mirror of https://github.com/PCSX2/pcsx2.git
291 lines
10 KiB
C++
291 lines
10 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 "resources.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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// opens handles to all possible joysticks
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void JoystickInfo::EnumerateJoysticks(std::vector<std::unique_ptr<GamePad>> &vjoysticks)
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{
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uint32_t flag = SDL_INIT_JOYSTICK | SDL_INIT_HAPTIC | SDL_INIT_EVENTS | SDL_INIT_GAMECONTROLLER;
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if ((SDL_WasInit(0) & flag) != flag) {
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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(flag) < 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 = {};
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action.sa_handler = SIG_DFL;
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sigaction(SIGINT, &action, nullptr);
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sigaction(SIGTERM, &action, nullptr);
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SDL_JoystickEventState(SDL_QUERY);
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SDL_GameControllerEventState(SDL_QUERY);
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SDL_EventState(SDL_CONTROLLERDEVICEADDED, SDL_ENABLE);
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SDL_EventState(SDL_CONTROLLERDEVICEREMOVED, SDL_ENABLE);
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{ // Support as much Joystick as possible
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GBytes *bytes = g_resource_lookup_data(onepad_res_get_resource(), "/onepad/res/game_controller_db.txt", G_RESOURCE_LOOKUP_FLAGS_NONE, nullptr);
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size_t size = 0;
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// SDL forget to add const for SDL_RWFromMem API...
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void *data = const_cast<void *>(g_bytes_get_data(bytes, &size));
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SDL_GameControllerAddMappingsFromRW(SDL_RWFromMem(data, size), 1);
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g_bytes_unref(bytes);
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// Add user mapping too
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for (auto const &map : g_conf.sdl2_mapping)
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SDL_GameControllerAddMapping(map.c_str());
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}
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}
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vjoysticks.clear();
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for (int i = 0; i < SDL_NumJoysticks(); ++i) {
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vjoysticks.push_back(std::unique_ptr<GamePad>(new JoystickInfo(i)));
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// Something goes wrong in the init, let's drop it
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if (!vjoysticks.back()->IsProperlyInitialized())
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vjoysticks.pop_back();
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}
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}
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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 (!(g_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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, m_unique_id(0)
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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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// Values are hardcoded currently but it could be later extended to allow remapping of the buttons
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m_pad_to_sdl[PAD_L2] = SDL_CONTROLLER_AXIS_TRIGGERLEFT;
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m_pad_to_sdl[PAD_R2] = SDL_CONTROLLER_AXIS_TRIGGERRIGHT;
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m_pad_to_sdl[PAD_L1] = SDL_CONTROLLER_BUTTON_LEFTSHOULDER;
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m_pad_to_sdl[PAD_R1] = SDL_CONTROLLER_BUTTON_RIGHTSHOULDER;
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m_pad_to_sdl[PAD_TRIANGLE] = SDL_CONTROLLER_BUTTON_Y;
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m_pad_to_sdl[PAD_CIRCLE] = SDL_CONTROLLER_BUTTON_B;
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m_pad_to_sdl[PAD_CROSS] = SDL_CONTROLLER_BUTTON_A;
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m_pad_to_sdl[PAD_SQUARE] = SDL_CONTROLLER_BUTTON_X;
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m_pad_to_sdl[PAD_SELECT] = SDL_CONTROLLER_BUTTON_BACK;
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m_pad_to_sdl[PAD_L3] = SDL_CONTROLLER_BUTTON_LEFTSTICK;
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m_pad_to_sdl[PAD_R3] = SDL_CONTROLLER_BUTTON_RIGHTSTICK;
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m_pad_to_sdl[PAD_START] = SDL_CONTROLLER_BUTTON_START;
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m_pad_to_sdl[PAD_UP] = SDL_CONTROLLER_BUTTON_DPAD_UP;
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m_pad_to_sdl[PAD_RIGHT] = SDL_CONTROLLER_BUTTON_DPAD_RIGHT;
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m_pad_to_sdl[PAD_DOWN] = SDL_CONTROLLER_BUTTON_DPAD_DOWN;
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m_pad_to_sdl[PAD_LEFT] = SDL_CONTROLLER_BUTTON_DPAD_LEFT;
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m_pad_to_sdl[PAD_L_UP] = SDL_CONTROLLER_AXIS_LEFTY;
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m_pad_to_sdl[PAD_L_RIGHT] = SDL_CONTROLLER_AXIS_LEFTX;
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m_pad_to_sdl[PAD_L_DOWN] = SDL_CONTROLLER_AXIS_LEFTY;
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m_pad_to_sdl[PAD_L_LEFT] = SDL_CONTROLLER_AXIS_LEFTX;
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m_pad_to_sdl[PAD_R_UP] = SDL_CONTROLLER_AXIS_RIGHTY;
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m_pad_to_sdl[PAD_R_RIGHT] = SDL_CONTROLLER_AXIS_RIGHTX;
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m_pad_to_sdl[PAD_R_DOWN] = SDL_CONTROLLER_AXIS_RIGHTY;
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m_pad_to_sdl[PAD_R_LEFT] = SDL_CONTROLLER_AXIS_RIGHTX;
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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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"The mapping can be stored in OnePAD2.ini as 'SDL2 = <...mapping description...>'\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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std::hash<std::string> hash_me;
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m_unique_id = hash_me(std::string(guid));
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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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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)(g_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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/* 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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effect.type = SDL_HAPTIC_SINE;
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} else {
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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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effects[i] = effect;
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}
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if (SDL_JoystickIsHaptic(joy)) {
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m_haptic = SDL_HapticOpenFromJoystick(joy);
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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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m_haptic = nullptr;
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break;
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}
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}
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}
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fprintf(stdout, "onepad: controller (%s) detected%s, GUID:%s\n",
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devname, m_haptic ? " with rumble support" : "", guid);
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m_no_error = true;
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}
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const char *JoystickInfo::GetName()
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{
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return SDL_JoystickName(SDL_GameControllerGetJoystick(m_controller));
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}
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size_t JoystickInfo::GetUniqueIdentifier()
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{
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return m_unique_id;
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}
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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 (m_haptic == nullptr)
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return false; // Otherwise, core dump!
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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(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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return true;
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}
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int JoystickInfo::GetInput(gamePadValues input)
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{
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float k = g_conf.get_sensibility() / 100.0; // convert sensibility to float
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// Handle analog inputs which range from -32k to +32k. Range conversion is handled later in the controller
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if (IsAnalogKey(input)) {
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int value = SDL_GameControllerGetAxis(m_controller, (SDL_GameControllerAxis)m_pad_to_sdl[input]);
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value *= k;
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return (abs(value) > m_deadzone) ? value : 0;
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}
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// Handle triggers which range from 0 to +32k. They must be converted to 0-255 range
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if (input == PAD_L2 || input == PAD_R2) {
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int value = SDL_GameControllerGetAxis(m_controller, (SDL_GameControllerAxis)m_pad_to_sdl[input]);
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return (value > m_deadzone) ? value / 128 : 0;
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}
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// Remain buttons
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int value = SDL_GameControllerGetButton(m_controller, (SDL_GameControllerButton)m_pad_to_sdl[input]);
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return value ? 0xFF : 0; // Max pressure
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}
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void JoystickInfo::UpdateGamePadState()
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{
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SDL_GameControllerUpdate();
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}
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