223 lines
5.2 KiB
C++
223 lines
5.2 KiB
C++
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// Project description
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// -------------------
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// Name: SDL Input
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// Description: Common SDL Input Functions
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//
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// Author: Falcon4ever (nJoy@falcon4ever.com, www.multigesture.net), JPeterson etc
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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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#define _SDL_MAIN_ // Avoid certain declarations in SDL.h
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#include "InputCommon.h"
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#include "SDL_Util.h" // Local
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#ifdef _WIN32
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#include "XInput_Util.h"
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#endif
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namespace InputCommon
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{
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// Search attached devices. Populate joyinfo for all attached physical devices.
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// -----------------------
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bool SearchDevices(std::vector<CONTROLLER_INFO> &_joyinfo, int &_NumPads, int &_NumGoodPads)
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{
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if (!SDL_WasInit(0))
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#if SDL_VERSION_ATLEAST(1, 3, 0)
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if (SDL_Init(SDL_INIT_JOYSTICK | SDL_INIT_HAPTIC) < 0)
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#else
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if (SDL_Init(SDL_INIT_JOYSTICK) < 0)
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#endif
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{
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PanicAlert("Could not initialize SDL: %s", SDL_GetError());
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return false;
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}
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// Get device status
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int numjoy = SDL_NumJoysticks();
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for (int i = 0; i < numjoy; i++)
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{
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CONTROLLER_INFO Tmp;
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Tmp.joy = SDL_JoystickOpen(i);
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Tmp.ID = i;
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Tmp.NumAxes = SDL_JoystickNumAxes(Tmp.joy);
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Tmp.NumButtons = SDL_JoystickNumButtons(Tmp.joy);
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Tmp.NumBalls = SDL_JoystickNumBalls(Tmp.joy);
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Tmp.NumHats = SDL_JoystickNumHats(Tmp.joy);
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Tmp.Name = SDL_JoystickName(i);
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// Check if the device is okay
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if ( Tmp.NumAxes == 0
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&& Tmp.NumBalls == 0
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&& Tmp.NumButtons == 0
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&& Tmp.NumHats == 0
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)
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{
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Tmp.Good = false;
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}
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else
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{
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_NumGoodPads++;
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Tmp.Good = true;
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}
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_joyinfo.push_back(Tmp);
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// We have now read the values we need so we close the device
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// if (SDL_JoystickOpened(i)) SDL_JoystickClose(_joyinfo[i].joy);
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}
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_NumPads = (int)_joyinfo.size();
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return true;
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}
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// Avoid extreme axis values
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// ---------------------
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/* Function: We have to avoid very big values because some triggers are -0x8000 in the
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unpressed state (and then go from -0x8000 to 0x8000 as they are fully pressed) */
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bool AvoidValues(int value, bool NoTriggerFilter)
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{
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// Avoid detecting very small or very big (for triggers) values
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if((value > -0x1000 && value < 0x1000) // Small values
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|| ((value < -0x7000 || value > 0x7000) && !NoTriggerFilter)) // Big values
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return true; // Avoid
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else
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return false; // Keep
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}
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// Detect a pressed button
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// ---------------------
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void GetButton(SDL_Joystick *joy, int ControllerID, int buttons, int axes, int hats,
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int &KeyboardKey, int &value, int &type, int &pressed, bool &Succeed, bool &Stop,
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bool LeftRight, bool Axis, bool XInput, bool Button, bool Hat, bool NoTriggerFilter)
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{
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// It needs the wxWidgets excape keycode
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static const int WXK_ESCAPE = 27;
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// Update the internal status
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SDL_JoystickUpdate();
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// For the triggers we accept both a digital or an analog button
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if(Axis)
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{
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for(int i = 0; i < axes; i++)
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{
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value = SDL_JoystickGetAxis(joy, i);
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if(AvoidValues(value, NoTriggerFilter)) continue; // Avoid values
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pressed = i + (LeftRight ? 1000 : 0); // Identify the analog triggers
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type = InputCommon::CTL_AXIS;
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Succeed = true;
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}
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}
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// Check for a hat
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if(Hat)
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{
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for(int i = 0; i < hats; i++)
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{
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value = SDL_JoystickGetHat(joy, i);
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if(value)
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{
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pressed = i;
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type = InputCommon::CTL_HAT;
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Succeed = true;
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}
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}
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}
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// Check for a button
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if(Button)
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{
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for(int i = 0; i < buttons; i++)
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{
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// Some kind of bug in SDL 1.3 would give button 9 and 10 (nonexistent) the value 48 on the 360 pad
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if (SDL_JoystickGetButton(joy, i) > 1) continue;
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if(SDL_JoystickGetButton(joy, i))
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{
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pressed = i;
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type = InputCommon::CTL_BUTTON;
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Succeed = true;
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}
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}
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}
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// Check for a XInput trigger
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#ifdef _WIN32
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if(XInput && LeftRight)
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{
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for(int i = 0; i <= InputCommon::XI_TRIGGER_R; i++)
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{
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if(XInput::GetXI(ControllerID, i))
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{
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pressed = i + 1000;
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type = InputCommon::CTL_AXIS;
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Succeed = true;
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}
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}
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}
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#endif
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// Check for keyboard action
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if (KeyboardKey)
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{
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if(Button)
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{
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// Todo: Add a separate keyboard vector to remove this restriction
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if(KeyboardKey >= buttons)
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{
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pressed = KeyboardKey;
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type = InputCommon::CTL_BUTTON;
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Succeed = true;
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KeyboardKey = 0;
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if(pressed == WXK_ESCAPE) pressed = -1; // Check for the escape key
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}
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// Else show the error message
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else
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{
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pressed = KeyboardKey;
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KeyboardKey = -1;
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Stop = true;
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}
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}
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// Only accept the escape key
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else if (KeyboardKey == WXK_ESCAPE)
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{
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Succeed = true;
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KeyboardKey = 0;
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pressed = -1;
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}
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}
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}
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} // InputCommon
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