401 lines
12 KiB
C++
401 lines
12 KiB
C++
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// Project description
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// -------------------
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// Name: nJoy
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// Description: A Dolphin Compatible Input Plugin
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//
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// Author: Falcon4ever (nJoy@falcon4ever.com)
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// Site: www.multigesture.net
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// Copyright (C) 2003 Dolphin Project.
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//
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//
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// Licensetype: GNU General Public License (GPL)
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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//
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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//
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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//
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// Include
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// ---------
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#include "../../../Core/InputCommon/Src/SDL.h" // Core
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#include "EmuDefinitions.h"
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namespace WiiMoteEmu
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{
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// SDL Haptic fails on windows, it just doesn't work (even the sample doesn't work)
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// So until i can make it work, this is all disabled >:(
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#if SDL_VERSION_ATLEAST(1, 3, 0) && !defined(_WIN32)
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#define SDL_RUMBLE
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#else
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#ifdef _WIN32
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#define RUMBLE_HACK
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#define DIRECTINPUT_VERSION 0x0800
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#define WIN32_LEAN_AND_MEAN
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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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#include <dinput.h>
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#endif
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#endif
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#ifdef RUMBLE_HACK
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struct RUMBLE // GC Pad rumble DIDevice
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{
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LPDIRECTINPUTDEVICE8 g_pDevice; // 4 pads objects
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LPDIRECTINPUTEFFECT g_pEffect;
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DWORD g_dwNumForceFeedbackAxis;
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DIEFFECT eff;
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};
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#define SAFE_RELEASE(p) { if (p) { (p)->Release(); (p)=NULL; } }
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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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void SetDeviceForcesXY(int pad, int nXYForce);
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HRESULT InitRumble(HWND hWnd);
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LPDIRECTINPUT8 g_Rumble; // DInput Rumble object
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RUMBLE pRumble[4]; // 4 GC Rumble Pads
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//////////////////////
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// Use PAD rumble
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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void Pad_Use_Rumble(u8 _numPAD)
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{
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if (PadMapping[_numPAD].Rumble)
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{
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if (!g_Rumble)
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{
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// GetForegroundWindow() always sends the good HWND
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if (FAILED(InitRumble(GetForegroundWindow())))
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PanicAlert("Could not initialize Rumble!");
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} else
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{
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// Acquire gamepad
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if (pRumble[_numPAD].g_pDevice != NULL)
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pRumble[_numPAD].g_pDevice->Acquire();
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}
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}
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}
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////////////////////////////////////////////////////
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// Set PAD rumble. Explanation: Stop = 0, Rumble = 1
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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void PAD_Rumble(u8 _numPAD, unsigned int _uType)
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{
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Pad_Use_Rumble(_numPAD);
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int Strenght = 0;
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if (PadMapping[_numPAD].Rumble) // rumble activated
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{
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if (_uType == 1)
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{
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// it looks like _uStrength is equal to 3 everytime anyway...
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Strenght = 1000 * (PadMapping[_numPAD].RumbleStrength);
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Strenght = Strenght > 10000 ? 10000 : Strenght;
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}
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else
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Strenght = 0;
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SetDeviceForcesXY(_numPAD, Strenght);
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}
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}
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// Rumble stuff :D!
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// ----------------
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//
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HRESULT InitRumble(HWND hWnd)
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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_Rumble, NULL)))
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return hr;
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// Look for a device we can use
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if (FAILED(hr = g_Rumble->EnumDevices( DI8DEVCLASS_GAMECTRL, EnumFFDevicesCallback, NULL, DIEDFL_ATTACHEDONLY | DIEDFL_FORCEFEEDBACK)))
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return hr;
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for (int i=0; i<4; i++)
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{
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if (NULL == pRumble[i].g_pDevice)
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PadMapping[i].Rumble = false; // Disable Rumble for this pad only.
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else
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{
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pRumble[i].g_pDevice->SetDataFormat(&c_dfDIJoystick);
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pRumble[i].g_pDevice->SetCooperativeLevel(hWnd, DISCL_EXCLUSIVE | DISCL_BACKGROUND);
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// Request exclusive acces for both background and foreground.
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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 Force Feedback doesn't seem to work...
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if (FAILED(pRumble[i].g_pDevice->EnumObjects(EnumAxesCallback,
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(void*)&pRumble[i].g_dwNumForceFeedbackAxis, DIDFT_AXIS))
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|| FAILED(pRumble[i].g_pDevice->SetProperty(DIPROP_AUTOCENTER, &dipdw.diph)))
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{
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PanicAlert("Device %d doesn't seem to work ! \nRumble for device %d is now Disabled !", i+1);
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PadMapping[i].Rumble = false; // Disable Rumble for this pad
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continue; // Next pad
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}
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if (pRumble[i].g_dwNumForceFeedbackAxis > 2)
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pRumble[i].g_dwNumForceFeedbackAxis = 2;
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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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ZeroMemory(&pRumble[i].eff, sizeof(pRumble[i].eff));
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pRumble[i].eff.dwSize = sizeof(DIEFFECT);
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pRumble[i].eff.dwFlags = DIEFF_CARTESIAN | DIEFF_OBJECTOFFSETS;
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pRumble[i].eff.dwDuration = INFINITE; // fixed time may be safer (X * DI_SECONDS)
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pRumble[i].eff.dwSamplePeriod = 0;
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pRumble[i].eff.dwGain = DI_FFNOMINALMAX;
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pRumble[i].eff.dwTriggerButton = DIEB_NOTRIGGER;
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pRumble[i].eff.dwTriggerRepeatInterval = 0;
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pRumble[i].eff.cAxes = pRumble[i].g_dwNumForceFeedbackAxis;
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pRumble[i].eff.rgdwAxes = _rgdwAxes;
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pRumble[i].eff.rglDirection = rglDirection;
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pRumble[i].eff.lpEnvelope = 0;
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pRumble[i].eff.cbTypeSpecificParams = sizeof( DICONSTANTFORCE );
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pRumble[i].eff.lpvTypeSpecificParams = &cf;
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pRumble[i].eff.dwStartDelay = 0;
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// Create the prepared effect
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if (FAILED(hr = pRumble[i].g_pDevice->CreateEffect(GUID_ConstantForce, &pRumble[i].eff, &pRumble[i].g_pEffect, NULL)))
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continue;
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if (pRumble[i].g_pEffect == NULL)
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continue;
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}
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}
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return S_OK;
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}
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void SetDeviceForcesXY(int npad, int nXYForce)
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{
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// Security check
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if (pRumble[npad].g_pDevice == NULL)
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return;
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// If nXYForce is null, there's no point to create the effect
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// Just stop the force feedback
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if (nXYForce == 0) {
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pRumble[npad].g_pEffect->Stop();
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return;
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}
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long rglDirection[2] = {0};
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DICONSTANTFORCE cf;
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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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if (pRumble[npad].g_dwNumForceFeedbackAxis == 1)
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{
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rglDirection[0] = 0;
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cf.lMagnitude = nXYForce; // max should be 10000
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}
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// If two force feedback axis, then apply magnitude from both directions
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else
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{
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rglDirection[0] = nXYForce;
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rglDirection[1] = nXYForce;
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cf.lMagnitude = static_cast<LONG>(1.4142f*nXYForce);
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}
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ZeroMemory(&pRumble[npad].eff, sizeof(pRumble[npad].eff));
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pRumble[npad].eff.dwSize = sizeof(DIEFFECT);
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pRumble[npad].eff.dwFlags = DIEFF_CARTESIAN | DIEFF_OBJECTOFFSETS;
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pRumble[npad].eff.cAxes = pRumble[npad].g_dwNumForceFeedbackAxis;
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pRumble[npad].eff.rglDirection = rglDirection;
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pRumble[npad].eff.lpEnvelope = 0;
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pRumble[npad].eff.cbTypeSpecificParams = sizeof(DICONSTANTFORCE);
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pRumble[npad].eff.lpvTypeSpecificParams = &cf;
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pRumble[npad].eff.dwStartDelay = 0;
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// Now set the new parameters..
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pRumble[npad].g_pEffect->SetParameters(&pRumble[npad].eff, DIEP_DIRECTION | DIEP_TYPESPECIFICPARAMS | DIEP_START);
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// ..And start the effect immediately.
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if (pRumble[npad].g_pEffect != NULL)
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pRumble[npad].g_pEffect->Start(1, 0);
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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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DIPROPDWORD dipdw;
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HRESULT hr;
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int JoystickID;
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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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g_Rumble->CreateDevice(pInst->guidInstance, &pDevice, NULL); // Create a DInput pad device
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if (SUCCEEDED(hr = pDevice->GetProperty(DIPROP_JOYSTICKID, &dipdw.diph))) // Get DInput Device ID
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JoystickID = dipdw.dwData;
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else
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return DIENUM_CONTINUE;
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//PanicAlert("DInput ID : %d \nSDL ID (1-4) : %d / %d / %d / %d\n", JoystickID, PadMapping[0].ID, PadMapping[1].ID, PadMapping[2].ID, PadMapping[3].ID);
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for (int i=0; i<4; i++)
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{
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if (PadMapping[i].ID == JoystickID) // if SDL ID = DInput ID -> we're dealing with the same device
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{
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// a DInput device is created even if rumble is disabled on startup
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// this way, you can toggle the rumble setting while in game
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//if (PadMapping[i].enabled) // && PadMapping[i].Rumble
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pRumble[i].g_pDevice = pDevice; // everything looks good, save the DInput device
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}
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}
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return DIENUM_CONTINUE;
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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; // Enum Rumble Axis
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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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void PAD_RumbleClose()
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{
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// It may look weird, but we don't free anything here, it was the cause of crashes
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// on stop, and the DLL isn't unloaded anyway, so the pointers stay
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// We just stop the rumble in case it's still playing an effect.
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for (int i=0; i<4; i++)
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{
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if (pRumble[i].g_pDevice && pRumble[i].g_pEffect)
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pRumble[i].g_pEffect->Stop();
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}
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}
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#else // Multiplatform SDL Rumble code
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#ifdef SDL_RUMBLE
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struct RUMBLE // GC Pad rumble DIDevice
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{
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SDL_Haptic* g_pDevice;
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SDL_HapticEffect g_pEffect;
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int effect_id;
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};
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RUMBLE pRumble[4] = {0}; // 4 GC Rumble Pads
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#endif
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// Use PAD rumble
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// --------------
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bool PAD_Init_Rumble(u8 _numPAD, SDL_Joystick *SDL_Device)
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{
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#ifdef SDL_RUMBLE
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if (SDL_Device == NULL)
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return false;
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pRumble[_numPAD].g_pDevice = SDL_HapticOpenFromJoystick(SDL_Device);
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if (pRumble[_numPAD].g_pDevice == NULL)
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return false; // Most likely joystick isn't haptic
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if (!(SDL_HapticQuery(pRumble[_numPAD].g_pDevice) & SDL_HAPTIC_CONSTANT))
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{
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SDL_HapticClose(pRumble[_numPAD].g_pDevice); // No effect
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pRumble[_numPAD].g_pDevice = 0;
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PadMapping[_numPAD].Rumble = false;
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return false;
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}
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// Set the strength of the rumble effect
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int Strenght = 3276 * (pRumble[_numPAD].RumbleStrength);
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Strenght = Strenght > 32767 ? 32767 : Strenght;
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// Create the effect
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memset(&pRumble[_numPAD].g_pEffect, 0, sizeof(SDL_HapticEffect)); // 0 is safe default
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pRumble[_numPAD].g_pEffect.type = SDL_HAPTIC_CONSTANT;
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pRumble[_numPAD].g_pEffect.constant.direction.type = SDL_HAPTIC_POLAR; // Polar coordinates
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pRumble[_numPAD].g_pEffect.constant.direction.dir[0] = 18000; // Force comes from south
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pRumble[_numPAD].g_pEffect.constant.level = Strenght;
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pRumble[_numPAD].g_pEffect.constant.length = 10000; // 10s long (should be INFINITE, but 10s is safer)
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pRumble[_numPAD].g_pEffect.constant.attack_length = 0; // disable Fade in...
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pRumble[_numPAD].g_pEffect.constant.fade_length = 0; // ...and out
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// Upload the effect
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pRumble[_numPAD].effect_id = SDL_HapticNewEffect( pRumble[_numPAD].g_pDevice, &pRumble[_numPAD].g_pEffect );
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#endif
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return true;
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}
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// Set PAD rumble. Explanation: Stop = 0, Rumble = 1
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// --------------
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void PAD_Rumble(u8 _numPAD, unsigned int _uType)
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{
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int Strenght = 0;
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#ifdef SDL_RUMBLE
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if (PadMapping[_numPAD].Rumble) // rumble activated
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{
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if (!pRumble[_numPAD].g_pDevice)
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return;
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if (_uType == 1)
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SDL_HapticRunEffect( pRumble[_numPAD].g_pDevice, pRumble[_numPAD].effect_id, 1 );
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else
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SDL_HapticStopAll(pRumble[_numPAD].g_pDevice);
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}
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#endif
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}
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void PAD_RumbleClose()
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{
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#ifdef SDL_RUMBLE
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for (int i=0; i<4; i++) // Free all pads
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{
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if (pRumble[i].g_pDevice) {
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SDL_HapticClose( pRumble[i].g_pDevice );
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pRumble[i].g_pDevice = NULL;
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}
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}
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#endif
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}
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#endif // RUMBLE_HACK
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} // end of namespace
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