////////////////////////////////////////////////////////////////////////////////////////// // Project description // ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ // Name: SDL Input // Description: Common SDL Input Functions // // Author: Falcon4ever (nJoy@falcon4ever.com, www.multigesture.net), JPeterson etc // Copyright (C) 2003-2008 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 // ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ #define _SDL_MAIN_ // Avoid certain declarations in SDL.h #include "SDL.h" // Local #include "XInput.h" //////////////////////////////////// namespace InputCommon { ////////////////////////////////////////////////////////////////////////////////////////// // Definitions // ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ //////////////////////////////////// ////////////////////////////////////////////////////////////////////////////////////////// // Search attached devices. Populate joyinfo for all attached physical devices. // ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ bool SearchDevices(std::vector &_joyinfo, int &_NumPads, int &_NumGoodPads) { // Load config #ifdef _DEBUG DEBUG_INIT(); #endif /* SDL 1.3 use DirectInput instead of the old Microsoft Multimeda API, and with this we need the SDL_INIT_VIDEO flag to */ if (!SDL_WasInit(0)) if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK) < 0) { PanicAlert("Could not initialize SDL: %s", SDL_GetError()); return false; } #ifdef _DEBUG fprintf(pFile, "Scanning for devices\n"); fprintf(pFile, "ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ\n"); #endif // Get device status int numjoy = SDL_NumJoysticks(); for (int i = 0; i < numjoy; i++ ) { CONTROLLER_INFO Tmp; Tmp.joy = SDL_JoystickOpen(i); Tmp.ID = i; Tmp.NumAxes = SDL_JoystickNumAxes(Tmp.joy); Tmp.NumButtons = SDL_JoystickNumButtons(Tmp.joy); Tmp.NumBalls = SDL_JoystickNumBalls(Tmp.joy); Tmp.NumHats = SDL_JoystickNumHats(Tmp.joy); Tmp.Name = SDL_JoystickName(i); // Check if the device is okay if ( Tmp.NumAxes == 0 && Tmp.NumBalls == 0 && Tmp.NumButtons == 0 && Tmp.NumHats == 0 ) { Tmp.Good = false; } else { _NumGoodPads++; Tmp.Good = true; } _joyinfo.push_back(Tmp); #ifdef _DEBUG fprintf(pFile, "ID: %d\n", i); fprintf(pFile, "Name: %s\n", joyinfo[i].Name); fprintf(pFile, "Buttons: %d\n", joyinfo[i].NumButtons); fprintf(pFile, "Axes: %d\n", joyinfo[i].NumAxes); fprintf(pFile, "Hats: %d\n", joyinfo[i].NumHats); fprintf(pFile, "Balls: %d\n\n", joyinfo[i].NumBalls); #endif // We have now read the values we need so we close the device if (SDL_JoystickOpened(i)) SDL_JoystickClose(_joyinfo[i].joy); } _NumPads = _joyinfo.size(); return true; } //////////////////////////////////// ////////////////////////////////////////////////////////////////////////////////////////// // Supporting functions // ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ // Read current joystick status /* ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ The value PadMapping[].buttons[] is the number of the assigned joypad button, PadState[].buttons[] is the status of the button, it becomes 0 (no pressed) or 1 (pressed) */ // Read buttons status. Called from GetJoyState(). // ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ void ReadButton(CONTROLLER_STATE &_PadState, CONTROLLER_MAPPING _PadMapping, int button, int NumButtons) { int ctl_button = _PadMapping.buttons[button]; if (ctl_button < NumButtons) { _PadState.buttons[button] = SDL_JoystickGetButton(_PadState.joy, ctl_button); } } // Request joystick state. // ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ /* Called from: PAD_GetStatus() Input: The virtual device 0, 1, 2 or 3 Function: Updates the PadState struct with the current pad status. The input value "controller" is for a virtual controller 0 to 3. */ void GetJoyState(CONTROLLER_STATE &_PadState, CONTROLLER_MAPPING _PadMapping, int controller, int NumButtons) { // Update the gamepad status SDL_JoystickUpdate(); // Update axis states. It doesn't hurt much if we happen to ask for nonexisting axises here. _PadState.axis[CTL_MAIN_X] = SDL_JoystickGetAxis(_PadState.joy, _PadMapping.axis[CTL_MAIN_X]); _PadState.axis[CTL_MAIN_Y] = SDL_JoystickGetAxis(_PadState.joy, _PadMapping.axis[CTL_MAIN_Y]); _PadState.axis[CTL_SUB_X] = SDL_JoystickGetAxis(_PadState.joy, _PadMapping.axis[CTL_SUB_X]); _PadState.axis[CTL_SUB_Y] = SDL_JoystickGetAxis(_PadState.joy, _PadMapping.axis[CTL_SUB_Y]); // Update the analog trigger axis values #ifdef _WIN32 if (_PadMapping.triggertype == CTL_TRIGGER_SDL) { #endif // If we are using SDL analog triggers the buttons have to be mapped as 1000 or up, otherwise they are not used if(_PadMapping.buttons[CTL_L_SHOULDER] >= 1000) _PadState.axis[CTL_L_SHOULDER] = SDL_JoystickGetAxis(_PadState.joy, _PadMapping.buttons[CTL_L_SHOULDER] - 1000); else _PadState.axis[CTL_L_SHOULDER] = 0; if(_PadMapping.buttons[CTL_R_SHOULDER] >= 1000) _PadState.axis[CTL_R_SHOULDER] = SDL_JoystickGetAxis(_PadState.joy, _PadMapping.buttons[CTL_R_SHOULDER] - 1000); else _PadState.axis[CTL_R_SHOULDER] = 0; #ifdef _WIN32 } else { _PadState.axis[CTL_L_SHOULDER] = XInput::GetXI(0, _PadMapping.buttons[CTL_L_SHOULDER] - 1000); _PadState.axis[CTL_R_SHOULDER] = XInput::GetXI(0, _PadMapping.buttons[CTL_R_SHOULDER] - 1000); } #endif // Update button states to on or off ReadButton(_PadState, _PadMapping, CTL_L_SHOULDER, NumButtons); ReadButton(_PadState, _PadMapping, CTL_R_SHOULDER, NumButtons); ReadButton(_PadState, _PadMapping, CTL_A_BUTTON, NumButtons); ReadButton(_PadState, _PadMapping, CTL_B_BUTTON, NumButtons); ReadButton(_PadState, _PadMapping, CTL_X_BUTTON, NumButtons); ReadButton(_PadState, _PadMapping, CTL_Y_BUTTON, NumButtons); ReadButton(_PadState, _PadMapping, CTL_Z_TRIGGER, NumButtons); ReadButton(_PadState, _PadMapping, CTL_START, NumButtons); // if (_PadMapping.halfpress < NumButtons) _PadState.halfpress = SDL_JoystickGetButton(_PadState.joy, _PadMapping.halfpress); // Check if we have an analog or digital joypad if (_PadMapping.controllertype == CTL_DPAD_HAT) { _PadState.dpad = SDL_JoystickGetHat(_PadState.joy, _PadMapping.dpad); } else { /* Only do this if the assigned button is in range (to allow for the current way of saving keyboard keys in the same array) */ if(_PadMapping.dpad2[CTL_D_PAD_UP] <= NumButtons) _PadState.dpad2[CTL_D_PAD_UP] = SDL_JoystickGetButton(_PadState.joy, _PadMapping.dpad2[CTL_D_PAD_UP]); if(_PadMapping.dpad2[CTL_D_PAD_DOWN] <= NumButtons) _PadState.dpad2[CTL_D_PAD_DOWN] = SDL_JoystickGetButton(_PadState.joy, _PadMapping.dpad2[CTL_D_PAD_DOWN]); if(_PadMapping.dpad2[CTL_D_PAD_LEFT] <= NumButtons) _PadState.dpad2[CTL_D_PAD_LEFT] = SDL_JoystickGetButton(_PadState.joy, _PadMapping.dpad2[CTL_D_PAD_LEFT]); if(_PadMapping.dpad2[CTL_D_PAD_RIGHT] <= NumButtons) _PadState.dpad2[CTL_D_PAD_RIGHT] = SDL_JoystickGetButton(_PadState.joy, _PadMapping.dpad2[CTL_D_PAD_RIGHT]); } /* Debugging Console::ClearScreen(); Console::Print( "Controller and handle: %i %i\n" "Triggers:%i %i %i %i %i | HalfPress: %i Mapping: %i\n", controller, (int)_PadState.joy, _PadMapping.triggertype, _PadMapping.buttons[CTL_L_SHOULDER], _PadMapping.buttons[CTL_R_SHOULDER], _PadState.axis[CTL_L_SHOULDER], _PadState.axis[CTL_R_SHOULDER], _PadState.halfpress, _PadMapping.halfpress ); */ } ////////////////////////////////////////////////////////////////////////////////////////// } // InputCommon