diff options
| author | John Peterson <jpeterson57@gmail.com> | 2009-02-08 14:34:23 +0000 |
|---|---|---|
| committer | John Peterson <jpeterson57@gmail.com> | 2009-02-08 14:34:23 +0000 |
| commit | c6b4f5c8191ca52c6f366e1e07baec557d032504 (patch) | |
| tree | 61acc9d2d3964af6beb4fcfe24c29e6a13eef1dd /Source/Core/InputCommon/Src/SDL.cpp | |
| parent | 44370518a37d2c28811d5ad5fb76df060a6ff482 (diff) | |
InputCommon and nJoy: Moved functions to InputCommon, to be shared with the Wiimote plugin
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2147 8ced0084-cf51-0410-be5f-012b33b47a6e
Diffstat (limited to 'Source/Core/InputCommon/Src/SDL.cpp')
| -rw-r--r-- | Source/Core/InputCommon/Src/SDL.cpp | 234 |
1 files changed, 234 insertions, 0 deletions
diff --git a/Source/Core/InputCommon/Src/SDL.cpp b/Source/Core/InputCommon/Src/SDL.cpp new file mode 100644 index 0000000000..286ccf0fc1 --- /dev/null +++ b/Source/Core/InputCommon/Src/SDL.cpp @@ -0,0 +1,234 @@ +//////////////////////////////////////////////////////////////////////////////////////////
+// Project description
+// ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
+// Name: SDL Input
+// Description: Common SDL Input Functions
+//
+// Author: Falcon4ever (nJoy@falcon4ever.com, www.multigesture.net), JPeterson etc
+// Copyright (C) 2003-2008 Dolphin Project.
+//
+//////////////////////////////////////////////////////////////////////////////////////////
+//
+// Licensetype: GNU General Public License (GPL)
+//
+// 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, version 2.0.
+//
+// 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 2.0 for more details.
+//
+// A copy of the GPL 2.0 should have been included with the program.
+// If not, see http://www.gnu.org/licenses/
+//
+// Official SVN repository and contact information can be found at
+// http://code.google.com/p/dolphin-emu/
+//
+//////////////////////////////////////////////////////////////////////////////////////////
+
+
+//////////////////////////////////////////////////////////////////////////////////////////
+// Include
+// ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
+#define _SDL_MAIN_ // Avoid certain declarations in SDL.h
+#include "SDL.h" // Local
+#include "XInput.h"
+////////////////////////////////////
+
+
+namespace InputCommon
+{
+
+//////////////////////////////////////////////////////////////////////////////////////////
+// Definitions
+// ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
+
+////////////////////////////////////
+
+
+//////////////////////////////////////////////////////////////////////////////////////////
+// Search attached devices. Populate joyinfo for all attached physical devices.
+// ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
+bool SearchDevices(std::vector<CONTROLLER_INFO> &_joyinfo, int &_NumPads, int &_NumGoodPads)
+{
+ // Load config
+ #ifdef _DEBUG
+ DEBUG_INIT();
+ #endif
+
+ /* SDL 1.3 use DirectInput instead of the old Microsoft Multimeda API, and with this we need
+ the SDL_INIT_VIDEO flag to */
+ if (!SDL_WasInit(0))
+ if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK) < 0)
+ {
+ PanicAlert("Could not initialize SDL: %s", SDL_GetError());
+ return false;
+ }
+
+ #ifdef _DEBUG
+ fprintf(pFile, "Scanning for devices\n");
+ fprintf(pFile, "ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ\n");
+ #endif
+
+ // Get device status
+ int numjoy = SDL_NumJoysticks();
+ for (int i = 0; i < numjoy; i++ )
+ {
+ CONTROLLER_INFO Tmp;
+
+ Tmp.joy = SDL_JoystickOpen(i);
+ Tmp.ID = i;
+ Tmp.NumAxes = SDL_JoystickNumAxes(Tmp.joy);
+ Tmp.NumButtons = SDL_JoystickNumButtons(Tmp.joy);
+ Tmp.NumBalls = SDL_JoystickNumBalls(Tmp.joy);
+ Tmp.NumHats = SDL_JoystickNumHats(Tmp.joy);
+ Tmp.Name = SDL_JoystickName(i);
+
+ // Check if the device is okay
+ if ( Tmp.NumAxes == 0
+ && Tmp.NumBalls == 0
+ && Tmp.NumButtons == 0
+ && Tmp.NumHats == 0
+ )
+ {
+ Tmp.Good = false;
+ }
+ else
+ {
+ _NumGoodPads++;
+ Tmp.Good = true;
+ }
+
+ _joyinfo.push_back(Tmp);
+
+ #ifdef _DEBUG
+ fprintf(pFile, "ID: %d\n", i);
+ fprintf(pFile, "Name: %s\n", joyinfo[i].Name);
+ fprintf(pFile, "Buttons: %d\n", joyinfo[i].NumButtons);
+ fprintf(pFile, "Axes: %d\n", joyinfo[i].NumAxes);
+ fprintf(pFile, "Hats: %d\n", joyinfo[i].NumHats);
+ fprintf(pFile, "Balls: %d\n\n", joyinfo[i].NumBalls);
+ #endif
+
+ // We have now read the values we need so we close the device
+ if (SDL_JoystickOpened(i)) SDL_JoystickClose(_joyinfo[i].joy);
+ }
+
+ _NumPads = _joyinfo.size();
+
+ return true;
+}
+////////////////////////////////////
+
+
+//////////////////////////////////////////////////////////////////////////////////////////
+// Supporting functions
+// ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
+
+// Read current joystick status
+/* ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
+ The value PadMapping[].buttons[] is the number of the assigned joypad button,
+ PadState[].buttons[] is the status of the button, it becomes 0 (no pressed) or 1 (pressed) */
+
+
+// Read buttons status. Called from GetJoyState().
+// ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
+void ReadButton(CONTROLLER_STATE &_PadState, CONTROLLER_MAPPING _PadMapping, int button, int NumButtons)
+{
+ int ctl_button = _PadMapping.buttons[button];
+ if (ctl_button < NumButtons)
+ {
+ _PadState.buttons[button] = SDL_JoystickGetButton(_PadState.joy, ctl_button);
+ }
+}
+
+// Request joystick state.
+// ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
+/* Called from: PAD_GetStatus()
+ Input: The virtual device 0, 1, 2 or 3
+ Function: Updates the PadState struct with the current pad status. The input value "controller" is
+ for a virtual controller 0 to 3. */
+void GetJoyState(CONTROLLER_STATE &_PadState, CONTROLLER_MAPPING _PadMapping, int controller, int NumButtons)
+{
+ // Update the gamepad status
+ SDL_JoystickUpdate();
+
+ // Update axis states. It doesn't hurt much if we happen to ask for nonexisting axises here.
+ _PadState.axis[CTL_MAIN_X] = SDL_JoystickGetAxis(_PadState.joy, _PadMapping.axis[CTL_MAIN_X]);
+ _PadState.axis[CTL_MAIN_Y] = SDL_JoystickGetAxis(_PadState.joy, _PadMapping.axis[CTL_MAIN_Y]);
+ _PadState.axis[CTL_SUB_X] = SDL_JoystickGetAxis(_PadState.joy, _PadMapping.axis[CTL_SUB_X]);
+ _PadState.axis[CTL_SUB_Y] = SDL_JoystickGetAxis(_PadState.joy, _PadMapping.axis[CTL_SUB_Y]);
+
+ // Update the analog trigger axis values
+#ifdef _WIN32
+ if (_PadMapping.triggertype == CTL_TRIGGER_SDL)
+ {
+#endif
+ // If we are using SDL analog triggers the buttons have to be mapped as 1000 or up, otherwise they are not used
+ if(_PadMapping.buttons[CTL_L_SHOULDER] >= 1000) _PadState.axis[CTL_L_SHOULDER] = SDL_JoystickGetAxis(_PadState.joy, _PadMapping.buttons[CTL_L_SHOULDER] - 1000); else _PadState.axis[CTL_L_SHOULDER] = 0;
+ if(_PadMapping.buttons[CTL_R_SHOULDER] >= 1000) _PadState.axis[CTL_R_SHOULDER] = SDL_JoystickGetAxis(_PadState.joy, _PadMapping.buttons[CTL_R_SHOULDER] - 1000); else _PadState.axis[CTL_R_SHOULDER] = 0;
+#ifdef _WIN32
+ }
+ else
+ {
+ _PadState.axis[CTL_L_SHOULDER] = XInput::GetXI(0, _PadMapping.buttons[CTL_L_SHOULDER] - 1000);
+ _PadState.axis[CTL_R_SHOULDER] = XInput::GetXI(0, _PadMapping.buttons[CTL_R_SHOULDER] - 1000);
+ }
+#endif
+
+ // Update button states to on or off
+ ReadButton(_PadState, _PadMapping, CTL_L_SHOULDER, NumButtons);
+ ReadButton(_PadState, _PadMapping, CTL_R_SHOULDER, NumButtons);
+ ReadButton(_PadState, _PadMapping, CTL_A_BUTTON, NumButtons);
+ ReadButton(_PadState, _PadMapping, CTL_B_BUTTON, NumButtons);
+ ReadButton(_PadState, _PadMapping, CTL_X_BUTTON, NumButtons);
+ ReadButton(_PadState, _PadMapping, CTL_Y_BUTTON, NumButtons);
+ ReadButton(_PadState, _PadMapping, CTL_Z_TRIGGER, NumButtons);
+ ReadButton(_PadState, _PadMapping, CTL_START, NumButtons);
+
+ //
+ if (_PadMapping.halfpress < NumButtons)
+ _PadState.halfpress = SDL_JoystickGetButton(_PadState.joy, _PadMapping.halfpress);
+
+ // Check if we have an analog or digital joypad
+ if (_PadMapping.controllertype == CTL_DPAD_HAT)
+ {
+ _PadState.dpad = SDL_JoystickGetHat(_PadState.joy, _PadMapping.dpad);
+ }
+ else
+ {
+ /* Only do this if the assigned button is in range (to allow for the current way of saving keyboard
+ keys in the same array) */
+ if(_PadMapping.dpad2[CTL_D_PAD_UP] <= NumButtons)
+ _PadState.dpad2[CTL_D_PAD_UP] = SDL_JoystickGetButton(_PadState.joy, _PadMapping.dpad2[CTL_D_PAD_UP]);
+ if(_PadMapping.dpad2[CTL_D_PAD_DOWN] <= NumButtons)
+ _PadState.dpad2[CTL_D_PAD_DOWN] = SDL_JoystickGetButton(_PadState.joy, _PadMapping.dpad2[CTL_D_PAD_DOWN]);
+ if(_PadMapping.dpad2[CTL_D_PAD_LEFT] <= NumButtons)
+ _PadState.dpad2[CTL_D_PAD_LEFT] = SDL_JoystickGetButton(_PadState.joy, _PadMapping.dpad2[CTL_D_PAD_LEFT]);
+ if(_PadMapping.dpad2[CTL_D_PAD_RIGHT] <= NumButtons)
+ _PadState.dpad2[CTL_D_PAD_RIGHT] = SDL_JoystickGetButton(_PadState.joy, _PadMapping.dpad2[CTL_D_PAD_RIGHT]);
+ }
+
+ /* Debugging
+ Console::ClearScreen();
+ Console::Print(
+ "Controller and handle: %i %i\n"
+
+ "Triggers:%i %i %i %i %i | HalfPress: %i Mapping: %i\n",
+
+ controller, (int)_PadState.joy,
+
+ _PadMapping.triggertype,
+ _PadMapping.buttons[CTL_L_SHOULDER], _PadMapping.buttons[CTL_R_SHOULDER],
+ _PadState.axis[CTL_L_SHOULDER], _PadState.axis[CTL_R_SHOULDER],
+
+ _PadState.halfpress, _PadMapping.halfpress
+ ); */
+}
+//////////////////////////////////////////////////////////////////////////////////////////
+
+
+
+} // InputCommon
\ No newline at end of file |
