mirror of https://github.com/PCSX2/pcsx2.git
287 lines
10 KiB
C++
287 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"
|
|
#include "resources.h"
|
|
#include <signal.h> // sigaction
|
|
|
|
//////////////////////////
|
|
// Joystick definitions //
|
|
//////////////////////////
|
|
|
|
// opens handles to all possible joysticks
|
|
void JoystickInfo::EnumerateJoysticks(std::vector<std::unique_ptr<GamePad>> &vjoysticks)
|
|
{
|
|
uint32_t flag = SDL_INIT_JOYSTICK | SDL_INIT_HAPTIC | SDL_INIT_EVENTS | SDL_INIT_GAMECONTROLLER;
|
|
|
|
if ((SDL_WasInit(0) & flag) != flag) {
|
|
// Tell SDL to catch event even if the windows isn't focussed
|
|
SDL_SetHint(SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS, "1");
|
|
|
|
if (SDL_Init(flag) < 0)
|
|
return;
|
|
|
|
// WTF! Give me back the control of my system
|
|
struct sigaction action = {};
|
|
action.sa_handler = SIG_DFL;
|
|
sigaction(SIGINT, &action, nullptr);
|
|
sigaction(SIGTERM, &action, nullptr);
|
|
|
|
SDL_JoystickEventState(SDL_QUERY);
|
|
SDL_GameControllerEventState(SDL_QUERY);
|
|
SDL_EventState(SDL_CONTROLLERDEVICEADDED, SDL_ENABLE);
|
|
SDL_EventState(SDL_CONTROLLERDEVICEREMOVED, SDL_ENABLE);
|
|
|
|
{ // Support as much Joystick as possible
|
|
GBytes *bytes = g_resource_lookup_data(onepad_res_get_resource(), "/onepad/res/game_controller_db.txt", G_RESOURCE_LOOKUP_FLAGS_NONE, nullptr);
|
|
|
|
size_t size = 0;
|
|
// SDL forget to add const for SDL_RWFromMem API...
|
|
void *data = const_cast<void *>(g_bytes_get_data(bytes, &size));
|
|
|
|
SDL_GameControllerAddMappingsFromRW(SDL_RWFromMem(data, size), 1);
|
|
|
|
g_bytes_unref(bytes);
|
|
|
|
// Add user mapping too
|
|
for (auto const &map : g_conf.sdl2_mapping)
|
|
SDL_GameControllerAddMapping(map.c_str());
|
|
}
|
|
}
|
|
|
|
vjoysticks.clear();
|
|
|
|
for (int i = 0; i < SDL_NumJoysticks(); ++i) {
|
|
vjoysticks.push_back(std::unique_ptr<GamePad>(new JoystickInfo(i)));
|
|
// Something goes wrong in the init, let's drop it
|
|
if (!vjoysticks.back()->IsProperlyInitialized())
|
|
vjoysticks.pop_back();
|
|
}
|
|
}
|
|
|
|
void JoystickInfo::Rumble(unsigned type, unsigned pad)
|
|
{
|
|
if (type >= m_effects_id.size())
|
|
return;
|
|
|
|
if (!(g_conf.pad_options[pad].forcefeedback))
|
|
return;
|
|
|
|
if (m_haptic == nullptr)
|
|
return;
|
|
|
|
int id = m_effects_id[type];
|
|
if (SDL_HapticRunEffect(m_haptic, id, 1) != 0) {
|
|
fprintf(stderr, "ERROR: Effect is not working! %s, id is %d\n", SDL_GetError(), id);
|
|
}
|
|
}
|
|
|
|
JoystickInfo::~JoystickInfo()
|
|
{
|
|
// Haptic must be closed before the joystick
|
|
if (m_haptic != nullptr) {
|
|
for (const auto &eid : m_effects_id) {
|
|
if (eid >= 0)
|
|
SDL_HapticDestroyEffect(m_haptic, eid);
|
|
}
|
|
|
|
SDL_HapticClose(m_haptic);
|
|
}
|
|
|
|
if (m_controller != nullptr) {
|
|
#if SDL_MINOR_VERSION >= 4
|
|
// Version before 2.0.4 are bugged, JoystickClose crashes randomly
|
|
// Note: GameControllerClose calls JoystickClose)
|
|
SDL_GameControllerClose(m_controller);
|
|
#endif
|
|
}
|
|
}
|
|
|
|
JoystickInfo::JoystickInfo(int id)
|
|
: GamePad()
|
|
, m_controller(nullptr)
|
|
, m_haptic(nullptr)
|
|
, m_unique_id(0)
|
|
{
|
|
SDL_Joystick *joy = nullptr;
|
|
m_effects_id.fill(-1);
|
|
// Values are hardcoded currently but it could be later extended to allow remapping of the buttons
|
|
m_pad_to_sdl[PAD_L2] = SDL_CONTROLLER_AXIS_TRIGGERLEFT;
|
|
m_pad_to_sdl[PAD_R2] = SDL_CONTROLLER_AXIS_TRIGGERRIGHT;
|
|
m_pad_to_sdl[PAD_L1] = SDL_CONTROLLER_BUTTON_LEFTSHOULDER;
|
|
m_pad_to_sdl[PAD_R1] = SDL_CONTROLLER_BUTTON_RIGHTSHOULDER;
|
|
m_pad_to_sdl[PAD_TRIANGLE] = SDL_CONTROLLER_BUTTON_Y;
|
|
m_pad_to_sdl[PAD_CIRCLE] = SDL_CONTROLLER_BUTTON_B;
|
|
m_pad_to_sdl[PAD_CROSS] = SDL_CONTROLLER_BUTTON_A;
|
|
m_pad_to_sdl[PAD_SQUARE] = SDL_CONTROLLER_BUTTON_X;
|
|
m_pad_to_sdl[PAD_SELECT] = SDL_CONTROLLER_BUTTON_BACK;
|
|
m_pad_to_sdl[PAD_L3] = SDL_CONTROLLER_BUTTON_LEFTSTICK;
|
|
m_pad_to_sdl[PAD_R3] = SDL_CONTROLLER_BUTTON_RIGHTSTICK;
|
|
m_pad_to_sdl[PAD_START] = SDL_CONTROLLER_BUTTON_START;
|
|
m_pad_to_sdl[PAD_UP] = SDL_CONTROLLER_BUTTON_DPAD_UP;
|
|
m_pad_to_sdl[PAD_RIGHT] = SDL_CONTROLLER_BUTTON_DPAD_RIGHT;
|
|
m_pad_to_sdl[PAD_DOWN] = SDL_CONTROLLER_BUTTON_DPAD_DOWN;
|
|
m_pad_to_sdl[PAD_LEFT] = SDL_CONTROLLER_BUTTON_DPAD_LEFT;
|
|
m_pad_to_sdl[PAD_L_UP] = SDL_CONTROLLER_AXIS_LEFTY;
|
|
m_pad_to_sdl[PAD_L_RIGHT] = SDL_CONTROLLER_AXIS_LEFTX;
|
|
m_pad_to_sdl[PAD_L_DOWN] = SDL_CONTROLLER_AXIS_LEFTY;
|
|
m_pad_to_sdl[PAD_L_LEFT] = SDL_CONTROLLER_AXIS_LEFTX;
|
|
m_pad_to_sdl[PAD_R_UP] = SDL_CONTROLLER_AXIS_RIGHTY;
|
|
m_pad_to_sdl[PAD_R_RIGHT] = SDL_CONTROLLER_AXIS_RIGHTX;
|
|
m_pad_to_sdl[PAD_R_DOWN] = SDL_CONTROLLER_AXIS_RIGHTY;
|
|
m_pad_to_sdl[PAD_R_LEFT] = SDL_CONTROLLER_AXIS_RIGHTX;
|
|
|
|
if (SDL_IsGameController(id)) {
|
|
m_controller = SDL_GameControllerOpen(id);
|
|
joy = SDL_GameControllerGetJoystick(m_controller);
|
|
} else {
|
|
joy = SDL_JoystickOpen(id);
|
|
}
|
|
|
|
if (joy == nullptr) {
|
|
fprintf(stderr, "onepad:failed to open joystick %d\n", id);
|
|
return;
|
|
}
|
|
|
|
// Collect Device Information
|
|
char guid[64];
|
|
SDL_JoystickGetGUIDString(SDL_JoystickGetGUID(joy), guid, 64);
|
|
const char *devname = SDL_JoystickNameForIndex(id);
|
|
|
|
if (m_controller == nullptr) {
|
|
fprintf(stderr, "onepad: Joystick (%s,GUID:%s) isn't yet supported by the SDL2 game controller API\n"
|
|
"Fortunately you can use AntiMicro (https://github.com/AntiMicro/antimicro) or Steam to configure your joystick\n"
|
|
"The mapping can be stored in OnePAD2.ini as 'SDL2 = <...mapping description...>'\n"
|
|
"Please report it to us (https://github.com/PCSX2/pcsx2/issues) so we can add your joystick to our internal database.",
|
|
devname, guid);
|
|
|
|
#if SDL_MINOR_VERSION >= 4 // Version before 2.0.4 are bugged, JoystickClose crashes randomly
|
|
SDL_JoystickClose(joy);
|
|
#endif
|
|
|
|
return;
|
|
}
|
|
|
|
std::hash<std::string> hash_me;
|
|
m_unique_id = hash_me(std::string(guid));
|
|
|
|
// Default haptic effect
|
|
SDL_HapticEffect effects[NB_EFFECT];
|
|
for (int i = 0; i < NB_EFFECT; i++) {
|
|
SDL_HapticEffect effect;
|
|
memset(&effect, 0, sizeof(SDL_HapticEffect)); // 0 is safe default
|
|
SDL_HapticDirection direction;
|
|
direction.type = SDL_HAPTIC_POLAR; // We'll be using polar direction encoding.
|
|
direction.dir[0] = 18000;
|
|
effect.periodic.direction = direction;
|
|
effect.periodic.period = 10;
|
|
effect.periodic.magnitude = (Sint16)(g_conf.get_ff_intensity()); // Effect at maximum instensity
|
|
effect.periodic.offset = 0;
|
|
effect.periodic.phase = 18000;
|
|
effect.periodic.length = 125; // 125ms feels quite near to original
|
|
effect.periodic.delay = 0;
|
|
effect.periodic.attack_length = 0;
|
|
/* Sine and triangle are quite probably the best, don't change that lightly and if you do
|
|
* keep effects ordered by type
|
|
*/
|
|
if (i == 0) {
|
|
/* Effect for small motor */
|
|
/* Sine seems to be the only effect making little motor from DS3/4 react
|
|
* Intensity has pretty much no effect either(which is coherent with what is explain in hid_sony driver
|
|
*/
|
|
effect.type = SDL_HAPTIC_SINE;
|
|
} else {
|
|
/** Effect for big motor **/
|
|
effect.type = SDL_HAPTIC_TRIANGLE;
|
|
}
|
|
|
|
effects[i] = effect;
|
|
}
|
|
|
|
if (SDL_JoystickIsHaptic(joy)) {
|
|
m_haptic = SDL_HapticOpenFromJoystick(joy);
|
|
|
|
for (auto &eid : m_effects_id) {
|
|
eid = SDL_HapticNewEffect(m_haptic, &effects[0]);
|
|
if (eid < 0) {
|
|
fprintf(stderr, "ERROR: Effect is not uploaded! %s\n", SDL_GetError());
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
fprintf(stdout, "onepad: controller (%s) detected%s, GUID:%s\n",
|
|
devname, m_haptic ? " with rumble support" : "", guid);
|
|
|
|
m_no_error = true;
|
|
}
|
|
|
|
const char *JoystickInfo::GetName()
|
|
{
|
|
return SDL_JoystickName(SDL_GameControllerGetJoystick(m_controller));
|
|
}
|
|
|
|
size_t JoystickInfo::GetUniqueIdentifier()
|
|
{
|
|
return m_unique_id;
|
|
}
|
|
|
|
bool JoystickInfo::TestForce(float strength = 0.60)
|
|
{
|
|
// This code just use standard rumble to check that SDL handles the pad correctly! --3kinox
|
|
if (m_haptic == nullptr)
|
|
return false; // Otherwise, core dump!
|
|
|
|
SDL_HapticRumbleInit(m_haptic);
|
|
|
|
// Make the haptic pad rumble 60% strength for half a second, shoudld be enough for user to see if it works or not
|
|
if (SDL_HapticRumblePlay(m_haptic, strength, 400) != 0) {
|
|
fprintf(stderr, "ERROR: Rumble is not working! %s\n", SDL_GetError());
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
int JoystickInfo::GetInput(gamePadValues input)
|
|
{
|
|
// Handle analog inputs which range from -32k to +32k. Range conversion is handled later in the controller
|
|
if (IsAnalogKey(input)) {
|
|
int value = SDL_GameControllerGetAxis(m_controller, (SDL_GameControllerAxis)m_pad_to_sdl[input]);
|
|
return (abs(value) > m_deadzone) ? value : 0;
|
|
}
|
|
|
|
// Handle triggers which range from 0 to +32k. They must be converted to 0-255 range
|
|
if (input == PAD_L2 || input == PAD_R2) {
|
|
int value = SDL_GameControllerGetAxis(m_controller, (SDL_GameControllerAxis)m_pad_to_sdl[input]);
|
|
return (value > m_deadzone) ? value / 128 : 0;
|
|
}
|
|
|
|
// Remain buttons
|
|
int value = SDL_GameControllerGetButton(m_controller, (SDL_GameControllerButton)m_pad_to_sdl[input]);
|
|
return value ? 0xFF : 0; // Max pressure
|
|
}
|
|
|
|
void JoystickInfo::UpdateGamePadState()
|
|
{
|
|
SDL_GameControllerUpdate();
|
|
}
|