// Project description // ------------------- // Name: SDL Input // Description: Common SDL Input Functions // // Author: Falcon4ever (nJoy@falcon4ever.com, www.multigesture.net), JPeterson etc // Copyright (C) 2003 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 // ------------------- #define _SDL_MAIN_ // Avoid certain declarations in SDL.h #include "SDL.h" // Local #include "XInput.h" #ifdef _WIN32 #include #include #pragma comment(lib, "dxguid.lib") #pragma comment(lib, "dinput8.lib") #endif namespace InputCommon { // Definitions // ------------------- int g_LastPad = 0; int NumDIDevices = 0; // Reset and search for devices // ----------------------- bool SearchDevicesReset(std::vector &_joyinfo, int &_NumPads) { // This is needed to update SDL_NumJoysticks if (SDL_WasInit(0)) SDL_Quit(); return SearchDevices(_joyinfo, _NumPads); } // Initialize if not previously initialized // ----------------------- bool SearchDevices(std::vector &_joyinfo, int &_NumPads) { // Init Joystick + Haptic (force feedback) subsystem on SDL 1.3 if (!SDL_WasInit(0)) { #if SDL_VERSION_ATLEAST(1, 3, 0) && !defined(_WIN32) NOTICE_LOG(PAD, "SDL_Init | HAPTIC"); if (SDL_Init(SDL_INIT_JOYSTICK | SDL_INIT_HAPTIC) < 0) #else //NOTICE_LOG(PAD, "SDL_Init"); if (SDL_Init(SDL_INIT_JOYSTICK) < 0) #endif { PanicAlert("Could not initialize SDL: %s", SDL_GetError()); return false; } } // Clear joyinfo _joyinfo.clear(); // 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) ) { _joyinfo.push_back(Tmp); } else { //if (SDL_JoystickOpened(i)) SDL_JoystickClose(Tmp.joy); } } _NumPads = (int)_joyinfo.size(); return true; } // Show the current pad status // ----------------- std::string ShowStatus(int Slot, int Device, CONTROLLER_MAPPING PadMapping[], CONTROLLER_STATE PadState[], std::vector joyinfo) { CONTROLLER_MAPPING_NEW _PadMapping[4]; CONTROLLER_STATE_NEW _PadState[4]; for (int i = 0; i < 4; i++) { _PadMapping[i].ID = PadMapping[i].ID; _PadMapping[i].Name = PadMapping[i].Name; _PadState[i].joy = PadState[i].joy; } return DoShowStatus(Slot, Device, _PadMapping, _PadState, joyinfo); } std::string DoShowStatus(int Slot, int Device, CONTROLLER_MAPPING_NEW PadMapping[], CONTROLLER_STATE_NEW PadState[], std::vector joyinfo) { // Save the physical device int ID = PadMapping[Slot].ID; // Make local shortcut SDL_Joystick *joy = PadState[Slot].joy; // Make shortcuts for all pads SDL_Joystick *joy0 = PadState[0].joy; SDL_Joystick *joy1 = PadState[1].joy; SDL_Joystick *joy2 = PadState[2].joy; SDL_Joystick *joy3 = PadState[3].joy; // Temporary storage std::string StrAllHandles, StrAllName, StrHandles, StrId, StrName, StrAxes, StrHats, StrBut; int value; // All devices int numjoy = SDL_NumJoysticks(); for (int i = 0; i < numjoy; i++ ) { SDL_Joystick *AllJoy = SDL_JoystickOpen(i); StrAllHandles += StringFromFormat(" %i:%06i", i, AllJoy); StrAllName += StringFromFormat("Name %i: %s\n", i, SDL_JoystickName(i)); } // Get handles for(int i = 0; i < joyinfo.size(); i++) { StrHandles += StringFromFormat(" %i:%06i", i, joyinfo.at(i).joy); StrId += StringFromFormat(" %i:%i", i, joyinfo.at(i).ID); StrName += StringFromFormat("Name %i:%s\n", i, joyinfo.at(i).Name.c_str()); } // Get status int Axes = joyinfo[Device].NumAxes; int Balls = joyinfo[Device].NumBalls; int Hats = joyinfo[Device].NumHats; int Buttons = joyinfo[Device].NumButtons; // Update the internal values SDL_JoystickUpdate(); // Go through all axes and read out their values for(int i = 0; i < Axes; i++) { value = SDL_JoystickGetAxis(joy, i); StrAxes += StringFromFormat(" %i:%06i", i, value); } for(int i = 0;i < Hats; i++) { value = SDL_JoystickGetHat(joy, i); StrHats += StringFromFormat(" %i:%i", i, value); } for(int i = 0;i < Buttons; i++) { value = SDL_JoystickGetButton(joy, i); StrBut += StringFromFormat(" %i:%i", i+1, value); } return StringFromFormat( "All devices:\n" "Handles: %s\n" "%s" "\nAll pads:\n" "Handles: %s\n" "ID: %s\n" "%s" "\nAll slots:\n" "ID: %i %i %i %i\n" "Name: '%s' '%s' '%s' '%s'\n" //"Controllertype: %i %i %i %i\n" //"SquareToCircle: %i %i %i %i\n\n" #ifdef _WIN32 "Handles: %i %i %i %i\n" //"XInput: %i %i %i\n" #endif "\nThis pad:\n" "Handle: %06i\n" "ID: %i\n" //"Slot: %i\n" "Axes: %s\n" "Hats: %s\n" "But: %s\n" "Device: Ax: %i Balls:%i Hats:%i But:%i", StrAllHandles.c_str(), StrAllName.c_str(), StrHandles.c_str(), StrId.c_str(), StrName.c_str(), PadMapping[0].ID, PadMapping[1].ID, PadMapping[2].ID, PadMapping[3].ID, PadMapping[0].Name.c_str(), PadMapping[1].Name.c_str(), PadMapping[2].Name.c_str(), PadMapping[3].Name.c_str(), //PadMapping[0].controllertype, PadMapping[1].controllertype, PadMapping[2].controllertype, PadMapping[3].controllertype, //PadMapping[0].bSquareToCircle, PadMapping[1].bSquareToCircle, PadMapping[2].bSquareToCircle, PadMapping[3].bSquareToCircle, #ifdef _WIN32 joy0, joy1, joy2, joy3, //PadState[PadMapping[0].ID].joy, PadState[PadMapping[1].ID].joy, PadState[PadMapping[2].ID].joy, PadState[PadMapping[3].ID].joy, //XInput::IsConnected(0), XInput::GetXI(0, InputCommon::XI_TRIGGER_L), XInput::GetXI(0, InputCommon::XI_TRIGGER_R), joy, #endif //Slot, ID, StrAxes.c_str(), StrHats.c_str(), StrBut.c_str(), Axes, Balls, Hats, Buttons ); } // Supporting functions // ==================== // Read current joystick status /* -------------------- 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(). // ---------------------- 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. // ---------------------- /* 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) { if (SDL_JoystickEventState(SDL_QUERY) == SDL_ENABLE) return; //NOTICE_LOG(PAD, "SDL_JoystickEventState: %s", (SDL_JoystickEventState(SDL_QUERY) == SDL_ENABLE) ? "SDL_ENABLE" : "SDL_IGNORE"); // Update the gamepad status SDL_JoystickUpdate(); // Read info int NumButtons = SDL_JoystickNumButtons(_PadState.joy); // 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 { // XInput triggers for Xbox360 pads _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); // Update Halfpress state, this one is not in the standard _PadState.buttons array if (_PadMapping.halfpress < NumButtons && _PadMapping.halfpress >= 0) _PadState.halfpress = SDL_JoystickGetButton(_PadState.joy, _PadMapping.halfpress); else _PadState.halfpress = 0; // 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]); } #ifdef SHOW_PAD_STATUS /* // Show the status of all connected pads //ConsoleListener* Console = LogManager::GetInstance()->getConsoleListener(); //if ((g_LastPad == 0 && _PadMapping.ID == 0) || Controller < g_LastPad) Console->ClearScreen(); g_LastPad = Controller; NOTICE_LOG(CONSOLE, "Pad | Number:%i Handle:%i\n" "Main Stick | X:%03i Y:%03i\n" "C Stick | X:%03i Y:%03i\n" "Trigger | Type:%s DigitalL:%i DigitalR:%i AnalogL:%03i AnalogR:%03i HalfPress:%i\n" "Buttons | A:%i X:%i\n" "D-Pad | Type:%s Hat:%i U:%i D:%i\n" "======================================================\n", _PadMapping.ID, _PadState.joy, _PadState.axis[InputCommon::CTL_MAIN_X], _PadState.axis[InputCommon::CTL_MAIN_Y], _PadState.axis[InputCommon::CTL_SUB_X], _PadState.axis[InputCommon::CTL_SUB_Y], (_PadMapping.triggertype ? "CTL_TRIGGER_XINPUT" : "CTL_TRIGGER_SDL"), _PadState.buttons[InputCommon::CTL_L_SHOULDER], _PadState.buttons[InputCommon::CTL_R_SHOULDER], _PadState.axis[InputCommon::CTL_L_SHOULDER], _PadState.axis[InputCommon::CTL_R_SHOULDER], _PadState.halfpress, _PadState.buttons[InputCommon::CTL_A_BUTTON], _PadState.buttons[InputCommon::CTL_X_BUTTON], (_PadMapping.controllertype ? "CTL_DPAD_CUSTOM" : "CTL_DPAD_HAT"), _PadState.dpad, _PadState.dpad2[InputCommon::CTL_D_PAD_UP], _PadState.dpad2[InputCommon::CTL_D_PAD_DOWN] ); */ #endif } // Configure button mapping // ---------- // Avoid extreme axis values // --------------------- /* Function: We have to avoid very big values to becuse some triggers are -0x8000 in the unpressed state (and then go from -0x8000 to 0x8000 as they are fully pressed) */ bool AvoidValues(int value, bool NoTriggerFilter) { // Avoid detecting very small or very big (for triggers) values if( (value > -0x2000 && value < 0x2000) // Small values || ((value < -0x6000 || value > 0x6000) && !NoTriggerFilter)) // Big values return true; // Avoid else return false; // Keep } // Detect a pressed button // --------------------- void GetButton(SDL_Joystick *joy, int ControllerID, int &KeyboardKey, int &value, int &type, int &pressed, bool &Succeed, bool &Stop, bool LeftRight, bool Axis, bool XInput, bool Button, bool Hat, bool NoTriggerFilter) { // It needs the wxWidgets excape keycode static const int WXK_ESCAPE = 27; // Save info int buttons = SDL_JoystickNumButtons(joy); int axes = SDL_JoystickNumAxes(joy);; int hats = SDL_JoystickNumHats(joy);; // Update the internal status SDL_JoystickUpdate(); // For the triggers we accept both a digital or an analog button if (Axis) { for(int i = 0; i < axes; i++) { value = SDL_JoystickGetAxis(joy, i); if(AvoidValues(value, NoTriggerFilter)) continue; // Avoid values pressed = i + (LeftRight ? 1000 : 0); // Identify the analog triggers type = InputCommon::CTL_AXIS; Succeed = true; } } // Check for a hat if (Hat) { for(int i = 0; i < hats; i++) { if(SDL_JoystickGetHat(joy, i)) { pressed = i; type = InputCommon::CTL_HAT; Succeed = true; } } } // Check for a button if(Button) { for(int i = 0; i < buttons; i++) { // Some kind of bug in SDL 1.3 would give button 9 and 10 (nonexistent) the value 48 on the 360 pad if (SDL_JoystickGetButton(joy, i) > 1) continue; if(SDL_JoystickGetButton(joy, i)) { pressed = i; type = InputCommon::CTL_BUTTON; Succeed = true; } } } // Check for a XInput trigger #ifdef _WIN32 if(XInput) { for(int i = 0; i <= InputCommon::XI_TRIGGER_R; i++) { if(XInput::GetXI(0, i)) { pressed = i + 1000; type = InputCommon::CTL_AXIS; Succeed = true; } } } #endif // Check for keyboard action if (KeyboardKey) { if(Button) { // Todo: Add a separate keyboard vector to remove this restriction if(KeyboardKey >= buttons) { pressed = KeyboardKey; type = InputCommon::CTL_BUTTON; Succeed = true; KeyboardKey = 0; if(pressed == WXK_ESCAPE) pressed = -1; // Check for the escape key } // Else show the error message else { pressed = KeyboardKey; KeyboardKey = -1; Stop = true; } } // Only accept the escape key else if (KeyboardKey == WXK_ESCAPE) { Succeed = true; KeyboardKey = 0; pressed = -1; } } } /////////////////////////////////////////////////////////// Configure button mapping // ********************************************** // Search for DirectInput devices // ---------------- #ifdef _WIN32 BOOL CALLBACK EnumDICallback(const DIDEVICEINSTANCE* pInst, VOID* pContext) { NumDIDevices++; return true; } #endif int SearchDIDevices() { #ifdef _WIN32 LPDIRECTINPUT8 g_pObject; LPDIRECTINPUTDEVICE8 g_pDevice; DIPROPDWORD dipdw; HRESULT hr; NumDIDevices = 0; // 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_pObject, NULL))) return 0; // Look for a device if (FAILED(hr = g_pObject->EnumDevices(DI8DEVCLASS_GAMECTRL, EnumDICallback, NULL, DIEDFL_ATTACHEDONLY))) return 0; return NumDIDevices; #else return 0; #endif } } // InputCommon