dolphin/Source/Core/InputCommon/Src/SDL.cpp

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// Project description
// -------------------
// Name: SDL Input
// Description: Common SDL Input Functions
//
// Author: Falcon4ever (nJoy@falcon4ever.com, www.multigesture.net), JPeterson etc
// Copyright (C) 2003 Dolphin Project.
//
//
// Licensetype: GNU General Public License (GPL)
//
// 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, version 2.0.
//
// 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 2.0 for more details.
//
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
//
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
//
// Include
// -------------------
#define _SDL_MAIN_ // Avoid certain declarations in SDL.h
#include "SDL.h" // Local
#include "XInput.h"
#ifdef _WIN32
#include <windows.h>
#include <dinput.h>
#pragma comment(lib, "dxguid.lib")
#pragma comment(lib, "dinput8.lib")
#endif
namespace InputCommon
{
// Definitions
// -------------------
int g_LastPad = 0;
int NumDIDevices = 0;
// Reset and search for devices
// -----------------------
bool SearchDevicesReset(std::vector<CONTROLLER_INFO> &_joyinfo, int &_NumPads)
{
// This is needed to update SDL_NumJoysticks
if (SDL_WasInit(0))
SDL_Quit();
return SearchDevices(_joyinfo, _NumPads);
}
// Initialize if not previously initialized
// -----------------------
bool SearchDevices(std::vector<CONTROLLER_INFO> &_joyinfo, int &_NumPads)
{
// Init Joystick + Haptic (force feedback) subsystem on SDL 1.3
if (!SDL_WasInit(0))
{
#if SDL_VERSION_ATLEAST(1, 3, 0) && !defined(_WIN32)
NOTICE_LOG(PAD, "SDL_Init | HAPTIC");
if (SDL_Init(SDL_INIT_JOYSTICK | SDL_INIT_HAPTIC) < 0)
#else
//NOTICE_LOG(PAD, "SDL_Init");
if (SDL_Init(SDL_INIT_JOYSTICK) < 0)
#endif
{
PanicAlert("Could not initialize SDL: %s", SDL_GetError());
return false;
}
}
// Clear joyinfo
_joyinfo.clear();
// Get device status
int numjoy = SDL_NumJoysticks();
for (int i = 0; i < numjoy; i++ )
{
CONTROLLER_INFO Tmp;
Tmp.joy = SDL_JoystickOpen(i);
Tmp.ID = i;
Tmp.NumAxes = SDL_JoystickNumAxes(Tmp.joy);
Tmp.NumButtons = SDL_JoystickNumButtons(Tmp.joy);
Tmp.NumBalls = SDL_JoystickNumBalls(Tmp.joy);
Tmp.NumHats = SDL_JoystickNumHats(Tmp.joy);
Tmp.Name = SDL_JoystickName(i);
// Check if the device is okay
if ( !( Tmp.NumAxes == 0
&& Tmp.NumBalls == 0
&& Tmp.NumButtons == 0
&& Tmp.NumHats == 0)
)
{
_joyinfo.push_back(Tmp);
}
else
{
//if (SDL_JoystickOpened(i)) SDL_JoystickClose(Tmp.joy);
}
}
_NumPads = (int)_joyinfo.size();
return true;
}
// Show the current pad status
// -----------------
std::string ShowStatus(int Slot, int Device, CONTROLLER_MAPPING PadMapping[], CONTROLLER_STATE PadState[],
std::vector<InputCommon::CONTROLLER_INFO> joyinfo)
{
CONTROLLER_MAPPING_NEW _PadMapping[4];
CONTROLLER_STATE_NEW _PadState[4];
for (int i = 0; i < 4; i++)
{
_PadMapping[i].ID = PadMapping[i].ID;
_PadMapping[i].Name = PadMapping[i].Name;
_PadState[i].joy = PadState[i].joy;
}
return DoShowStatus(Slot, Device, _PadMapping, _PadState, joyinfo);
}
std::string DoShowStatus(int Slot, int Device,
CONTROLLER_MAPPING_NEW PadMapping[], CONTROLLER_STATE_NEW PadState[],
std::vector<InputCommon::CONTROLLER_INFO> joyinfo)
{
// Save the physical device
int ID = PadMapping[Slot].ID;
// Make local shortcut
SDL_Joystick *joy = PadState[Slot].joy;
// Make shortcuts for all pads
SDL_Joystick *joy0 = PadState[0].joy;
SDL_Joystick *joy1 = PadState[1].joy;
SDL_Joystick *joy2 = PadState[2].joy;
SDL_Joystick *joy3 = PadState[3].joy;
// Temporary storage
std::string
StrAllHandles, StrAllName,
StrHandles, StrId, StrName,
StrAxes, StrHats, StrBut;
int value;
// All devices
int numjoy = SDL_NumJoysticks();
for (int i = 0; i < numjoy; i++ )
{
SDL_Joystick *AllJoy = SDL_JoystickOpen(i);
StrAllHandles += StringFromFormat(" %i:%06i", i, AllJoy);
StrAllName += StringFromFormat("Name %i: %s\n", i, SDL_JoystickName(i));
}
// Get handles
for(int i = 0; i < joyinfo.size(); i++)
{
StrHandles += StringFromFormat(" %i:%06i", i, joyinfo.at(i).joy);
StrId += StringFromFormat(" %i:%i", i, joyinfo.at(i).ID);
StrName += StringFromFormat("Name %i:%s\n", i, joyinfo.at(i).Name.c_str());
}
// Get status
int Axes = joyinfo[Device].NumAxes;
int Balls = joyinfo[Device].NumBalls;
int Hats = joyinfo[Device].NumHats;
int Buttons = joyinfo[Device].NumButtons;
// Update the internal values
SDL_JoystickUpdate();
// Go through all axes and read out their values
for(int i = 0; i < Axes; i++)
{
value = SDL_JoystickGetAxis(joy, i);
StrAxes += StringFromFormat(" %i:%06i", i, value);
}
for(int i = 0;i < Hats; i++)
{
value = SDL_JoystickGetHat(joy, i);
StrHats += StringFromFormat(" %i:%i", i, value);
}
for(int i = 0;i < Buttons; i++)
{
value = SDL_JoystickGetButton(joy, i);
StrBut += StringFromFormat(" %i:%i", i+1, value);
}
return StringFromFormat(
"All devices:\n"
"Handles: %s\n"
"%s"
"\nAll pads:\n"
"Handles: %s\n"
"ID: %s\n"
"%s"
"\nAll slots:\n"
"ID: %i %i %i %i\n"
"Name: '%s' '%s' '%s' '%s'\n"
//"Controllertype: %i %i %i %i\n"
//"SquareToCircle: %i %i %i %i\n\n"
#ifdef _WIN32
"Handles: %i %i %i %i\n"
//"XInput: %i %i %i\n"
#endif
"\nThis pad:\n"
"Handle: %06i\n"
"ID: %i\n"
//"Slot: %i\n"
"Axes: %s\n"
"Hats: %s\n"
"But: %s\n"
"Device: Ax: %i Balls:%i Hats:%i But:%i",
StrAllHandles.c_str(), StrAllName.c_str(),
StrHandles.c_str(), StrId.c_str(), StrName.c_str(),
PadMapping[0].ID, PadMapping[1].ID, PadMapping[2].ID, PadMapping[3].ID,
PadMapping[0].Name.c_str(), PadMapping[1].Name.c_str(), PadMapping[2].Name.c_str(), PadMapping[3].Name.c_str(),
//PadMapping[0].controllertype, PadMapping[1].controllertype, PadMapping[2].controllertype, PadMapping[3].controllertype,
//PadMapping[0].bSquareToCircle, PadMapping[1].bSquareToCircle, PadMapping[2].bSquareToCircle, PadMapping[3].bSquareToCircle,
#ifdef _WIN32
joy0, joy1, joy2, joy3,
//PadState[PadMapping[0].ID].joy, PadState[PadMapping[1].ID].joy, PadState[PadMapping[2].ID].joy, PadState[PadMapping[3].ID].joy,
//XInput::IsConnected(0), XInput::GetXI(0, InputCommon::XI_TRIGGER_L), XInput::GetXI(0, InputCommon::XI_TRIGGER_R),
joy,
#endif
//Slot,
ID,
StrAxes.c_str(), StrHats.c_str(), StrBut.c_str(),
Axes, Balls, Hats, Buttons
);
}
// Supporting functions
// ====================
// Read current joystick status
/* --------------------
The value PadMapping[].buttons[] is the number of the assigned joypad button,
PadState[].buttons[] is the status of the button, it becomes 0 (no pressed) or 1 (pressed) */
// Read buttons status. Called from GetJoyState().
// ----------------------
void ReadButton(CONTROLLER_STATE &_PadState, CONTROLLER_MAPPING _PadMapping, int button, int NumButtons)
{
int ctl_button = _PadMapping.buttons[button];
if (ctl_button < NumButtons)
{
_PadState.buttons[button] = SDL_JoystickGetButton(_PadState.joy, ctl_button);
}
}
// Request joystick state.
// ----------------------
/* Called from: PAD_GetStatus()
Input: The virtual device 0, 1, 2 or 3
Function: Updates the PadState struct with the current pad status. The input value "controller" is
for a virtual controller 0 to 3. */
void GetJoyState(CONTROLLER_STATE &_PadState, CONTROLLER_MAPPING _PadMapping)
{
if (SDL_JoystickEventState(SDL_QUERY) == SDL_ENABLE) return;
//NOTICE_LOG(PAD, "SDL_JoystickEventState: %s", (SDL_JoystickEventState(SDL_QUERY) == SDL_ENABLE) ? "SDL_ENABLE" : "SDL_IGNORE");
// Update the gamepad status
SDL_JoystickUpdate();
// Read info
int NumButtons = SDL_JoystickNumButtons(_PadState.joy);
// Update axis states. It doesn't hurt much if we happen to ask for nonexisting axises here.
_PadState.axis[CTL_MAIN_X] = SDL_JoystickGetAxis(_PadState.joy, _PadMapping.axis[CTL_MAIN_X]);
_PadState.axis[CTL_MAIN_Y] = SDL_JoystickGetAxis(_PadState.joy, _PadMapping.axis[CTL_MAIN_Y]);
_PadState.axis[CTL_SUB_X] = SDL_JoystickGetAxis(_PadState.joy, _PadMapping.axis[CTL_SUB_X]);
_PadState.axis[CTL_SUB_Y] = SDL_JoystickGetAxis(_PadState.joy, _PadMapping.axis[CTL_SUB_Y]);
// Update the analog trigger axis values
#ifdef _WIN32
if (_PadMapping.triggertype == CTL_TRIGGER_SDL)
{
#endif
// If we are using SDL analog triggers the buttons have to be mapped as 1000 or up, otherwise they are not used
if(_PadMapping.buttons[CTL_L_SHOULDER] >= 1000) _PadState.axis[CTL_L_SHOULDER] = SDL_JoystickGetAxis(_PadState.joy, _PadMapping.buttons[CTL_L_SHOULDER] - 1000); else _PadState.axis[CTL_L_SHOULDER] = 0;
if(_PadMapping.buttons[CTL_R_SHOULDER] >= 1000) _PadState.axis[CTL_R_SHOULDER] = SDL_JoystickGetAxis(_PadState.joy, _PadMapping.buttons[CTL_R_SHOULDER] - 1000); else _PadState.axis[CTL_R_SHOULDER] = 0;
#ifdef _WIN32
}
else
{
// XInput triggers for Xbox360 pads
_PadState.axis[CTL_L_SHOULDER] = XInput::GetXI(0, _PadMapping.buttons[CTL_L_SHOULDER] - 1000);
_PadState.axis[CTL_R_SHOULDER] = XInput::GetXI(0, _PadMapping.buttons[CTL_R_SHOULDER] - 1000);
}
#endif
// Update button states to on or off
ReadButton(_PadState, _PadMapping, CTL_L_SHOULDER, NumButtons);
ReadButton(_PadState, _PadMapping, CTL_R_SHOULDER, NumButtons);
ReadButton(_PadState, _PadMapping, CTL_A_BUTTON, NumButtons);
ReadButton(_PadState, _PadMapping, CTL_B_BUTTON, NumButtons);
ReadButton(_PadState, _PadMapping, CTL_X_BUTTON, NumButtons);
ReadButton(_PadState, _PadMapping, CTL_Y_BUTTON, NumButtons);
ReadButton(_PadState, _PadMapping, CTL_Z_TRIGGER, NumButtons);
ReadButton(_PadState, _PadMapping, CTL_START, NumButtons);
// Update Halfpress state, this one is not in the standard _PadState.buttons array
if (_PadMapping.halfpress < NumButtons && _PadMapping.halfpress >= 0)
_PadState.halfpress = SDL_JoystickGetButton(_PadState.joy, _PadMapping.halfpress);
else
_PadState.halfpress = 0;
// Check if we have an analog or digital joypad
if (_PadMapping.controllertype == CTL_DPAD_HAT)
{
_PadState.dpad = SDL_JoystickGetHat(_PadState.joy, _PadMapping.dpad);
}
else
{
// Only do this if the assigned button is in range (to allow for the current way of saving keyboard
// keys in the same array)
if(_PadMapping.dpad2[CTL_D_PAD_UP] <= NumButtons)
_PadState.dpad2[CTL_D_PAD_UP] = SDL_JoystickGetButton(_PadState.joy, _PadMapping.dpad2[CTL_D_PAD_UP]);
if(_PadMapping.dpad2[CTL_D_PAD_DOWN] <= NumButtons)
_PadState.dpad2[CTL_D_PAD_DOWN] = SDL_JoystickGetButton(_PadState.joy, _PadMapping.dpad2[CTL_D_PAD_DOWN]);
if(_PadMapping.dpad2[CTL_D_PAD_LEFT] <= NumButtons)
_PadState.dpad2[CTL_D_PAD_LEFT] = SDL_JoystickGetButton(_PadState.joy, _PadMapping.dpad2[CTL_D_PAD_LEFT]);
if(_PadMapping.dpad2[CTL_D_PAD_RIGHT] <= NumButtons)
_PadState.dpad2[CTL_D_PAD_RIGHT] = SDL_JoystickGetButton(_PadState.joy, _PadMapping.dpad2[CTL_D_PAD_RIGHT]);
}
#ifdef SHOW_PAD_STATUS
/*
// Show the status of all connected pads
//ConsoleListener* Console = LogManager::GetInstance()->getConsoleListener();
//if ((g_LastPad == 0 && _PadMapping.ID == 0) || Controller < g_LastPad) Console->ClearScreen();
g_LastPad = Controller;
NOTICE_LOG(CONSOLE,
"Pad | Number:%i Handle:%i\n"
"Main Stick | X:%03i Y:%03i\n"
"C Stick | X:%03i Y:%03i\n"
"Trigger | Type:%s DigitalL:%i DigitalR:%i AnalogL:%03i AnalogR:%03i HalfPress:%i\n"
"Buttons | A:%i X:%i\n"
"D-Pad | Type:%s Hat:%i U:%i D:%i\n"
"======================================================\n",
_PadMapping.ID, _PadState.joy,
_PadState.axis[InputCommon::CTL_MAIN_X], _PadState.axis[InputCommon::CTL_MAIN_Y],
_PadState.axis[InputCommon::CTL_SUB_X], _PadState.axis[InputCommon::CTL_SUB_Y],
(_PadMapping.triggertype ? "CTL_TRIGGER_XINPUT" : "CTL_TRIGGER_SDL"),
_PadState.buttons[InputCommon::CTL_L_SHOULDER], _PadState.buttons[InputCommon::CTL_R_SHOULDER],
_PadState.axis[InputCommon::CTL_L_SHOULDER], _PadState.axis[InputCommon::CTL_R_SHOULDER],
_PadState.halfpress,
_PadState.buttons[InputCommon::CTL_A_BUTTON], _PadState.buttons[InputCommon::CTL_X_BUTTON],
(_PadMapping.controllertype ? "CTL_DPAD_CUSTOM" : "CTL_DPAD_HAT"),
_PadState.dpad,
_PadState.dpad2[InputCommon::CTL_D_PAD_UP], _PadState.dpad2[InputCommon::CTL_D_PAD_DOWN]
);
*/
#endif
}
// Configure button mapping
// ----------
// Avoid extreme axis values
// ---------------------
/* Function: We have to avoid very big values to becuse some triggers are -0x8000 in the
unpressed state (and then go from -0x8000 to 0x8000 as they are fully pressed) */
bool AvoidValues(int value, bool NoTriggerFilter)
{
// Avoid detecting very small or very big (for triggers) values
if( (value > -0x2000 && value < 0x2000) // Small values
|| ((value < -0x6000 || value > 0x6000) && !NoTriggerFilter)) // Big values
return true; // Avoid
else
return false; // Keep
}
// Detect a pressed button
// ---------------------
void GetButton(SDL_Joystick *joy, int ControllerID,
int &KeyboardKey, int &value, int &type, int &pressed, bool &Succeed, bool &Stop,
bool LeftRight, bool Axis, bool XInput, bool Button, bool Hat, bool NoTriggerFilter)
{
// It needs the wxWidgets excape keycode
static const int WXK_ESCAPE = 27;
// Save info
int buttons = SDL_JoystickNumButtons(joy);
int axes = SDL_JoystickNumAxes(joy);;
int hats = SDL_JoystickNumHats(joy);;
// Update the internal status
SDL_JoystickUpdate();
// For the triggers we accept both a digital or an analog button
if (Axis)
{
for(int i = 0; i < axes; i++)
{
value = SDL_JoystickGetAxis(joy, i);
if(AvoidValues(value, NoTriggerFilter)) continue; // Avoid values
pressed = i + (LeftRight ? 1000 : 0); // Identify the analog triggers
type = InputCommon::CTL_AXIS;
Succeed = true;
}
}
// Check for a hat
if (Hat)
{
for(int i = 0; i < hats; i++)
{
if(SDL_JoystickGetHat(joy, i))
{
pressed = i;
type = InputCommon::CTL_HAT;
Succeed = true;
}
}
}
// Check for a button
if(Button)
{
for(int i = 0; i < buttons; i++)
{
// Some kind of bug in SDL 1.3 would give button 9 and 10 (nonexistent) the value 48 on the 360 pad
if (SDL_JoystickGetButton(joy, i) > 1) continue;
if(SDL_JoystickGetButton(joy, i))
{
pressed = i;
type = InputCommon::CTL_BUTTON;
Succeed = true;
}
}
}
// Check for a XInput trigger
#ifdef _WIN32
if(XInput)
{
for(int i = 0; i <= InputCommon::XI_TRIGGER_R; i++)
{
if(XInput::GetXI(0, i))
{
pressed = i + 1000;
type = InputCommon::CTL_AXIS;
Succeed = true;
}
}
}
#endif
// Check for keyboard action
if (KeyboardKey)
{
if(Button)
{
// Todo: Add a separate keyboard vector to remove this restriction
if(KeyboardKey >= buttons)
{
pressed = KeyboardKey;
type = InputCommon::CTL_BUTTON;
Succeed = true;
KeyboardKey = 0;
if(pressed == WXK_ESCAPE) pressed = -1; // Check for the escape key
}
// Else show the error message
else
{
pressed = KeyboardKey;
KeyboardKey = -1;
Stop = true;
}
}
// Only accept the escape key
else if (KeyboardKey == WXK_ESCAPE)
{
Succeed = true;
KeyboardKey = 0;
pressed = -1;
}
}
}
/////////////////////////////////////////////////////////// Configure button mapping
// **********************************************
// Search for DirectInput devices
// ----------------
#ifdef _WIN32
BOOL CALLBACK EnumDICallback(const DIDEVICEINSTANCE* pInst, VOID* pContext)
{
NumDIDevices++;
return true;
}
#endif
int SearchDIDevices()
{
#ifdef _WIN32
LPDIRECTINPUT8 g_pObject;
LPDIRECTINPUTDEVICE8 g_pDevice;
DIPROPDWORD dipdw;
HRESULT hr;
NumDIDevices = 0;
// Register with the DirectInput subsystem and get a pointer to a IDirectInput interface we can use.
if (FAILED(hr = DirectInput8Create(GetModuleHandle(NULL), DIRECTINPUT_VERSION, IID_IDirectInput8, (VOID**)&g_pObject, NULL)))
return 0;
// Look for a device
if (FAILED(hr = g_pObject->EnumDevices(DI8DEVCLASS_GAMECTRL, EnumDICallback, NULL, DIEDFL_ATTACHEDONLY)))
return 0;
return NumDIDevices;
#else
return 0;
#endif
}
} // InputCommon