- Added some kind of rumble support (windows only, using direct input).
- Only usable for player one.
- Not customizable, fixed rumble strength.
- Due to some Dolphin bugs you need to initialize rumble support manually.

How to use:
- Disable the 'render to main window' in the video plugin (opengl or d3d).
- Start the game and wait a few seconds.
- When the game is running, press the 'half press' button once.
- Rumble support should now be enabled (if your joypad supports it).
- Confirmed to work with Crazy Taxi.

Dolphin bug:
When void PAD_Initialize(SPADInitialize _PADInitialize) is called, the render window does not excist yet. Therefor the value _PADInitialize.hWnd is incorrect.

In order to initalize rumble support, it is required to set the CooperativeLevel to "DISCL_EXCLUSIVE | DISCL_FOREGROUND". But without a proper hWnd this will fail.
So the trick I used here is, let the game start and create a window (and a hWnd). After that I set the CooperativeLevel.



git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@126 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
Laurence Muller 2008-08-01 23:38:53 +00:00
parent f895edc10d
commit bcaa0d1d86
2 changed files with 286 additions and 2 deletions

View File

@ -42,6 +42,29 @@ CONTROLLER_STATE joystate[4];
CONTROLLER_MAPPING joysticks[4];
bool emulator_running = FALSE;
// Handle to window
HWND m_hWnd;
// Rumble in windows
#ifdef _WIN32
LPDIRECTINPUT8 g_pDI = NULL;
LPDIRECTINPUTDEVICE8 g_pDevice = NULL;
LPDIRECTINPUTEFFECT g_pEffect = NULL;
DWORD g_dwNumForceFeedbackAxis = 0;
INT g_nXForce = 0;
INT g_nYForce = 0;
bool g_rumbleEnable = FALSE;
#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
//////////////////////////////////////////////////////////////////////////////////////////
// wxWidgets
// ¯¯¯¯¯¯¯¯¯
@ -219,6 +242,10 @@ void PAD_Initialize(SPADInitialize _PADInitialize)
return;
}
#ifdef _WIN32
m_hWnd = (HWND)_PADInitialize.hWnd;
#endif
LoadConfig(); // Load joystick mapping
if(joysticks[0].enabled)
@ -253,6 +280,10 @@ void PAD_Shutdown()
delete [] joyinfo;
emulator_running = FALSE;
#ifdef _WIN32
FreeDirectInput();
#endif
}
// Set PAD status
@ -261,7 +292,7 @@ void PAD_GetStatus(BYTE _numPAD, SPADStatus* _pPADStatus)
{
if(!joysticks[_numPAD].enabled)
return;
// clear pad status
memset(_pPADStatus, 0, sizeof(SPADStatus));
@ -366,13 +397,65 @@ void PAD_GetStatus(BYTE _numPAD, SPADStatus* _pPADStatus)
}
_pPADStatus->err = PAD_ERR_NONE;
#ifdef _WIN32
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;
#endif
if (g_rumbleEnable)
{
g_pDevice->Acquire();
if(g_pEffect)
g_pEffect->Start(1, 0);
}
}
// Set PAD rumble
// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯
// (Stop=0, Rumble=1)
void PAD_Rumble(BYTE _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
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
}
// Set PAD attached pads
@ -617,3 +700,188 @@ void LoadConfig()
file.Get(SectionName, "controllertype", &joysticks[i].controllertype, 0);
}
}
#ifdef _WIN32
//////////////////////////////////////////////////////////////////////////////////////////
// Rumble stuff :D!
// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
//
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

View File

@ -34,9 +34,11 @@
#ifdef _WIN32
#define _CRT_SECURE_NO_WARNINGS
#define DIRECTINPUT_VERSION 0x0800
#define WIN32_LEAN_AND_MEAN
#include <tchar.h>
#include <math.h>
#include <dinput.h> // used for rumble
#endif
#include <vector>
@ -65,6 +67,11 @@
#ifdef _WIN32
#pragma comment(lib, "SDL.lib")
#pragma comment(lib, "comctl32.lib")
// Required for the rumble part
#pragma comment(lib, "dxguid.lib")
#pragma comment(lib, "dinput8.lib")
#pragma comment(lib, "winmm.lib")
#endif
//////////////////////////////////////////////////////////////////////////////////////////
@ -78,6 +85,14 @@
#define RELYEAR "2008"
#define THANKYOU "`plot`, Absolute0, Aprentice, Bositman, Brice, ChaosCode, CKemu, CoDeX, Dave2001, dn, drk||Raziel, Florin, Gent, Gigaherz, Hacktarux, JegHegy, Linker, Linuzappz, Martin64, Muad, Knuckles, Raziel, Refraction, Rudy_x, Shadowprince, Snake785, Saqib, vEX, yaz0r, Zilmar, Zenogais and ZeZu."
#ifdef _WIN32
// Rumble stuff :D!
#endif
//////////////////////////////////////////////////////////////////////////////////////////
// Structures
// ¯¯¯¯¯¯¯¯¯¯
struct CONTROLLER_STATE{ // GC PAD INFO/STATE
int buttons[8]; // Amount of buttons (A B X Y Z, L-Trigger R-Trigger Start) might need to change the triggers buttons
int dpad; // 1 HAT (8 directions + neutral)
@ -143,6 +158,7 @@ enum
CTL_D_PAD_LEFT,
CTL_D_PAD_RIGHT
};
//////////////////////////////////////////////////////////////////////////////////////////
// Custom Functions
// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯