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authorJules Blok <jules.blok@gmail.com>2015-06-10 00:00:12 +0200
committerJules Blok <jules.blok@gmail.com>2015-06-10 00:00:12 +0200
commit7dfced21a2e5aac7195e0e1ad76468e30306766b (patch)
treebd671b639d3d911460b767caabad8fc8a759a6bf /Source/Core/InputCommon/ControllerInterface/SDL/SDL.cpp
parentc25be031fc1031d795157d8344b87b7841145197 (diff)
parent7b0a65e295c784f9d573f2ef52d4e2a7b9bb2889 (diff)
Merge branch 'master' into stable
Diffstat (limited to 'Source/Core/InputCommon/ControllerInterface/SDL/SDL.cpp')
-rw-r--r--Source/Core/InputCommon/ControllerInterface/SDL/SDL.cpp346
1 files changed, 346 insertions, 0 deletions
diff --git a/Source/Core/InputCommon/ControllerInterface/SDL/SDL.cpp b/Source/Core/InputCommon/ControllerInterface/SDL/SDL.cpp
new file mode 100644
index 0000000000..6cdfa470cd
--- /dev/null
+++ b/Source/Core/InputCommon/ControllerInterface/SDL/SDL.cpp
@@ -0,0 +1,346 @@
+// Copyright 2010 Dolphin Emulator Project
+// Licensed under GPLv2+
+// Refer to the license.txt file included.
+
+#include <algorithm>
+#include <map>
+#include <sstream>
+
+#include "Common/StringUtil.h"
+#include "InputCommon/ControllerInterface/SDL/SDL.h"
+
+#ifdef _WIN32
+#pragma comment(lib, "SDL2.lib")
+#endif
+
+namespace ciface
+{
+namespace SDL
+{
+
+// 10ms = 100Hz which homebrew docs very roughly imply is within WiiMote normal
+// range, used for periodic haptic effects though often ignored by devices
+static const u16 RUMBLE_PERIOD = 10;
+static const u16 RUMBLE_LENGTH_MAX = 500; // ms: enough to span multiple frames at low FPS, but still finite
+
+static std::string GetJoystickName(int index)
+{
+#if SDL_VERSION_ATLEAST(2, 0, 0)
+ return SDL_JoystickNameForIndex(index);
+#else
+ return SDL_JoystickName(index);
+#endif
+}
+
+void Init( std::vector<Core::Device*>& devices )
+{
+ // this is used to number the joysticks
+ // multiple joysticks with the same name shall get unique ids starting at 0
+ std::map<std::string, int> name_counts;
+
+#ifdef USE_SDL_HAPTIC
+ if (SDL_Init(SDL_INIT_JOYSTICK | SDL_INIT_HAPTIC) >= 0)
+ {
+ // Correctly initialized
+ }
+ else
+#endif
+ if (SDL_Init(SDL_INIT_JOYSTICK) < 0)
+ {
+ // Failed to initialize
+ return;
+ }
+
+ // joysticks
+ for (int i = 0; i < SDL_NumJoysticks(); ++i)
+ {
+ SDL_Joystick* dev = SDL_JoystickOpen(i);
+ if (dev)
+ {
+ Joystick* js = new Joystick(dev, i, name_counts[GetJoystickName(i)]++);
+ // only add if it has some inputs/outputs
+ if (js->Inputs().size() || js->Outputs().size())
+ devices.push_back( js );
+ else
+ delete js;
+ }
+ }
+}
+
+Joystick::Joystick(SDL_Joystick* const joystick, const int sdl_index, const unsigned int index)
+ : m_joystick(joystick)
+ , m_sdl_index(sdl_index)
+ , m_index(index)
+{
+ // really bad HACKS:
+ // to not use SDL for an XInput device
+ // too many people on the forums pick the SDL device and ask:
+ // "why don't my 360 gamepad triggers/rumble work correctly"
+#ifdef _WIN32
+ // checking the name is probably good (and hacky) enough
+ // but I'll double check with the num of buttons/axes
+ std::string lcasename = GetName();
+ std::transform(lcasename.begin(), lcasename.end(), lcasename.begin(), tolower);
+
+ if ((std::string::npos != lcasename.find("xbox 360")) &&
+ (10 == SDL_JoystickNumButtons(joystick)) &&
+ (5 == SDL_JoystickNumAxes(joystick)) &&
+ (1 == SDL_JoystickNumHats(joystick)) &&
+ (0 == SDL_JoystickNumBalls(joystick)))
+ {
+ // this device won't be used
+ return;
+ }
+#endif
+
+ if (SDL_JoystickNumButtons(joystick) > 255 ||
+ SDL_JoystickNumAxes(joystick) > 255 ||
+ SDL_JoystickNumHats(joystick) > 255 ||
+ SDL_JoystickNumBalls(joystick) > 255)
+ {
+ // This device is invalid, don't use it
+ // Some crazy devices(HP webcam 2100) end up as HID devices
+ // SDL tries parsing these as joysticks
+ return;
+ }
+
+ // get buttons
+ for (u8 i = 0; i != SDL_JoystickNumButtons(m_joystick); ++i)
+ AddInput(new Button(i, m_joystick));
+
+ // get hats
+ for (u8 i = 0; i != SDL_JoystickNumHats(m_joystick); ++i)
+ {
+ // each hat gets 4 input instances associated with it, (up down left right)
+ for (u8 d = 0; d != 4; ++d)
+ AddInput(new Hat(i, m_joystick, d));
+ }
+
+ // get axes
+ for (u8 i = 0; i != SDL_JoystickNumAxes(m_joystick); ++i)
+ {
+ // each axis gets a negative and a positive input instance associated with it
+ AddAnalogInputs(new Axis(i, m_joystick, -32768),
+ new Axis(i, m_joystick, 32767));
+ }
+
+#ifdef USE_SDL_HAPTIC
+ // try to get supported ff effects
+ m_haptic = SDL_HapticOpenFromJoystick( m_joystick );
+ if (m_haptic)
+ {
+ //SDL_HapticSetGain( m_haptic, 1000 );
+ //SDL_HapticSetAutocenter( m_haptic, 0 );
+
+ const unsigned int supported_effects = SDL_HapticQuery( m_haptic );
+
+ // constant effect
+ if (supported_effects & SDL_HAPTIC_CONSTANT)
+ AddOutput(new ConstantEffect(m_haptic));
+
+ // ramp effect
+ if (supported_effects & SDL_HAPTIC_RAMP)
+ AddOutput(new RampEffect(m_haptic));
+
+ // sine effect
+ if (supported_effects & SDL_HAPTIC_SINE)
+ AddOutput(new SineEffect(m_haptic));
+
+ // triangle effect
+ if (supported_effects & SDL_HAPTIC_TRIANGLE)
+ AddOutput(new TriangleEffect(m_haptic));
+
+ // left-right effect
+ if (supported_effects & SDL_HAPTIC_LEFTRIGHT)
+ AddOutput(new LeftRightEffect(m_haptic));
+ }
+#endif
+
+}
+
+Joystick::~Joystick()
+{
+#ifdef USE_SDL_HAPTIC
+ if (m_haptic)
+ {
+ // stop/destroy all effects
+ SDL_HapticStopAll(m_haptic);
+ // close haptic first
+ SDL_HapticClose(m_haptic);
+ }
+#endif
+
+ // close joystick
+ SDL_JoystickClose(m_joystick);
+}
+
+#ifdef USE_SDL_HAPTIC
+void Joystick::HapticEffect::Update()
+{
+ if (m_id == -1 && m_effect.type > 0)
+ {
+ m_id = SDL_HapticNewEffect(m_haptic, &m_effect);
+ if (m_id > -1)
+ SDL_HapticRunEffect(m_haptic, m_id, 1);
+ }
+ else if (m_id > -1 && m_effect.type == 0)
+ {
+ SDL_HapticStopEffect(m_haptic, m_id);
+ SDL_HapticDestroyEffect(m_haptic, m_id);
+ m_id = -1;
+ }
+ else if (m_id > -1)
+ {
+ SDL_HapticUpdateEffect(m_haptic, m_id, &m_effect);
+ }
+}
+
+std::string Joystick::ConstantEffect::GetName() const
+{
+ return "Constant";
+}
+
+std::string Joystick::RampEffect::GetName() const
+{
+ return "Ramp";
+}
+
+std::string Joystick::SineEffect::GetName() const
+{
+ return "Sine";
+}
+
+std::string Joystick::TriangleEffect::GetName() const
+{
+ return "Triangle";
+}
+
+std::string Joystick::LeftRightEffect::GetName() const
+{
+ return "LeftRight";
+}
+
+void Joystick::HapticEffect::SetState(ControlState state)
+{
+ memset(&m_effect, 0, sizeof(m_effect));
+ if (state)
+ {
+ SetSDLHapticEffect(state);
+ }
+ else
+ {
+ // this module uses type==0 to indicate 'off'
+ m_effect.type = 0;
+ }
+ Update();
+}
+
+void Joystick::ConstantEffect::SetSDLHapticEffect(ControlState state)
+{
+ m_effect.type = SDL_HAPTIC_CONSTANT;
+ m_effect.constant.length = RUMBLE_LENGTH_MAX;
+ m_effect.constant.level = (Sint16)(state * 0x7FFF);
+}
+
+void Joystick::RampEffect::SetSDLHapticEffect(ControlState state)
+{
+ m_effect.type = SDL_HAPTIC_RAMP;
+ m_effect.ramp.length = RUMBLE_LENGTH_MAX;
+ m_effect.ramp.start = (Sint16)(state * 0x7FFF);
+}
+
+void Joystick::SineEffect::SetSDLHapticEffect(ControlState state)
+{
+ m_effect.type = SDL_HAPTIC_SINE;
+ m_effect.periodic.period = RUMBLE_PERIOD;
+ m_effect.periodic.magnitude = (Sint16)(state * 0x7FFF);
+ m_effect.periodic.offset = 0;
+ m_effect.periodic.phase = 18000;
+ m_effect.periodic.length = RUMBLE_LENGTH_MAX;
+ m_effect.periodic.delay = 0;
+ m_effect.periodic.attack_length = 0;
+}
+
+void Joystick::TriangleEffect::SetSDLHapticEffect(ControlState state)
+{
+ m_effect.type = SDL_HAPTIC_TRIANGLE;
+ m_effect.periodic.period = RUMBLE_PERIOD;
+ m_effect.periodic.magnitude = (Sint16)(state * 0x7FFF);
+ m_effect.periodic.offset = 0;
+ m_effect.periodic.phase = 18000;
+ m_effect.periodic.length = RUMBLE_LENGTH_MAX;
+ m_effect.periodic.delay = 0;
+ m_effect.periodic.attack_length = 0;
+}
+
+void Joystick::LeftRightEffect::SetSDLHapticEffect(ControlState state)
+{
+ m_effect.type = SDL_HAPTIC_LEFTRIGHT;
+ m_effect.leftright.length = RUMBLE_LENGTH_MAX;
+ // max ranges tuned to 'feel' similar in magnitude to triangle/sine on xbox360 controller
+ m_effect.leftright.large_magnitude = (Uint16)(state * 0x4000);
+ m_effect.leftright.small_magnitude = (Uint16)(state * 0xFFFF);
+}
+#endif
+
+void Joystick::UpdateInput()
+{
+ // each joystick is doin this, o well
+ SDL_JoystickUpdate();
+}
+
+std::string Joystick::GetName() const
+{
+ return StripSpaces(GetJoystickName(m_sdl_index));
+}
+
+std::string Joystick::GetSource() const
+{
+ return "SDL";
+}
+
+int Joystick::GetId() const
+{
+ return m_index;
+}
+
+std::string Joystick::Button::GetName() const
+{
+ std::ostringstream ss;
+ ss << "Button " << (int)m_index;
+ return ss.str();
+}
+
+std::string Joystick::Axis::GetName() const
+{
+ std::ostringstream ss;
+ ss << "Axis " << (int)m_index << (m_range<0 ? '-' : '+');
+ return ss.str();
+}
+
+std::string Joystick::Hat::GetName() const
+{
+ static char tmpstr[] = "Hat . .";
+ // I don't think more than 10 hats are supported
+ tmpstr[4] = (char)('0' + m_index);
+ tmpstr[6] = "NESW"[m_direction];
+ return tmpstr;
+}
+
+ControlState Joystick::Button::GetState() const
+{
+ return SDL_JoystickGetButton(m_js, m_index);
+}
+
+ControlState Joystick::Axis::GetState() const
+{
+ return std::max(0.0, ControlState(SDL_JoystickGetAxis(m_js, m_index)) / m_range);
+}
+
+ControlState Joystick::Hat::GetState() const
+{
+ return (SDL_JoystickGetHat(m_js, m_index) & (1 << m_direction)) > 0;
+}
+
+}
+}