2008-12-26 02:42:15 +00:00
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//////////////////////////////////////////////////////////////////////////////////////////
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// Project description
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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// Name: nJoy
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// Description: A Dolphin Compatible Input Plugin
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//
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// Author: Falcon4ever (nJoy@falcon4ever.com)
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// Site: www.multigesture.net
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// Copyright (C) 2003-2008 Dolphin Project.
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//
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//////////////////////////////////////////////////////////////////////////////////////////
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//
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// Licensetype: GNU General Public License (GPL)
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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//
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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//
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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//
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//////////////////////////////////////////////////////////////////////////////////////////
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////////////////////////
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// Include
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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#include "nJoy.h"
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//////////////////////////////////////////////////////////////////////////////////////////
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// Enable or disable rumble. Set USE_RUMBLE_DINPUT_HACK in nJoy.h
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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#ifdef USE_RUMBLE_DINPUT_HACK
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bool g_rumbleEnable = FALSE;
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#endif
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// Rumble in windows
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#ifdef _WIN32
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#ifdef USE_RUMBLE_DINPUT_HACK
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LPDIRECTINPUT8 g_pDI = NULL;
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LPDIRECTINPUTDEVICE8 g_pDevice = NULL;
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LPDIRECTINPUTEFFECT g_pEffect = NULL;
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DWORD g_dwNumForceFeedbackAxis = 0;
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INT g_nXForce = 0;
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INT g_nYForce = 0;
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#define SAFE_RELEASE(p) { if (p) { (p)->Release(); (p)=NULL; } }
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HRESULT InitDirectInput(HWND hDlg);
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//VOID FreeDirectInput();
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BOOL CALLBACK EnumFFDevicesCallback(const DIDEVICEINSTANCE* pInst, VOID* pContext);
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BOOL CALLBACK EnumAxesCallback(const DIDEVICEOBJECTINSTANCE* pdidoi, VOID* pContext);
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HRESULT SetDeviceForcesXY();
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#endif
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#elif defined(__linux__)
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#include <sys/types.h>
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#include <sys/stat.h>
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#include <fcntl.h>
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int fd;
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char device_file_name[64];
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struct ff_effect effect;
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bool CanRumble = false;
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#endif
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//////////////////////
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// Set PAD rumble. Explanation: Stop = 0, Rumble = 1
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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void PAD_Rumble(u8 _numPAD, unsigned int _uType, unsigned int _uStrength)
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{
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//if (_numPAD > 0)
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// return;
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// SDL can't rumble the gamepad so we need to use platform specific code
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#ifdef _WIN32
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#ifdef USE_RUMBLE_DINPUT_HACK
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static int a = 0;
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if ((_uType == 0) || (_uType == 2))
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{
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a = 0;
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}
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else if (_uType == 1)
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{
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a = _uStrength > 2 ? 8000 : 0;
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}
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a = int ((float)a * 0.96f);
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if (!g_rumbleEnable)
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{
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a = 0;
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}
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else
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{
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g_nYForce = a;
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SetDeviceForcesXY();
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}
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#endif
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#elif defined(__linux__)
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struct input_event event;
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if (CanRumble)
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{
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if (_uType == 1)
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{
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event.type = EV_FF;
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event.code = effect.id;
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event.value = 1;
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if (write(fd, (const void*) &event, sizeof(event)) == -1) {
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perror("Play effect");
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exit(1);
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}
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}
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if ((_uType == 0) || (_uType == 2))
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{
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event.type = EV_FF;
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event.code = effect.id;
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event.value = 0;
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if (write(fd, (const void*) &event, sizeof(event)) == -1) {
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perror("Stop effect");
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exit(1);
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}
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}
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}
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#endif
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}
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// Use PAD rumble
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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2008-12-27 11:32:03 +00:00
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void Pad_Use_Rumble(u8 _numPAD, SPADStatus* _pPADStatus)
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2008-12-26 02:42:15 +00:00
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{
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#ifdef _WIN32
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#ifdef USE_RUMBLE_DINPUT_HACK
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// Enable or disable rumble
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if (joystate[_numPAD].halfpress)
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if (!g_pDI)
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if (FAILED(InitDirectInput(m_hWnd)))
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{
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MessageBox(NULL, SDL_GetError(), "Could not initialize DirectInput!", MB_ICONERROR);
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g_rumbleEnable = FALSE;
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//return;
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}
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else
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{
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g_rumbleEnable = TRUE;
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}
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if (g_rumbleEnable)
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{
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g_pDevice->Acquire();
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if (g_pEffect) g_pEffect->Start(1, 0);
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}
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#endif
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#elif defined(__linux__)
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if (!fd)
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{
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sprintf(device_file_name, "/dev/input/event%d", joysticks[_numPAD].eventnum); //TODO: Make dynamic //
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/* Open device */
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fd = open(device_file_name, O_RDWR);
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if (fd == -1) {
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perror("Open device file");
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//Something wrong, probably permissions, just return now
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return;
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}
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int n_effects = 0;
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if (ioctl(fd, EVIOCGEFFECTS, &n_effects) == -1) {
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perror("Ioctl number of effects");
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}
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if (n_effects > 0)
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CanRumble = true;
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else
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return; // Return since we can't do any effects
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/* a strong rumbling effect */
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effect.type = FF_RUMBLE;
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effect.id = -1;
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effect.u.rumble.strong_magnitude = 0x8000;
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effect.u.rumble.weak_magnitude = 0;
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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
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effect.replay.delay = 0;
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if (ioctl(fd, EVIOCSFF, &effect) == -1) {
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perror("Upload effect");
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CanRumble = false; //We have effects but it doesn't support the rumble we are using. This is basic rumble, should work for most
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}
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}
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#endif
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}
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#ifdef _WIN32
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//////////////////////////////////////////////////////////////////////////////////////////
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// Rumble stuff :D!
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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//
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#ifdef USE_RUMBLE_DINPUT_HACK
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HRESULT InitDirectInput( HWND hDlg )
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{
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DIPROPDWORD dipdw;
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HRESULT hr;
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// Register with the DirectInput subsystem and get a pointer to a IDirectInput interface we can use.
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if (FAILED(hr = DirectInput8Create(GetModuleHandle(NULL), DIRECTINPUT_VERSION, IID_IDirectInput8, (VOID**)&g_pDI, NULL)))
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{
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return hr;
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}
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// Look for a force feedback device we can use
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if (FAILED(hr = g_pDI->EnumDevices( DI8DEVCLASS_GAMECTRL, EnumFFDevicesCallback, NULL, DIEDFL_ATTACHEDONLY | DIEDFL_FORCEFEEDBACK)))
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{
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return hr;
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}
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if (NULL == g_pDevice)
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{
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MessageBox(NULL, "Force feedback device not found. nJoy will now disable rumble." ,"FFConst" , MB_ICONERROR | MB_OK);
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g_rumbleEnable = FALSE;
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return S_OK;
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}
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// Set the data format to "simple joystick" - a predefined data format. A
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// data format specifies which controls on a device we are interested in,
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// and how they should be reported.
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//
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// This tells DirectInput that we will be passing a DIJOYSTATE structure to
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// IDirectInputDevice8::GetDeviceState(). Even though we won't actually do
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// it in this sample. But setting the data format is important so that the
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// DIJOFS_* values work properly.
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if (FAILED(hr = g_pDevice->SetDataFormat(&c_dfDIJoystick)))
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return hr;
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// Set the cooperative level to let DInput know how this device should
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// interact with the system and with other DInput applications.
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// Exclusive access is required in order to perform force feedback.
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//if (FAILED(hr = g_pDevice->SetCooperativeLevel(hDlg, DISCL_EXCLUSIVE | DISCL_FOREGROUND)))
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if (FAILED(hr = g_pDevice->SetCooperativeLevel(hDlg, DISCL_EXCLUSIVE | DISCL_FOREGROUND)))
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{
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return hr;
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}
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// Since we will be playing force feedback effects, we should disable the
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// auto-centering spring.
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dipdw.diph.dwSize = sizeof(DIPROPDWORD);
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dipdw.diph.dwHeaderSize = sizeof(DIPROPHEADER);
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dipdw.diph.dwObj = 0;
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dipdw.diph.dwHow = DIPH_DEVICE;
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dipdw.dwData = FALSE;
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if (FAILED(hr = g_pDevice->SetProperty(DIPROP_AUTOCENTER, &dipdw.diph)))
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return hr;
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// Enumerate and count the axes of the joystick
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if (FAILED(hr = g_pDevice->EnumObjects(EnumAxesCallback, (VOID*)&g_dwNumForceFeedbackAxis, DIDFT_AXIS)))
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return hr;
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// This simple sample only supports one or two axis joysticks
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if (g_dwNumForceFeedbackAxis > 2)
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g_dwNumForceFeedbackAxis = 2;
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// This application needs only one effect: Applying raw forces.
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DWORD rgdwAxes[2] = {DIJOFS_X, DIJOFS_Y};
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LONG rglDirection[2] = {0, 0};
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DICONSTANTFORCE cf = {0};
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DIEFFECT eff;
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ZeroMemory(&eff, sizeof(eff));
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eff.dwSize = sizeof(DIEFFECT);
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eff.dwFlags = DIEFF_CARTESIAN | DIEFF_OBJECTOFFSETS;
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eff.dwDuration = INFINITE;
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eff.dwSamplePeriod = 0;
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eff.dwGain = DI_FFNOMINALMAX;
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eff.dwTriggerButton = DIEB_NOTRIGGER;
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eff.dwTriggerRepeatInterval = 0;
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eff.cAxes = g_dwNumForceFeedbackAxis;
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eff.rgdwAxes = rgdwAxes;
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eff.rglDirection = rglDirection;
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eff.lpEnvelope = 0;
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eff.cbTypeSpecificParams = sizeof( DICONSTANTFORCE );
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eff.lpvTypeSpecificParams = &cf;
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eff.dwStartDelay = 0;
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// Create the prepared effect
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if (FAILED(hr = g_pDevice->CreateEffect(GUID_ConstantForce, &eff, &g_pEffect, NULL)))
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{
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return hr;
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}
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if (NULL == g_pEffect)
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return E_FAIL;
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return S_OK;
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}
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VOID FreeDirectInput()
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{
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// Unacquire the device one last time just in case
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// the app tried to exit while the device is still acquired.
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if (g_pDevice)
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g_pDevice->Unacquire();
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// Release any DirectInput objects.
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SAFE_RELEASE(g_pEffect);
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SAFE_RELEASE(g_pDevice);
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SAFE_RELEASE(g_pDI);
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}
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|
BOOL CALLBACK EnumFFDevicesCallback( const DIDEVICEINSTANCE* pInst, VOID* pContext )
|
|
|
|
|
{
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|
LPDIRECTINPUTDEVICE8 pDevice;
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|
|
HRESULT hr;
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|
// Obtain an interface to the enumerated force feedback device.
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hr = g_pDI->CreateDevice(pInst->guidInstance, &pDevice, NULL);
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|
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|
|
// 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
|
|
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|
|
if (FAILED(hr))
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|
|
return DIENUM_CONTINUE;
|
|
|
|
|
|
|
|
|
|
// We successfully created an IDirectInputDevice8. So stop looking for another one.
|
|
|
|
|
g_pDevice = pDevice;
|
|
|
|
|
|
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|
|
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
|