// Copyright 2010 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #include #include #include #include "Common/StringUtil.h" #include "InputCommon/ControllerInterface/ControllerInterface.h" #include "InputCommon/ControllerInterface/SDL/SDL.h" #ifdef _WIN32 #pragma comment(lib, "SDL2.lib") #endif namespace ciface { namespace SDL { // 10ms = 100Hz which homebrew docs very roughly imply is within WiiMote normal // range, used for periodic haptic effects though often ignored by devices static const u16 RUMBLE_PERIOD = 10; static const u16 RUMBLE_LENGTH_MAX = 500; // ms: enough to span multiple frames at low FPS, but still finite static std::string GetJoystickName(int index) { #if SDL_VERSION_ATLEAST(2, 0, 0) return SDL_JoystickNameForIndex(index); #else return SDL_JoystickName(index); #endif } void Init() { #ifdef USE_SDL_HAPTIC if (SDL_Init(SDL_INIT_JOYSTICK | SDL_INIT_HAPTIC) >= 0) { // Correctly initialized } else #endif if (SDL_Init(SDL_INIT_JOYSTICK) < 0) { // Failed to initialize return; } } void PopulateDevices() { if (!(SDL_WasInit(SDL_INIT_EVERYTHING) & SDL_INIT_JOYSTICK)) return; // joysticks for (int i = 0; i < SDL_NumJoysticks(); ++i) { SDL_Joystick* dev = SDL_JoystickOpen(i); if (dev) { auto js = std::make_shared(dev, i); // only add if it has some inputs/outputs if (js->Inputs().size() || js->Outputs().size()) g_controller_interface.AddDevice(std::move(js)); } } } Joystick::Joystick(SDL_Joystick* const joystick, const int sdl_index) : m_joystick(joystick), m_name(StripSpaces(GetJoystickName(sdl_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 if (SDL_JoystickNumButtons(joystick) > 255 || SDL_JoystickNumAxes(joystick) > 255 || SDL_JoystickNumHats(joystick) > 255 || SDL_JoystickNumBalls(joystick) > 255) { // This device is invalid, don't use it // Some crazy devices(HP webcam 2100) end up as HID devices // SDL tries parsing these as joysticks return; } // 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) AddOutput(new ConstantEffect(m_haptic)); // ramp effect if (supported_effects & SDL_HAPTIC_RAMP) AddOutput(new RampEffect(m_haptic)); // sine effect if (supported_effects & SDL_HAPTIC_SINE) AddOutput(new SineEffect(m_haptic)); // triangle effect if (supported_effects & SDL_HAPTIC_TRIANGLE) AddOutput(new TriangleEffect(m_haptic)); // left-right effect if (supported_effects & SDL_HAPTIC_LEFTRIGHT) AddOutput(new LeftRightEffect(m_haptic)); } #endif } Joystick::~Joystick() { #ifdef USE_SDL_HAPTIC if (m_haptic) { // stop/destroy all effects SDL_HapticStopAll(m_haptic); // close haptic first SDL_HapticClose(m_haptic); } #endif // close joystick SDL_JoystickClose(m_joystick); } #ifdef USE_SDL_HAPTIC void Joystick::HapticEffect::Update() { if (m_id == -1 && m_effect.type > 0) { m_id = SDL_HapticNewEffect(m_haptic, &m_effect); if (m_id > -1) SDL_HapticRunEffect(m_haptic, m_id, 1); } else if (m_id > -1 && m_effect.type == 0) { SDL_HapticStopEffect(m_haptic, m_id); SDL_HapticDestroyEffect(m_haptic, m_id); m_id = -1; } else if (m_id > -1) { SDL_HapticUpdateEffect(m_haptic, m_id, &m_effect); } } std::string Joystick::ConstantEffect::GetName() const { return "Constant"; } std::string Joystick::RampEffect::GetName() const { return "Ramp"; } std::string Joystick::SineEffect::GetName() const { return "Sine"; } std::string Joystick::TriangleEffect::GetName() const { return "Triangle"; } std::string Joystick::LeftRightEffect::GetName() const { return "LeftRight"; } void Joystick::HapticEffect::SetState(ControlState state) { memset(&m_effect, 0, sizeof(m_effect)); if (state) { SetSDLHapticEffect(state); } else { // this module uses type==0 to indicate 'off' m_effect.type = 0; } Update(); } void Joystick::ConstantEffect::SetSDLHapticEffect(ControlState state) { m_effect.type = SDL_HAPTIC_CONSTANT; m_effect.constant.length = RUMBLE_LENGTH_MAX; m_effect.constant.level = (Sint16)(state * 0x7FFF); } void Joystick::RampEffect::SetSDLHapticEffect(ControlState state) { m_effect.type = SDL_HAPTIC_RAMP; m_effect.ramp.length = RUMBLE_LENGTH_MAX; m_effect.ramp.start = (Sint16)(state * 0x7FFF); } void Joystick::SineEffect::SetSDLHapticEffect(ControlState state) { m_effect.type = SDL_HAPTIC_SINE; m_effect.periodic.period = RUMBLE_PERIOD; m_effect.periodic.magnitude = (Sint16)(state * 0x7FFF); m_effect.periodic.offset = 0; m_effect.periodic.phase = 18000; m_effect.periodic.length = RUMBLE_LENGTH_MAX; m_effect.periodic.delay = 0; m_effect.periodic.attack_length = 0; } void Joystick::TriangleEffect::SetSDLHapticEffect(ControlState state) { m_effect.type = SDL_HAPTIC_TRIANGLE; m_effect.periodic.period = RUMBLE_PERIOD; m_effect.periodic.magnitude = (Sint16)(state * 0x7FFF); m_effect.periodic.offset = 0; m_effect.periodic.phase = 18000; m_effect.periodic.length = RUMBLE_LENGTH_MAX; m_effect.periodic.delay = 0; m_effect.periodic.attack_length = 0; } void Joystick::LeftRightEffect::SetSDLHapticEffect(ControlState state) { m_effect.type = SDL_HAPTIC_LEFTRIGHT; m_effect.leftright.length = RUMBLE_LENGTH_MAX; // max ranges tuned to 'feel' similar in magnitude to triangle/sine on xbox360 controller m_effect.leftright.large_magnitude = (Uint16)(state * 0x4000); m_effect.leftright.small_magnitude = (Uint16)(state * 0xFFFF); } #endif void Joystick::UpdateInput() { // each joystick is doin this, o well SDL_JoystickUpdate(); } std::string Joystick::GetName() const { return m_name; } std::string Joystick::GetSource() const { return "SDL"; } 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(0.0, 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; } } }