mirror of https://github.com/PCSX2/pcsx2.git
onepad: Move init/destroy code to constructor/destructor
* prefix remaining member with m_ * Use array for m_effect_id * Properly Destroy/Close Haptic/Joystick/Game Controller (except on older SDL versions which are buggy)
This commit is contained in:
parent
4b24cfa5ea
commit
2e09c7faf3
|
@ -28,7 +28,7 @@ void GamePad::EnumerateGamePads(std::vector<std::unique_ptr<GamePad>> &vgamePad)
|
|||
/**
|
||||
* Safely dispatch to the Rumble method above
|
||||
**/
|
||||
void GamePad::DoRumble(int type, int pad)
|
||||
void GamePad::DoRumble(unsigned type, unsigned pad)
|
||||
{
|
||||
u32 id = conf->get_joyid(pad);
|
||||
if (GamePadIdWithinBounds(id)) {
|
||||
|
|
|
@ -36,13 +36,11 @@ public:
|
|||
* Causes devices to rumble
|
||||
* Rumble will differ according to type which is either 0(small motor) or 1(big motor)
|
||||
*/
|
||||
virtual void Rumble(int type, int pad) { return; }
|
||||
virtual void Rumble(unsigned type, unsigned pad) { return; }
|
||||
/*
|
||||
* Safely dispatch to the Rumble method above
|
||||
*/
|
||||
static void DoRumble(int type, int pad);
|
||||
|
||||
virtual bool Init(int id) { return false; } // opens a handle and gets information
|
||||
static void DoRumble(unsigned type, unsigned pad);
|
||||
|
||||
/*
|
||||
* Used for GUI checkbox to give feedback to the user
|
||||
|
|
|
@ -70,8 +70,84 @@ void JoystickInfo::EnumerateJoysticks(std::vector<std::unique_ptr<GamePad>> &vjo
|
|||
}
|
||||
}
|
||||
|
||||
void JoystickInfo::GenerateDefaultEffect()
|
||||
void JoystickInfo::Rumble(unsigned type, unsigned pad)
|
||||
{
|
||||
if (type >= m_effects_id.size())
|
||||
return;
|
||||
|
||||
if (!(conf->pad_options[pad].forcefeedback))
|
||||
return;
|
||||
|
||||
if (m_haptic == nullptr)
|
||||
return;
|
||||
|
||||
int id = m_effects_id[type];
|
||||
if (SDL_HapticRunEffect(m_haptic, id, 1) != 0) {
|
||||
fprintf(stderr, "ERROR: Effect is not working! %s, id is %d\n", SDL_GetError(), id);
|
||||
}
|
||||
}
|
||||
|
||||
JoystickInfo::~JoystickInfo()
|
||||
{
|
||||
// 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);
|
||||
}
|
||||
|
||||
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
|
||||
}
|
||||
}
|
||||
|
||||
JoystickInfo::JoystickInfo(int id)
|
||||
: GamePad()
|
||||
, m_controller(nullptr)
|
||||
, m_haptic(nullptr)
|
||||
{
|
||||
SDL_Joystick *joy = nullptr;
|
||||
m_effects_id.fill(-1);
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
// Collect Device Information
|
||||
char guid[64];
|
||||
SDL_JoystickGetGUIDString(SDL_JoystickGetGUID(joy), guid, 64);
|
||||
const char *devname = SDL_JoystickNameForIndex(id);
|
||||
|
||||
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"
|
||||
"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;
|
||||
}
|
||||
|
||||
// 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
|
||||
|
@ -86,110 +162,37 @@ void JoystickInfo::GenerateDefaultEffect()
|
|||
effect.periodic.length = 125; // 125ms feels quite near to original
|
||||
effect.periodic.delay = 0;
|
||||
effect.periodic.attack_length = 0;
|
||||
effects[i] = effect;
|
||||
}
|
||||
}
|
||||
|
||||
void JoystickInfo::Rumble(int type, int pad)
|
||||
{
|
||||
if (type > 1)
|
||||
return;
|
||||
if (!(conf->pad_options[pad].forcefeedback))
|
||||
return;
|
||||
|
||||
if (haptic == nullptr)
|
||||
return;
|
||||
|
||||
if (first) { // If done multiple times, device memory will be filled
|
||||
first = 0;
|
||||
GenerateDefaultEffect();
|
||||
/* Sine and triangle are quite probably the best, don't change that lightly and if you do
|
||||
* keep effects ordered by type
|
||||
*/
|
||||
/* 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
|
||||
*/
|
||||
effects[0].type = SDL_HAPTIC_SINE;
|
||||
effects_id[0] = SDL_HapticNewEffect(haptic, &effects[0]);
|
||||
if (effects_id[0] < 0) {
|
||||
fprintf(stderr, "ERROR: Effect is not uploaded! %s, id is %d\n", SDL_GetError(), effects_id[0]);
|
||||
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;
|
||||
}
|
||||
|
||||
/** Effect for big motor **/
|
||||
effects[1].type = SDL_HAPTIC_TRIANGLE;
|
||||
effects_id[1] = SDL_HapticNewEffect(haptic, &effects[1]);
|
||||
if (effects_id[1] < 0) {
|
||||
fprintf(stderr, "ERROR: Effect is not uploaded! %s, id is %d\n", SDL_GetError(), effects_id[1]);
|
||||
effects[i] = effect;
|
||||
}
|
||||
|
||||
if (SDL_JoystickIsHaptic(joy)) {
|
||||
m_haptic = SDL_HapticOpenFromJoystick(joy);
|
||||
|
||||
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;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
int id;
|
||||
id = effects_id[type];
|
||||
if (SDL_HapticRunEffect(haptic, id, 1) != 0) {
|
||||
fprintf(stderr, "ERROR: Effect is not working! %s, id is %d\n", SDL_GetError(), id);
|
||||
}
|
||||
}
|
||||
|
||||
void JoystickInfo::Destroy()
|
||||
{
|
||||
// Haptic must be closed before the joystick
|
||||
if (haptic != nullptr) {
|
||||
SDL_HapticClose(haptic);
|
||||
haptic = nullptr;
|
||||
}
|
||||
|
||||
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
|
||||
m_controller = nullptr;
|
||||
}
|
||||
}
|
||||
|
||||
bool JoystickInfo::Init(int id)
|
||||
{
|
||||
Destroy();
|
||||
|
||||
SDL_Joystick *joy = nullptr;
|
||||
|
||||
if (SDL_IsGameController(id)) {
|
||||
m_controller = SDL_GameControllerOpen(id);
|
||||
joy = SDL_GameControllerGetJoystick(m_controller);
|
||||
} else {
|
||||
m_controller = nullptr;
|
||||
joy = SDL_JoystickOpen(id);
|
||||
}
|
||||
|
||||
if (joy == nullptr) {
|
||||
fprintf(stderr, "onepad:failed to open joystick %d\n", id);
|
||||
return false;
|
||||
}
|
||||
|
||||
// Collect Device Information
|
||||
char guid[64];
|
||||
SDL_JoystickGetGUIDString(SDL_JoystickGetGUID(joy), guid, 64);
|
||||
const char *devname = SDL_JoystickNameForIndex(id);
|
||||
|
||||
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"
|
||||
"Please report it to us (https://github.com/PCSX2/pcsx2/issues) so we can add your joystick to our internal database.",
|
||||
devname, guid);
|
||||
return false;
|
||||
}
|
||||
|
||||
if (haptic == nullptr && SDL_JoystickIsHaptic(joy)) {
|
||||
haptic = SDL_HapticOpenFromJoystick(joy);
|
||||
first = true;
|
||||
}
|
||||
|
||||
fprintf(stdout, "onepad: controller (%s) detected%s, GUID:%s\n",
|
||||
devname, haptic ? " with rumble support" : "", guid);
|
||||
|
||||
return true;
|
||||
devname, m_haptic ? " with rumble support" : "", guid);
|
||||
}
|
||||
|
||||
const char *JoystickInfo::GetName()
|
||||
|
@ -200,11 +203,13 @@ const char *JoystickInfo::GetName()
|
|||
bool JoystickInfo::TestForce(float strength = 0.60)
|
||||
{
|
||||
// This code just use standard rumble to check that SDL handles the pad correctly! --3kinox
|
||||
if (haptic == nullptr)
|
||||
if (m_haptic == nullptr)
|
||||
return false; // Otherwise, core dump!
|
||||
SDL_HapticRumbleInit(haptic);
|
||||
|
||||
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(haptic, strength, 400) != 0) {
|
||||
if (SDL_HapticRumblePlay(m_haptic, strength, 400) != 0) {
|
||||
fprintf(stderr, "ERROR: Rumble is not working! %s\n", SDL_GetError());
|
||||
return false;
|
||||
}
|
||||
|
|
|
@ -32,33 +32,17 @@
|
|||
class JoystickInfo : GamePad
|
||||
{
|
||||
public:
|
||||
JoystickInfo(int id)
|
||||
: GamePad()
|
||||
, m_controller(nullptr)
|
||||
{
|
||||
haptic = nullptr;
|
||||
first = true;
|
||||
memset(effects, 0, sizeof(effects));
|
||||
memset(effects_id, 0, sizeof(effects_id));
|
||||
Init(id);
|
||||
}
|
||||
|
||||
~JoystickInfo()
|
||||
{
|
||||
Destroy();
|
||||
}
|
||||
JoystickInfo(int id);
|
||||
~JoystickInfo();
|
||||
|
||||
JoystickInfo(const JoystickInfo &) = delete; // copy constructor
|
||||
JoystickInfo &operator=(const JoystickInfo &) = delete; // assignment
|
||||
|
||||
|
||||
void Destroy();
|
||||
// opens handles to all possible joysticks
|
||||
static void EnumerateJoysticks(std::vector<std::unique_ptr<GamePad>> &vjoysticks);
|
||||
|
||||
void Rumble(int type, int pad);
|
||||
|
||||
bool Init(int id); // opens a handle and gets information
|
||||
void Rumble(unsigned type, unsigned pad);
|
||||
|
||||
bool TestForce(float);
|
||||
|
||||
|
@ -69,11 +53,7 @@ public:
|
|||
virtual void UpdateGamePadState();
|
||||
|
||||
private:
|
||||
void GenerateDefaultEffect();
|
||||
|
||||
SDL_GameController *m_controller;
|
||||
SDL_Haptic *haptic;
|
||||
bool first;
|
||||
SDL_HapticEffect effects[NB_EFFECT];
|
||||
int effects_id[NB_EFFECT];
|
||||
SDL_Haptic *m_haptic;
|
||||
std::array<int, NB_EFFECT> m_effects_id;
|
||||
};
|
||||
|
|
|
@ -40,6 +40,7 @@
|
|||
|
||||
#endif
|
||||
|
||||
#include <array>
|
||||
#include <vector>
|
||||
#include <map>
|
||||
#include <string>
|
||||
|
|
|
@ -117,9 +117,9 @@ void Pad::reset()
|
|||
reset_vibrate();
|
||||
}
|
||||
|
||||
void Pad::rumble(int port)
|
||||
void Pad::rumble(unsigned port)
|
||||
{
|
||||
for (int motor = 0; motor < 2; motor++) {
|
||||
for (unsigned motor = 0; motor < 2; motor++) {
|
||||
// TODO: Probably be better to send all of these at once.
|
||||
if (nextVibrate[motor] | currentVibrate[motor]) {
|
||||
currentVibrate[motor] = nextVibrate[motor];
|
||||
|
@ -152,8 +152,8 @@ void Pad::reset_all()
|
|||
|
||||
void Pad::rumble_all()
|
||||
{
|
||||
for (int port = 0; port < 2; port++)
|
||||
for (int slot = 0; slot < 4; slot++)
|
||||
for (unsigned port = 0; port < 2; port++)
|
||||
for (unsigned slot = 0; slot < 4; slot++)
|
||||
pads[port][slot].rumble(port);
|
||||
}
|
||||
|
||||
|
|
|
@ -88,7 +88,7 @@ class Pad : public PadFreezeData
|
|||
public:
|
||||
// Lilypad store here the state of PC pad
|
||||
|
||||
void rumble(int port);
|
||||
void rumble(unsigned port);
|
||||
void set_vibrate(int motor, u8 val);
|
||||
void reset_vibrate();
|
||||
void reset();
|
||||
|
|
Loading…
Reference in New Issue