mirror of https://github.com/PCSX2/pcsx2.git
663 lines
24 KiB
C++
663 lines
24 KiB
C++
/* LilyPad - Pad plugin for PS2 Emulator
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* Copyright (C) 2002-2014 PCSX2 Dev Team/ChickenLiver
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*
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* PCSX2 is free software: you can redistribute it and/or modify it under the
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* terms of the GNU Lesser General Public License as published by the Free
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* Software Found- ation, either version 3 of the License, or (at your option)
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* any later version.
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*
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* PCSX2 is distributed in the hope that it will be useful, but WITHOUT ANY
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* WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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* FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
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* details.
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*
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* You should have received a copy of the GNU General Public License along
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* with PCSX2. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "Global.h"
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#include "InputManager.h"
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#include "KeyboardQueue.h"
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#include "Config.h"
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InputDeviceManager *dm = 0;
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InputDeviceManager::InputDeviceManager()
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{
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memset(this, 0, sizeof(*this));
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}
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void InputDeviceManager::ClearDevices()
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{
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for (int i = 0; i < numDevices; i++) {
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delete devices[i];
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}
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free(devices);
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devices = 0;
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numDevices = 0;
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}
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InputDeviceManager::~InputDeviceManager()
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{
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ClearDevices();
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}
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Device::Device(DeviceAPI api, DeviceType d, const wchar_t *displayName, const wchar_t *instanceID, const wchar_t *productID)
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{
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memset(pads, 0, sizeof(pads));
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this->api = api;
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type = d;
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this->displayName = wcsdup(displayName);
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if (instanceID)
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this->instanceID = wcsdup(instanceID);
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else
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this->instanceID = wcsdup(displayName);
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this->productID = 0;
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if (productID)
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this->productID = wcsdup(productID);
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active = 0;
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attached = 1;
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enabled = 0;
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#ifdef _MSC_VER
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hWndProc = 0;
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#endif
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virtualControls = 0;
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numVirtualControls = 0;
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virtualControlState = 0;
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oldVirtualControlState = 0;
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physicalControls = 0;
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numPhysicalControls = 0;
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physicalControlState = 0;
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ffEffectTypes = 0;
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numFFEffectTypes = 0;
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ffAxes = 0;
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numFFAxes = 0;
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}
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void Device::FreeState()
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{
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if (virtualControlState)
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free(virtualControlState);
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virtualControlState = 0;
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oldVirtualControlState = 0;
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physicalControlState = 0;
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}
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Device::~Device()
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{
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Deactivate();
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// Generally called by deactivate, but just in case...
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FreeState();
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int i;
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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 (int padtype = 0; padtype < numPadTypes; padtype++) {
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free(pads[port][slot][padtype].bindings);
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for (i = 0; i < pads[port][slot][padtype].numFFBindings; i++) {
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free(pads[port][slot][padtype].ffBindings[i].axes);
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}
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free(pads[port][slot][padtype].ffBindings);
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}
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}
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}
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free(virtualControls);
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for (i = numPhysicalControls - 1; i >= 0; i--) {
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if (physicalControls[i].name)
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free(physicalControls[i].name);
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}
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free(physicalControls);
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free(displayName);
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free(instanceID);
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free(productID);
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if (ffAxes) {
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for (i = 0; i < numFFAxes; i++) {
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free(ffAxes[i].displayName);
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}
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free(ffAxes);
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}
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if (ffEffectTypes) {
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for (i = 0; i < numFFEffectTypes; i++) {
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free(ffEffectTypes[i].displayName);
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free(ffEffectTypes[i].effectID);
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}
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free(ffEffectTypes);
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}
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}
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void Device::AddFFEffectType(const wchar_t *displayName, const wchar_t *effectID, EffectType type)
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{
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ffEffectTypes = (ForceFeedbackEffectType *)realloc(ffEffectTypes, sizeof(ForceFeedbackEffectType) * (numFFEffectTypes + 1));
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ffEffectTypes[numFFEffectTypes].displayName = wcsdup(displayName);
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ffEffectTypes[numFFEffectTypes].effectID = wcsdup(effectID);
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ffEffectTypes[numFFEffectTypes].type = type;
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numFFEffectTypes++;
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}
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void Device::AddFFAxis(const wchar_t *displayName, int id)
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{
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ffAxes = (ForceFeedbackAxis *)realloc(ffAxes, sizeof(ForceFeedbackAxis) * (numFFAxes + 1));
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ffAxes[numFFAxes].id = id;
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ffAxes[numFFAxes].displayName = wcsdup(displayName);
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numFFAxes++;
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int bindingsExist = 0;
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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 (int padtype = 0; padtype < numPadTypes; padtype++) {
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for (int i = 0; i < pads[port][slot][padtype].numFFBindings; i++) {
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ForceFeedbackBinding *b = pads[port][slot][padtype].ffBindings + i;
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b->axes = (AxisEffectInfo *)realloc(b->axes, sizeof(AxisEffectInfo) * (numFFAxes));
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memset(b->axes + (numFFAxes - 1), 0, sizeof(AxisEffectInfo));
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bindingsExist = 1;
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}
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}
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}
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}
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// Generally the case when not loading a binding file.
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if (!bindingsExist) {
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int i = numFFAxes - 1;
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ForceFeedbackAxis temp = ffAxes[i];
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while (i && temp.id < ffAxes[i - 1].id) {
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ffAxes[i] = ffAxes[i - 1];
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i--;
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}
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ffAxes[i] = temp;
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}
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}
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void Device::AllocState()
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{
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FreeState();
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virtualControlState = (int *)calloc(numVirtualControls + numVirtualControls + numPhysicalControls, sizeof(int));
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oldVirtualControlState = virtualControlState + numVirtualControls;
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physicalControlState = oldVirtualControlState + numVirtualControls;
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}
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void Device::FlipState()
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{
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memcpy(oldVirtualControlState, virtualControlState, sizeof(int) * numVirtualControls);
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}
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void Device::PostRead()
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{
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FlipState();
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}
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void Device::CalcVirtualState()
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{
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for (int i = 0; i < numPhysicalControls; i++) {
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PhysicalControl *c = physicalControls + i;
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int index = c->baseVirtualControlIndex;
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int val = physicalControlState[i];
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if (c->type & BUTTON) {
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virtualControlState[index] = val;
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// DirectInput keyboard events only.
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if (this->api == DI && this->type == KEYBOARD) {
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if (!(virtualControlState[index] >> 15) != !(oldVirtualControlState[index] >> 15) && c->vkey) {
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// Check for alt-F4 to avoid toggling skip mode incorrectly.
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if (c->vkey == VK_F4) {
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int i;
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for (i = 0; i < numPhysicalControls; i++) {
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if (virtualControlState[physicalControls[i].baseVirtualControlIndex] &&
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(physicalControls[i].vkey == VK_MENU ||
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physicalControls[i].vkey == VK_RMENU ||
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physicalControls[i].vkey == VK_LMENU)) {
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break;
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}
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}
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if (i < numPhysicalControls)
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continue;
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}
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int event = KEYPRESS;
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if (!(virtualControlState[index] >> 15))
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event = KEYRELEASE;
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QueueKeyEvent(c->vkey, event);
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}
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}
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} else if (c->type & ABSAXIS) {
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virtualControlState[index] = (val + FULLY_DOWN) / 2;
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// Positive. Overkill.
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virtualControlState[index + 1] = (val & ~(val >> 31));
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// Negative
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virtualControlState[index + 2] = (-val & (val >> 31));
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} else if (c->type & RELAXIS) {
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int delta = val - oldVirtualControlState[index];
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virtualControlState[index] = val;
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// Positive
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virtualControlState[index + 1] = (delta & ~(delta >> 31));
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// Negative
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virtualControlState[index + 2] = (-delta & (delta >> 31));
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} else if (c->type & POV) {
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virtualControlState[index] = val;
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int iSouth = 0;
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int iEast = 0;
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if ((unsigned int)val <= 37000) {
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double angle = val * (3.141592653589793 / 18000.0);
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double East = sin(angle);
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double South = -cos(angle);
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// Normalize so greatest direction is 1.
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double mul = FULLY_DOWN / std::max(fabs(South), fabs(East));
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iEast = (int)floor(East * mul + 0.5);
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iSouth = (int)floor(South * mul + 0.5);
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}
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// N
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virtualControlState[index + 1] = (-iSouth & (iSouth >> 31));
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// S
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virtualControlState[index + 3] = (iSouth & ~(iSouth >> 31));
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// E
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virtualControlState[index + 2] = (iEast & ~(iEast >> 31));
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// W
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virtualControlState[index + 4] = (-iEast & (iEast >> 31));
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}
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}
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}
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VirtualControl *Device::GetVirtualControl(unsigned int uid)
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{
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for (int i = 0; i < numVirtualControls; i++) {
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if (virtualControls[i].uid == uid)
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return virtualControls + i;
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}
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return 0;
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}
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VirtualControl *Device::AddVirtualControl(unsigned int uid, int physicalControlIndex)
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{
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// Not really necessary, as always call AllocState when activated, but doesn't hurt.
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FreeState();
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if (numVirtualControls % 16 == 0) {
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virtualControls = (VirtualControl *)realloc(virtualControls, sizeof(VirtualControl) * (numVirtualControls + 16));
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}
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VirtualControl *c = virtualControls + numVirtualControls;
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c->uid = uid;
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c->physicalControlIndex = physicalControlIndex;
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numVirtualControls++;
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return c;
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}
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PhysicalControl *Device::AddPhysicalControl(ControlType type, unsigned short id, unsigned short vkey, const wchar_t *name)
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{
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// Not really necessary, as always call AllocState when activated, but doesn't hurt.
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FreeState();
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if (numPhysicalControls % 16 == 0) {
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physicalControls = (PhysicalControl *)realloc(physicalControls, sizeof(PhysicalControl) * (numPhysicalControls + 16));
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}
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PhysicalControl *control = physicalControls + numPhysicalControls;
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memset(control, 0, sizeof(PhysicalControl));
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control->type = type;
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control->id = id;
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if (name)
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control->name = wcsdup(name);
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control->baseVirtualControlIndex = numVirtualControls;
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unsigned int uid = id | (type << 16);
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if (type & BUTTON) {
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AddVirtualControl(uid, numPhysicalControls);
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control->vkey = vkey;
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} else if (type & AXIS) {
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AddVirtualControl(uid | UID_AXIS, numPhysicalControls);
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AddVirtualControl(uid | UID_AXIS_POS, numPhysicalControls);
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AddVirtualControl(uid | UID_AXIS_NEG, numPhysicalControls);
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} else if (type & POV) {
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AddVirtualControl(uid | UID_POV, numPhysicalControls);
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AddVirtualControl(uid | UID_POV_N, numPhysicalControls);
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AddVirtualControl(uid | UID_POV_E, numPhysicalControls);
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AddVirtualControl(uid | UID_POV_S, numPhysicalControls);
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AddVirtualControl(uid | UID_POV_W, numPhysicalControls);
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}
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numPhysicalControls++;
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return control;
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}
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void Device::SetEffects(unsigned char port, unsigned int slot, unsigned char motor, unsigned char force)
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{
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int padtype = config.padConfigs[port][slot].type;
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for (int i = 0; i < pads[port][slot][padtype].numFFBindings; i++) {
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ForceFeedbackBinding *binding = pads[port][slot][padtype].ffBindings + i;
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if (binding->motor == motor) {
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SetEffect(binding, force);
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}
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}
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}
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wchar_t *GetDefaultControlName(unsigned short id, int type)
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{
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static wchar_t name[20];
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if (type & BUTTON) {
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wsprintfW(name, L"Button %i", id);
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} else if (type & AXIS) {
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wsprintfW(name, L"Axis %i", id);
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} else if (type & POV) {
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wsprintfW(name, L"POV %i", id);
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} else {
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wcscpy(name, L"Unknown");
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}
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return name;
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}
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wchar_t *Device::GetVirtualControlName(VirtualControl *control)
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{
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static wchar_t temp[100];
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wchar_t *baseName = 0;
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if (control->physicalControlIndex >= 0) {
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baseName = physicalControls[control->physicalControlIndex].name;
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if (!baseName)
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baseName = GetPhysicalControlName(&physicalControls[control->physicalControlIndex]);
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}
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unsigned int uid = control->uid;
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if (!baseName) {
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baseName = GetDefaultControlName(uid & 0xFFFF, (uid >> 16) & 0x1F);
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}
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uid &= 0xFF000000;
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int len = (int)wcslen(baseName);
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if (len > 99)
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len = 99;
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memcpy(temp, baseName, len * sizeof(wchar_t));
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temp[len] = 0;
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if (uid) {
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if (len > 95)
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len = 95;
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wchar_t *out = temp + len;
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if (uid == UID_AXIS_POS) {
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wcscpy(out, L" +");
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} else if (uid == UID_AXIS_NEG) {
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wcscpy(out, L" -");
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} else if (uid == UID_POV_N) {
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wcscpy(out, L" N");
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} else if (uid == UID_POV_E) {
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wcscpy(out, L" E");
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} else if (uid == UID_POV_S) {
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wcscpy(out, L" S");
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} else if (uid == UID_POV_W) {
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wcscpy(out, L" W");
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}
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}
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return temp;
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}
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wchar_t *Device::GetPhysicalControlName(PhysicalControl *control)
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{
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if (control->name)
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return control->name;
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return GetDefaultControlName(control->id, control->type);
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}
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void InputDeviceManager::AddDevice(Device *d)
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{
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devices = (Device **)realloc(devices, sizeof(Device *) * (numDevices + 1));
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devices[numDevices++] = d;
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}
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void InputDeviceManager::Update(InitInfo *info)
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{
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for (int i = 0; i < numDevices; i++) {
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if (devices[i]->enabled) {
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if (!devices[i]->active) {
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if (!devices[i]->Activate(info) || !devices[i]->Update())
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continue;
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devices[i]->CalcVirtualState();
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devices[i]->PostRead();
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}
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if (devices[i]->Update())
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devices[i]->CalcVirtualState();
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}
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}
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}
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void InputDeviceManager::PostRead()
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{
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for (int i = 0; i < numDevices; i++) {
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if (devices[i]->active)
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devices[i]->PostRead();
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}
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}
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Device *InputDeviceManager::GetActiveDevice(InitInfo *info, unsigned int *uid, int *index, int *value)
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{
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int i, j;
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Update(info);
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int bestDiff = FULLY_DOWN / 2;
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Device *bestDevice = 0;
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for (i = 0; i < numDevices; i++) {
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if (devices[i]->active) {
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for (j = 0; j < devices[i]->numVirtualControls; j++) {
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if (devices[i]->virtualControlState[j] == devices[i]->oldVirtualControlState[j])
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continue;
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if (devices[i]->virtualControls[j].uid & UID_POV)
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continue;
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// Fix for releasing button used to click on bind button
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if (!((devices[i]->virtualControls[j].uid >> 16) & (POV | RELAXIS | ABSAXIS))) {
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if (abs(devices[i]->oldVirtualControlState[j]) > abs(devices[i]->virtualControlState[j])) {
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devices[i]->oldVirtualControlState[j] = 0;
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}
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}
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int diff = abs(devices[i]->virtualControlState[j] - devices[i]->oldVirtualControlState[j]);
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// Make it require a bit more work to bind relative axes.
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if (((devices[i]->virtualControls[j].uid >> 16) & 0xFF) == RELAXIS) {
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diff = diff / 4 + 1;
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}
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// Less pressure needed to bind DS3/SCP buttons.
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if ((devices[i]->api == DS3 || devices[i]->api == XINPUT) && (((devices[i]->virtualControls[j].uid >> 16) & 0xFF) & BUTTON)) {
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diff *= 4;
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}
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if (diff > bestDiff) {
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if (devices[i]->virtualControls[j].uid & UID_AXIS) {
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if ((((devices[i]->virtualControls[j].uid >> 16) & 0xFF) != ABSAXIS))
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continue;
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// Very picky when binding entire axes. Prefer binding half-axes.
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if (!((devices[i]->oldVirtualControlState[j] < FULLY_DOWN / 32 && devices[i]->virtualControlState[j] > FULLY_DOWN / 8) ||
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(devices[i]->oldVirtualControlState[j] > 31 * FULLY_DOWN / 32 && devices[i]->virtualControlState[j] < 7 * FULLY_DOWN / 8))) {
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continue;
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}
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} else if ((((devices[i]->virtualControls[j].uid >> 16) & 0xFF) == ABSAXIS)) {
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if (devices[i]->oldVirtualControlState[j] > 15 * FULLY_DOWN / 16)
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continue;
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}
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bestDiff = diff;
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*uid = devices[i]->virtualControls[j].uid;
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*index = j;
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bestDevice = devices[i];
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if (value) {
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if ((devices[i]->virtualControls[j].uid >> 16) & RELAXIS) {
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*value = devices[i]->virtualControlState[j] - devices[i]->oldVirtualControlState[j];
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} else {
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*value = devices[i]->virtualControlState[j];
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}
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}
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}
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}
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}
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}
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// Don't call when binding.
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// PostRead();
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return bestDevice;
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}
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void InputDeviceManager::ReleaseInput()
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{
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for (int i = 0; i < numDevices; i++) {
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if (devices[i]->active)
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devices[i]->Deactivate();
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}
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}
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void InputDeviceManager::EnableDevices(DeviceType type, DeviceAPI api)
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{
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for (int i = 0; i < numDevices; i++) {
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if (devices[i]->api == api && devices[i]->type == type) {
|
|
EnableDevice(i);
|
|
}
|
|
}
|
|
}
|
|
|
|
void InputDeviceManager::DisableAllDevices()
|
|
{
|
|
for (int i = 0; i < numDevices; i++) {
|
|
DisableDevice(i);
|
|
}
|
|
}
|
|
|
|
void InputDeviceManager::DisableDevice(int index)
|
|
{
|
|
devices[index]->enabled = 0;
|
|
if (devices[index]->active) {
|
|
devices[index]->Deactivate();
|
|
}
|
|
}
|
|
|
|
ForceFeedbackEffectType *Device::GetForcefeedbackEffect(wchar_t *id)
|
|
{
|
|
for (int i = 0; i < numFFEffectTypes; i++) {
|
|
if (!wcsicmp(id, ffEffectTypes[i].effectID)) {
|
|
return &ffEffectTypes[i];
|
|
}
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
ForceFeedbackAxis *Device::GetForceFeedbackAxis(int id)
|
|
{
|
|
for (int i = 0; i < numFFAxes; i++) {
|
|
if (ffAxes[i].id == id)
|
|
return &ffAxes[i];
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
void InputDeviceManager::CopyBindings(int numOldDevices, Device **oldDevices)
|
|
{
|
|
int *oldMatches = (int *)malloc(sizeof(int) * numOldDevices);
|
|
int *matches = (int *)malloc(sizeof(int) * numDevices);
|
|
int i, j, port, slot;
|
|
Device *old, *dev;
|
|
for (i = 0; i < numDevices; i++) {
|
|
matches[i] = -1;
|
|
}
|
|
for (i = 0; i < numOldDevices; i++) {
|
|
oldMatches[i] = -2;
|
|
old = oldDevices[i];
|
|
for (port = 0; port < 2; port++) {
|
|
for (slot = 0; slot < 4; slot++) {
|
|
for (int padtype = 0; padtype < numPadTypes; padtype++) {
|
|
if (old->pads[port][slot][padtype].numBindings + old->pads[port][slot][padtype].numFFBindings) {
|
|
// Means that there are bindings.
|
|
oldMatches[i] = -1;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
// Loops through ids looking for match, from most specific to most general.
|
|
for (int id = 0; id < 3; id++) {
|
|
for (i = 0; i < numOldDevices; i++) {
|
|
if (oldMatches[i] >= 0)
|
|
continue;
|
|
for (j = 0; j < numDevices; j++) {
|
|
if (matches[j] >= 0) {
|
|
continue;
|
|
}
|
|
wchar_t *id1 = devices[j]->IDs[id];
|
|
wchar_t *id2 = oldDevices[i]->IDs[id];
|
|
if (!id1 || !id2) {
|
|
continue;
|
|
}
|
|
if (!wcsicmp(id1, id2)) {
|
|
matches[j] = i;
|
|
oldMatches[i] = j;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
for (i = 0; i < numOldDevices; i++) {
|
|
if (oldMatches[i] == -2)
|
|
continue;
|
|
old = oldDevices[i];
|
|
if (oldMatches[i] < 0) {
|
|
dev = new Device(old->api, old->type, old->displayName, old->instanceID, old->productID);
|
|
dev->attached = 0;
|
|
AddDevice(dev);
|
|
for (j = 0; j < old->numVirtualControls; j++) {
|
|
VirtualControl *c = old->virtualControls + j;
|
|
dev->AddVirtualControl(c->uid, -1);
|
|
}
|
|
for (j = 0; j < old->numFFEffectTypes; j++) {
|
|
ForceFeedbackEffectType *effect = old->ffEffectTypes + j;
|
|
dev->AddFFEffectType(effect->displayName, effect->effectID, effect->type);
|
|
}
|
|
for (j = 0; j < old->numFFAxes; j++) {
|
|
ForceFeedbackAxis *axis = old->ffAxes + j;
|
|
dev->AddFFAxis(axis->displayName, axis->id);
|
|
}
|
|
// Just steal the old bindings directly when there's no matching device.
|
|
// Indices will be the same.
|
|
memcpy(dev->pads, old->pads, sizeof(old->pads));
|
|
memset(old->pads, 0, sizeof(old->pads));
|
|
} else {
|
|
dev = devices[oldMatches[i]];
|
|
for (port = 0; port < 2; port++) {
|
|
for (slot = 0; slot < 4; slot++) {
|
|
for (int padtype = 0; padtype < numPadTypes; padtype++) {
|
|
if (old->pads[port][slot][padtype].numBindings) {
|
|
dev->pads[port][slot][padtype].bindings = (Binding *)malloc(old->pads[port][slot][padtype].numBindings * sizeof(Binding));
|
|
for (int j = 0; j < old->pads[port][slot][padtype].numBindings; j++) {
|
|
Binding *bo = old->pads[port][slot][padtype].bindings + j;
|
|
Binding *bn = dev->pads[port][slot][padtype].bindings + dev->pads[port][slot][padtype].numBindings;
|
|
VirtualControl *cn = dev->GetVirtualControl(old->virtualControls[bo->controlIndex].uid);
|
|
if (cn) {
|
|
*bn = *bo;
|
|
bn->controlIndex = cn - dev->virtualControls;
|
|
dev->pads[port][slot][padtype].numBindings++;
|
|
}
|
|
}
|
|
}
|
|
if (old->pads[port][slot][padtype].numFFBindings) {
|
|
dev->pads[port][slot][padtype].ffBindings = (ForceFeedbackBinding *)malloc(old->pads[port][slot][padtype].numFFBindings * sizeof(ForceFeedbackBinding));
|
|
for (int j = 0; j < old->pads[port][slot][padtype].numFFBindings; j++) {
|
|
ForceFeedbackBinding *bo = old->pads[port][slot][padtype].ffBindings + j;
|
|
ForceFeedbackBinding *bn = dev->pads[port][slot][padtype].ffBindings + dev->pads[port][slot][padtype].numFFBindings;
|
|
ForceFeedbackEffectType *en = dev->GetForcefeedbackEffect(old->ffEffectTypes[bo->effectIndex].effectID);
|
|
if (en) {
|
|
*bn = *bo;
|
|
bn->effectIndex = en - dev->ffEffectTypes;
|
|
bn->axes = (AxisEffectInfo *)calloc(dev->numFFAxes, sizeof(AxisEffectInfo));
|
|
for (int k = 0; k < old->numFFAxes; k++) {
|
|
ForceFeedbackAxis *newAxis = dev->GetForceFeedbackAxis(old->ffAxes[k].id);
|
|
if (newAxis) {
|
|
bn->axes[newAxis - dev->ffAxes] = bo->axes[k];
|
|
}
|
|
}
|
|
dev->pads[port][slot][padtype].numFFBindings++;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
free(oldMatches);
|
|
free(matches);
|
|
}
|
|
|
|
void InputDeviceManager::SetEffect(unsigned char port, unsigned int slot, unsigned char motor, unsigned char force)
|
|
{
|
|
for (int i = 0; i < numDevices; i++) {
|
|
Device *dev = devices[i];
|
|
if (dev->enabled && dev->numFFEffectTypes) {
|
|
dev->SetEffects(port, slot, motor, force);
|
|
}
|
|
}
|
|
}
|