pcsx2/plugins/onepad/joystick.cpp

368 lines
10 KiB
C++

/* 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"
//////////////////////////
// Joystick definitions //
//////////////////////////
vector<JoystickInfo*> s_vjoysticks;
static u32 s_bSDLInit = false;
void UpdateJoysticks()
{
vector<JoystickInfo*>::iterator itjoy = s_vjoysticks.begin();
SDL_JoystickUpdate();
// Save everything in the vector s_vjoysticks.
while (itjoy != s_vjoysticks.end())
{
(*itjoy)->SaveState();
itjoy++;
}
}
const char *HatName(int value)
{
switch(value)
{
case SDL_HAT_CENTERED: return "SDL_HAT_CENTERED";
case SDL_HAT_UP: return "SDL_HAT_UP";
case SDL_HAT_RIGHT: return "SDL_HAT_RIGHT";
case SDL_HAT_DOWN: return "SDL_HAT_DOWN";
case SDL_HAT_LEFT: return "SDL_HAT_LEFT";
case SDL_HAT_RIGHTUP: return "SDL_HAT_RIGHTUP";
case SDL_HAT_RIGHTDOWN: return "SDL_HAT_RIGHTDOWN";
case SDL_HAT_LEFTUP: return "SDL_HAT_LEFTUP";
case SDL_HAT_LEFTDOWN: return "SDL_HAT_LEFTDOWN";
default: return "Unknown";
}
return "Unknown";
}
bool JoystickIdWithinBounds(int joyid)
{
return ((joyid >= 0) && (joyid < (int)s_vjoysticks.size()));
}
// opens handles to all possible joysticks
void JoystickInfo::EnumerateJoysticks(vector<JoystickInfo*>& vjoysticks)
{
if (!s_bSDLInit)
{
#if SDL_VERSION_ATLEAST(1,3,0)
// SDL in 3rdparty wrap X11 call. In order to get x11 symbols loaded
// video must be loaded too.
// Example of X11 symbol are XAutoRepeatOn/XAutoRepeatOff
if (SDL_Init(SDL_INIT_JOYSTICK|SDL_INIT_VIDEO|SDL_INIT_HAPTIC) < 0) return;
#else
if (SDL_Init(SDL_INIT_JOYSTICK) < 0) return;
#endif
SDL_JoystickEventState(SDL_QUERY);
s_bSDLInit = true;
}
vector<JoystickInfo*>::iterator it = vjoysticks.begin();
// Delete everything in the vector vjoysticks.
while (it != vjoysticks.end())
{
delete *it;
it ++;
}
vjoysticks.resize(SDL_NumJoysticks());
for (int i = 0; i < (int)vjoysticks.size(); ++i)
{
vjoysticks[i] = new JoystickInfo();
vjoysticks[i]->Init(i);
}
}
void JoystickInfo::InitHapticEffect()
{
#if SDL_VERSION_ATLEAST(1,3,0)
if (haptic == NULL) return;
#if 0
additional field of the effect
/* Trigger */
Uint16 button; /**< Button that triggers the effect. */
Uint16 interval; /**< How soon it can be triggered again after button. */
// periodic parameter
Sint16 offset; /**< Mean value of the wave. */
Uint16 phase; /**< Horizontal shift given by hundredth of a cycle. */
#endif
/*******************************************************************/
/* Effect small */
/*******************************************************************/
haptic_effect_data[0].type = SDL_HAPTIC_SQUARE;
// Direction of the effect SDL_HapticDirection
haptic_effect_data[0].periodic.direction.type = SDL_HAPTIC_POLAR; // Polar coordinates
haptic_effect_data[0].periodic.direction.dir[0] = 18000; // Force comes from south
// periodic parameter
haptic_effect_data[0].periodic.period = 1000; // 1000 ms
haptic_effect_data[0].periodic.magnitude = 2000; // 2000/32767 strength
// Replay
haptic_effect_data[0].periodic.length = 2000; // 2 seconds long
haptic_effect_data[0].periodic.delay = 0; // start 0 second after the upload
// enveloppe
haptic_effect_data[0].periodic.attack_length = 500;// Takes 0.5 second to get max strength
haptic_effect_data[0].periodic.attack_level = 0; // start at 0
haptic_effect_data[0].periodic.fade_length = 500; // Takes 0.5 second to fade away
haptic_effect_data[0].periodic.fade_level = 0; // finish at 0
/*******************************************************************/
/* Effect big */
/*******************************************************************/
haptic_effect_data[1].type = SDL_HAPTIC_TRIANGLE;
// Direction of the effect SDL_HapticDirection
haptic_effect_data[1].periodic.direction.type = SDL_HAPTIC_POLAR; // Polar coordinates
haptic_effect_data[1].periodic.direction.dir[0] = 18000; // Force comes from south
// periodic parameter
haptic_effect_data[1].periodic.period = 1000; // 1000 ms
haptic_effect_data[1].periodic.magnitude = 2000; // 2000/32767 strength
// Replay
haptic_effect_data[1].periodic.length = 2000; // 2 seconds long
haptic_effect_data[1].periodic.delay = 0; // start 0 second after the upload
// enveloppe
haptic_effect_data[1].periodic.attack_length = 500;// Takes 0.5 second to get max strength
haptic_effect_data[1].periodic.attack_level = 0; // start at 0
haptic_effect_data[1].periodic.fade_length = 500; // Takes 0.5 second to fade away
haptic_effect_data[1].periodic.fade_level = 0; // finish at 0
/*******************************************************************/
/* Upload effect to the device */
/*******************************************************************/
for (int i = 0 ; i < 2 ; i++)
haptic_effect_id[i] = SDL_HapticNewEffect(haptic, &haptic_effect_data[i]);
#endif
}
void JoystickInfo::DoHapticEffect(int type, int pad, int force)
{
if (type > 1) return;
if ( !(conf->options & (PADOPTION_FORCEFEEDBACK << 16 * pad)) ) return;
#if SDL_VERSION_ATLEAST(1,3,0)
// first search the joy associated to the pad
vector<JoystickInfo*>::iterator itjoy = s_vjoysticks.begin();
while (itjoy != s_vjoysticks.end()) {
if ((*itjoy)->GetPAD() == pad) break;
itjoy++;
}
if (itjoy == s_vjoysticks.end()) return;
if ((*itjoy)->haptic == NULL) return;
if ((*itjoy)->haptic_effect_id[type] < 0) return;
// FIXME: might need to multiply force
(*itjoy)->haptic_effect_data[type].periodic.magnitude = force; // force/32767 strength
// Upload the new effect
SDL_HapticUpdateEffect((*itjoy)->haptic, (*itjoy)->haptic_effect_id[type], &(*itjoy)->haptic_effect_data[type]);
// run the effect once
SDL_HapticRunEffect( (*itjoy)->haptic, (*itjoy)->haptic_effect_id[type], 1 );
#endif
}
void JoystickInfo::Destroy()
{
if (joy != NULL)
{
#if SDL_VERSION_ATLEAST(1,3,0)
// Haptic must be closed before the joystick
if (haptic != NULL) {
SDL_HapticClose(haptic);
haptic = NULL;
}
#endif
if (SDL_JoystickOpened(_id)) SDL_JoystickClose(joy);
joy = NULL;
}
}
bool JoystickInfo::Init(int id)
{
Destroy();
_id = id;
joy = SDL_JoystickOpen(id);
if (joy == NULL)
{
PAD_LOG("failed to open joystick %d\n", id);
return false;
}
numaxes = SDL_JoystickNumAxes(joy);
numbuttons = SDL_JoystickNumButtons(joy);
numhats = SDL_JoystickNumHats(joy);
devname = SDL_JoystickName(id);
vaxisstate.resize(numaxes);
vbuttonstate.resize(numbuttons);
vhatstate.resize(numhats);
#if SDL_VERSION_ATLEAST(1,3,0)
if ( haptic == NULL ) {
if (!SDL_JoystickIsHaptic(joy)) {
PAD_LOG("Haptic devices not supported!\n");
} else {
haptic = SDL_HapticOpenFromJoystick(joy);
// upload some default effect
InitHapticEffect();
}
}
#endif
//PAD_LOG("There are %d buttons, %d axises, and %d hats.\n", numbuttons, numaxes, numhats);
return true;
}
void JoystickInfo::SaveState()
{
for (int i = 0; i < numbuttons; ++i)
SetButtonState(i, SDL_JoystickGetButton(joy, i));
for (int i = 0; i < numaxes; ++i)
SetAxisState(i, SDL_JoystickGetAxis(joy, i));
for (int i = 0; i < numhats; ++i)
SetHatState(i, SDL_JoystickGetHat(joy, i));
}
void JoystickInfo::TestForce()
{
}
bool JoystickInfo::PollButtons(u32 &pkey)
{
// MAKE sure to look for changes in the state!!
for (int i = 0; i < GetNumButtons(); ++i)
{
int but = SDL_JoystickGetButton(GetJoy(), i);
if (but != GetButtonState(i))
{
if (!but) // released, we don't really want this
{
continue;
}
// Pressure sensitive button are detected as both button (digital) and axe (analog). So better
// drop the button to emulate the pressure sensiblity of the ds2 :) -- Gregory
for (int j = 0; j < GetNumAxes(); ++j) {
int value = SDL_JoystickGetAxis(GetJoy(), j);
int old_value = GetAxisState(j);
bool full_axis = (old_value < -0x3FFF) ? true : false;
if (value != old_value && ((full_axis && value > -0x6FFF ) || (!full_axis && abs(value) > old_value))) {
return false;
}
}
pkey = button_to_key(i);
return true;
}
}
return false;
}
bool JoystickInfo::PollAxes(u32 &pkey)
{
for (int i = 0; i < GetNumAxes(); ++i)
{
int value = SDL_JoystickGetAxis(GetJoy(), i);
int old_value = GetAxisState(i);
if (value != old_value)
{
PAD_LOG("Change in joystick %d: %d.\n", i, value);
// There is several kinds of axes
// Half+: 0 (release) -> 32768
// Half-: 0 (release) -> -32768
// Full (like dualshock 3): -32768 (release) ->32768
bool full_axis = (old_value < -0x2FFF) ? true : false;
if ((!full_axis && abs(value) <= 0x1FFF)
|| (full_axis && value <= -0x6FFF)) // we don't want this
{
continue;
}
if ((!full_axis && abs(value) > 0x3FFF)
|| (full_axis && value > -0x6FFF))
{
bool sign = (value < 0);
pkey = axis_to_key(full_axis, sign, i);
return true;
}
}
}
return false;
}
bool JoystickInfo::PollHats(u32 &pkey)
{
for (int i = 0; i < GetNumHats(); ++i)
{
int value = SDL_JoystickGetHat(GetJoy(), i);
if ((value != GetHatState(i)) && (value != SDL_HAT_CENTERED))
{
switch (value)
{
case SDL_HAT_UP:
case SDL_HAT_RIGHT:
case SDL_HAT_DOWN:
case SDL_HAT_LEFT:
pkey = hat_to_key(value, i);
PAD_LOG("Hat Pressed!");
return true;
default:
break;
}
}
}
return false;
}
int JoystickInfo::GetAxisFromKey(int pad, int index)
{
return SDL_JoystickGetAxis(GetJoy(), key_to_axis(pad, index));
}