383 lines
12 KiB
C++
383 lines
12 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) 2003-2008 Dolphin Project.
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//
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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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//////////////////////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////////////////////
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// Include
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// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
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#define _SDL_MAIN_ // Avoid certain declarations in SDL.h
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#include "SDL.h" // Local
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#include "XInput.h"
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////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////////////////////
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// Definitions
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// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
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int g_LastPad = 0;
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////////////////////////////////////
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namespace InputCommon
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{
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//////////////////////////////////////////////////////////////////////////////////////////
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// Definitions
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// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
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////////////////////////////////////
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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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// Load config
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#ifdef _DEBUG
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DEBUG_INIT();
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#endif
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/* SDL 1.3 use DirectInput instead of the old Microsoft Multimedia API, and with this we need
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the SDL_INIT_VIDEO flag to */
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if (!SDL_WasInit(0))
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if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK) < 0)
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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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#ifdef _DEBUG
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fprintf(pFile, "Scanning for devices\n");
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fprintf(pFile, "¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\n");
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#endif
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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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#ifdef _DEBUG
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fprintf(pFile, "ID: %d\n", i);
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fprintf(pFile, "Name: %s\n", joyinfo[i].Name);
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fprintf(pFile, "Buttons: %d\n", joyinfo[i].NumButtons);
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fprintf(pFile, "Axes: %d\n", joyinfo[i].NumAxes);
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fprintf(pFile, "Hats: %d\n", joyinfo[i].NumHats);
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fprintf(pFile, "Balls: %d\n\n", joyinfo[i].NumBalls);
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#endif
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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 = _joyinfo.size();
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return true;
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}
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////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////////////////////
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// Supporting functions
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// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
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// Read current joystick status
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/* ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
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The value PadMapping[].buttons[] is the number of the assigned joypad button,
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PadState[].buttons[] is the status of the button, it becomes 0 (no pressed) or 1 (pressed) */
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// Read buttons status. Called from GetJoyState().
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// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
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void ReadButton(CONTROLLER_STATE &_PadState, CONTROLLER_MAPPING _PadMapping, int button, int NumButtons)
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{
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int ctl_button = _PadMapping.buttons[button];
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if (ctl_button < NumButtons)
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{
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_PadState.buttons[button] = SDL_JoystickGetButton(_PadState.joy, ctl_button);
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}
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}
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// Request joystick state.
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// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
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/* Called from: PAD_GetStatus()
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Input: The virtual device 0, 1, 2 or 3
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Function: Updates the PadState struct with the current pad status. The input value "controller" is
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for a virtual controller 0 to 3. */
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void GetJoyState(CONTROLLER_STATE &_PadState, CONTROLLER_MAPPING _PadMapping, int Controller, int NumButtons)
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{
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// Update the gamepad status
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SDL_JoystickUpdate();
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// Update axis states. It doesn't hurt much if we happen to ask for nonexisting axises here.
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_PadState.axis[CTL_MAIN_X] = SDL_JoystickGetAxis(_PadState.joy, _PadMapping.axis[CTL_MAIN_X]);
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_PadState.axis[CTL_MAIN_Y] = SDL_JoystickGetAxis(_PadState.joy, _PadMapping.axis[CTL_MAIN_Y]);
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_PadState.axis[CTL_SUB_X] = SDL_JoystickGetAxis(_PadState.joy, _PadMapping.axis[CTL_SUB_X]);
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_PadState.axis[CTL_SUB_Y] = SDL_JoystickGetAxis(_PadState.joy, _PadMapping.axis[CTL_SUB_Y]);
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// Update the analog trigger axis values
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#ifdef _WIN32
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if (_PadMapping.triggertype == CTL_TRIGGER_SDL)
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{
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#endif
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// If we are using SDL analog triggers the buttons have to be mapped as 1000 or up, otherwise they are not used
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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;
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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;
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#ifdef _WIN32
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}
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else
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{
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_PadState.axis[CTL_L_SHOULDER] = XInput::GetXI(0, _PadMapping.buttons[CTL_L_SHOULDER] - 1000);
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_PadState.axis[CTL_R_SHOULDER] = XInput::GetXI(0, _PadMapping.buttons[CTL_R_SHOULDER] - 1000);
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}
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#endif
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// Update button states to on or off
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ReadButton(_PadState, _PadMapping, CTL_L_SHOULDER, NumButtons);
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ReadButton(_PadState, _PadMapping, CTL_R_SHOULDER, NumButtons);
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ReadButton(_PadState, _PadMapping, CTL_A_BUTTON, NumButtons);
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ReadButton(_PadState, _PadMapping, CTL_B_BUTTON, NumButtons);
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ReadButton(_PadState, _PadMapping, CTL_X_BUTTON, NumButtons);
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ReadButton(_PadState, _PadMapping, CTL_Y_BUTTON, NumButtons);
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ReadButton(_PadState, _PadMapping, CTL_Z_TRIGGER, NumButtons);
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ReadButton(_PadState, _PadMapping, CTL_START, NumButtons);
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//
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if (_PadMapping.halfpress < NumButtons)
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_PadState.halfpress = SDL_JoystickGetButton(_PadState.joy, _PadMapping.halfpress);
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// Check if we have an analog or digital joypad
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if (_PadMapping.controllertype == CTL_DPAD_HAT)
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{
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_PadState.dpad = SDL_JoystickGetHat(_PadState.joy, _PadMapping.dpad);
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}
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else
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{
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/* Only do this if the assigned button is in range (to allow for the current way of saving keyboard
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keys in the same array) */
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if(_PadMapping.dpad2[CTL_D_PAD_UP] <= NumButtons)
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_PadState.dpad2[CTL_D_PAD_UP] = SDL_JoystickGetButton(_PadState.joy, _PadMapping.dpad2[CTL_D_PAD_UP]);
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if(_PadMapping.dpad2[CTL_D_PAD_DOWN] <= NumButtons)
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_PadState.dpad2[CTL_D_PAD_DOWN] = SDL_JoystickGetButton(_PadState.joy, _PadMapping.dpad2[CTL_D_PAD_DOWN]);
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if(_PadMapping.dpad2[CTL_D_PAD_LEFT] <= NumButtons)
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_PadState.dpad2[CTL_D_PAD_LEFT] = SDL_JoystickGetButton(_PadState.joy, _PadMapping.dpad2[CTL_D_PAD_LEFT]);
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if(_PadMapping.dpad2[CTL_D_PAD_RIGHT] <= NumButtons)
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_PadState.dpad2[CTL_D_PAD_RIGHT] = SDL_JoystickGetButton(_PadState.joy, _PadMapping.dpad2[CTL_D_PAD_RIGHT]);
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}
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#ifdef SHOW_PAD_STATUS
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// Show the status of all connected pads
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if ((g_LastPad == 0 && Controller == 0) || Controller < g_LastPad) Console::ClearScreen();
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g_LastPad = Controller;
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Console::Print(
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"Pad | Number:%i Enabled:%i Handle:%i\n"
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"Main Stick | X:%03i Y:%03i\n"
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"Trigger | Type:%s DigitalL:%i DigitalR:%i AnalogL:%03i AnalogR:%03i HalfPress:%i\n"
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"Buttons | A:%i X:%i\n"
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"D-Pad | Type:%s Hat:%i U:%i D:%i\n"
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"======================================================\n",
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Controller, _PadMapping.enabled, _PadState.joy,
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_PadState.axis[InputCommon::CTL_MAIN_X], _PadState.axis[InputCommon::CTL_MAIN_Y],
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(_PadMapping.triggertype ? "CTL_TRIGGER_XINPUT" : "CTL_TRIGGER_SDL"),
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_PadState.buttons[InputCommon::CTL_L_SHOULDER], _PadState.buttons[InputCommon::CTL_R_SHOULDER],
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_PadState.axis[InputCommon::CTL_L_SHOULDER], _PadState.axis[InputCommon::CTL_R_SHOULDER],
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_PadState.halfpress,
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_PadState.buttons[InputCommon::CTL_A_BUTTON], _PadState.buttons[InputCommon::CTL_X_BUTTON],
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(_PadMapping.controllertype ? "CTL_DPAD_CUSTOM" : "CTL_DPAD_HAT"),
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_PadState.dpad,
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_PadState.dpad2[InputCommon::CTL_D_PAD_UP], _PadState.dpad2[InputCommon::CTL_D_PAD_DOWN]
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);
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#endif
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}
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//////////////////////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////////////////////
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// Configure button mapping
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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 to becuse 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 > -0x2000 && value < 0x2000) // Small values
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|| ((value < -0x6000 || value > 0x6000) && !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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if(SDL_JoystickGetHat(joy, i))
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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)
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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(0, 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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/////////////////////////////////////////////////////////// Configure button mapping
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} // InputCommon
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