mirror of https://github.com/PCSX2/pcsx2.git
364 lines
12 KiB
C++
364 lines
12 KiB
C++
/* OnePAD - author: arcum42(@gmail.com)
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* Copyright (C) 2009
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*
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* Based on ZeroPAD, author zerofrog@gmail.com
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* Copyright (C) 2006-2007
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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; either version 2 of the License, or
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* (at your option) any later version.
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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 for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#include "joystick.h"
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#include <signal.h> // sigaction
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//////////////////////////
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// Joystick definitions //
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//////////////////////////
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static u32 s_bSDLInit = false;
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void JoystickInfo::UpdateReleaseState()
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{
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vector<GamePad *>::iterator itjoy = s_vgamePad.begin();
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SDL_JoystickUpdate();
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// Save everything in the vector s_vjoysticks.
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while (itjoy != s_vgamePad.end()) {
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(*itjoy)->SaveState();
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++itjoy;
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}
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}
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// opens handles to all possible joysticks
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void JoystickInfo::EnumerateJoysticks(vector<GamePad *> &vjoysticks)
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{
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if (!s_bSDLInit) {
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#if SDL_MAJOR_VERSION >= 2
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// Tell SDL to catch event even if the windows isn't focussed
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SDL_SetHint(SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS, "1");
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if (SDL_Init(SDL_INIT_JOYSTICK | SDL_INIT_HAPTIC | SDL_INIT_EVENTS) < 0)
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return;
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// WTF! Give me back the control of my system
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struct sigaction action = {0};
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action.sa_handler = SIG_DFL;
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sigaction(SIGINT, &action, NULL);
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sigaction(SIGTERM, &action, NULL);
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#else
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if (SDL_Init(SDL_INIT_JOYSTICK) < 0)
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return;
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#endif
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SDL_JoystickEventState(SDL_QUERY);
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s_bSDLInit = true;
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}
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vector<GamePad *>::iterator it = vjoysticks.begin();
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// Delete everything in the vector vjoysticks.
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while (it != vjoysticks.end()) {
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delete *it;
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++it;
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}
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vjoysticks.resize(SDL_NumJoysticks());
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for (int i = 0; i < (int)vjoysticks.size(); ++i) {
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vjoysticks[i] = new JoystickInfo();
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vjoysticks[i]->Init(i);
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}
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}
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void JoystickInfo::GenerateDefaultEffect()
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{
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#if SDL_MAJOR_VERSION >= 2
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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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SDL_HapticDirection direction;
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direction.type = SDL_HAPTIC_POLAR; // We'll be using polar direction encoding.
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direction.dir[0] = 18000;
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effect.periodic.direction = direction;
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effect.periodic.period = 10;
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effect.periodic.magnitude = (Sint16)(conf->get_ff_intensity()); // Effect at maximum instensity
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effect.periodic.offset = 0;
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effect.periodic.phase = 18000;
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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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#endif
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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 SDL_MAJOR_VERSION >= 2
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if (haptic == NULL)
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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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/** 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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#endif
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}
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void JoystickInfo::Destroy()
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{
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if (joy != NULL) {
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#if SDL_MAJOR_VERSION >= 2
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// Haptic must be closed before the joystick
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if (haptic != NULL) {
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SDL_HapticClose(haptic);
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haptic = NULL;
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}
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#endif
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#if SDL_MAJOR_VERSION >= 2
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#if SDL_MINOR_VERSION >= 4 // Version before 2.0.4 are bugged, JoystickClose crashes randomly
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if (joy)
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SDL_JoystickClose(joy);
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#endif
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#else
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if (SDL_JoystickOpened(_id))
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SDL_JoystickClose(joy);
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#endif
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joy = NULL;
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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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_id = id;
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joy = SDL_JoystickOpen(id);
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if (joy == NULL) {
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PAD_LOG("failed to open joystick %d\n", id);
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return false;
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}
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numaxes = SDL_JoystickNumAxes(joy);
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numbuttons = SDL_JoystickNumButtons(joy);
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numhats = SDL_JoystickNumHats(joy);
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#if SDL_MAJOR_VERSION >= 2
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devname = SDL_JoystickName(joy);
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#else
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devname = SDL_JoystickName(id);
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#endif
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vaxisstate.resize(numaxes);
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vbuttonstate.resize(numbuttons);
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vhatstate.resize(numhats);
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// Sixaxis, dualshock3 hack
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// Most buttons are actually axes due to analog pressure support. Only the first 4 buttons
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// are digital (select, start, l3, r3). To avoid conflict just forget the others.
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// Keep the 4 hat buttons too (usb driver). (left pressure does not work with recent kernel). Moreover the pressure
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// work sometime on half axis neg others time in fulll axis. So better keep them as button for the moment
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u32 found_hack = devname.find(string("PLAYSTATION(R)3"));
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// FIXME: people need to restart the plugin to take the option into account.
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bool hack_enabled = (conf->pad_options[0].sixaxis_pressure) || (conf->pad_options[1].sixaxis_pressure);
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if (found_hack != string::npos && numaxes > 4 && hack_enabled) {
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numbuttons = 4; // (select, start, l3, r3)
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// Enable this hack in bluetooth too. It avoid to restart the onepad gui
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numbuttons += 4; // the 4 hat buttons
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}
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#if SDL_MAJOR_VERSION >= 2
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if (haptic == NULL) {
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if (!SDL_JoystickIsHaptic(joy)) {
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PAD_LOG("Haptic devices not supported!\n");
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} else {
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haptic = SDL_HapticOpenFromJoystick(joy);
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first = true;
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}
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}
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#endif
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//PAD_LOG("There are %d buttons, %d axises, and %d hats.\n", numbuttons, numaxes, numhats);
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return true;
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}
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void JoystickInfo::SaveState()
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{
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for (int i = 0; i < numbuttons; ++i)
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SetButtonState(i, SDL_JoystickGetButton(joy, i));
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for (int i = 0; i < numaxes; ++i)
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SetAxisState(i, SDL_JoystickGetAxis(joy, i));
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for (int i = 0; i < numhats; ++i)
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SetHatState(i, SDL_JoystickGetHat(joy, i));
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}
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bool JoystickInfo::TestForce(float strength = 0.60)
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{
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#if SDL_MAJOR_VERSION >= 2
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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 == NULL)
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return false; // Otherwise, core dump!
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SDL_HapticRumbleInit(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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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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#endif
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return true;
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}
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bool JoystickInfo::PollButtons(u32 &pkey)
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{
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// MAKE sure to look for changes in the state!!
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for (int i = 0; i < GetNumButtons(); ++i) {
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int but = SDL_JoystickGetButton(GetJoy(), i);
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if (but != GetButtonState(i)) {
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// Pressure sensitive button are detected as both button (digital) and axes (analog). So better
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// drop the button to emulate the pressure sensiblity of the ds2 :)
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// Trick: detect the release of the button. It avoid all races condition between axes and buttons :)
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// If the button support pressure it will be detected as an axis when it is pressed.
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if (but) {
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SetButtonState(i, but);
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return false;
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}
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pkey = button_to_key(i);
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return true;
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}
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}
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return false;
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}
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bool JoystickInfo::PollAxes(u32 &pkey)
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{
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u32 found_hack = devname.find(string("PLAYSTATION(R)3"));
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for (int i = 0; i < GetNumAxes(); ++i) {
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// Sixaxis, dualshock3 hack
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if (found_hack != string::npos) {
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// The analog mode of the hat button is quite erratic. Values can be in half- axis
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// or full axis... So better keep them as button for the moment -- gregory
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if (i >= 8 && i <= 11 && (conf->pad_options[pad].sixaxis_usb))
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continue;
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// Disable accelerometer
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if ((i >= 4 && i <= 6))
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continue;
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}
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s32 value = SDL_JoystickGetAxis(GetJoy(), i);
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s32 old_value = GetAxisState(i);
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if (abs(value - old_value) < 0x1000)
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continue;
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if (value != old_value) {
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PAD_LOG("Change in joystick %d: %d.\n", i, value);
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// There are several kinds of axes
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// Half+: 0 (release) -> 32768
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// Half-: 0 (release) -> -32768
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// Full (like dualshock 3): -32768 (release) ->32768
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const s32 full_axis_ceil = -0x6FFF;
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const s32 half_axis_ceil = 0x1FFF;
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// Normally, old_value contains the release state so it can be used to detect the types of axis.
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bool is_full_axis = (old_value < full_axis_ceil);
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if ((!is_full_axis && abs(value) <= half_axis_ceil) || (is_full_axis && value <= full_axis_ceil)) // we don't want this
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{
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continue;
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}
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if ((!is_full_axis && abs(value) > half_axis_ceil) || (is_full_axis && value > full_axis_ceil)) {
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bool sign = (value < 0);
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pkey = axis_to_key(is_full_axis, sign, i);
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return true;
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}
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}
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}
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return false;
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}
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bool JoystickInfo::PollHats(u32 &pkey)
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{
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for (int i = 0; i < GetNumHats(); ++i) {
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int value = SDL_JoystickGetHat(GetJoy(), i);
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if ((value != GetHatState(i)) && (value != SDL_HAT_CENTERED)) {
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switch (value) {
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case SDL_HAT_UP:
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case SDL_HAT_RIGHT:
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case SDL_HAT_DOWN:
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case SDL_HAT_LEFT:
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pkey = hat_to_key(value, i);
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PAD_LOG("Hat Pressed!");
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return true;
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default:
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break;
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}
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}
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}
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return false;
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}
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int JoystickInfo::GetHat(int key_to_axis)
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{
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return SDL_JoystickGetHat(GetJoy(), key_to_axis);
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}
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int JoystickInfo::GetButton(int key_to_button)
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{
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return SDL_JoystickGetButton(GetJoy(), key_to_button);
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}
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int JoystickInfo::GetAxisFromKey(int pad, int index)
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{
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return SDL_JoystickGetAxis(GetJoy(), key_to_axis(pad, index));
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}
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