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

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// Copyright 2010 Dolphin Emulator Project
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// Licensed under GPLv2+
// Refer to the license.txt file included.
#include <algorithm>
#include <map>
#include <sstream>
#include "Common/StringUtil.h"
#include "Core/Host.h"
#include "InputCommon/ControllerInterface/SDL/SDL.h"
#ifdef _WIN32
#pragma comment(lib, "SDL2.lib")
#endif
namespace ciface
{
namespace SDL
{
// 10ms = 100Hz which homebrew docs very roughly imply is within WiiMote normal
// range, used for periodic haptic effects though often ignored by devices
static const u16 RUMBLE_PERIOD = 10;
static const u16 RUMBLE_LENGTH_MAX = 500; // ms: enough to span multiple frames at low FPS, but still finite
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static std::string GetJoystickName(int index)
{
#if SDL_VERSION_ATLEAST(2, 0, 0)
return SDL_JoystickNameForIndex(index);
#else
return SDL_JoystickName(index);
#endif
}
void Init( std::vector<Core::Device*>& devices )
{
// this is used to number the joysticks
// multiple joysticks with the same name shall get unique ids starting at 0
std::map<std::string, int> name_counts;
#ifdef USE_SDL_HAPTIC
if (SDL_Init(SDL_INIT_JOYSTICK | SDL_INIT_HAPTIC) >= 0)
{
// Correctly initialized
}
else
#endif
if (SDL_Init(SDL_INIT_JOYSTICK) < 0)
{
// Failed to initialize
return;
}
// joysticks
for (int i = 0; i < SDL_NumJoysticks(); ++i)
{
SDL_Joystick* dev = SDL_JoystickOpen(i);
if (dev)
{
Joystick* js = new Joystick(dev, i, name_counts[GetJoystickName(i)]++);
// only add if it has some inputs/outputs
if (js->Inputs().size() || js->Outputs().size())
devices.push_back( js );
else
delete js;
}
}
}
void UpdateInput()
{
// Using SDL_INIT_JOYSTICK implies SDL_INIT_EVENT which installs a signal handler for SIGINT and SIGTERM.
// In the future, we will be able to prevent this from happening:
// SDL_SetHint(SDL_HINT_NO_SIGNAL_HANDLERS, "1");
// but this was added after SDL 2.0.3 and is scheduled to be included in 2.0.4.
// Until then, handle SDL_QUIT events here and tell Dolphin to exit.
if (SDL_QuitRequested())
Host_Message(WM_USER_QUIT);
SDL_JoystickUpdate();
}
Joystick::Joystick(SDL_Joystick* const joystick, const int sdl_index, const unsigned int index)
: m_joystick(joystick)
, m_sdl_index(sdl_index)
, m_index(index)
{
// really bad HACKS:
// to not use SDL for an XInput device
// too many people on the forums pick the SDL device and ask:
// "why don't my 360 gamepad triggers/rumble work correctly"
#ifdef _WIN32
// checking the name is probably good (and hacky) enough
// but I'll double check with the num of buttons/axes
std::string lcasename = GetName();
std::transform(lcasename.begin(), lcasename.end(), lcasename.begin(), tolower);
if ((std::string::npos != lcasename.find("xbox 360")) &&
(10 == SDL_JoystickNumButtons(joystick)) &&
(5 == SDL_JoystickNumAxes(joystick)) &&
(1 == SDL_JoystickNumHats(joystick)) &&
(0 == SDL_JoystickNumBalls(joystick)))
{
// this device won't be used
return;
}
#endif
if (SDL_JoystickNumButtons(joystick) > 255 ||
SDL_JoystickNumAxes(joystick) > 255 ||
SDL_JoystickNumHats(joystick) > 255 ||
SDL_JoystickNumBalls(joystick) > 255)
{
// This device is invalid, don't use it
// Some crazy devices(HP webcam 2100) end up as HID devices
// SDL tries parsing these as joysticks
return;
}
// get buttons
for (u8 i = 0; i != SDL_JoystickNumButtons(m_joystick); ++i)
AddInput(new Button(i, m_joystick));
// get hats
for (u8 i = 0; i != SDL_JoystickNumHats(m_joystick); ++i)
{
// each hat gets 4 input instances associated with it, (up down left right)
for (u8 d = 0; d != 4; ++d)
AddInput(new Hat(i, m_joystick, d));
}
// get axes
for (u8 i = 0; i != SDL_JoystickNumAxes(m_joystick); ++i)
{
// each axis gets a negative and a positive input instance associated with it
AddAnalogInputs(new Axis(i, m_joystick, -32768),
new Axis(i, m_joystick, 32767));
}
#ifdef USE_SDL_HAPTIC
// try to get supported ff effects
m_haptic = SDL_HapticOpenFromJoystick( m_joystick );
if (m_haptic)
{
//SDL_HapticSetGain( m_haptic, 1000 );
//SDL_HapticSetAutocenter( m_haptic, 0 );
const unsigned int supported_effects = SDL_HapticQuery( m_haptic );
// constant effect
if (supported_effects & SDL_HAPTIC_CONSTANT)
AddOutput(new ConstantEffect(m_haptic));
// ramp effect
if (supported_effects & SDL_HAPTIC_RAMP)
AddOutput(new RampEffect(m_haptic));
// sine effect
if (supported_effects & SDL_HAPTIC_SINE)
AddOutput(new SineEffect(m_haptic));
// triangle effect
if (supported_effects & SDL_HAPTIC_TRIANGLE)
AddOutput(new TriangleEffect(m_haptic));
// left-right effect
if (supported_effects & SDL_HAPTIC_LEFTRIGHT)
AddOutput(new LeftRightEffect(m_haptic));
}
#endif
}
Joystick::~Joystick()
{
#ifdef USE_SDL_HAPTIC
if (m_haptic)
{
// stop/destroy all effects
SDL_HapticStopAll(m_haptic);
// close haptic first
SDL_HapticClose(m_haptic);
}
#endif
// close joystick
SDL_JoystickClose(m_joystick);
}
#ifdef USE_SDL_HAPTIC
void Joystick::HapticEffect::Update()
{
if (m_id == -1 && m_effect.type > 0)
{
m_id = SDL_HapticNewEffect(m_haptic, &m_effect);
if (m_id > -1)
SDL_HapticRunEffect(m_haptic, m_id, 1);
}
else if (m_id > -1 && m_effect.type == 0)
{
SDL_HapticStopEffect(m_haptic, m_id);
SDL_HapticDestroyEffect(m_haptic, m_id);
m_id = -1;
}
else if (m_id > -1)
{
SDL_HapticUpdateEffect(m_haptic, m_id, &m_effect);
}
}
std::string Joystick::ConstantEffect::GetName() const
{
return "Constant";
}
std::string Joystick::RampEffect::GetName() const
{
return "Ramp";
}
std::string Joystick::SineEffect::GetName() const
{
return "Sine";
}
std::string Joystick::TriangleEffect::GetName() const
{
return "Triangle";
}
std::string Joystick::LeftRightEffect::GetName() const
{
return "LeftRight";
}
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void Joystick::HapticEffect::SetState(ControlState state)
{
memset(&m_effect, 0, sizeof(m_effect));
if (state)
{
SetSDLHapticEffect(state);
}
else
{
// this module uses type==0 to indicate 'off'
m_effect.type = 0;
}
Update();
}
void Joystick::ConstantEffect::SetSDLHapticEffect(ControlState state)
{
m_effect.type = SDL_HAPTIC_CONSTANT;
m_effect.constant.length = RUMBLE_LENGTH_MAX;
m_effect.constant.level = (Sint16)(state * 0x7FFF);
}
void Joystick::RampEffect::SetSDLHapticEffect(ControlState state)
{
m_effect.type = SDL_HAPTIC_RAMP;
m_effect.ramp.length = RUMBLE_LENGTH_MAX;
m_effect.ramp.start = (Sint16)(state * 0x7FFF);
}
void Joystick::SineEffect::SetSDLHapticEffect(ControlState state)
{
m_effect.type = SDL_HAPTIC_SINE;
m_effect.periodic.period = RUMBLE_PERIOD;
m_effect.periodic.magnitude = (Sint16)(state * 0x7FFF);
m_effect.periodic.offset = 0;
m_effect.periodic.phase = 18000;
m_effect.periodic.length = RUMBLE_LENGTH_MAX;
m_effect.periodic.delay = 0;
m_effect.periodic.attack_length = 0;
}
void Joystick::TriangleEffect::SetSDLHapticEffect(ControlState state)
{
m_effect.type = SDL_HAPTIC_TRIANGLE;
m_effect.periodic.period = RUMBLE_PERIOD;
m_effect.periodic.magnitude = (Sint16)(state * 0x7FFF);
m_effect.periodic.offset = 0;
m_effect.periodic.phase = 18000;
m_effect.periodic.length = RUMBLE_LENGTH_MAX;
m_effect.periodic.delay = 0;
m_effect.periodic.attack_length = 0;
}
void Joystick::LeftRightEffect::SetSDLHapticEffect(ControlState state)
{
m_effect.type = SDL_HAPTIC_LEFTRIGHT;
m_effect.leftright.length = RUMBLE_LENGTH_MAX;
// max ranges tuned to 'feel' similar in magnitude to triangle/sine on xbox360 controller
m_effect.leftright.large_magnitude = (Uint16)(state * 0x4000);
m_effect.leftright.small_magnitude = (Uint16)(state * 0xFFFF);
}
#endif
std::string Joystick::GetName() const
{
return StripSpaces(GetJoystickName(m_sdl_index));
}
std::string Joystick::GetSource() const
{
return "SDL";
}
int Joystick::GetId() const
{
return m_index;
}
std::string Joystick::Button::GetName() const
{
std::ostringstream ss;
ss << "Button " << (int)m_index;
return ss.str();
}
std::string Joystick::Axis::GetName() const
{
std::ostringstream ss;
ss << "Axis " << (int)m_index << (m_range<0 ? '-' : '+');
return ss.str();
}
std::string Joystick::Hat::GetName() const
{
static char tmpstr[] = "Hat . .";
// I don't think more than 10 hats are supported
tmpstr[4] = (char)('0' + m_index);
tmpstr[6] = "NESW"[m_direction];
return tmpstr;
}
ControlState Joystick::Button::GetState() const
{
return SDL_JoystickGetButton(m_js, m_index);
}
ControlState Joystick::Axis::GetState() const
{
return std::max(0.0, ControlState(SDL_JoystickGetAxis(m_js, m_index)) / m_range);
}
ControlState Joystick::Hat::GetState() const
{
return (SDL_JoystickGetHat(m_js, m_index) & (1 << m_direction)) > 0;
}
}
}