mirror of https://github.com/PCSX2/pcsx2.git
259 lines
8.2 KiB
C++
259 lines
8.2 KiB
C++
/* PCSX2 - PS2 Emulator for PCs
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* Copyright (C) 2002-2020 PCSX2 Dev Team
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*
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* PCSX2 is free software: you can redistribute it and/or modify it under the terms
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* of the GNU Lesser General Public License as published by the Free Software Found-
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* ation, either version 3 of the License, or (at your option) 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 WARRANTY;
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* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
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* PURPOSE. See the 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 along with PCSX2.
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* If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "joystick.h"
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#include "Host.h"
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#include <signal.h> // sigaction
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#if !SDL_VERSION_ATLEAST(2, 0, 9)
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#error PCSX2 requires SDL2 2.0.9 or higher
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#endif
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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<Device>>& 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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{
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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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// Enable rumble on PS4 controllers (note: breaks DirectInput handling)
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SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE, "1");
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// We want buttons to come in as positions, not labels, where possible
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// New as of SDL 2.0.12, so use string
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SDL_SetHint("SDL_GAMECONTROLLER_USE_BUTTON_LABELS", "0");
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// Super annoying to have a bright blue LED shining in your face all the time
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// New as of SDL 2.0.18, so use string
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SDL_SetHint("SDL_JOYSTICK_HIDAPI_SWITCH_HOME_LED", "0");
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for (const auto& hint : g_conf.sdl2_hints)
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SDL_SetHint(hint.first.c_str(), hint.second.c_str());
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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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auto file = Host::ReadResourceFile("game_controller_db.txt");
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if (file.has_value())
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SDL_GameControllerAddMappingsFromRW(SDL_RWFromMem(file->data(), file->size()), 1);
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else
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Console.Warning("Failed to load SDL Game Controller DB file!");
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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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{
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vjoysticks.push_back(std::unique_ptr<Device>(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 >= std::size(m_rumble_end))
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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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m_rumble_enabled[type] = true;
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m_rumble_end[type] = SDL_GetTicks() + 125; // 125ms feels quite near to original
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UpdateRumble(true);
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}
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void JoystickInfo::UpdateRumble(bool needs_update)
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{
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u16 rumble_amt[2] = {0, 0};
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u32 rumble_time = 0;
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u32 now = SDL_GetTicks();
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for (size_t i = 0; i < std::size(m_rumble_end); i++)
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{
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s32 remaining = static_cast<s32>(m_rumble_end[i] - now);
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if (m_rumble_enabled[i])
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{
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if (remaining > 0)
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{
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rumble_amt[i] = std::min<u32>(g_conf.get_ff_intensity() * UINT16_MAX, UINT16_MAX);
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rumble_time = std::max(rumble_time, static_cast<u32>(remaining));
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}
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else
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{
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m_rumble_enabled[i] = false;
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needs_update = true;
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}
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}
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}
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if (needs_update)
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SDL_GameControllerRumble(m_controller, rumble_amt[1], rumble_amt[0], rumble_time);
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}
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JoystickInfo::~JoystickInfo()
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{
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if (m_controller != nullptr)
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{
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SDL_GameControllerClose(m_controller);
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}
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}
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JoystickInfo::JoystickInfo(int id)
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: Device()
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, m_controller(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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// 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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{
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m_controller = SDL_GameControllerOpen(id);
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joy = SDL_GameControllerGetJoystick(m_controller);
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}
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else
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{
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joy = SDL_JoystickOpen(id);
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}
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if (joy == nullptr)
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{
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Console.Warning("PAD: failed to open joystick %d", 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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m_device_name = SDL_JoystickNameForIndex(id);
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if (m_controller == nullptr)
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{
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Console.Warning("PAD: Joystick (%s,GUID:%s) isn't yet supported by the SDL2 game controller API\n"
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"You can use SDL2 Gamepad Tool (https://www.generalarcade.com/gamepadtool/) or Steam to configure your joystick\n"
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"The mapping can be stored in PAD.ini as 'SDL2 = <...mapping description...>'\n"
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"Please post the new generated mapping to (https://github.com/gabomdq/SDL_GameControllerDB) so it can be added to the database.",
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m_device_name.c_str(), guid);
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SDL_JoystickClose(joy);
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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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bool rumble_support = SDL_GameControllerRumble(m_controller, 0, 0, 1) >= 0;
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Console.WriteLn("PAD: controller (%s) detected%s, GUID:%s",
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m_device_name.c_str(), rumble_support ? " 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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u16 u16strength = static_cast<u16>(UINT16_MAX * strength);
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return SDL_GameControllerRumble(m_controller, u16strength, u16strength, 400) >= 0;
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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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{
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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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{
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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::UpdateDeviceState()
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{
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UpdateRumble(false);
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SDL_GameControllerUpdate();
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}
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