Removed jpeg dependency in GL plugin, added Rumble to Linux nJoy. and reverted my accidental Dolphin ini file
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@379 8ced0084-cf51-0410-be5f-012b33b47a6e
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c32f116596
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@ -1,7 +1,6 @@
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[General]
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LastFilename =
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GCMPathes = 1
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GCMPath0 = /home/ryan/Desktop/GCISOS
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GCMPathes = 0
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[Core]
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GFXPlugin = Plugins/libzeroogl.so
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DSPPlugin = Plugins/libdsphle.so
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@ -9,7 +8,6 @@ PadPlugin = Plugins/libPlugin_nJoy_SDL.so
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HLEBios = True
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UseDynarec = False
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UseDualCore = False
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Throttle = True
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LockThreads = True
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DefaultGCM =
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OptimizeQuantizers = True
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@ -114,149 +114,6 @@ void Config::Save()
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iniFile.Save("gfx_opengl.ini");
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}
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#ifdef _M_IX86
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extern "C" {
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#ifdef _WIN32
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#define XMD_H
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#undef FAR
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#define HAVE_BOOLEAN
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#endif
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#include <jpeglib.h>
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}
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bool SaveJPEG(const char* filename, int image_width, int image_height, const void* pdata, int quality)
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{
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u8* image_buffer = new u8[image_width * image_height * 3];
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u8* psrc = (u8*)pdata;
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// input data is rgba format, so convert to rgb
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u8* p = image_buffer;
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for(int i = 0; i < image_height; ++i) {
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for(int j = 0; j < image_width; ++j) {
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p[0] = psrc[0];
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p[1] = psrc[1];
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p[2] = psrc[2];
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p += 3;
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psrc += 4;
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}
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}
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/* This struct contains the JPEG compression parameters and pointers to
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* working space (which is allocated as needed by the JPEG library).
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* It is possible to have several such structures, representing multiple
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* compression/decompression processes, in existence at once. We refer
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* to any one struct (and its associated working data) as a "JPEG object".
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*/
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struct jpeg_compress_struct cinfo;
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/* This struct represents a JPEG error handler. It is declared separately
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* because applications often want to supply a specialized error handler
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* (see the second half of this file for an example). But here we just
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* take the easy way out and use the standard error handler, which will
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* print a message on stderr and call exit() if compression fails.
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* Note that this struct must live as long as the main JPEG parameter
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* struct, to avoid dangling-pointer problems.
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*/
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struct jpeg_error_mgr jerr;
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/* More stuff */
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FILE * outfile; /* target file */
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JSAMPROW row_pointer[1]; /* pointer to JSAMPLE row[s] */
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int row_stride; /* physical row width in image buffer */
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/* Step 1: allocate and initialize JPEG compression object */
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/* We have to set up the error handler first, in case the initialization
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* step fails. (Unlikely, but it could happen if you are out of memory.)
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* This routine fills in the contents of struct jerr, and returns jerr's
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* address which we place into the link field in cinfo.
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*/
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cinfo.err = jpeg_std_error(&jerr);
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/* Now we can initialize the JPEG compression object. */
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jpeg_create_compress(&cinfo);
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/* Step 2: specify data destination (eg, a file) */
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/* Note: steps 2 and 3 can be done in either order. */
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/* Here we use the library-supplied code to send compressed data to a
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* stdio stream. You can also write your own code to do something else.
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* VERY IMPORTANT: use "b" option to fopen() if you are on a machine that
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* requires it in order to write binary files.
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*/
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if ((outfile = fopen(filename, "wb")) == NULL) {
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fprintf(stderr, "can't open %s\n", filename);
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exit(1);
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}
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jpeg_stdio_dest(&cinfo, outfile);
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/* Step 3: set parameters for compression */
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/* First we supply a description of the input image.
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* Four fields of the cinfo struct must be filled in:
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*/
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cinfo.image_width = image_width; /* image width and height, in pixels */
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cinfo.image_height = image_height;
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cinfo.input_components = 3; /* # of color components per pixel */
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cinfo.in_color_space = JCS_RGB; /* colorspace of input image */
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/* Now use the library's routine to set default compression parameters.
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* (You must set at least cinfo.in_color_space before calling this,
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* since the defaults depend on the source color space.)
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*/
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jpeg_set_defaults(&cinfo);
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/* Now you can set any non-default parameters you wish to.
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* Here we just illustrate the use of quality (quantization table) scaling:
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*/
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jpeg_set_quality(&cinfo, quality, TRUE /* limit to baseline-JPEG values */);
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/* Step 4: Start compressor */
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/* TRUE ensures that we will write a complete interchange-JPEG file.
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* Pass TRUE unless you are very sure of what you're doing.
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*/
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jpeg_start_compress(&cinfo, TRUE);
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/* Step 5: while (scan lines remain to be written) */
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/* jpeg_write_scanlines(...); */
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/* Here we use the library's state variable cinfo.next_scanline as the
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* loop counter, so that we don't have to keep track ourselves.
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* To keep things simple, we pass one scanline per call; you can pass
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* more if you wish, though.
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*/
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row_stride = image_width * 3; /* JSAMPLEs per row in image_buffer */
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while (cinfo.next_scanline < cinfo.image_height) {
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/* jpeg_write_scanlines expects an array of pointers to scanlines.
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* Here the array is only one element long, but you could pass
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* more than one scanline at a time if that's more convenient.
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*/
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row_pointer[0] = & image_buffer[cinfo.next_scanline * row_stride];
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(void) jpeg_write_scanlines(&cinfo, row_pointer, 1);
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}
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/* Step 6: Finish compression */
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jpeg_finish_compress(&cinfo);
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/* After finish_compress, we can close the output file. */
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fclose(outfile);
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/* Step 7: release JPEG compression object */
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/* This is an important step since it will release a good deal of memory. */
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jpeg_destroy_compress(&cinfo);
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delete image_buffer;
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/* And we're done! */
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return true;
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}
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#else
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bool SaveJPEG(const char* filename, int image_width, int image_height, const void* pdata, int quality)
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{
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return false;
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}
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#endif
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#if defined(_MSC_VER)
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#pragma pack(push, 1)
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#endif
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@ -321,7 +178,7 @@ bool SaveTexture(const char* filename, u32 textarget, u32 tex, int width, int he
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return false;
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}
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return SaveTGA(filename, width, height, &data[0]);//SaveJPEG(filename, width, height, &data[0], 70);
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return SaveTGA(filename, width, height, &data[0]);
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}
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////////////////////
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@ -229,7 +229,6 @@ void SysMessage(const char *fmt, ...);
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void HandleGLError();
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void InitLUTs();
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bool SaveJPEG(const char* filename, int image_width, int image_height, const void* pdata, int quality);
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bool SaveTGA(const char* filename, int width, int height, void* pdata);
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bool SaveTexture(const char* filename, u32 textarget, u32 tex, int width, int height);
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@ -797,8 +797,6 @@ bool Renderer::SaveRenderTarget(const char* filename, int jpeg)
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}
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}
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if (jpeg) return SaveJPEG(filename, nBackbufferWidth, nBackbufferHeight, &data[0], 70);
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return SaveTGA(filename, nBackbufferWidth, nBackbufferHeight, &data[0]);
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}
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@ -30,7 +30,7 @@ linkFlags = [
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'`wx-config --libs`',
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]
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libs = [
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'videocommon', 'common', 'GLEW', 'jpeg',
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'videocommon', 'common', 'GLEW',
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]
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if sys.platform == 'darwin':
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platform = 'mac'
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@ -318,8 +318,6 @@ void TextureMngr::CopyRenderTargetToTexture(u32 address, bool bFromZBuffer, bool
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entry.frameCount = frameCount;
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int mult = bScaleByHalf?2:1;
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// int wmulti = (abs(source->right-source->left)/mult+7)&~7;
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//int hmulti = (abs(source->bottom-source->top)/mult+7)&~7;
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int w = (abs(source->right-source->left)/mult+7)&~7;
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int h = (abs(source->bottom-source->top)/mult+7)&~7;
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@ -70,6 +70,11 @@ BOOL CALLBACK EnumAxesCallback(const DIDEVICEOBJECTINSTANCE* pdidoi, VOID* pCont
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HRESULT SetDeviceForcesXY();
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#endif
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#else
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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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#ifdef USE_RUMBLE_DINPUT_HACK
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FreeDirectInput();
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#endif
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#else
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close(fd);
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#endif
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}
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g_pEffect->Start(1, 0);
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}
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#endif
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#else
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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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SetDeviceForcesXY();
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}
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#endif
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#else
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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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file.Set(SectionName, "halfpress", joysticks[i].halfpress);
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file.Set(SectionName, "joy_id", joysticks[i].ID);
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file.Set(SectionName, "controllertype", joysticks[i].controllertype);
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file.Set(SectionName, "eventnum", joysticks[i].eventnum);
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}
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file.Save("nJoy.ini");
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file.Get(SectionName, "halfpress", &joysticks[i].halfpress, 6);
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file.Get(SectionName, "joy_id", &joysticks[i].ID, 0);
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file.Get(SectionName, "controllertype", &joysticks[i].controllertype, 0);
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file.Get(SectionName, "eventnum", &joysticks[i].eventnum, 0);
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}
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}
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@ -57,6 +57,8 @@
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#define SLEEP(x) Sleep(x)
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#else
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#include <unistd.h>
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#include <sys/ioctl.h>
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#include <linux/input.h>
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#define SLEEP(x) usleep(x*1000)
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#endif
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int halfpress; // Halfpress... you know, like not fully pressed ;)...
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int ID; // SDL joystick device ID
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int controllertype; // Joystick, Joystick no hat or a keyboard (perhaps a mouse later)
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int eventnum; // Linux Event Number, Can't be found dynamically yet
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};
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struct CONTROLLER_INFO{ // CONNECTED WINDOWS DEVICES INFO
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