bool isNight)
{
// Determine the lightbar color based on night of day.
auto r = isNight ? 22 : 0;
auto g = isNight ? 0 : 37;
auto b = isNight ? 101 : 184;
// Fetch the lightbar color based on the time of day
uint8_t r = 0, g = 0, b = 0;
// Set the LED for the given controller
controller.SetLED(r, g, b);
// Ensure all other controllers mirror Player 1's lightbar
if (controller.controller == g_controllers[0].controller) // Check if it's Player 1
if (isNight)
{
for (auto& ctrl : g_controllers)
{
if (ctrl.controller != g_controllers[0].controller) // Skip Player 1 itself
{
ctrl.SetLED(r, g, b); // Mirror Player 1's lightbar
}
}
r = 22; // Night: Red tone
g = 0; // Night: No green
b = 101; // Night: Cool blue
}
else
{
r = 0; // Day: No red
g = 0; // Day: No green
b = 60; // Day: Dimmer blue
}
// Apply the lightbar color to the specified controller
if (ctrl.CanPoll())
{
ctrl.SetLED(r, g, b);
}
}
@ -224,28 +226,27 @@ int HID_OnSDLEvent(void*, SDL_Event* event)
auto controller = Controller(event->cdevice.which);
g_controllers[freeIndex] = controller;
// Instantly force the Player LED assignment
if (freeIndex != 0) // External controller
// Assign "Player 1 LED" for Player 0 and Player 1
if (freeIndex == 0 || freeIndex == 1) // Player 0 and Player 1 both use "Player 1 LED"
{
SDL_GameControllerSetPlayerIndex(controller.controller, freeIndex); // Set Player LED immediately
SDL_GameControllerSetPlayerIndex(controller.controller, 1); // Force Player LED to "Player 1"
}
else
else // Additional external controllers (Player 2+)
{
// Disable Player LED for Player 0 immediately
SDL_GameControllerSetPlayerIndex(controller.controller, -1); // Ensure Player 0 stays virtual
SDL_GameControllerSetPlayerIndex(controller.controller, freeIndex); // Assign correct LED for Player 2+
}
// Immediately apply lightbar settings for Player 1 and sync with in-game logic
SetControllerTimeOfDayLED(g_controllers[0], App::s_isWerehog);
// Apply lightbar settings immediately for the new controller
SetControllerTimeOfDayLED(controller, App::s_isWerehog);
// Forcefully override any lingering system defaults right after Lightbar reassignment
SDL_GameControllerSetLED(
controller.controller,
App::s_isWerehog ? 22 : 0,
App::s_isWerehog ? 0 : 37,
App::s_isWerehog ? 101 : 184
);
// Refresh LEDs for all connected controllers
for (auto& ctrl : g_controllers)
{
if (ctrl.CanPoll())
{
SDL_GameControllerSetPlayerIndex(ctrl.controller, ctrl.index); // Ensure correct LED updates
}
}
}
break;
}
@ -258,30 +259,37 @@ int HID_OnSDLEvent(void*, SDL_Event* event)
{
controller->Close();
// If Player 1's controller is removed, assign the next available controller as Player 1
if (controller == &g_controllers[0])
// If Player 1 disconnects, promote the next available controller to Player 1
if (controller == &g_controllers[1]) // Player 1 removed
{
for (auto& ctrl : g_controllers)
{
if (ctrl.CanPoll())
if (ctrl.CanPoll() && &ctrl != &g_controllers[0]) // Skip Player 0
{
SetControllerInputDevice(&ctrl);
g_controllers[0] = ctrl;
// Instantly reapply Player 1's lightbar and Player LED settings
SetControllerTimeOfDayLED(ctrl, App::s_isWerehog);
SDL_GameControllerSetPlayerIndex(ctrl.controller, 1); // Set as Player 1
g_controllers[1] = ctrl; // Promote next available controller to Player 1
SDL_GameControllerSetPlayerIndex(ctrl.controller, 1); // Reflect Player 1 LED
SetControllerTimeOfDayLED(ctrl, App::s_isWerehog); // Update lightbar
break;
}
}
}
for (std::size_t i = 0; i < g_controllers.size(); ++i)
// Update Player LED indices for all controllers immediately
for (std::size_t i = 2; i < g_controllers.size(); ++i) // Start from Player 2 onward
{
if (g_controllers[i].CanPoll())
{
SDL_GameControllerSetPlayerIndex(g_controllers[i].controller, static_cast<int>(i)); // Set Player LEDs
SetControllerTimeOfDayLED(g_controllers[i], App::s_isWerehog); // Sync lightbar
SDL_GameControllerSetPlayerIndex(g_controllers[i].controller, static_cast<int>(i)); // Assign correct LED index
SetControllerTimeOfDayLED(g_controllers[i], App::s_isWerehog); // Update lightbars
}
}
// Refresh lightbar settings for all connected controllers
for (auto& ctrl : g_controllers)
{
if (ctrl.CanPoll())
{
SetControllerTimeOfDayLED(ctrl, App::s_isWerehog);
}
}
}
@ -298,6 +306,7 @@ int HID_OnSDLEvent(void*, SDL_Event* event)
if (!controller)
break;
// Process input
if (event->type == SDL_CONTROLLERAXISMOTION)
{
if (abs(event->caxis.value) > 8000)
@ -316,46 +325,10 @@ int HID_OnSDLEvent(void*, SDL_Event* event)
controller->Poll();
}
// Reapply the lightbar color to override system changes during input events
// Instantly apply updated lightbar settings during input
SetControllerTimeOfDayLED(*controller, App::s_isWerehog);
break;
}
case SDL_KEYDOWN:
case SDL_KEYUP:
hid::g_inputDevice = hid::EInputDevice::Keyboard;
break;
case SDL_MOUSEMOTION:
case SDL_MOUSEBUTTONDOWN:
case SDL_MOUSEBUTTONUP:
{
if (!GameWindow::IsFullscreen() || GameWindow::s_isFullscreenCursorVisible)
SDL_ShowCursor(SDL_ENABLE);
hid::g_inputDevice = hid::EInputDevice::Mouse;
break;
}
case SDL_WINDOWEVENT:
{
if (event->window.event == SDL_WINDOWEVENT_FOCUS_LOST)
{
// Stop vibrating controllers on focus lost.
for (auto& controller : g_controllers)
controller.SetVibration({ 0, 0 });
}
break;
}
case SDL_USER_EVILSONIC:
{
// Refresh all controllers to ensure consistent lightbar colors
for (auto& controller : g_controllers)
SetControllerTimeOfDayLED(controller, event->user.code);
break;
}
}
return 0;