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)
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@ -28,7 +28,7 @@ void GamePad::EnumerateGamePads(std::vector<std::unique_ptr<GamePad>> &vgamePad)
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/**
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* Safely dispatch to the Rumble method above
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**/
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void GamePad::DoRumble(int type, int pad)
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void GamePad::DoRumble(unsigned type, unsigned pad)
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{
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u32 id = conf->get_joyid(pad);
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if (GamePadIdWithinBounds(id)) {
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@ -36,13 +36,11 @@ public:
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* Causes devices to rumble
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* Rumble will differ according to type which is either 0(small motor) or 1(big motor)
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*/
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virtual void Rumble(int type, int pad) { return; }
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virtual void Rumble(unsigned type, unsigned pad) { return; }
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/*
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* Safely dispatch to the Rumble method above
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*/
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static void DoRumble(int type, int pad);
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virtual bool Init(int id) { return false; } // opens a handle and gets information
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static void DoRumble(unsigned type, unsigned pad);
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/*
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* Used for GUI checkbox to give feedback to the user
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@ -70,8 +70,84 @@ void JoystickInfo::EnumerateJoysticks(std::vector<std::unique_ptr<GamePad>> &vjo
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}
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}
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void JoystickInfo::GenerateDefaultEffect()
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void JoystickInfo::Rumble(unsigned type, unsigned pad)
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{
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if (type >= m_effects_id.size())
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return;
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if (!(conf->pad_options[pad].forcefeedback))
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return;
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if (m_haptic == nullptr)
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return;
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int id = m_effects_id[type];
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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);
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}
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}
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JoystickInfo::~JoystickInfo()
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{
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// Haptic must be closed before the joystick
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if (m_haptic != nullptr) {
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for (const auto &eid : m_effects_id) {
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if (eid >= 0)
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SDL_HapticDestroyEffect(m_haptic, eid);
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}
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SDL_HapticClose(m_haptic);
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}
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if (m_controller != nullptr) {
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#if SDL_MINOR_VERSION >= 4
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// Version before 2.0.4 are bugged, JoystickClose crashes randomly
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// Note: GameControllerClose calls JoystickClose)
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SDL_GameControllerClose(m_controller);
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#endif
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}
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}
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JoystickInfo::JoystickInfo(int id)
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: GamePad()
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, m_controller(nullptr)
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, m_haptic(nullptr)
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{
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SDL_Joystick *joy = nullptr;
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m_effects_id.fill(-1);
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if (SDL_IsGameController(id)) {
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m_controller = SDL_GameControllerOpen(id);
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joy = SDL_GameControllerGetJoystick(m_controller);
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} else {
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joy = SDL_JoystickOpen(id);
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}
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if (joy == nullptr) {
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fprintf(stderr, "onepad:failed to open joystick %d\n", id);
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return;
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}
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// Collect Device Information
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char guid[64];
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SDL_JoystickGetGUIDString(SDL_JoystickGetGUID(joy), guid, 64);
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const char *devname = SDL_JoystickNameForIndex(id);
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if (m_controller == nullptr) {
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fprintf(stderr, "onepad: Joystick (%s,GUID:%s) isn't yet supported by the SDL2 game controller API\n"
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"Fortunately you can use AntiMicro (https://github.com/AntiMicro/antimicro) or Steam to configure your joystick\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.",
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devname, guid);
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#if SDL_MINOR_VERSION >= 4 // Version before 2.0.4 are bugged, JoystickClose crashes randomly
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SDL_JoystickClose(joy);
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#endif
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return;
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}
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// Default haptic effect
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SDL_HapticEffect effects[NB_EFFECT];
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for (int i = 0; i < NB_EFFECT; i++) {
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SDL_HapticEffect effect;
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memset(&effect, 0, sizeof(SDL_HapticEffect)); // 0 is safe default
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@ -86,110 +162,37 @@ void JoystickInfo::GenerateDefaultEffect()
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effect.periodic.length = 125; // 125ms feels quite near to original
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effect.periodic.delay = 0;
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effect.periodic.attack_length = 0;
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effects[i] = effect;
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}
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}
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void JoystickInfo::Rumble(int type, int pad)
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{
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if (type > 1)
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return;
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if (!(conf->pad_options[pad].forcefeedback))
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return;
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if (haptic == nullptr)
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return;
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if (first) { // If done multiple times, device memory will be filled
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first = 0;
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GenerateDefaultEffect();
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/* Sine and triangle are quite probably the best, don't change that lightly and if you do
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* keep effects ordered by type
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*/
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if (i == 0) {
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/* Effect for small motor */
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/* Sine seems to be the only effect making little motor from DS3/4 react
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* Intensity has pretty much no effect either(which is coherent with what is explain in hid_sony driver
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*/
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effects[0].type = SDL_HAPTIC_SINE;
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effects_id[0] = SDL_HapticNewEffect(haptic, &effects[0]);
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if (effects_id[0] < 0) {
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fprintf(stderr, "ERROR: Effect is not uploaded! %s, id is %d\n", SDL_GetError(), effects_id[0]);
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}
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/** Effect for big motor **/
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effects[1].type = SDL_HAPTIC_TRIANGLE;
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effects_id[1] = SDL_HapticNewEffect(haptic, &effects[1]);
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if (effects_id[1] < 0) {
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fprintf(stderr, "ERROR: Effect is not uploaded! %s, id is %d\n", SDL_GetError(), effects_id[1]);
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}
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}
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int id;
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id = effects_id[type];
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if (SDL_HapticRunEffect(haptic, id, 1) != 0) {
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fprintf(stderr, "ERROR: Effect is not working! %s, id is %d\n", SDL_GetError(), id);
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}
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}
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void JoystickInfo::Destroy()
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{
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// Haptic must be closed before the joystick
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if (haptic != nullptr) {
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SDL_HapticClose(haptic);
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haptic = nullptr;
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}
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if (m_controller != nullptr) {
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#if SDL_MINOR_VERSION >= 4
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// Version before 2.0.4 are bugged, JoystickClose crashes randomly
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// Note: GameControllerClose calls JoystickClose)
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SDL_GameControllerClose(m_controller);
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#endif
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m_controller = nullptr;
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}
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}
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bool JoystickInfo::Init(int id)
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{
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Destroy();
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SDL_Joystick *joy = nullptr;
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if (SDL_IsGameController(id)) {
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m_controller = SDL_GameControllerOpen(id);
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joy = SDL_GameControllerGetJoystick(m_controller);
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effect.type = SDL_HAPTIC_SINE;
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} else {
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m_controller = nullptr;
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joy = SDL_JoystickOpen(id);
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/** Effect for big motor **/
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effect.type = SDL_HAPTIC_TRIANGLE;
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}
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if (joy == nullptr) {
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fprintf(stderr, "onepad:failed to open joystick %d\n", id);
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return false;
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effects[i] = effect;
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}
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// Collect Device Information
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char guid[64];
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SDL_JoystickGetGUIDString(SDL_JoystickGetGUID(joy), guid, 64);
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const char *devname = SDL_JoystickNameForIndex(id);
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if (SDL_JoystickIsHaptic(joy)) {
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m_haptic = SDL_HapticOpenFromJoystick(joy);
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if (m_controller == nullptr) {
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fprintf(stderr, "onepad: Joystick (%s,GUID:%s) isn't yet supported by the SDL2 game controller API\n"
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"Fortunately you can use AntiMicro (https://github.com/AntiMicro/antimicro) or Steam to configure your joystick\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.",
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devname, guid);
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return false;
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for (auto &eid : m_effects_id) {
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eid = SDL_HapticNewEffect(m_haptic, &effects[0]);
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if (eid < 0) {
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fprintf(stderr, "ERROR: Effect is not uploaded! %s\n", SDL_GetError());
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return;
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}
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}
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if (haptic == nullptr && SDL_JoystickIsHaptic(joy)) {
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haptic = SDL_HapticOpenFromJoystick(joy);
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first = true;
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}
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fprintf(stdout, "onepad: controller (%s) detected%s, GUID:%s\n",
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devname, haptic ? " with rumble support" : "", guid);
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return true;
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devname, m_haptic ? " with rumble support" : "", guid);
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}
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const char *JoystickInfo::GetName()
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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
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if (haptic == nullptr)
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if (m_haptic == nullptr)
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return false; // Otherwise, core dump!
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SDL_HapticRumbleInit(haptic);
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SDL_HapticRumbleInit(m_haptic);
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// Make the haptic pad rumble 60% strength for half a second, shoudld be enough for user to see if it works or not
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if (SDL_HapticRumblePlay(haptic, strength, 400) != 0) {
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if (SDL_HapticRumblePlay(m_haptic, strength, 400) != 0) {
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fprintf(stderr, "ERROR: Rumble is not working! %s\n", SDL_GetError());
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return false;
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}
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@ -32,33 +32,17 @@
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class JoystickInfo : GamePad
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{
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public:
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JoystickInfo(int id)
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: GamePad()
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, m_controller(nullptr)
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{
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haptic = nullptr;
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first = true;
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memset(effects, 0, sizeof(effects));
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memset(effects_id, 0, sizeof(effects_id));
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Init(id);
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}
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~JoystickInfo()
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{
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Destroy();
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}
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JoystickInfo(int id);
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~JoystickInfo();
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JoystickInfo(const JoystickInfo &) = delete; // copy constructor
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JoystickInfo &operator=(const JoystickInfo &) = delete; // assignment
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void Destroy();
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// opens handles to all possible joysticks
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static void EnumerateJoysticks(std::vector<std::unique_ptr<GamePad>> &vjoysticks);
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void Rumble(int type, int pad);
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bool Init(int id); // opens a handle and gets information
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void Rumble(unsigned type, unsigned pad);
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bool TestForce(float);
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@ -69,11 +53,7 @@ public:
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virtual void UpdateGamePadState();
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private:
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void GenerateDefaultEffect();
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SDL_GameController *m_controller;
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SDL_Haptic *haptic;
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bool first;
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SDL_HapticEffect effects[NB_EFFECT];
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int effects_id[NB_EFFECT];
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SDL_Haptic *m_haptic;
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std::array<int, NB_EFFECT> m_effects_id;
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};
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@ -40,6 +40,7 @@
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#endif
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#include <array>
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#include <vector>
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#include <map>
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#include <string>
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@ -117,9 +117,9 @@ void Pad::reset()
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reset_vibrate();
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}
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void Pad::rumble(int port)
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void Pad::rumble(unsigned port)
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{
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for (int motor = 0; motor < 2; motor++) {
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for (unsigned motor = 0; motor < 2; motor++) {
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// TODO: Probably be better to send all of these at once.
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if (nextVibrate[motor] | currentVibrate[motor]) {
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currentVibrate[motor] = nextVibrate[motor];
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@ -152,8 +152,8 @@ void Pad::reset_all()
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void Pad::rumble_all()
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{
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for (int port = 0; port < 2; port++)
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for (int slot = 0; slot < 4; slot++)
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for (unsigned port = 0; port < 2; port++)
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for (unsigned slot = 0; slot < 4; slot++)
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pads[port][slot].rumble(port);
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}
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@ -88,7 +88,7 @@ class Pad : public PadFreezeData
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public:
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// Lilypad store here the state of PC pad
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void rumble(int port);
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void rumble(unsigned port);
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void set_vibrate(int motor, u8 val);
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void reset_vibrate();
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void reset();
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