dolphin/Source/Plugins/Plugin_nJoy_Testing/Src/nJoy.cpp

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//////////////////////////////////////////////////////////////////////////////////////////
// Project description
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
// Name: nJoy
// Description: A Dolphin Compatible Input Plugin
//
// Author: Falcon4ever (nJoy@falcon4ever.com)
// Site: www.multigesture.net
// Copyright (C) 2003-2008 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 "nJoy.h"
//////////////////////////////////////////////////////////////////////////////////////////
// Variables
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
FILE *pFile;
HINSTANCE nJoy_hInst = NULL;
CONTROLLER_INFO *joyinfo = 0;
CONTROLLER_STATE joystate[4];
CONTROLLER_MAPPING joysticks[4];
bool emulator_running = FALSE;
// Handle to window
HWND m_hWnd;
#ifdef USE_RUMBLE_DINPUT_HACK
bool g_rumbleEnable = FALSE;
#endif
// Rumble in windows
#ifdef _WIN32
#ifdef USE_RUMBLE_DINPUT_HACK
LPDIRECTINPUT8 g_pDI = NULL;
LPDIRECTINPUTDEVICE8 g_pDevice = NULL;
LPDIRECTINPUTEFFECT g_pEffect = NULL;
DWORD g_dwNumForceFeedbackAxis = 0;
INT g_nXForce = 0;
INT g_nYForce = 0;
#define SAFE_RELEASE(p) { if(p) { (p)->Release(); (p)=NULL; } }
HRESULT InitDirectInput(HWND hDlg);
VOID FreeDirectInput();
BOOL CALLBACK EnumFFDevicesCallback(const DIDEVICEINSTANCE* pInst, VOID* pContext);
BOOL CALLBACK EnumAxesCallback(const DIDEVICEOBJECTINSTANCE* pdidoi, VOID* pContext);
HRESULT SetDeviceForcesXY();
#endif
#elif defined(__linux__)
int fd;
char device_file_name[64];
struct ff_effect effect;
bool CanRumble = false;
#endif
//////////////////////////////////////////////////////////////////////////////////////////
// wxWidgets
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
class wxDLLApp : public wxApp
{
bool OnInit()
{
return true;
}
};
IMPLEMENT_APP_NO_MAIN(wxDLLApp)
WXDLLIMPEXP_BASE void wxSetInstance(HINSTANCE hInst);
//////////////////////////////////////////////////////////////////////////////////////////
// DllMain
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
#ifdef _WIN32
BOOL APIENTRY DllMain( HINSTANCE hinstDLL, // DLL module handle
DWORD dwReason, // reason called
LPVOID lpvReserved) // reserved
{
switch (dwReason)
{
case DLL_PROCESS_ATTACH:
{
//use wxInitialize() if you don't want GUI instead of the following 12 lines
wxSetInstance((HINSTANCE)hinstDLL);
int argc = 0;
char **argv = NULL;
wxEntryStart(argc, argv);
if ( !wxTheApp || !wxTheApp->CallOnInit() )
return FALSE;
}
break;
case DLL_PROCESS_DETACH:
wxEntryCleanup(); //use wxUninitialize() if you don't want GUI
break;
default:
break;
}
nJoy_hInst = hinstDLL;
return TRUE;
}
#endif
//////////////////////////////////////////////////////////////////////////////////////////
// Input Plugin Functions (from spec's)
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
// Get properties of plugin
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void GetDllInfo(PLUGIN_INFO* _PluginInfo)
{
_PluginInfo->Version = 0x0100;
_PluginInfo->Type = PLUGIN_TYPE_PAD;
#ifdef DEBUGFAST
sprintf(_PluginInfo->Name, "nJoy v"INPUT_VERSION" (DebugFast) by Falcon4ever");
#else
#ifndef _DEBUG
sprintf(_PluginInfo->Name, "nJoy v"INPUT_VERSION " by Falcon4ever");
#else
sprintf(_PluginInfo->Name, "nJoy v"INPUT_VERSION" (Debug) by Falcon4ever");
#endif
#endif
}
// Call config dialog
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void DllConfig(HWND _hParent)
{
#ifdef _WIN32
if(SDL_Init(SDL_INIT_JOYSTICK ) < 0)
{
MessageBox(NULL, SDL_GetError(), "Could not initialize SDL!", MB_ICONERROR);
return;
}
LoadConfig(); // load settings
wxWindow win;
win.SetHWND(_hParent);
ConfigBox frame(&win);
frame.ShowModal();
win.SetHWND(0);
#else
if(SDL_Init(SDL_INIT_JOYSTICK ) < 0)
{
printf("Could not initialize SDL! (%s)\n", SDL_GetError());
return;
}
LoadConfig(); // load settings
ConfigBox frame(NULL);
frame.ShowModal();
#endif
}
void DllDebugger(HWND _hParent, bool Show) {
}
// Init PAD (start emulation)
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void PAD_Initialize(SPADInitialize _PADInitialize)
{
emulator_running = TRUE;
#ifdef _DEBUG
DEBUG_INIT();
#endif
if(SDL_Init(SDL_INIT_JOYSTICK ) < 0)
{
#ifdef _WIN32
MessageBox(NULL, SDL_GetError(), "Could not initialize SDL!", MB_ICONERROR);
#else
printf("Could not initialize SDL! (%s)\n", SDL_GetError());
#endif
return;
}
#ifdef _WIN32
m_hWnd = (HWND)_PADInitialize.hWnd;
#endif
LoadConfig(); // Load joystick mapping
if(joysticks[0].enabled)
joystate[0].joy = SDL_JoystickOpen(joysticks[0].ID);
if(joysticks[1].enabled)
joystate[1].joy = SDL_JoystickOpen(joysticks[1].ID);
if(joysticks[2].enabled)
joystate[2].joy = SDL_JoystickOpen(joysticks[2].ID);
if(joysticks[3].enabled)
joystate[3].joy = SDL_JoystickOpen(joysticks[3].ID);
}
// Shutdown PAD (stop emulation)
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void PAD_Shutdown()
{
if(joysticks[0].enabled)
SDL_JoystickClose(joystate[0].joy);
if(joysticks[1].enabled)
SDL_JoystickClose(joystate[1].joy);
if(joysticks[2].enabled)
SDL_JoystickClose(joystate[2].joy);
if(joysticks[3].enabled)
SDL_JoystickClose(joystate[3].joy);
SDL_Quit();
#ifdef _DEBUG
DEBUG_QUIT();
#endif
delete [] joyinfo;
emulator_running = FALSE;
#ifdef _WIN32
#ifdef USE_RUMBLE_DINPUT_HACK
FreeDirectInput();
#endif
#elif defined(__linux__)
close(fd);
#endif
}
// Set PAD status
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void PAD_GetStatus(u8 _numPAD, SPADStatus* _pPADStatus)
{
if(!joysticks[_numPAD].enabled)
return;
// clear pad status
memset(_pPADStatus, 0, sizeof(SPADStatus));
// get pad status
GetJoyState(_numPAD);
// Reset!
int base = 0x80;
_pPADStatus->stickY = base;
_pPADStatus->stickX = base;
_pPADStatus->substickX = base;
_pPADStatus->substickY = base;
_pPADStatus->button |= PAD_USE_ORIGIN;
// Set analog controllers
// Set Deadzones perhaps out of function
int deadzone = (int)(((float)(128.00/100.00)) * (float)(joysticks[_numPAD].deadzone+1));
int deadzone2 = (int)(((float)(-128.00/100.00)) * (float)(joysticks[_numPAD].deadzone+1));
// Adjust range
// The value returned by SDL_JoystickGetAxis is a signed integer (-32768 to 32768)
// The value used for the gamecube controller is an unsigned char (0 to 255)
int main_stick_x, main_stick_y, sub_stick_x, sub_stick_y;
if(joysticks[_numPAD].buttons[CTL_MAIN_X].c_str()[0] == 'A') // Axis
{
main_stick_x = (joystate[_numPAD].buttons[CTL_MAIN_X]>>8);
main_stick_y = -(joystate[_numPAD].buttons[CTL_MAIN_Y]>>8);
sub_stick_x = (joystate[_numPAD].buttons[CTL_SUB_X]>>8);
sub_stick_y = -(joystate[_numPAD].buttons[CTL_SUB_Y]>>8);
}
else if(joysticks[_numPAD].buttons[CTL_MAIN_X].c_str()[0] == 'B') // Button
{
PanicAlert("Buttons as Joysticks don't work yet!");
}
else if(joysticks[_numPAD].buttons[CTL_MAIN_X].c_str()[0] == 'H') // Hat
{
PanicAlert("Hats as Joysticks don't work yet!\n");
}
else if(joysticks[_numPAD].buttons[CTL_MAIN_X].c_str()[0] == 'N') // None
{}
else // Wtf?
{
//Do a panicAlert here?
}
// Quick fix
if(main_stick_x > 127)
main_stick_x = 127;
if(main_stick_y > 127)
main_stick_y = 127;
if(sub_stick_x > 127)
sub_stick_x = 127;
if(sub_stick_y > 127)
sub_stick_y = 127;
if(main_stick_x < -128)
main_stick_x = -128;
if(main_stick_y < -128)
main_stick_y = -128;
if(sub_stick_x < -128)
sub_stick_x = -128;
if(sub_stick_y < -128)
sub_stick_y = -128;
// Send values to Dolpin
if ((main_stick_x < deadzone2) || (main_stick_x > deadzone)) _pPADStatus->stickX += main_stick_x;
if ((main_stick_y < deadzone2) || (main_stick_y > deadzone)) _pPADStatus->stickY += main_stick_y;
if ((sub_stick_x < deadzone2) || (sub_stick_x > deadzone)) _pPADStatus->substickX += sub_stick_x;
if ((sub_stick_y < deadzone2) || (sub_stick_y > deadzone)) _pPADStatus->substickY += sub_stick_y;
int triggervalue = 255;
if (joystate[_numPAD].halfpress)
triggervalue = 100;
int ButtonArray[] = {PAD_TRIGGER_L, PAD_TRIGGER_R, PAD_BUTTON_A, PAD_BUTTON_B, PAD_BUTTON_X, PAD_BUTTON_Y, PAD_TRIGGER_Z, PAD_BUTTON_START, PAD_BUTTON_UP, PAD_BUTTON_DOWN, PAD_BUTTON_LEFT, PAD_BUTTON_RIGHT};
for(int a = 0;a <= CTL_D_PAD_RIGHT;a++)
{
switch(joysticks[_numPAD].buttons[a].c_str()[0])
{
case 'A':
{
// JoyNum refers to which Joystick the button is assigned to
// a is the actual button we are working with
// _numPad is the controller we are working with
int JoyNum = atoi(joysticks[_numPAD].buttons[a].c_str() + 2);
if(joysticks[_numPAD].sData[JoyNum].Min == 0)
if(joystate[_numPAD].buttons[a] == 0)
continue; // Do nothing
// We use Deadzone % to detect if we have pressed the button.
bool Pressed = false;
if(a == CTL_L_SHOULDER || a == CTL_R_SHOULDER || a == CTL_A_BUTTON || a == CTL_B_BUTTON)
Pressed = true;
else
{
if(joysticks[_numPAD].buttons[a].c_str()[1] == '-')
{
if(joystate[_numPAD].buttons[a] <= (joysticks[_numPAD].sData[JoyNum].Min - joysticks[_numPAD].sData[JoyNum].Min * joysticks[_numPAD].deadzone/100.0f))
{
Pressed = true;
}
}
if(joysticks[_numPAD].buttons[a].c_str()[1] == '+')
{
if(joystate[_numPAD].buttons[a] >= (joysticks[_numPAD].sData[JoyNum].Max - joysticks[_numPAD].sData[JoyNum].Max * joysticks[_numPAD].deadzone/100.0f))
{
Pressed = true;
}
}
}
if(Pressed == true)
{
int TriggerValue = 0;
if(joysticks[_numPAD].buttons[a].c_str()[1] == '+')
{
if(joystate[_numPAD].buttons[a] >= 0)
TriggerValue = (255.0f / joysticks[_numPAD].sData[JoyNum].Max) * joystate[_numPAD].buttons[a];
}
if(joysticks[_numPAD].buttons[a].c_str()[1] == '-')
{
if(joystate[_numPAD].buttons[a] <= 0)
TriggerValue = abs((255.0f / joysticks[_numPAD].sData[JoyNum].Min) * joystate[_numPAD].buttons[a]);
}
if(a == CTL_L_SHOULDER)
{
if(TriggerValue == 255)
_pPADStatus->button |= ButtonArray[a];
_pPADStatus->triggerLeft = TriggerValue;
}
else if(a == CTL_R_SHOULDER)
{
if(TriggerValue == 255)
_pPADStatus->button |= ButtonArray[a];
_pPADStatus->triggerRight = TriggerValue;
}
// TODO: Should we do the same for A and B as the L and R trigger?
else if(a == CTL_A_BUTTON)
{
_pPADStatus->button |= ButtonArray[a];
_pPADStatus->analogA = TriggerValue;
}
else if(a == CTL_B_BUTTON)
{
_pPADStatus->button |= ButtonArray[a];
_pPADStatus->analogB = TriggerValue;
}
else
_pPADStatus->button |= ButtonArray[a];
}
}
break;
case 'B':
if(joystate[_numPAD].buttons[a])
{
_pPADStatus->button |= ButtonArray[a];
if(a == CTL_L_SHOULDER)
_pPADStatus->triggerLeft = 255; //TODO: Do half press with these
else if(a == CTL_R_SHOULDER)
_pPADStatus->triggerRight = 255; //TODO: Half Press with these
else if(a == CTL_A_BUTTON)
_pPADStatus->analogA = 255;
else if(a == CTL_B_BUTTON)
_pPADStatus->analogB = 255;
}
case 'H':
//PanicAlert("Hats are currently not implemented!");
default:
break;
}
}
// Set buttons
/*if (joystate[_numPAD].buttons[CTL_L_SHOULDER])
{
_pPADStatus->button|=PAD_TRIGGER_L;
_pPADStatus->triggerLeft = triggervalue;
}
if (joystate[_numPAD].buttons[CTL_R_SHOULDER])
{
_pPADStatus->button|=PAD_TRIGGER_R;
_pPADStatus->triggerRight = triggervalue;
}
if (joystate[_numPAD].buttons[CTL_A_BUTTON])
{
_pPADStatus->button|=PAD_BUTTON_A;
_pPADStatus->analogA = 255; // Perhaps support pressure?
}
if (joystate[_numPAD].buttons[CTL_B_BUTTON])
{
_pPADStatus->button|=PAD_BUTTON_B;
_pPADStatus->analogB = 255; // Perhaps support pressure?
}
if (joystate[_numPAD].buttons[CTL_X_BUTTON]) _pPADStatus->button|=PAD_BUTTON_X;
if (joystate[_numPAD].buttons[CTL_Y_BUTTON]) _pPADStatus->button|=PAD_BUTTON_Y;
if (joystate[_numPAD].buttons[CTL_Z_TRIGGER]) _pPADStatus->button|=PAD_TRIGGER_Z;
if (joystate[_numPAD].buttons[CTL_START]) _pPADStatus->button|=PAD_BUTTON_START;*/
// Set D-pad
// TODO: Currently disabled! D:>
if(joysticks[_numPAD].controllertype == CTL_TYPE_JOYSTICK)
{
if(joystate[_numPAD].dpad == SDL_HAT_LEFTUP || joystate[_numPAD].dpad == SDL_HAT_UP || joystate[_numPAD].dpad == SDL_HAT_RIGHTUP ) _pPADStatus->button|=PAD_BUTTON_UP;
if(joystate[_numPAD].dpad == SDL_HAT_LEFTUP || joystate[_numPAD].dpad == SDL_HAT_LEFT || joystate[_numPAD].dpad == SDL_HAT_LEFTDOWN ) _pPADStatus->button|=PAD_BUTTON_LEFT;
if(joystate[_numPAD].dpad == SDL_HAT_LEFTDOWN || joystate[_numPAD].dpad == SDL_HAT_DOWN || joystate[_numPAD].dpad == SDL_HAT_RIGHTDOWN ) _pPADStatus->button|=PAD_BUTTON_DOWN;
if(joystate[_numPAD].dpad == SDL_HAT_RIGHTUP || joystate[_numPAD].dpad == SDL_HAT_RIGHT || joystate[_numPAD].dpad == SDL_HAT_RIGHTDOWN ) _pPADStatus->button|=PAD_BUTTON_RIGHT;
}
else
{
}
_pPADStatus->err = PAD_ERR_NONE;
#ifdef _WIN32
#ifdef USE_RUMBLE_DINPUT_HACK
if(joystate[_numPAD].halfpress)
if(!g_pDI)
if(FAILED(InitDirectInput(m_hWnd)))
{
MessageBox(NULL, SDL_GetError(), "Could not initialize DirectInput!", MB_ICONERROR);
g_rumbleEnable = FALSE;
//return;
}
else
g_rumbleEnable = TRUE;
if (g_rumbleEnable)
{
g_pDevice->Acquire();
if(g_pEffect)
g_pEffect->Start(1, 0);
}
#endif
#elif defined(__linux__)
if(!fd)
{
sprintf(device_file_name, "/dev/input/event%d", joysticks[_numPAD].eventnum); //TODO: Make dynamic //
/* Open device */
fd = open(device_file_name, O_RDWR);
if (fd == -1) {
perror("Open device file");
//Something wrong, probably permissions, just return now
return;
}
int n_effects = 0;
if (ioctl(fd, EVIOCGEFFECTS, &n_effects) == -1) {
perror("Ioctl number of effects");
}
if(n_effects > 0)
CanRumble = true;
else
return; // Return since we can't do any effects
/* a strong rumbling effect */
effect.type = FF_RUMBLE;
effect.id = -1;
effect.u.rumble.strong_magnitude = 0x8000;
effect.u.rumble.weak_magnitude = 0;
effect.replay.length = 5000; // Set to 5 seconds, if a Game needs more for a single rumble event, it is dumb and must be a demo
effect.replay.delay = 0;
if (ioctl(fd, EVIOCSFF, &effect) == -1) {
perror("Upload effect");
CanRumble = false; //We have effects but it doesn't support the rumble we are using. This is basic rumble, should work for most
}
}
#endif
}
// Set PAD rumble
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
// (Stop=0, Rumble=1)
void PAD_Rumble(u8 _numPAD, unsigned int _uType, unsigned int _uStrength)
{
//if(_numPAD > 0)
// return;
// not supported by SDL
// So we need to use platform specific stuff
#ifdef _WIN32
#ifdef USE_RUMBLE_DINPUT_HACK
static int a = 0;
if ((_uType == 0) || (_uType == 2))
{
a = 0;
}
else if (_uType == 1)
{
a = _uStrength > 2 ? 8000 : 0;
}
a = int ((float)a * 0.96f);
if (!g_rumbleEnable)
{
a = 0;
}
else
{
g_nYForce = a;
SetDeviceForcesXY();
}
#endif
#elif defined(__linux__)
struct input_event event;
if(CanRumble)
{
if (_uType == 1)
{
event.type = EV_FF;
event.code = effect.id;
event.value = 1;
if (write(fd, (const void*) &event, sizeof(event)) == -1) {
perror("Play effect");
exit(1);
}
}
if ((_uType == 0) || (_uType == 2))
{
event.type = EV_FF;
event.code = effect.id;
event.value = 0;
if (write(fd, (const void*) &event, sizeof(event)) == -1) {
perror("Stop effect");
exit(1);
}
}
}
#endif
}
// Set PAD attached pads
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
unsigned int PAD_GetAttachedPads()
{
unsigned int connected = 0;
LoadConfig();
if(joysticks[0].enabled)
connected |= 1;
if(joysticks[1].enabled)
connected |= 2;
if(joysticks[2].enabled)
connected |= 4;
if(joysticks[3].enabled)
connected |= 8;
return connected;
}
//////////////////////////////////////////////////////////////////////////////////////////
// Custom Functions
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
// Request joystick state
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void GetJoyState(int controller)
{
SDL_JoystickUpdate();
for(int a = 0; a < CTRL_END; a++)
{
char Type = (joysticks[controller].buttons[a].c_str())[0];
//printf("Type %c, entire %s\n", Type, joysticks[controller].buttons[a].c_str());
switch(Type)
{
case 'A':
joystate[controller].buttons[a] = SDL_JoystickGetAxis(joystate[controller].joy, atoi(joysticks[controller].buttons[a].c_str() + 2)); // Skip the A AND the +/- sign
break;
case 'B':
joystate[controller].buttons[a] = SDL_JoystickGetButton(joystate[controller].joy, atoi(joysticks[controller].buttons[a].c_str() + 1));
break;
case 'H':
printf("We aren't Expecting Hat here!\n");
break;
default:
printf("Unknown button type %c, number %d, Full %s\n", Type, a, joysticks[controller].buttons[a].c_str());
break;
}
}
joystate[controller].halfpress = SDL_JoystickGetButton(joystate[controller].joy, joysticks[controller].halfpress);
if(joysticks[controller].controllertype == CTL_TYPE_JOYSTICK)
joystate[controller].dpad = SDL_JoystickGetHat(joystate[controller].joy, joysticks[controller].dpad);
else
{
}
}
// Search attached devices
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
int Search_Devices()
{
// load config
#ifdef _DEBUG
DEBUG_INIT();
#endif
int numjoy = SDL_NumJoysticks();
if(numjoy == 0)
{
#ifdef _WIN32
MessageBox(NULL, "No Joystick detected!", NULL, MB_ICONWARNING);
#else
printf("No Joystick detected!\n");
#endif
return 0;
}
if(joyinfo)
{
delete [] joyinfo;
joyinfo = new CONTROLLER_INFO [numjoy];
}
else
{
joyinfo = new CONTROLLER_INFO [numjoy];
}
#ifdef _DEBUG
fprintf(pFile, "Scanning for devices\n");
fprintf(pFile, "<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>\n");
#endif
for(int i = 0; i < numjoy; i++ )
{
joyinfo[i].joy = SDL_JoystickOpen(i);
joyinfo[i].ID = i;
joyinfo[i].NumAxes = SDL_JoystickNumAxes(joyinfo[i].joy);
joyinfo[i].NumButtons = SDL_JoystickNumButtons(joyinfo[i].joy);
joyinfo[i].NumBalls = SDL_JoystickNumBalls(joyinfo[i].joy);
joyinfo[i].NumHats = SDL_JoystickNumHats(joyinfo[i].joy);
joyinfo[i].Name = SDL_JoystickName(i);
printf("ID: %d\n", i);
printf("Name: %s\n", joyinfo[i].Name);
printf("Buttons: %d\n", joyinfo[i].NumButtons);
printf("Axises: %d\n", joyinfo[i].NumAxes);
printf("Hats: %d\n", joyinfo[i].NumHats);
printf("Balls: %d\n\n", joyinfo[i].NumBalls);
// Close if opened
if(SDL_JoystickOpened(i))
SDL_JoystickClose(joyinfo[i].joy);
}
return numjoy;
}
// Enable output log
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void DEBUG_INIT()
{
if(pFile)
return;
#ifdef _WIN32
char dateStr [9];
_strdate( dateStr);
char timeStr [9];
_strtime( timeStr );
#endif
pFile = fopen ("nJoy-debug.txt","wt");
fprintf(pFile, "nJoy v"INPUT_VERSION" Debug\n");
#ifdef _WIN32
fprintf(pFile, "Date: %s\nTime: %s\n", dateStr, timeStr);
#endif
fprintf(pFile, "<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>\n");
}
// Disable output log
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void DEBUG_QUIT()
{
if(!pFile)
return;
#ifdef _WIN32
char timeStr [9];
_strtime(timeStr);
fprintf(pFile, "_______________\n");
fprintf(pFile, "Time: %s", timeStr);
#endif
fclose(pFile);
}
// Save settings to file
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void SaveConfig()
{
IniFile file;
file.Load("nJoy.ini");
for (int i=0; i<4; i++)
{
char SectionName[32];
sprintf(SectionName, "PAD%i", i+1);
file.Set(SectionName, "l_shoulder", joysticks[i].buttons[CTL_L_SHOULDER]);
file.Set(SectionName, "r_shoulder", joysticks[i].buttons[CTL_R_SHOULDER]);
file.Set(SectionName, "a_button", joysticks[i].buttons[CTL_A_BUTTON]);
file.Set(SectionName, "b_button", joysticks[i].buttons[CTL_B_BUTTON]);
file.Set(SectionName, "x_button", joysticks[i].buttons[CTL_X_BUTTON]);
file.Set(SectionName, "y_button", joysticks[i].buttons[CTL_Y_BUTTON]);
file.Set(SectionName, "z_trigger", joysticks[i].buttons[CTL_Z_TRIGGER]);
file.Set(SectionName, "start_button", joysticks[i].buttons[CTL_START]);
file.Set(SectionName, "dpad", joysticks[i].dpad);
file.Set(SectionName, "dpad_up", joysticks[i].buttons[CTL_D_PAD_UP]);
file.Set(SectionName, "dpad_down", joysticks[i].buttons[CTL_D_PAD_DOWN]);
file.Set(SectionName, "dpad_left", joysticks[i].buttons[CTL_D_PAD_LEFT]);
file.Set(SectionName, "dpad_right", joysticks[i].buttons[CTL_D_PAD_RIGHT]);
file.Set(SectionName, "main_x", joysticks[i].buttons[CTL_MAIN_X]);
file.Set(SectionName, "main_y", joysticks[i].buttons[CTL_MAIN_Y]);
file.Set(SectionName, "sub_x", joysticks[i].buttons[CTL_SUB_X]);
file.Set(SectionName, "sub_y", joysticks[i].buttons[CTL_SUB_Y]);
file.Set(SectionName, "enabled", joysticks[i].enabled);
file.Set(SectionName, "deadzone", joysticks[i].deadzone);
file.Set(SectionName, "halfpress", joysticks[i].halfpress);
file.Set(SectionName, "joy_id", joysticks[i].ID);
file.Set(SectionName, "controllertype", joysticks[i].controllertype);
file.Set(SectionName, "eventnum", joysticks[i].eventnum);
for(int a = 0; a < MAX_AXISES; a++)
{
char Section[32];
sprintf(Section, "SAxis%dMin", a);
file.Set(SectionName, Section, (int)joysticks[i].sData[a].Min);
sprintf(Section, "SAxis%dMax", a);
file.Set(SectionName, Section, (int)joysticks[i].sData[a].Max);
}
}
file.Save("nJoy.ini");
}
// Load settings from file
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void LoadConfig()
{
IniFile file;
file.Load("nJoy.ini");
for (int i=0; i<4; i++)
{
char SectionName[32];
sprintf(SectionName, "PAD%i", i+1);
file.Get(SectionName, "l_shoulder", &joysticks[i].buttons[CTL_L_SHOULDER], "B4");
file.Get(SectionName, "r_shoulder", &joysticks[i].buttons[CTL_R_SHOULDER], "B5");
file.Get(SectionName, "a_button", &joysticks[i].buttons[CTL_A_BUTTON], "B0");
file.Get(SectionName, "b_button", &joysticks[i].buttons[CTL_B_BUTTON], "B1");
file.Get(SectionName, "x_button", &joysticks[i].buttons[CTL_X_BUTTON], "B3");
file.Get(SectionName, "y_button", &joysticks[i].buttons[CTL_Y_BUTTON], "B2");
file.Get(SectionName, "z_trigger", &joysticks[i].buttons[CTL_Z_TRIGGER], "B7");
file.Get(SectionName, "start_button", &joysticks[i].buttons[CTL_START], "B9");
file.Get(SectionName, "dpad", &joysticks[i].dpad, 0);
file.Get(SectionName, "dpad_up", &joysticks[i].buttons[CTL_D_PAD_UP], 0);
file.Get(SectionName, "dpad_down", &joysticks[i].buttons[CTL_D_PAD_DOWN], 0);
file.Get(SectionName, "dpad_left", &joysticks[i].buttons[CTL_D_PAD_LEFT], 0);
file.Get(SectionName, "dpad_right", &joysticks[i].buttons[CTL_D_PAD_RIGHT], 0);
file.Get(SectionName, "main_x", &joysticks[i].buttons[CTL_MAIN_X], "A0");
file.Get(SectionName, "main_y", &joysticks[i].buttons[CTL_MAIN_Y], "A1");
file.Get(SectionName, "sub_x", &joysticks[i].buttons[CTL_SUB_X], "A2");
file.Get(SectionName, "sub_y", &joysticks[i].buttons[CTL_SUB_Y], "A3");
file.Get(SectionName, "enabled", &joysticks[i].enabled, 1);
file.Get(SectionName, "deadzone", &joysticks[i].deadzone, 9);
file.Get(SectionName, "halfpress", &joysticks[i].halfpress, 6);
file.Get(SectionName, "joy_id", &joysticks[i].ID, 0);
file.Get(SectionName, "controllertype", &joysticks[i].controllertype, 0);
file.Get(SectionName, "eventnum", &joysticks[i].eventnum, 0);
for(int a = 0; a < MAX_AXISES; a++)
{
char Section[32];
int Min;
int Max;
sprintf(Section, "SAxis%dMin", a);
file.Get(SectionName, Section, &Min, 0);
sprintf(Section, "SAxis%dMax", a);
file.Get(SectionName, Section, &Max, 0);
joysticks[i].sData[a].Min = Min;
joysticks[i].sData[a].Max = Max;
}
}
}
#ifdef _WIN32
//////////////////////////////////////////////////////////////////////////////////////////
// Rumble stuff :D!
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
//
#ifdef USE_RUMBLE_DINPUT_HACK
HRESULT InitDirectInput( HWND hDlg )
{
DIPROPDWORD dipdw;
HRESULT hr;
// 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_pDI, NULL)))
{
return hr;
}
// Look for a force feedback device we can use
if(FAILED(hr = g_pDI->EnumDevices( DI8DEVCLASS_GAMECTRL, EnumFFDevicesCallback, NULL, DIEDFL_ATTACHEDONLY | DIEDFL_FORCEFEEDBACK)))
{
return hr;
}
if(NULL == g_pDevice)
{
MessageBox(NULL, "Force feedback device not found. nJoy will now disable rumble." ,"FFConst" , MB_ICONERROR | MB_OK);
g_rumbleEnable = FALSE;
return S_OK;
}
// Set the data format to "simple joystick" - a predefined data format. A
// data format specifies which controls on a device we are interested in,
// and how they should be reported.
//
// This tells DirectInput that we will be passing a DIJOYSTATE structure to
// IDirectInputDevice8::GetDeviceState(). Even though we won't actually do
// it in this sample. But setting the data format is important so that the
// DIJOFS_* values work properly.
if(FAILED(hr = g_pDevice->SetDataFormat(&c_dfDIJoystick)))
return hr;
// Set the cooperative level to let DInput know how this device should
// interact with the system and with other DInput applications.
// Exclusive access is required in order to perform force feedback.
//if(FAILED(hr = g_pDevice->SetCooperativeLevel(hDlg, DISCL_EXCLUSIVE | DISCL_FOREGROUND)))
if(FAILED(hr = g_pDevice->SetCooperativeLevel(hDlg, DISCL_EXCLUSIVE | DISCL_FOREGROUND)))
{
return hr;
}
// Since we will be playing force feedback effects, we should disable the
// auto-centering spring.
dipdw.diph.dwSize = sizeof(DIPROPDWORD);
dipdw.diph.dwHeaderSize = sizeof(DIPROPHEADER);
dipdw.diph.dwObj = 0;
dipdw.diph.dwHow = DIPH_DEVICE;
dipdw.dwData = FALSE;
if(FAILED(hr = g_pDevice->SetProperty(DIPROP_AUTOCENTER, &dipdw.diph)))
return hr;
// Enumerate and count the axes of the joystick
if(FAILED(hr = g_pDevice->EnumObjects(EnumAxesCallback, (VOID*)&g_dwNumForceFeedbackAxis, DIDFT_AXIS)))
return hr;
// This simple sample only supports one or two axis joysticks
if(g_dwNumForceFeedbackAxis > 2)
g_dwNumForceFeedbackAxis = 2;
// This application needs only one effect: Applying raw forces.
DWORD rgdwAxes[2] = {DIJOFS_X, DIJOFS_Y};
LONG rglDirection[2] = {0, 0};
DICONSTANTFORCE cf = {0};
DIEFFECT eff;
ZeroMemory(&eff, sizeof(eff));
eff.dwSize = sizeof(DIEFFECT);
eff.dwFlags = DIEFF_CARTESIAN | DIEFF_OBJECTOFFSETS;
eff.dwDuration = INFINITE;
eff.dwSamplePeriod = 0;
eff.dwGain = DI_FFNOMINALMAX;
eff.dwTriggerButton = DIEB_NOTRIGGER;
eff.dwTriggerRepeatInterval = 0;
eff.cAxes = g_dwNumForceFeedbackAxis;
eff.rgdwAxes = rgdwAxes;
eff.rglDirection = rglDirection;
eff.lpEnvelope = 0;
eff.cbTypeSpecificParams = sizeof( DICONSTANTFORCE );
eff.lpvTypeSpecificParams = &cf;
eff.dwStartDelay = 0;
// Create the prepared effect
if(FAILED(hr = g_pDevice->CreateEffect(GUID_ConstantForce, &eff, &g_pEffect, NULL)))
{
return hr;
}
if(NULL == g_pEffect)
return E_FAIL;
return S_OK;
}
VOID FreeDirectInput()
{
// Unacquire the device one last time just in case
// the app tried to exit while the device is still acquired.
if(g_pDevice)
g_pDevice->Unacquire();
// Release any DirectInput objects.
SAFE_RELEASE(g_pEffect);
SAFE_RELEASE(g_pDevice);
SAFE_RELEASE(g_pDI);
}
BOOL CALLBACK EnumFFDevicesCallback( const DIDEVICEINSTANCE* pInst, VOID* pContext )
{
LPDIRECTINPUTDEVICE8 pDevice;
HRESULT hr;
// Obtain an interface to the enumerated force feedback device.
hr = g_pDI->CreateDevice(pInst->guidInstance, &pDevice, NULL);
// If it failed, then we can't use this device for some bizarre reason.
// (Maybe the user unplugged it while we were in the middle of enumerating it.) So continue enumerating
if( FAILED(hr))
return DIENUM_CONTINUE;
// We successfully created an IDirectInputDevice8. So stop looking for another one.
g_pDevice = pDevice;
return DIENUM_STOP;
}
BOOL CALLBACK EnumAxesCallback(const DIDEVICEOBJECTINSTANCE* pdidoi, VOID* pContext)
{
DWORD* pdwNumForceFeedbackAxis = (DWORD*)pContext;
if((pdidoi->dwFlags & DIDOI_FFACTUATOR) != 0)
(*pdwNumForceFeedbackAxis)++;
return DIENUM_CONTINUE;
}
HRESULT SetDeviceForcesXY()
{
// Modifying an effect is basically the same as creating a new one, except you need only specify the parameters you are modifying
LONG rglDirection[2] = { 0, 0 };
DICONSTANTFORCE cf;
if( g_dwNumForceFeedbackAxis == 1 )
{
// If only one force feedback axis, then apply only one direction and keep the direction at zero
cf.lMagnitude = g_nXForce;
rglDirection[0] = 0;
}
else
{
// If two force feedback axis, then apply magnitude from both directions
rglDirection[0] = g_nXForce;
rglDirection[1] = g_nYForce;
cf.lMagnitude = (DWORD)sqrt((double)g_nXForce * (double)g_nXForce + (double)g_nYForce * (double)g_nYForce );
}
DIEFFECT eff;
ZeroMemory(&eff, sizeof(eff));
eff.dwSize = sizeof(DIEFFECT);
eff.dwFlags = DIEFF_CARTESIAN | DIEFF_OBJECTOFFSETS;
eff.cAxes = g_dwNumForceFeedbackAxis;
eff.rglDirection = rglDirection;
eff.lpEnvelope = 0;
eff.cbTypeSpecificParams = sizeof(DICONSTANTFORCE);
eff.lpvTypeSpecificParams = &cf;
eff.dwStartDelay = 0;
// Now set the new parameters and start the effect immediately.
return g_pEffect->SetParameters(&eff, DIEP_DIRECTION | DIEP_TYPESPECIFICPARAMS | DIEP_START);
}
#endif
#endif