// Copyright 2014 Dolphin Emulator Project // Licensed under GPLv2 // Refer to the license.txt file included. #include #include #include #include "Common/StringUtil.h" #include "InputCommon/ControllerInterface/SDL/SDL.h" #ifdef _WIN32 #pragma comment(lib, "SDL2.lib") #endif namespace ciface { namespace SDL { std::string GetJoystickName(int index) { #if SDL_VERSION_ATLEAST(2, 0, 0) return SDL_JoystickNameForIndex(index); #else return SDL_JoystickName(index); #endif } void Init( std::vector& devices ) { // this is used to number the joysticks // multiple joysticks with the same name shall get unique ids starting at 0 std::map name_counts; if (SDL_Init( SDL_INIT_FLAGS ) >= 0) { // joysticks for(int i = 0; i < SDL_NumJoysticks(); ++i) { SDL_Joystick* dev = SDL_JoystickOpen(i); if (dev) { Joystick* js = new Joystick(dev, i, name_counts[GetJoystickName(i)]++); // only add if it has some inputs/outputs if (js->Inputs().size() || js->Outputs().size()) devices.push_back( js ); else delete js; } } } } Joystick::Joystick(SDL_Joystick* const joystick, const int sdl_index, const unsigned int index) : m_joystick(joystick) , m_sdl_index(sdl_index) , m_index(index) { // really bad HACKS: // to not use SDL for an XInput device // too many people on the forums pick the SDL device and ask: // "why don't my 360 gamepad triggers/rumble work correctly" #ifdef _WIN32 // checking the name is probably good (and hacky) enough // but I'll double check with the num of buttons/axes std::string lcasename = GetName(); std::transform(lcasename.begin(), lcasename.end(), lcasename.begin(), tolower); if ((std::string::npos != lcasename.find("xbox 360")) && (10 == SDL_JoystickNumButtons(joystick)) && (5 == SDL_JoystickNumAxes(joystick)) && (1 == SDL_JoystickNumHats(joystick)) && (0 == SDL_JoystickNumBalls(joystick)) ) { // this device won't be used return; } #endif // get buttons for (u8 i = 0; i != SDL_JoystickNumButtons(m_joystick); ++i) AddInput(new Button(i, m_joystick)); // get hats for (u8 i = 0; i != SDL_JoystickNumHats(m_joystick); ++i) { // each hat gets 4 input instances associated with it, (up down left right) for (u8 d = 0; d != 4; ++d) AddInput(new Hat(i, m_joystick, d)); } // get axes for (u8 i = 0; i != SDL_JoystickNumAxes(m_joystick); ++i) { // each axis gets a negative and a positive input instance associated with it AddAnalogInputs(new Axis(i, m_joystick, -32768), new Axis(i, m_joystick, 32767)); } #ifdef USE_SDL_HAPTIC // try to get supported ff effects m_haptic = SDL_HapticOpenFromJoystick( m_joystick ); if (m_haptic) { //SDL_HapticSetGain( m_haptic, 1000 ); //SDL_HapticSetAutocenter( m_haptic, 0 ); const unsigned int supported_effects = SDL_HapticQuery( m_haptic ); // constant effect if (supported_effects & SDL_HAPTIC_CONSTANT) { m_state_out.push_back(EffectIDState()); AddOutput(new ConstantEffect(m_state_out.back())); } // ramp effect if (supported_effects & SDL_HAPTIC_RAMP) { m_state_out.push_back(EffectIDState()); AddOutput(new RampEffect(m_state_out.back())); } // sine effect if (supported_effects & SDL_HAPTIC_SINE) { m_state_out.push_back(EffectIDState()); AddOutput(new SineEffect(m_state_out.back())); } #ifdef SDL_HAPTIC_SQUARE // square effect if (supported_effects & SDL_HAPTIC_SQUARE) { m_state_out.push_back(EffectIDState()); AddOutput(new SquareEffect(m_state_out.back())); } #endif // defined(SDL_HAPTIC_SQUARE) // triangle effect if (supported_effects & SDL_HAPTIC_TRIANGLE) { m_state_out.push_back(EffectIDState()); AddOutput(new TriangleEffect(m_state_out.back())); } } #endif } Joystick::~Joystick() { #ifdef USE_SDL_HAPTIC if (m_haptic) { // stop/destroy all effects SDL_HapticStopAll(m_haptic); for (auto &i : m_state_out) { if (i.id != -1) { SDL_HapticDestroyEffect(m_haptic, i.id); } } // close haptic first SDL_HapticClose(m_haptic); } #endif // close joystick SDL_JoystickClose(m_joystick); } #ifdef USE_SDL_HAPTIC std::string Joystick::ConstantEffect::GetName() const { return "Constant"; } std::string Joystick::RampEffect::GetName() const { return "Ramp"; } std::string Joystick::SineEffect::GetName() const { return "Sine"; } #ifdef SDL_HAPTIC_SQUARE std::string Joystick::SquareEffect::GetName() const { return "Square"; } #endif // defined(SDL_HAPTIC_SQUARE) std::string Joystick::TriangleEffect::GetName() const { return "Triangle"; } void Joystick::ConstantEffect::SetState(ControlState state) { if (state) { m_effect.effect.type = SDL_HAPTIC_CONSTANT; m_effect.effect.constant.length = SDL_HAPTIC_INFINITY; } else { m_effect.effect.type = 0; } const Sint16 old = m_effect.effect.constant.level; m_effect.effect.constant.level = (Sint16)(state * 0x7FFF); if (old != m_effect.effect.constant.level) m_effect.changed = true; } void Joystick::RampEffect::SetState(ControlState state) { if (state) { m_effect.effect.type = SDL_HAPTIC_RAMP; m_effect.effect.ramp.length = SDL_HAPTIC_INFINITY; } else { m_effect.effect.type = 0; } const Sint16 old = m_effect.effect.ramp.start; m_effect.effect.ramp.start = (Sint16)(state * 0x7FFF); if (old != m_effect.effect.ramp.start) m_effect.changed = true; } void Joystick::SineEffect::SetState(ControlState state) { if (state) { m_effect.effect.type = SDL_HAPTIC_SINE; m_effect.effect.periodic.length = 250; } else { m_effect.effect.type = 0; } const Sint16 old = m_effect.effect.periodic.magnitude; m_effect.effect.periodic.period = 5; m_effect.effect.periodic.magnitude = (Sint16)(state * 0x5000); m_effect.effect.periodic.attack_length = 0; m_effect.effect.periodic.fade_length = 500; if (old != m_effect.effect.periodic.magnitude) m_effect.changed = true; } #ifdef SDL_HAPTIC_SQUARE void Joystick::SquareEffect::SetState(ControlState state) { if (state) { m_effect.effect.type = SDL_HAPTIC_SQUARE; m_effect.effect.periodic.length = 250; } else { m_effect.effect.type = 0; } const Sint16 old = m_effect.effect.periodic.magnitude; m_effect.effect.periodic.period = 5; m_effect.effect.periodic.magnitude = state * 0x5000; m_effect.effect.periodic.attack_length = 0; m_effect.effect.periodic.fade_length = 100; if (old != m_effect.effect.periodic.magnitude) m_effect.changed = true; } #endif // defined(SDL_HAPTIC_SQUARE) void Joystick::TriangleEffect::SetState(ControlState state) { if (state) { m_effect.effect.type = SDL_HAPTIC_TRIANGLE; m_effect.effect.periodic.length = 250; } else { m_effect.effect.type = 0; } const Sint16 old = m_effect.effect.periodic.magnitude; m_effect.effect.periodic.period = 5; m_effect.effect.periodic.magnitude = (Sint16)(state * 0x5000); m_effect.effect.periodic.attack_length = 0; m_effect.effect.periodic.fade_length = 100; if (old != m_effect.effect.periodic.magnitude) m_effect.changed = true; } #endif bool Joystick::UpdateInput() { // each joystick is doin this, o well SDL_JoystickUpdate(); return true; } bool Joystick::UpdateOutput() { #ifdef USE_SDL_HAPTIC for (auto &i : m_state_out) { if (i.changed) // if SetState was called on this output { if (-1 == i.id) // effect isn't currently uploaded { if (i.effect.type) // if outputstate is >0 this would be true { if ((i.id = SDL_HapticNewEffect(m_haptic, &i.effect)) > -1) // upload the effect { SDL_HapticRunEffect(m_haptic, i.id, 1); // run the effect } } } else // effect is already uploaded { if (i.effect.type) // if ouputstate >0 { SDL_HapticUpdateEffect(m_haptic, i.id, &i.effect); // update the effect } else { SDL_HapticStopEffect(m_haptic, i.id); // else, stop and remove the effect SDL_HapticDestroyEffect(m_haptic, i.id); i.id = -1; // mark it as not uploaded } } i.changed = false; } } #endif return true; } std::string Joystick::GetName() const { return StripSpaces(GetJoystickName(m_sdl_index)); } std::string Joystick::GetSource() const { return "SDL"; } int Joystick::GetId() const { return m_index; } std::string Joystick::Button::GetName() const { std::ostringstream ss; ss << "Button " << (int)m_index; return ss.str(); } std::string Joystick::Axis::GetName() const { std::ostringstream ss; ss << "Axis " << (int)m_index << (m_range<0 ? '-' : '+'); return ss.str(); } std::string Joystick::Hat::GetName() const { static char tmpstr[] = "Hat . ."; // I don't think more than 10 hats are supported tmpstr[4] = (char)('0' + m_index); tmpstr[6] = "NESW"[m_direction]; return tmpstr; } ControlState Joystick::Button::GetState() const { return SDL_JoystickGetButton(m_js, m_index); } ControlState Joystick::Axis::GetState() const { return std::max(0.0f, ControlState(SDL_JoystickGetAxis(m_js, m_index)) / m_range); } ControlState Joystick::Hat::GetState() const { return (SDL_JoystickGetHat(m_js, m_index) & (1 << m_direction)) > 0; } } }