diff options
| author | ayuanx <ayuanx@gmail.com> | 2010-01-29 04:42:19 +0000 |
|---|---|---|
| committer | ayuanx <ayuanx@gmail.com> | 2010-01-29 04:42:19 +0000 |
| commit | fdaa0e8d4cd0801ba94f711d2a8c37f1211f37da (patch) | |
| tree | 451e51dd01d44f4d9dc9ad586073bd70042172aa /Source/Core/InputCommon/Src/SDL_Util.cpp | |
| parent | f9dd509459630e2f933bcf04dcea59b3e031f05d (diff) | |
Fixes Issue 2164
Conflicts are due to same file name when omitting full path
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4982 8ced0084-cf51-0410-be5f-012b33b47a6e
Diffstat (limited to 'Source/Core/InputCommon/Src/SDL_Util.cpp')
| -rw-r--r-- | Source/Core/InputCommon/Src/SDL_Util.cpp | 222 |
1 files changed, 222 insertions, 0 deletions
diff --git a/Source/Core/InputCommon/Src/SDL_Util.cpp b/Source/Core/InputCommon/Src/SDL_Util.cpp new file mode 100644 index 0000000000..3ca4a834e6 --- /dev/null +++ b/Source/Core/InputCommon/Src/SDL_Util.cpp @@ -0,0 +1,222 @@ +
+// Project description
+// -------------------
+// Name: SDL Input
+// Description: Common SDL Input Functions
+//
+// Author: Falcon4ever (nJoy@falcon4ever.com, www.multigesture.net), JPeterson etc
+// Copyright (C) 2003 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/
+//
+
+
+#define _SDL_MAIN_ // Avoid certain declarations in SDL.h
+#include "InputCommon.h"
+#include "SDL_Util.h" // Local
+#ifdef _WIN32
+#include "XInput_Util.h"
+#endif
+
+namespace InputCommon
+{
+
+
+// Search attached devices. Populate joyinfo for all attached physical devices.
+// -----------------------
+bool SearchDevices(std::vector<CONTROLLER_INFO> &_joyinfo, int &_NumPads, int &_NumGoodPads)
+{
+ if (!SDL_WasInit(0))
+#if SDL_VERSION_ATLEAST(1, 3, 0)
+ if (SDL_Init(SDL_INIT_JOYSTICK | SDL_INIT_HAPTIC) < 0)
+#else
+ if (SDL_Init(SDL_INIT_JOYSTICK) < 0)
+#endif
+ {
+ PanicAlert("Could not initialize SDL: %s", SDL_GetError());
+ return false;
+ }
+
+ // 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);
+
+ // We have now read the values we need so we close the device
+// if (SDL_JoystickOpened(i)) SDL_JoystickClose(_joyinfo[i].joy);
+ }
+
+ _NumPads = (int)_joyinfo.size();
+
+ return true;
+}
+
+
+// Avoid extreme axis values
+// ---------------------
+/* Function: We have to avoid very big values to becuse some triggers are -0x8000 in the
+ unpressed state (and then go from -0x8000 to 0x8000 as they are fully pressed) */
+bool AvoidValues(int value, bool NoTriggerFilter)
+{
+ // Avoid detecting very small or very big (for triggers) values
+ if( (value > -0x2000 && value < 0x2000) // Small values
+ || ((value < -0x6000 || value > 0x6000) && !NoTriggerFilter)) // Big values
+ return true; // Avoid
+ else
+ return false; // Keep
+}
+
+
+// Detect a pressed button
+// ---------------------
+void GetButton(SDL_Joystick *joy, int ControllerID, int buttons, int axes, int hats,
+ int &KeyboardKey, int &value, int &type, int &pressed, bool &Succeed, bool &Stop,
+ bool LeftRight, bool Axis, bool XInput, bool Button, bool Hat, bool NoTriggerFilter)
+{
+ // It needs the wxWidgets excape keycode
+ static const int WXK_ESCAPE = 27;
+
+ // Update the internal status
+ SDL_JoystickUpdate();
+
+ // For the triggers we accept both a digital or an analog button
+ if(Axis)
+ {
+ for(int i = 0; i < axes; i++)
+ {
+ value = SDL_JoystickGetAxis(joy, i);
+
+ if(AvoidValues(value, NoTriggerFilter)) continue; // Avoid values
+
+ pressed = i + (LeftRight ? 1000 : 0); // Identify the analog triggers
+ type = InputCommon::CTL_AXIS;
+ Succeed = true;
+ }
+ }
+
+ // Check for a hat
+ if(Hat)
+ {
+ for(int i = 0; i < hats; i++)
+ {
+ value = SDL_JoystickGetHat(joy, i);
+ if(value)
+ {
+ pressed = i;
+ type = InputCommon::CTL_HAT;
+ Succeed = true;
+ }
+ }
+ }
+
+ // Check for a button
+ if(Button)
+ {
+ for(int i = 0; i < buttons; i++)
+ {
+ // Some kind of bug in SDL 1.3 would give button 9 and 10 (nonexistent) the value 48 on the 360 pad
+ if (SDL_JoystickGetButton(joy, i) > 1) continue;
+
+ if(SDL_JoystickGetButton(joy, i))
+ {
+ pressed = i;
+ type = InputCommon::CTL_BUTTON;
+ Succeed = true;
+ }
+ }
+ }
+
+ // Check for a XInput trigger
+ #ifdef _WIN32
+ if(XInput && LeftRight)
+ {
+ for(int i = 0; i <= InputCommon::XI_TRIGGER_R; i++)
+ {
+ if(XInput::GetXI(ControllerID, i))
+ {
+ pressed = i + 1000;
+ type = InputCommon::CTL_AXIS;
+ Succeed = true;
+ }
+ }
+ }
+ #endif
+
+ // Check for keyboard action
+ if (KeyboardKey)
+ {
+ if(Button)
+ {
+ // Todo: Add a separate keyboard vector to remove this restriction
+ if(KeyboardKey >= buttons)
+ {
+ pressed = KeyboardKey;
+ type = InputCommon::CTL_BUTTON;
+ Succeed = true;
+ KeyboardKey = 0;
+ if(pressed == WXK_ESCAPE) pressed = -1; // Check for the escape key
+ }
+ // Else show the error message
+ else
+ {
+ pressed = KeyboardKey;
+ KeyboardKey = -1;
+ Stop = true;
+ }
+ }
+ // Only accept the escape key
+ else if (KeyboardKey == WXK_ESCAPE)
+ {
+ Succeed = true;
+ KeyboardKey = 0;
+ pressed = -1;
+ }
+ }
+}
+
+
+} // InputCommon
+
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