dolphin/Source/Plugins/Plugin_Wiimote/Src/Rumble.cpp

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// Project description
// -------------------
// Name: nJoy
// Description: A Dolphin Compatible Input Plugin
//
// Author: Falcon4ever (nJoy@falcon4ever.com)
// Site: www.multigesture.net
// 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
// ---------
#include "../../../Core/InputCommon/Src/SDL.h" // Core
#include "EmuDefinitions.h"
namespace WiiMoteEmu
{
// SDL Haptic fails on windows, it just doesn't work (even the sample doesn't work)
// So until i can make it work, this is all disabled >:(
#if SDL_VERSION_ATLEAST(1, 3, 0) && !defined(_WIN32)
#define SDL_RUMBLE
#else
#ifdef _WIN32
#define RUMBLE_HACK
#define DIRECTINPUT_VERSION 0x0800
#define WIN32_LEAN_AND_MEAN
#pragma comment(lib, "dxguid.lib")
#pragma comment(lib, "dinput8.lib")
#pragma comment(lib, "winmm.lib")
#include <dinput.h>
#endif
#endif
#ifdef RUMBLE_HACK
struct RUMBLE // GC Pad rumble DIDevice
{
LPDIRECTINPUTDEVICE8 g_pDevice; // 4 pads objects
LPDIRECTINPUTEFFECT g_pEffect;
DWORD g_dwNumForceFeedbackAxis;
DIEFFECT eff;
};
#define SAFE_RELEASE(p) { if (p) { (p)->Release(); (p)=NULL; } }
BOOL CALLBACK EnumFFDevicesCallback(const DIDEVICEINSTANCE* pInst, VOID* pContext);
BOOL CALLBACK EnumAxesCallback(const DIDEVICEOBJECTINSTANCE* pdidoi, VOID* pContext);
void SetDeviceForcesXY(int pad, int nXYForce);
HRESULT InitRumble(HWND hWnd);
LPDIRECTINPUT8 g_Rumble; // DInput Rumble object
RUMBLE pRumble[MAX_WIIMOTES];
//////////////////////
// Use PAD rumble
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void Pad_Use_Rumble(u8 _numPAD)
{
if (WiiMapping[_numPAD].Rumble)
{
if (!g_Rumble)
{
// GetForegroundWindow() always sends the good HWND
if (FAILED(InitRumble(GetForegroundWindow())))
PanicAlert("Could not initialize Rumble!");
} else
{
// Acquire gamepad
if (pRumble[_numPAD].g_pDevice != NULL)
pRumble[_numPAD].g_pDevice->Acquire();
}
}
}
////////////////////////////////////////////////////
// Set PAD rumble. Explanation: Stop = 0, Rumble = 1
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void PAD_Rumble(u8 _numPAD, unsigned int _uType)
{
Pad_Use_Rumble(_numPAD);
int Strenght = 0;
if (WiiMapping[_numPAD].Rumble) // rumble activated
{
if (_uType == 1)
{
// it looks like _uStrength is equal to 3 everytime anyway...
Strenght = 1000 * (WiiMapping[_numPAD].RumbleStrength);
Strenght = Strenght > 10000 ? 10000 : Strenght;
}
else
Strenght = 0;
SetDeviceForcesXY(_numPAD, Strenght);
}
}
// Rumble stuff :D!
// ----------------
//
HRESULT InitRumble(HWND hWnd)
{
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_Rumble, NULL)))
return hr;
// Look for a device we can use
if (FAILED(hr = g_Rumble->EnumDevices( DI8DEVCLASS_GAMECTRL, EnumFFDevicesCallback, NULL, DIEDFL_ATTACHEDONLY | DIEDFL_FORCEFEEDBACK)))
return hr;
for (int i = 0; i < MAX_WIIMOTES; i++)
{
if (NULL == pRumble[i].g_pDevice)
WiiMapping[i].Rumble = false; // Disable Rumble for this pad only.
else
{
pRumble[i].g_pDevice->SetDataFormat(&c_dfDIJoystick);
pRumble[i].g_pDevice->SetCooperativeLevel(hWnd, DISCL_EXCLUSIVE | DISCL_BACKGROUND);
// Request exclusive acces for both background and foreground.
dipdw.diph.dwSize = sizeof(DIPROPDWORD);
dipdw.diph.dwHeaderSize = sizeof(DIPROPHEADER);
dipdw.diph.dwObj = 0;
dipdw.diph.dwHow = DIPH_DEVICE;
dipdw.dwData = FALSE;
// if Force Feedback doesn't seem to work...
if (FAILED(pRumble[i].g_pDevice->EnumObjects(EnumAxesCallback,
(void*)&pRumble[i].g_dwNumForceFeedbackAxis, DIDFT_AXIS))
|| FAILED(pRumble[i].g_pDevice->SetProperty(DIPROP_AUTOCENTER, &dipdw.diph)))
{
PanicAlert("Device %d doesn't seem to work ! \nRumble for device %d is now Disabled !", i+1);
WiiMapping[i].Rumble = false; // Disable Rumble for this pad
continue; // Next pad
}
if (pRumble[i].g_dwNumForceFeedbackAxis > 2)
pRumble[i].g_dwNumForceFeedbackAxis = 2;
DWORD _rgdwAxes[2] = {DIJOFS_X, DIJOFS_Y};
long rglDirection[2] = {0, 0};
DICONSTANTFORCE cf = {0};
ZeroMemory(&pRumble[i].eff, sizeof(pRumble[i].eff));
pRumble[i].eff.dwSize = sizeof(DIEFFECT);
pRumble[i].eff.dwFlags = DIEFF_CARTESIAN | DIEFF_OBJECTOFFSETS;
pRumble[i].eff.dwDuration = INFINITE; // fixed time may be safer (X * DI_SECONDS)
pRumble[i].eff.dwSamplePeriod = 0;
pRumble[i].eff.dwGain = DI_FFNOMINALMAX;
pRumble[i].eff.dwTriggerButton = DIEB_NOTRIGGER;
pRumble[i].eff.dwTriggerRepeatInterval = 0;
pRumble[i].eff.cAxes = pRumble[i].g_dwNumForceFeedbackAxis;
pRumble[i].eff.rgdwAxes = _rgdwAxes;
pRumble[i].eff.rglDirection = rglDirection;
pRumble[i].eff.lpEnvelope = 0;
pRumble[i].eff.cbTypeSpecificParams = sizeof( DICONSTANTFORCE );
pRumble[i].eff.lpvTypeSpecificParams = &cf;
pRumble[i].eff.dwStartDelay = 0;
// Create the prepared effect
if (FAILED(hr = pRumble[i].g_pDevice->CreateEffect(GUID_ConstantForce, &pRumble[i].eff, &pRumble[i].g_pEffect, NULL)))
continue;
if (pRumble[i].g_pEffect == NULL)
continue;
}
}
return S_OK;
}
void SetDeviceForcesXY(int npad, int nXYForce)
{
// Security check
if (pRumble[npad].g_pDevice == NULL)
return;
// If nXYForce is null, there's no point to create the effect
// Just stop the force feedback
if (nXYForce == 0) {
pRumble[npad].g_pEffect->Stop();
return;
}
long rglDirection[2] = {0};
DICONSTANTFORCE cf;
// If only one force feedback axis, then apply only one direction and keep the direction at zero
if (pRumble[npad].g_dwNumForceFeedbackAxis == 1)
{
rglDirection[0] = 0;
cf.lMagnitude = nXYForce; // max should be 10000
}
// If two force feedback axis, then apply magnitude from both directions
else
{
rglDirection[0] = nXYForce;
rglDirection[1] = nXYForce;
cf.lMagnitude = static_cast<LONG>(1.4142f*nXYForce);
}
ZeroMemory(&pRumble[npad].eff, sizeof(pRumble[npad].eff));
pRumble[npad].eff.dwSize = sizeof(DIEFFECT);
pRumble[npad].eff.dwFlags = DIEFF_CARTESIAN | DIEFF_OBJECTOFFSETS;
pRumble[npad].eff.cAxes = pRumble[npad].g_dwNumForceFeedbackAxis;
pRumble[npad].eff.rglDirection = rglDirection;
pRumble[npad].eff.lpEnvelope = 0;
pRumble[npad].eff.cbTypeSpecificParams = sizeof(DICONSTANTFORCE);
pRumble[npad].eff.lpvTypeSpecificParams = &cf;
pRumble[npad].eff.dwStartDelay = 0;
// Now set the new parameters..
pRumble[npad].g_pEffect->SetParameters(&pRumble[npad].eff, DIEP_DIRECTION | DIEP_TYPESPECIFICPARAMS | DIEP_START);
// ..And start the effect immediately.
if (pRumble[npad].g_pEffect != NULL)
pRumble[npad].g_pEffect->Start(1, 0);
}
BOOL CALLBACK EnumFFDevicesCallback(const DIDEVICEINSTANCE* pInst, VOID* pContext)
{
LPDIRECTINPUTDEVICE8 pDevice;
DIPROPDWORD dipdw;
HRESULT hr;
int JoystickID;
dipdw.diph.dwSize = sizeof(DIPROPDWORD);
dipdw.diph.dwHeaderSize = sizeof(DIPROPHEADER);
dipdw.diph.dwObj = 0;
dipdw.diph.dwHow = DIPH_DEVICE;
g_Rumble->CreateDevice(pInst->guidInstance, &pDevice, NULL); // Create a DInput pad device
if (SUCCEEDED(hr = pDevice->GetProperty(DIPROP_JOYSTICKID, &dipdw.diph))) // Get DInput Device ID
JoystickID = dipdw.dwData;
else
return DIENUM_CONTINUE;
//PanicAlert("DInput ID : %d \nSDL ID (1-4) : %d / %d / %d / %d\n", JoystickID, WiiMapping[0].ID, WiiMapping[1].ID, WiiMapping[2].ID, WiiMapping[3].ID);
for (int i=0; i<4; i++)
{
if (WiiMapping[i].ID == JoystickID) // if SDL ID = DInput ID -> we're dealing with the same device
{
// a DInput device is created even if rumble is disabled on startup
// this way, you can toggle the rumble setting while in game
//if (WiiMapping[i].enabled) // && WiiMapping[i].Rumble
pRumble[i].g_pDevice = pDevice; // everything looks good, save the DInput device
}
}
return DIENUM_CONTINUE;
}
BOOL CALLBACK EnumAxesCallback(const DIDEVICEOBJECTINSTANCE* pdidoi, VOID* pContext)
{
DWORD* pdwNumForceFeedbackAxis = (DWORD*)pContext; // Enum Rumble Axis
if ((pdidoi->dwFlags & DIDOI_FFACTUATOR) != 0)
(*pdwNumForceFeedbackAxis)++;
return DIENUM_CONTINUE;
}
void PAD_RumbleClose()
{
// It may look weird, but we don't free anything here, it was the cause of crashes
// on stop, and the DLL isn't unloaded anyway, so the pointers stay
// We just stop the rumble in case it's still playing an effect.
for (int i = 0; i < MAX_WIIMOTES; i++)
{
if (pRumble[i].g_pDevice && pRumble[i].g_pEffect)
pRumble[i].g_pEffect->Stop();
}
}
#else // Multiplatform SDL Rumble code
#ifdef SDL_RUMBLE
struct RUMBLE // GC Pad rumble DIDevice
{
SDL_Haptic* g_pDevice;
SDL_HapticEffect g_pEffect;
int effect_id;
};
RUMBLE pRumble[4] = {0}; // 4 GC Rumble Pads
#endif
// Use PAD rumble
// --------------
bool PAD_Init_Rumble(u8 _numPAD, SDL_Joystick *SDL_Device)
{
#ifdef SDL_RUMBLE
if (SDL_Device == NULL)
return false;
pRumble[_numPAD].g_pDevice = SDL_HapticOpenFromJoystick(SDL_Device);
if (pRumble[_numPAD].g_pDevice == NULL)
return false; // Most likely joystick isn't haptic
if (!(SDL_HapticQuery(pRumble[_numPAD].g_pDevice) & SDL_HAPTIC_CONSTANT))
{
SDL_HapticClose(pRumble[_numPAD].g_pDevice); // No effect
pRumble[_numPAD].g_pDevice = 0;
WiiMapping[_numPAD].Rumble = false;
return false;
}
// Set the strength of the rumble effect
int Strenght = 3276 * (pRumble[_numPAD].RumbleStrength);
Strenght = Strenght > 32767 ? 32767 : Strenght;
// Create the effect
memset(&pRumble[_numPAD].g_pEffect, 0, sizeof(SDL_HapticEffect)); // 0 is safe default
pRumble[_numPAD].g_pEffect.type = SDL_HAPTIC_CONSTANT;
pRumble[_numPAD].g_pEffect.constant.direction.type = SDL_HAPTIC_POLAR; // Polar coordinates
pRumble[_numPAD].g_pEffect.constant.direction.dir[0] = 18000; // Force comes from south
pRumble[_numPAD].g_pEffect.constant.level = Strenght;
pRumble[_numPAD].g_pEffect.constant.length = 10000; // 10s long (should be INFINITE, but 10s is safer)
pRumble[_numPAD].g_pEffect.constant.attack_length = 0; // disable Fade in...
pRumble[_numPAD].g_pEffect.constant.fade_length = 0; // ...and out
// Upload the effect
pRumble[_numPAD].effect_id = SDL_HapticNewEffect( pRumble[_numPAD].g_pDevice, &pRumble[_numPAD].g_pEffect );
#endif
return true;
}
// Set PAD rumble. Explanation: Stop = 0, Rumble = 1
// --------------
void PAD_Rumble(u8 _numPAD, unsigned int _uType)
{
int Strenght = 0;
#ifdef SDL_RUMBLE
if (WiiMapping[_numPAD].Rumble) // rumble activated
{
if (!pRumble[_numPAD].g_pDevice)
return;
if (_uType == 1)
SDL_HapticRunEffect( pRumble[_numPAD].g_pDevice, pRumble[_numPAD].effect_id, 1 );
else
SDL_HapticStopAll(pRumble[_numPAD].g_pDevice);
}
#endif
}
void PAD_RumbleClose()
{
#ifdef SDL_RUMBLE
for (int i=0; i<4; i++) // Free all pads
{
if (pRumble[i].g_pDevice) {
SDL_HapticClose( pRumble[i].g_pDevice );
pRumble[i].g_pDevice = NULL;
}
}
#endif
}
#endif // RUMBLE_HACK
} // end of namespace