nJoy:
- 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
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@ -42,6 +42,29 @@ CONTROLLER_STATE joystate[4];
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CONTROLLER_MAPPING joysticks[4];
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bool emulator_running = FALSE;
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// Handle to window
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HWND m_hWnd;
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// Rumble in windows
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#ifdef _WIN32
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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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bool g_rumbleEnable = FALSE;
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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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//////////////////////////////////////////////////////////////////////////////////////////
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// wxWidgets
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// ¯¯¯¯¯¯¯¯¯
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@ -219,6 +242,10 @@ void PAD_Initialize(SPADInitialize _PADInitialize)
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return;
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}
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#ifdef _WIN32
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m_hWnd = (HWND)_PADInitialize.hWnd;
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#endif
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LoadConfig(); // Load joystick mapping
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if(joysticks[0].enabled)
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@ -253,6 +280,10 @@ void PAD_Shutdown()
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delete [] joyinfo;
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emulator_running = FALSE;
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#ifdef _WIN32
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FreeDirectInput();
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#endif
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}
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// Set PAD status
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@ -261,7 +292,7 @@ void PAD_GetStatus(BYTE _numPAD, SPADStatus* _pPADStatus)
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{
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if(!joysticks[_numPAD].enabled)
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return;
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// clear pad status
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memset(_pPADStatus, 0, sizeof(SPADStatus));
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@ -366,13 +397,65 @@ void PAD_GetStatus(BYTE _numPAD, SPADStatus* _pPADStatus)
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}
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_pPADStatus->err = PAD_ERR_NONE;
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#ifdef _WIN32
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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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g_rumbleEnable = TRUE;
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#endif
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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)
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g_pEffect->Start(1, 0);
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}
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}
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// Set PAD rumble
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// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯
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// (Stop=0, Rumble=1)
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void PAD_Rumble(BYTE _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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// not supported by SDL
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// So we need to use platform specific stuff
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#ifdef _WIN32
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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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}
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// Set PAD attached pads
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@ -617,3 +700,188 @@ void LoadConfig()
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file.Get(SectionName, "controllertype", &joysticks[i].controllertype, 0);
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}
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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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// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
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//
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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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{
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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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// If it failed, then we can't use this device for some bizarre reason.
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// (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;
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// We successfully created an IDirectInputDevice8. So stop looking for another one.
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g_pDevice = pDevice;
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return DIENUM_STOP;
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}
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BOOL CALLBACK EnumAxesCallback(const DIDEVICEOBJECTINSTANCE* pdidoi, VOID* pContext)
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{
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DWORD* pdwNumForceFeedbackAxis = (DWORD*)pContext;
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if((pdidoi->dwFlags & DIDOI_FFACTUATOR) != 0)
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(*pdwNumForceFeedbackAxis)++;
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return DIENUM_CONTINUE;
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}
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HRESULT SetDeviceForcesXY()
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{
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// Modifying an effect is basically the same as creating a new one, except you need only specify the parameters you are modifying
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LONG rglDirection[2] = { 0, 0 };
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DICONSTANTFORCE cf;
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if( g_dwNumForceFeedbackAxis == 1 )
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{
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// If only one force feedback axis, then apply only one direction and keep the direction at zero
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cf.lMagnitude = g_nXForce;
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rglDirection[0] = 0;
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}
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else
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{
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// If two force feedback axis, then apply magnitude from both directions
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rglDirection[0] = g_nXForce;
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rglDirection[1] = g_nYForce;
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cf.lMagnitude = (DWORD)sqrt((double)g_nXForce * (double)g_nXForce + (double)g_nYForce * (double)g_nYForce );
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}
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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.cAxes = g_dwNumForceFeedbackAxis;
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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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// Now set the new parameters and start the effect immediately.
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return g_pEffect->SetParameters(&eff, DIEP_DIRECTION | DIEP_TYPESPECIFICPARAMS | DIEP_START);
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}
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#endif
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@ -34,9 +34,11 @@
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#ifdef _WIN32
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#define _CRT_SECURE_NO_WARNINGS
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#define DIRECTINPUT_VERSION 0x0800
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#define WIN32_LEAN_AND_MEAN
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#include <tchar.h>
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#include <math.h>
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#include <dinput.h> // used for rumble
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#endif
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#include <vector>
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#ifdef _WIN32
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#pragma comment(lib, "SDL.lib")
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#pragma comment(lib, "comctl32.lib")
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// Required for the rumble part
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#pragma comment(lib, "dxguid.lib")
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#pragma comment(lib, "dinput8.lib")
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#pragma comment(lib, "winmm.lib")
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#endif
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//////////////////////////////////////////////////////////////////////////////////////////
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@ -78,6 +85,14 @@
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#define RELYEAR "2008"
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#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."
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#ifdef _WIN32
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// Rumble stuff :D!
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#endif
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//////////////////////////////////////////////////////////////////////////////////////////
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// Structures
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// ¯¯¯¯¯¯¯¯¯¯
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struct CONTROLLER_STATE{ // GC PAD INFO/STATE
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int buttons[8]; // Amount of buttons (A B X Y Z, L-Trigger R-Trigger Start) might need to change the triggers buttons
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int dpad; // 1 HAT (8 directions + neutral)
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CTL_D_PAD_LEFT,
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CTL_D_PAD_RIGHT
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};
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//////////////////////////////////////////////////////////////////////////////////////////
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// Custom Functions
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// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
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