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

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// Copyright 2014 Dolphin Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
#include "SDL.h"
#include <StringUtil.h>
#include <map>
#include <sstream>
#include <algorithm>
#ifdef _WIN32
#pragma comment(lib, "SDL2.lib")
#endif
namespace ciface
{
namespace SDL
{
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;
if (SDL_Init( SDL_INIT_FLAGS ) >= 0)
{
// 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;
}
}
}
}
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
// 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)
{
m_state_out.push_back(EffectIDState());
AddOutput(new ConstantEffect(m_state_out.back()));
}
// ramp effect
if (supported_effects & SDL_HAPTIC_RAMP)
{
m_state_out.push_back(EffectIDState());
AddOutput(new RampEffect(m_state_out.back()));
}
// sine effect
if (supported_effects & SDL_HAPTIC_SINE)
{
m_state_out.push_back(EffectIDState());
AddOutput(new SineEffect(m_state_out.back()));
}
#ifdef SDL_HAPTIC_SQUARE
// square effect
if (supported_effects & SDL_HAPTIC_SQUARE)
{
m_state_out.push_back(EffectIDState());
AddOutput(new SquareEffect(m_state_out.back()));
}
#endif // defined(SDL_HAPTIC_SQUARE)
// triangle effect
if (supported_effects & SDL_HAPTIC_TRIANGLE)
{
m_state_out.push_back(EffectIDState());
AddOutput(new TriangleEffect(m_state_out.back()));
}
}
#endif
}
Joystick::~Joystick()
{
#ifdef USE_SDL_HAPTIC
if (m_haptic)
{
// stop/destroy all effects
SDL_HapticStopAll(m_haptic);
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for (auto &i : m_state_out)
{
if (i.id != -1)
{
SDL_HapticDestroyEffect(m_haptic, i.id);
}
}
// close haptic first
SDL_HapticClose(m_haptic);
}
#endif
// close joystick
SDL_JoystickClose(m_joystick);
}
#ifdef USE_SDL_HAPTIC
std::string Joystick::ConstantEffect::GetName() const
{
return "Constant";
}
std::string Joystick::RampEffect::GetName() const
{
return "Ramp";
}
std::string Joystick::SineEffect::GetName() const
{
return "Sine";
}
#ifdef SDL_HAPTIC_SQUARE
std::string Joystick::SquareEffect::GetName() const
{
return "Square";
}
#endif // defined(SDL_HAPTIC_SQUARE)
std::string Joystick::TriangleEffect::GetName() const
{
return "Triangle";
}
void Joystick::ConstantEffect::SetState(ControlState state)
{
if (state)
{
m_effect.effect.type = SDL_HAPTIC_CONSTANT;
m_effect.effect.constant.length = SDL_HAPTIC_INFINITY;
}
else
{
m_effect.effect.type = 0;
}
const Sint16 old = m_effect.effect.constant.level;
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m_effect.effect.constant.level = (Sint16)(state * 0x7FFF);
if (old != m_effect.effect.constant.level)
m_effect.changed = true;
}
void Joystick::RampEffect::SetState(ControlState state)
{
if (state)
{
m_effect.effect.type = SDL_HAPTIC_RAMP;
m_effect.effect.ramp.length = SDL_HAPTIC_INFINITY;
}
else
{
m_effect.effect.type = 0;
}
const Sint16 old = m_effect.effect.ramp.start;
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m_effect.effect.ramp.start = (Sint16)(state * 0x7FFF);
if (old != m_effect.effect.ramp.start)
m_effect.changed = true;
}
void Joystick::SineEffect::SetState(ControlState state)
{
if (state)
{
m_effect.effect.type = SDL_HAPTIC_SINE;
m_effect.effect.periodic.length = 250;
}
else
{
m_effect.effect.type = 0;
}
const Sint16 old = m_effect.effect.periodic.magnitude;
m_effect.effect.periodic.period = 5;
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m_effect.effect.periodic.magnitude = (Sint16)(state * 0x5000);
m_effect.effect.periodic.attack_length = 0;
m_effect.effect.periodic.fade_length = 500;
if (old != m_effect.effect.periodic.magnitude)
m_effect.changed = true;
}
#ifdef SDL_HAPTIC_SQUARE
void Joystick::SquareEffect::SetState(ControlState state)
{
if (state)
{
m_effect.effect.type = SDL_HAPTIC_SQUARE;
m_effect.effect.periodic.length = 250;
}
else
{
m_effect.effect.type = 0;
}
const Sint16 old = m_effect.effect.periodic.magnitude;
m_effect.effect.periodic.period = 5;
m_effect.effect.periodic.magnitude = state * 0x5000;
m_effect.effect.periodic.attack_length = 0;
m_effect.effect.periodic.fade_length = 100;
if (old != m_effect.effect.periodic.magnitude)
m_effect.changed = true;
}
#endif // defined(SDL_HAPTIC_SQUARE)
void Joystick::TriangleEffect::SetState(ControlState state)
{
if (state)
{
m_effect.effect.type = SDL_HAPTIC_TRIANGLE;
m_effect.effect.periodic.length = 250;
}
else
{
m_effect.effect.type = 0;
}
const Sint16 old = m_effect.effect.periodic.magnitude;
m_effect.effect.periodic.period = 5;
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m_effect.effect.periodic.magnitude = (Sint16)(state * 0x5000);
m_effect.effect.periodic.attack_length = 0;
m_effect.effect.periodic.fade_length = 100;
if (old != m_effect.effect.periodic.magnitude)
m_effect.changed = true;
}
#endif
bool Joystick::UpdateInput()
{
// each joystick is doin this, o well
SDL_JoystickUpdate();
return true;
}
bool Joystick::UpdateOutput()
{
#ifdef USE_SDL_HAPTIC
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for (auto &i : m_state_out)
{
if (i.changed) // if SetState was called on this output
{
if (-1 == i.id) // effect isn't currently uploaded
{
if (i.effect.type) // if outputstate is >0 this would be true
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{
if ((i.id = SDL_HapticNewEffect(m_haptic, &i.effect)) > -1) // upload the effect
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{
SDL_HapticRunEffect(m_haptic, i.id, 1); // run the effect
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}
}
}
else // effect is already uploaded
{
if (i.effect.type) // if ouputstate >0
{
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SDL_HapticUpdateEffect(m_haptic, i.id, &i.effect); // update the effect
}
else
{
SDL_HapticStopEffect(m_haptic, i.id); // else, stop and remove the effect
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SDL_HapticDestroyEffect(m_haptic, i.id);
i.id = -1; // mark it as not uploaded
}
}
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i.changed = false;
}
}
#endif
return true;
}
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(0.0f, 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;
}
}
}