681 lines
18 KiB
C++
681 lines
18 KiB
C++
// Copyright 2010 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include "InputCommon/ControllerInterface/SDL/SDL.h"
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#include <algorithm>
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#include <thread>
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#include <SDL_events.h>
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#include "Common/Event.h"
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#include "Common/Logging/Log.h"
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#include "Common/ScopeGuard.h"
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#include "Common/StringUtil.h"
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#include "InputCommon/ControllerInterface/ControllerInterface.h"
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#ifdef _WIN32
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#include <Windows.h>
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#endif
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namespace ciface::SDL
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{
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static std::string GetJoystickName(int index)
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{
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#if SDL_VERSION_ATLEAST(2, 0, 0)
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return SDL_JoystickNameForIndex(index);
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#else
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return SDL_JoystickName(index);
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#endif
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}
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static void OpenAndAddDevice(int index)
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{
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SDL_Joystick* const dev = SDL_JoystickOpen(index);
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if (dev)
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{
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auto js = std::make_shared<Joystick>(dev, index);
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// only add if it has some inputs/outputs
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if (!js->Inputs().empty() || !js->Outputs().empty())
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g_controller_interface.AddDevice(std::move(js));
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}
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}
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#if SDL_VERSION_ATLEAST(2, 0, 0)
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static Common::Event s_init_event;
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static Uint32 s_stop_event_type;
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static Uint32 s_populate_event_type;
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static std::thread s_hotplug_thread;
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static bool HandleEventAndContinue(const SDL_Event& e)
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{
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if (e.type == SDL_JOYDEVICEADDED)
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{
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OpenAndAddDevice(e.jdevice.which);
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}
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else if (e.type == SDL_JOYDEVICEREMOVED)
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{
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g_controller_interface.RemoveDevice([&e](const auto* device) {
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return device->GetSource() == "SDL" &&
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SDL_JoystickInstanceID(static_cast<const Joystick*>(device)->GetSDLJoystick()) ==
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e.jdevice.which;
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});
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}
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else if (e.type == s_populate_event_type)
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{
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g_controller_interface.PlatformPopulateDevices([] {
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for (int i = 0; i < SDL_NumJoysticks(); ++i)
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OpenAndAddDevice(i);
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});
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}
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else if (e.type == s_stop_event_type)
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{
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return false;
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}
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return true;
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}
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#endif
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static void EnableSDLLogging()
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{
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SDL_LogSetAllPriority(SDL_LOG_PRIORITY_VERBOSE);
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SDL_LogSetOutputFunction(
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[](void*, int category, SDL_LogPriority priority, const char* message) {
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std::string category_name;
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switch (category)
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{
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case SDL_LOG_CATEGORY_APPLICATION:
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category_name = "app";
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break;
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case SDL_LOG_CATEGORY_ERROR:
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category_name = "error";
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break;
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case SDL_LOG_CATEGORY_ASSERT:
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category_name = "assert";
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break;
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case SDL_LOG_CATEGORY_SYSTEM:
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category_name = "system";
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break;
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case SDL_LOG_CATEGORY_AUDIO:
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category_name = "audio";
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break;
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case SDL_LOG_CATEGORY_VIDEO:
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category_name = "video";
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break;
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case SDL_LOG_CATEGORY_RENDER:
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category_name = "render";
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break;
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case SDL_LOG_CATEGORY_INPUT:
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category_name = "input";
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break;
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case SDL_LOG_CATEGORY_TEST:
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category_name = "test";
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break;
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default:
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category_name = fmt::format("unknown({})", category);
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break;
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}
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auto log_level = Common::Log::LogLevel::LNOTICE;
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switch (priority)
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{
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case SDL_LOG_PRIORITY_VERBOSE:
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case SDL_LOG_PRIORITY_DEBUG:
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log_level = Common::Log::LogLevel::LDEBUG;
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break;
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case SDL_LOG_PRIORITY_INFO:
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log_level = Common::Log::LogLevel::LINFO;
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break;
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case SDL_LOG_PRIORITY_WARN:
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log_level = Common::Log::LogLevel::LWARNING;
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break;
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case SDL_LOG_PRIORITY_ERROR:
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log_level = Common::Log::LogLevel::LERROR;
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break;
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case SDL_LOG_PRIORITY_CRITICAL:
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log_level = Common::Log::LogLevel::LNOTICE;
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break;
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}
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GENERIC_LOG_FMT(Common::Log::LogType::CONTROLLERINTERFACE, log_level, "{}: {}",
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category_name, message);
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},
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nullptr);
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}
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void Init()
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{
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#if !SDL_VERSION_ATLEAST(2, 0, 0)
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if (SDL_Init(SDL_INIT_JOYSTICK | SDL_INIT_HAPTIC) != 0)
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ERROR_LOG_FMT(CONTROLLERINTERFACE, "SDL failed to initialize");
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return;
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#else
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#if defined(__APPLE__) && !SDL_VERSION_ATLEAST(2, 0, 24)
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// Bug in SDL 2.0.22 requires the first init to be done on the main thread to avoid crashing
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SDL_InitSubSystem(SDL_INIT_JOYSTICK);
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SDL_QuitSubSystem(SDL_INIT_JOYSTICK);
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#endif
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EnableSDLLogging();
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#if SDL_VERSION_ATLEAST(2, 0, 14)
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// This is required on windows so that SDL's joystick code properly pumps window messages
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SDL_SetHint(SDL_HINT_JOYSTICK_THREAD, "1");
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#endif
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#if SDL_VERSION_ATLEAST(2, 0, 9)
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SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE, "1");
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#endif
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s_hotplug_thread = std::thread([] {
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Common::ScopeGuard quit_guard([] {
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// TODO: there seems to be some sort of memory leak with SDL, quit isn't freeing everything up
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SDL_Quit();
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});
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{
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Common::ScopeGuard init_guard([] { s_init_event.Set(); });
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if (SDL_Init(SDL_INIT_JOYSTICK | SDL_INIT_HAPTIC | SDL_INIT_GAMECONTROLLER) != 0)
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{
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ERROR_LOG_FMT(CONTROLLERINTERFACE, "SDL failed to initialize");
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return;
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}
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const Uint32 custom_events_start = SDL_RegisterEvents(2);
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if (custom_events_start == static_cast<Uint32>(-1))
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{
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ERROR_LOG_FMT(CONTROLLERINTERFACE, "SDL failed to register custom events");
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return;
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}
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s_stop_event_type = custom_events_start;
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s_populate_event_type = custom_events_start + 1;
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// Drain all of the events and add the initial joysticks before returning. Otherwise, the
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// individual joystick events as well as the custom populate event will be handled _after_
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// ControllerInterface::Init/RefreshDevices has cleared its list of devices, resulting in
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// duplicate devices. Adding devices will actually "fail" here, as the ControllerInterface
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// hasn't finished initializing yet.
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SDL_Event e;
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while (SDL_PollEvent(&e) != 0)
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{
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if (!HandleEventAndContinue(e))
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return;
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}
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}
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#ifdef _WIN32
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// This is a hack to workaround SDL_hidapi using window messages to detect device
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// removal/arrival, yet no part of SDL pumps messages for it. It can hopefully be removed in the
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// future when SDL fixes the issue. Note this is a separate issue from SDL_HINT_JOYSTICK_THREAD.
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// Also note that SDL_WaitEvent may block while device detection window messages get queued up,
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// causing some noticible stutter. This is just another reason it should be fixed properly by
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// SDL...
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const auto window_handle =
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FindWindowEx(HWND_MESSAGE, nullptr, TEXT("SDL_HIDAPI_DEVICE_DETECTION"), nullptr);
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#endif
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SDL_Event e;
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while (SDL_WaitEvent(&e) != 0)
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{
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if (!HandleEventAndContinue(e))
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return;
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#ifdef _WIN32
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MSG msg;
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while (window_handle && PeekMessage(&msg, window_handle, 0, 0, PM_NOREMOVE))
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{
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if (GetMessageA(&msg, window_handle, 0, 0) != 0)
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{
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TranslateMessage(&msg);
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DispatchMessage(&msg);
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}
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}
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#endif
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}
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});
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s_init_event.Wait();
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#endif
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}
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void DeInit()
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{
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#if !SDL_VERSION_ATLEAST(2, 0, 0)
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SDL_Quit();
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#else
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if (!s_hotplug_thread.joinable())
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return;
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SDL_Event stop_event{s_stop_event_type};
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SDL_PushEvent(&stop_event);
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s_hotplug_thread.join();
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#endif
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}
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void PopulateDevices()
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{
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#if !SDL_VERSION_ATLEAST(2, 0, 0)
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if (!SDL_WasInit(SDL_INIT_JOYSTICK))
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return;
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for (int i = 0; i < SDL_NumJoysticks(); ++i)
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OpenAndAddDevice(i);
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#else
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if (!s_hotplug_thread.joinable())
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return;
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SDL_Event populate_event{s_populate_event_type};
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SDL_PushEvent(&populate_event);
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#endif
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}
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Joystick::Joystick(SDL_Joystick* const joystick, const int sdl_index)
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: m_joystick(joystick), m_name(StripSpaces(GetJoystickName(sdl_index)))
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{
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// really bad HACKS:
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// to not use SDL for an XInput device
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// too many people on the forums pick the SDL device and ask:
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// "why don't my 360 gamepad triggers/rumble work correctly"
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// XXX x360 controllers _should_ work on modern SDL2, so it's unclear why they're
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// still broken. Perhaps it's because we're not pumping window messages, which SDL seems to
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// expect.
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#ifdef _WIN32
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// checking the name is probably good (and hacky) enough
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// but I'll double check with the num of buttons/axes
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std::string lcasename = GetName();
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Common::ToLower(&lcasename);
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if ((std::string::npos != lcasename.find("xbox 360")) &&
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(11 == SDL_JoystickNumButtons(joystick)) && (6 == SDL_JoystickNumAxes(joystick)) &&
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(1 == SDL_JoystickNumHats(joystick)) && (0 == SDL_JoystickNumBalls(joystick)))
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{
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// this device won't be used
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return;
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}
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#endif
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if (SDL_JoystickNumButtons(joystick) > 255 || SDL_JoystickNumAxes(joystick) > 255 ||
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SDL_JoystickNumHats(joystick) > 255 || SDL_JoystickNumBalls(joystick) > 255)
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{
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// This device is invalid, don't use it
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// Some crazy devices(HP webcam 2100) end up as HID devices
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// SDL tries parsing these as joysticks
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return;
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}
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// get buttons
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for (u8 i = 0; i != SDL_JoystickNumButtons(m_joystick); ++i)
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AddInput(new Button(i, m_joystick));
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// get hats
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for (u8 i = 0; i != SDL_JoystickNumHats(m_joystick); ++i)
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{
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// each hat gets 4 input instances associated with it, (up down left right)
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for (u8 d = 0; d != 4; ++d)
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AddInput(new Hat(i, m_joystick, d));
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}
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// get axes
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for (u8 i = 0; i != SDL_JoystickNumAxes(m_joystick); ++i)
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{
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// each axis gets a negative and a positive input instance associated with it
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AddAnalogInputs(new Axis(i, m_joystick, -32768), new Axis(i, m_joystick, 32767));
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}
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#ifdef USE_SDL_HAPTIC
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if (SDL_JoystickIsHaptic(m_joystick))
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{
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m_haptic = SDL_HapticOpenFromJoystick(m_joystick);
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if (m_haptic)
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{
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const unsigned int supported_effects = SDL_HapticQuery(m_haptic);
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// Disable autocenter:
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if (supported_effects & SDL_HAPTIC_AUTOCENTER)
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SDL_HapticSetAutocenter(m_haptic, 0);
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// Constant
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if (supported_effects & SDL_HAPTIC_CONSTANT)
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AddOutput(new ConstantEffect(m_haptic));
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// Ramp
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if (supported_effects & SDL_HAPTIC_RAMP)
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AddOutput(new RampEffect(m_haptic));
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// Periodic
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for (auto waveform :
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{SDL_HAPTIC_SINE, SDL_HAPTIC_TRIANGLE, SDL_HAPTIC_SAWTOOTHUP, SDL_HAPTIC_SAWTOOTHDOWN})
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{
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if (supported_effects & waveform)
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AddOutput(new PeriodicEffect(m_haptic, waveform));
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}
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// LeftRight
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if (supported_effects & SDL_HAPTIC_LEFTRIGHT)
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{
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AddOutput(new LeftRightEffect(m_haptic, LeftRightEffect::Motor::Strong));
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AddOutput(new LeftRightEffect(m_haptic, LeftRightEffect::Motor::Weak));
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}
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}
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}
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#endif
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#if SDL_VERSION_ATLEAST(2, 0, 9)
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if (!m_haptic)
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{
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AddOutput(new Motor(m_joystick));
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}
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#endif
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#ifdef USE_SDL_GAMECONTROLLER
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if (SDL_IsGameController(sdl_index))
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{
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m_controller = SDL_GameControllerOpen(sdl_index);
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if (m_controller)
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{
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if (SDL_GameControllerSetSensorEnabled(m_controller, SDL_SENSOR_ACCEL, SDL_TRUE) == 0)
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{
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AddInput(new MotionInput("Accel Up", m_controller, SDL_SENSOR_ACCEL, 1, 1));
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AddInput(new MotionInput("Accel Down", m_controller, SDL_SENSOR_ACCEL, 1, -1));
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AddInput(new MotionInput("Accel Left", m_controller, SDL_SENSOR_ACCEL, 0, -1));
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AddInput(new MotionInput("Accel Right", m_controller, SDL_SENSOR_ACCEL, 0, 1));
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AddInput(new MotionInput("Accel Forward", m_controller, SDL_SENSOR_ACCEL, 2, -1));
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AddInput(new MotionInput("Accel Backward", m_controller, SDL_SENSOR_ACCEL, 2, 1));
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}
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if (SDL_GameControllerSetSensorEnabled(m_controller, SDL_SENSOR_GYRO, SDL_TRUE) == 0)
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{
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AddInput(new MotionInput("Gyro Pitch Up", m_controller, SDL_SENSOR_GYRO, 0, 1));
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AddInput(new MotionInput("Gyro Pitch Down", m_controller, SDL_SENSOR_GYRO, 0, -1));
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AddInput(new MotionInput("Gyro Roll Left", m_controller, SDL_SENSOR_GYRO, 2, 1));
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AddInput(new MotionInput("Gyro Roll Right", m_controller, SDL_SENSOR_GYRO, 2, -1));
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AddInput(new MotionInput("Gyro Yaw Left", m_controller, SDL_SENSOR_GYRO, 1, 1));
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AddInput(new MotionInput("Gyro Yaw Right", m_controller, SDL_SENSOR_GYRO, 1, -1));
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}
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}
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}
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#endif
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}
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Joystick::~Joystick()
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{
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#ifdef USE_SDL_GAMECONTROLLER
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if (m_controller)
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{
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SDL_GameControllerClose(m_controller);
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m_controller = nullptr;
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}
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#endif
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#ifdef USE_SDL_HAPTIC
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if (m_haptic)
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{
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// stop/destroy all effects
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SDL_HapticStopAll(m_haptic);
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// close haptic before joystick
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SDL_HapticClose(m_haptic);
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m_haptic = nullptr;
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}
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#endif
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#if SDL_VERSION_ATLEAST(2, 0, 9)
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// stop all rumble
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SDL_JoystickRumble(m_joystick, 0, 0, 0);
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#endif
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// close joystick
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SDL_JoystickClose(m_joystick);
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}
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#ifdef USE_SDL_HAPTIC
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void Joystick::HapticEffect::UpdateEffect()
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{
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if (m_effect.type != DISABLED_EFFECT_TYPE)
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{
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if (m_id < 0)
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{
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// Upload and try to play the effect.
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m_id = SDL_HapticNewEffect(m_haptic, &m_effect);
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if (m_id >= 0)
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SDL_HapticRunEffect(m_haptic, m_id, 1);
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}
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else
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{
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// Effect is already playing. Update parameters.
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SDL_HapticUpdateEffect(m_haptic, m_id, &m_effect);
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}
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}
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else if (m_id >= 0)
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{
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// Stop and remove the effect.
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SDL_HapticStopEffect(m_haptic, m_id);
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SDL_HapticDestroyEffect(m_haptic, m_id);
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m_id = -1;
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}
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}
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Joystick::HapticEffect::HapticEffect(SDL_Haptic* haptic) : m_haptic(haptic)
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{
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// FYI: type is set within UpdateParameters.
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m_effect.type = DISABLED_EFFECT_TYPE;
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}
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Joystick::HapticEffect::~HapticEffect()
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{
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m_effect.type = DISABLED_EFFECT_TYPE;
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UpdateEffect();
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}
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void Joystick::HapticEffect::SetDirection(SDL_HapticDirection* dir)
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{
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// Left direction (for wheels)
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dir->type = SDL_HAPTIC_CARTESIAN;
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dir->dir[0] = -1;
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}
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Joystick::ConstantEffect::ConstantEffect(SDL_Haptic* haptic) : HapticEffect(haptic)
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{
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m_effect.constant = {};
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SetDirection(&m_effect.constant.direction);
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m_effect.constant.length = RUMBLE_LENGTH_MS;
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}
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Joystick::RampEffect::RampEffect(SDL_Haptic* haptic) : HapticEffect(haptic)
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{
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m_effect.ramp = {};
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SetDirection(&m_effect.ramp.direction);
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m_effect.ramp.length = RUMBLE_LENGTH_MS;
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}
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Joystick::PeriodicEffect::PeriodicEffect(SDL_Haptic* haptic, u16 waveform)
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: HapticEffect(haptic), m_waveform(waveform)
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{
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m_effect.periodic = {};
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SetDirection(&m_effect.periodic.direction);
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m_effect.periodic.length = RUMBLE_LENGTH_MS;
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m_effect.periodic.period = RUMBLE_PERIOD_MS;
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m_effect.periodic.offset = 0;
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m_effect.periodic.phase = 0;
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}
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|
|
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Joystick::LeftRightEffect::LeftRightEffect(SDL_Haptic* haptic, Motor motor)
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|
: HapticEffect(haptic), m_motor(motor)
|
|
{
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|
m_effect.leftright = {};
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|
m_effect.leftright.length = RUMBLE_LENGTH_MS;
|
|
}
|
|
|
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std::string Joystick::ConstantEffect::GetName() const
|
|
{
|
|
return "Constant";
|
|
}
|
|
|
|
std::string Joystick::RampEffect::GetName() const
|
|
{
|
|
return "Ramp";
|
|
}
|
|
|
|
std::string Joystick::PeriodicEffect::GetName() const
|
|
{
|
|
switch (m_waveform)
|
|
{
|
|
case SDL_HAPTIC_SINE:
|
|
return "Sine";
|
|
case SDL_HAPTIC_TRIANGLE:
|
|
return "Triangle";
|
|
case SDL_HAPTIC_SAWTOOTHUP:
|
|
return "Sawtooth Up";
|
|
case SDL_HAPTIC_SAWTOOTHDOWN:
|
|
return "Sawtooth Down";
|
|
default:
|
|
return "Unknown";
|
|
}
|
|
}
|
|
|
|
std::string Joystick::LeftRightEffect::GetName() const
|
|
{
|
|
return (Motor::Strong == m_motor) ? "Strong" : "Weak";
|
|
}
|
|
|
|
void Joystick::HapticEffect::SetState(ControlState state)
|
|
{
|
|
// Maximum force value for all SDL effects:
|
|
constexpr s16 MAX_FORCE_VALUE = 0x7fff;
|
|
|
|
if (UpdateParameters(s16(state * MAX_FORCE_VALUE)))
|
|
{
|
|
UpdateEffect();
|
|
}
|
|
}
|
|
|
|
bool Joystick::ConstantEffect::UpdateParameters(s16 value)
|
|
{
|
|
s16& level = m_effect.constant.level;
|
|
const s16 old_level = level;
|
|
|
|
level = value;
|
|
|
|
m_effect.type = level ? SDL_HAPTIC_CONSTANT : DISABLED_EFFECT_TYPE;
|
|
return level != old_level;
|
|
}
|
|
|
|
bool Joystick::RampEffect::UpdateParameters(s16 value)
|
|
{
|
|
s16& level = m_effect.ramp.start;
|
|
const s16 old_level = level;
|
|
|
|
level = value;
|
|
// FYI: Setting end to same as start is odd,
|
|
// but so is using Ramp effects for rumble simulation.
|
|
m_effect.ramp.end = level;
|
|
|
|
m_effect.type = level ? SDL_HAPTIC_RAMP : DISABLED_EFFECT_TYPE;
|
|
return level != old_level;
|
|
}
|
|
|
|
bool Joystick::PeriodicEffect::UpdateParameters(s16 value)
|
|
{
|
|
s16& level = m_effect.periodic.magnitude;
|
|
const s16 old_level = level;
|
|
|
|
level = value;
|
|
|
|
m_effect.type = level ? m_waveform : DISABLED_EFFECT_TYPE;
|
|
return level != old_level;
|
|
}
|
|
|
|
bool Joystick::LeftRightEffect::UpdateParameters(s16 value)
|
|
{
|
|
u16& level = (Motor::Strong == m_motor) ? m_effect.leftright.large_magnitude :
|
|
m_effect.leftright.small_magnitude;
|
|
const u16 old_level = level;
|
|
|
|
level = value;
|
|
|
|
m_effect.type = level ? SDL_HAPTIC_LEFTRIGHT : DISABLED_EFFECT_TYPE;
|
|
return level != old_level;
|
|
}
|
|
#endif
|
|
|
|
#if SDL_VERSION_ATLEAST(2, 0, 9)
|
|
std::string Joystick::Motor::GetName() const
|
|
{
|
|
return "Motor";
|
|
}
|
|
|
|
void Joystick::Motor::SetState(ControlState state)
|
|
{
|
|
Uint16 rumble = state * std::numeric_limits<Uint16>::max();
|
|
SDL_JoystickRumble(m_js, rumble, rumble, std::numeric_limits<Uint32>::max());
|
|
}
|
|
#endif
|
|
|
|
void Joystick::UpdateInput()
|
|
{
|
|
// TODO: Don't call this for every Joystick, only once per ControllerInterface::UpdateInput()
|
|
SDL_JoystickUpdate();
|
|
}
|
|
|
|
std::string Joystick::GetName() const
|
|
{
|
|
return m_name;
|
|
}
|
|
|
|
std::string Joystick::GetSource() const
|
|
{
|
|
return "SDL";
|
|
}
|
|
|
|
SDL_Joystick* Joystick::GetSDLJoystick() const
|
|
{
|
|
return m_joystick;
|
|
}
|
|
|
|
std::string Joystick::Button::GetName() const
|
|
{
|
|
return "Button " + std::to_string(m_index);
|
|
}
|
|
|
|
std::string Joystick::Axis::GetName() const
|
|
{
|
|
return "Axis " + std::to_string(m_index) + (m_range < 0 ? '-' : '+');
|
|
}
|
|
|
|
std::string Joystick::Hat::GetName() const
|
|
{
|
|
return "Hat " + std::to_string(m_index) + ' ' + "NESW"[m_direction];
|
|
}
|
|
|
|
ControlState Joystick::Button::GetState() const
|
|
{
|
|
return SDL_JoystickGetButton(m_js, m_index);
|
|
}
|
|
|
|
ControlState Joystick::Axis::GetState() const
|
|
{
|
|
return 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;
|
|
}
|
|
#ifdef USE_SDL_GAMECONTROLLER
|
|
|
|
ControlState Joystick::MotionInput::GetState() const
|
|
{
|
|
std::array<float, 3> data{};
|
|
SDL_GameControllerGetSensorData(m_gc, m_type, data.data(), (int)data.size());
|
|
return m_scale * data[m_index];
|
|
}
|
|
|
|
#endif
|
|
} // namespace ciface::SDL
|