pcsx2/plugins/onepad/SDL/joystick.cpp

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/* OnePAD - author: arcum42(@gmail.com)
* Copyright (C) 2009
*
* Based on ZeroPAD, author zerofrog@gmail.com
* Copyright (C) 2006-2007
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
*/
#include "joystick.h"
#include "resources.h"
#include <signal.h> // sigaction
//////////////////////////
// Joystick definitions //
//////////////////////////
// opens handles to all possible joysticks
void JoystickInfo::EnumerateJoysticks(std::vector<std::unique_ptr<GamePad>> &vjoysticks)
{
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uint32_t flag = SDL_INIT_JOYSTICK | SDL_INIT_HAPTIC | SDL_INIT_EVENTS | SDL_INIT_GAMECONTROLLER;
if ((SDL_WasInit(0) & flag) != flag) {
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// Tell SDL to catch event even if the windows isn't focussed
SDL_SetHint(SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS, "1");
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if (SDL_Init(flag) < 0)
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return;
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// WTF! Give me back the control of my system
struct sigaction action = {0};
action.sa_handler = SIG_DFL;
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sigaction(SIGINT, &action, nullptr);
sigaction(SIGTERM, &action, nullptr);
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SDL_JoystickEventState(SDL_QUERY);
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SDL_GameControllerEventState(SDL_QUERY);
SDL_EventState(SDL_CONTROLLERDEVICEADDED, SDL_ENABLE);
SDL_EventState(SDL_CONTROLLERDEVICEREMOVED, SDL_ENABLE);
{ // Support as much Joystick as possible
GBytes *bytes = g_resource_lookup_data(onepad_res_get_resource(), "/onepad/res/game_controller_db.txt", G_RESOURCE_LOOKUP_FLAGS_NONE, nullptr);
size_t size = 0;
// SDL forget to add const for SDL_RWFromMem API...
void *data = const_cast<void *>(g_bytes_get_data(bytes, &size));
SDL_GameControllerAddMappingsFromRW(SDL_RWFromMem(data, size), 1);
g_bytes_unref(bytes);
// Add user mapping too
for (auto const &map : g_conf.sdl2_mapping)
SDL_GameControllerAddMapping(map.c_str());
}
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}
vjoysticks.clear();
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for (int i = 0; i < SDL_NumJoysticks(); ++i) {
vjoysticks.push_back(std::unique_ptr<GamePad>(new JoystickInfo(i)));
// Something goes wrong in the init, let's drop it
if (!vjoysticks.back()->IsProperlyInitialized())
vjoysticks.pop_back();
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}
}
void JoystickInfo::Rumble(unsigned type, unsigned pad)
{
if (type >= m_effects_id.size())
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return;
if (!(g_conf.pad_options[pad].forcefeedback))
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return;
if (m_haptic == nullptr)
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return;
int id = m_effects_id[type];
if (SDL_HapticRunEffect(m_haptic, id, 1) != 0) {
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fprintf(stderr, "ERROR: Effect is not working! %s, id is %d\n", SDL_GetError(), id);
}
}
JoystickInfo::~JoystickInfo()
{
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// Haptic must be closed before the joystick
if (m_haptic != nullptr) {
for (const auto &eid : m_effects_id) {
if (eid >= 0)
SDL_HapticDestroyEffect(m_haptic, eid);
}
SDL_HapticClose(m_haptic);
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}
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if (m_controller != nullptr) {
#if SDL_MINOR_VERSION >= 4
// Version before 2.0.4 are bugged, JoystickClose crashes randomly
// Note: GameControllerClose calls JoystickClose)
SDL_GameControllerClose(m_controller);
#endif
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}
}
JoystickInfo::JoystickInfo(int id)
: GamePad()
, m_controller(nullptr)
, m_haptic(nullptr)
{
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SDL_Joystick *joy = nullptr;
m_effects_id.fill(-1);
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if (SDL_IsGameController(id)) {
m_controller = SDL_GameControllerOpen(id);
joy = SDL_GameControllerGetJoystick(m_controller);
} else {
joy = SDL_JoystickOpen(id);
}
if (joy == nullptr) {
fprintf(stderr, "onepad:failed to open joystick %d\n", id);
return;
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}
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// Collect Device Information
char guid[64];
SDL_JoystickGetGUIDString(SDL_JoystickGetGUID(joy), guid, 64);
const char *devname = SDL_JoystickNameForIndex(id);
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if (m_controller == nullptr) {
fprintf(stderr, "onepad: Joystick (%s,GUID:%s) isn't yet supported by the SDL2 game controller API\n"
"Fortunately you can use AntiMicro (https://github.com/AntiMicro/antimicro) or Steam to configure your joystick\n"
"The mapping can be stored in OnePAD2.ini as 'SDL2 = <...mapping description...>'\n"
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"Please report it to us (https://github.com/PCSX2/pcsx2/issues) so we can add your joystick to our internal database.",
devname, guid);
#if SDL_MINOR_VERSION >= 4 // Version before 2.0.4 are bugged, JoystickClose crashes randomly
SDL_JoystickClose(joy);
#endif
return;
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}
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std::hash<std::string> hash_me;
m_unique_id = hash_me(std::string(guid));
// Default haptic effect
SDL_HapticEffect effects[NB_EFFECT];
for (int i = 0; i < NB_EFFECT; i++) {
SDL_HapticEffect effect;
memset(&effect, 0, sizeof(SDL_HapticEffect)); // 0 is safe default
SDL_HapticDirection direction;
direction.type = SDL_HAPTIC_POLAR; // We'll be using polar direction encoding.
direction.dir[0] = 18000;
effect.periodic.direction = direction;
effect.periodic.period = 10;
effect.periodic.magnitude = (Sint16)(g_conf.get_ff_intensity()); // Effect at maximum instensity
effect.periodic.offset = 0;
effect.periodic.phase = 18000;
effect.periodic.length = 125; // 125ms feels quite near to original
effect.periodic.delay = 0;
effect.periodic.attack_length = 0;
/* Sine and triangle are quite probably the best, don't change that lightly and if you do
* keep effects ordered by type
*/
if (i == 0) {
/* Effect for small motor */
/* Sine seems to be the only effect making little motor from DS3/4 react
* Intensity has pretty much no effect either(which is coherent with what is explain in hid_sony driver
*/
effect.type = SDL_HAPTIC_SINE;
} else {
/** Effect for big motor **/
effect.type = SDL_HAPTIC_TRIANGLE;
}
effects[i] = effect;
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}
if (SDL_JoystickIsHaptic(joy)) {
m_haptic = SDL_HapticOpenFromJoystick(joy);
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for (auto &eid : m_effects_id) {
eid = SDL_HapticNewEffect(m_haptic, &effects[0]);
if (eid < 0) {
fprintf(stderr, "ERROR: Effect is not uploaded! %s\n", SDL_GetError());
return;
}
}
}
fprintf(stdout, "onepad: controller (%s) detected%s, GUID:%s\n",
devname, m_haptic ? " with rumble support" : "", guid);
m_no_error = true;
}
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const char *JoystickInfo::GetName()
{
return SDL_JoystickName(SDL_GameControllerGetJoystick(m_controller));
}
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size_t JoystickInfo::GetUniqueIdentifier()
{
return m_unique_id;
}
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bool JoystickInfo::TestForce(float strength = 0.60)
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{
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// This code just use standard rumble to check that SDL handles the pad correctly! --3kinox
if (m_haptic == nullptr)
return false; // Otherwise, core dump!
SDL_HapticRumbleInit(m_haptic);
// Make the haptic pad rumble 60% strength for half a second, shoudld be enough for user to see if it works or not
if (SDL_HapticRumblePlay(m_haptic, strength, 400) != 0) {
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fprintf(stderr, "ERROR: Rumble is not working! %s\n", SDL_GetError());
return false;
}
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return true;
}
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int JoystickInfo::GetInput(gamePadValues input)
{
int value = 0;
// Handle standard button
switch (input) {
case PAD_L1:
value = SDL_GameControllerGetButton(m_controller, SDL_CONTROLLER_BUTTON_LEFTSHOULDER);
break;
case PAD_R1:
value = SDL_GameControllerGetButton(m_controller, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER);
break;
case PAD_TRIANGLE:
value = SDL_GameControllerGetButton(m_controller, SDL_CONTROLLER_BUTTON_Y);
break;
case PAD_CIRCLE:
value = SDL_GameControllerGetButton(m_controller, SDL_CONTROLLER_BUTTON_B);
break;
case PAD_CROSS:
value = SDL_GameControllerGetButton(m_controller, SDL_CONTROLLER_BUTTON_A);
break;
case PAD_SQUARE:
value = SDL_GameControllerGetButton(m_controller, SDL_CONTROLLER_BUTTON_X);
break;
case PAD_SELECT:
value = SDL_GameControllerGetButton(m_controller, SDL_CONTROLLER_BUTTON_BACK);
break;
case PAD_L3:
value = SDL_GameControllerGetButton(m_controller, SDL_CONTROLLER_BUTTON_LEFTSTICK);
break;
case PAD_R3:
value = SDL_GameControllerGetButton(m_controller, SDL_CONTROLLER_BUTTON_RIGHTSTICK);
break;
case PAD_START:
value = SDL_GameControllerGetButton(m_controller, SDL_CONTROLLER_BUTTON_START);
break;
case PAD_UP:
value = SDL_GameControllerGetButton(m_controller, SDL_CONTROLLER_BUTTON_DPAD_UP);
break;
case PAD_RIGHT:
value = SDL_GameControllerGetButton(m_controller, SDL_CONTROLLER_BUTTON_DPAD_RIGHT);
break;
case PAD_DOWN:
value = SDL_GameControllerGetButton(m_controller, SDL_CONTROLLER_BUTTON_DPAD_DOWN);
break;
case PAD_LEFT:
value = SDL_GameControllerGetButton(m_controller, SDL_CONTROLLER_BUTTON_DPAD_LEFT);
break;
default:
break;
}
// Return max pressure for button
if (value)
return 0xFF;
// Handle trigger
switch (input) {
case PAD_L2:
value = SDL_GameControllerGetAxis(m_controller, SDL_CONTROLLER_AXIS_TRIGGERLEFT);
break;
case PAD_R2:
value = SDL_GameControllerGetAxis(m_controller, SDL_CONTROLLER_AXIS_TRIGGERRIGHT);
break;
default:
break;
}
// Note SDL values range from 0 to 32768 for trigger
if (value > m_deadzone) {
return value / 128;
} else {
value = 0;
}
// Handle analog input
switch (input) {
case PAD_L_UP:
value = SDL_GameControllerGetAxis(m_controller, SDL_CONTROLLER_AXIS_LEFTY);
break;
case PAD_L_RIGHT:
value = SDL_GameControllerGetAxis(m_controller, SDL_CONTROLLER_AXIS_LEFTX);
break;
case PAD_L_DOWN:
value = SDL_GameControllerGetAxis(m_controller, SDL_CONTROLLER_AXIS_LEFTY);
break;
case PAD_L_LEFT:
value = SDL_GameControllerGetAxis(m_controller, SDL_CONTROLLER_AXIS_LEFTX);
break;
case PAD_R_UP:
value = SDL_GameControllerGetAxis(m_controller, SDL_CONTROLLER_AXIS_RIGHTY);
break;
case PAD_R_RIGHT:
value = SDL_GameControllerGetAxis(m_controller, SDL_CONTROLLER_AXIS_RIGHTX);
break;
case PAD_R_DOWN:
value = SDL_GameControllerGetAxis(m_controller, SDL_CONTROLLER_AXIS_RIGHTY);
break;
case PAD_R_LEFT:
value = SDL_GameControllerGetAxis(m_controller, SDL_CONTROLLER_AXIS_RIGHTX);
break;
default:
break;
}
return (abs(value) > m_deadzone) ? value : 0;
}
void JoystickInfo::UpdateGamePadState()
{
SDL_GameControllerUpdate();
}