#include "../ControllerInterface.h" #ifdef CIFACE_USE_SDL #include "SDL.h" #include #ifdef _WIN32 #if SDL_VERSION_ATLEAST(1, 3, 0) #pragma comment(lib, "SDL.1.3.lib") #else #pragma comment(lib, "SDL.lib") #endif #endif namespace ciface { namespace SDL { void Init( std::vector& devices ) { // this is used to number the joysticks // multiple joysticks with the same name shall get unique ids starting at 0 std::map name_counts; if (SDL_Init( SDL_INIT_FLAGS ) >= 0) { // 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[SDL_JoystickName(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 // get buttons for ( int i = 0; i < SDL_JoystickNumButtons( m_joystick ); ++i ) { AddInput( new Button( i ) ); } // get hats for ( int i = 0; i < SDL_JoystickNumHats( m_joystick ); ++i ) { // each hat gets 4 input instances associated with it, (up down left right) for ( unsigned int d = 0; d < 4; ++d ) AddInput( new Hat( i, d ) ); } // get axes for ( int i = 0; i < SDL_JoystickNumAxes( m_joystick ); ++i ) { // each axis gets a negative and a positive input instance associated with it AddInput( new Axis( i, -32768 ) ); AddInput( new Axis( i, 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 ) { outputs.push_back( new ConstantEffect( m_state_out.size() ) ); AddOutput( EffectIDState() ); } // ramp effect if ( supported_effects & SDL_HAPTIC_RAMP ) { outputs.push_back( new RampEffect( m_state_out.size() ) ); AddOutput( EffectIDState() ); } } #endif } Joystick::~Joystick() { #ifdef USE_SDL_HAPTIC if ( m_haptic ) { // stop/destroy all effects SDL_HapticStopAll( m_haptic ); std::vector::iterator i = m_state_out.begin(), e = m_state_out.end(); for ( ; i!=e; ++i ) if ( i->id != -1 ) SDL_HapticDestroyEffect( m_haptic, i->id ); // close haptic first SDL_HapticClose( m_haptic ); } #endif // close joystick SDL_JoystickClose( m_joystick ); } #ifdef USE_SDL_HAPTIC std::string Joystick::ConstantEffect::GetName() const { return "Constant"; } std::string Joystick::RampEffect::GetName() const { return "Ramp"; } void Joystick::ConstantEffect::SetState( const ControlState state, Joystick::EffectIDState* const effect ) { if ( state ) { effect->effect.type = SDL_HAPTIC_CONSTANT; effect->effect.constant.length = SDL_HAPTIC_INFINITY; } else effect->effect.type = 0; Sint16 old = effect->effect.constant.level; effect->effect.constant.level = state * 0x7FFF; if ( old != effect->effect.constant.level ) effect->changed = true; } void Joystick::RampEffect::SetState( const ControlState state, Joystick::EffectIDState* const effect ) { if ( state ) { effect->effect.type = SDL_HAPTIC_RAMP; effect->effect.ramp.length = SDL_HAPTIC_INFINITY; } else effect->effect.type = 0; Sint16 old = effect->effect.ramp.start; effect->effect.ramp.start = state * 0x7FFF; if ( old != effect->effect.ramp.start ) effect->changed = true; } #endif ControlState Joystick::GetInputState(const ControllerInterface::Device::Input* input) const { return ((Input*)input)->GetState( m_joystick ); } void Joystick::SetOutputState(const ControllerInterface::Device::Output* output, const ControlState state) { #ifdef USE_SDL_HAPTIC ((Output*)output)->SetState( state, &m_state_out[ ((Output*)output)->m_index ] ); #endif } bool Joystick::UpdateInput() { // each joystick is doin this, o well SDL_JoystickUpdate(); return true; } bool Joystick::UpdateOutput() { #ifdef USE_SDL_HAPTIC std::vector::iterator i = m_state_out.begin(), e = m_state_out.end(); for ( ; i!=e; ++i ) if ( i->changed ) // if SetState was called on this output { if ( -1 == i->id ) // effect isn't currently uploaded { if ( i->effect.type ) // if outputstate is >0 this would be true if ( (i->id = SDL_HapticNewEffect( m_haptic, &i->effect )) > -1 ) // upload the effect SDL_HapticRunEffect( m_haptic, i->id, 1 ); // run the effect } else // effect is already uploaded { if ( i->effect.type ) // if ouputstate >0 SDL_HapticUpdateEffect( m_haptic, i->id, &i->effect ); // update the effect else { SDL_HapticStopEffect( m_haptic, i->id ); // else, stop and remove the effect SDL_HapticDestroyEffect( m_haptic, i->id ); i->id = -1; // mark it as not uploaded } } i->changed = false; } #endif return true; } std::string Joystick::GetName() const { return StripSpaces(SDL_JoystickName(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 " << m_index; return ss.str(); } std::string Joystick::Axis::GetName() const { std::ostringstream ss; ss << "Axis " << 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( SDL_Joystick* const js ) const { return SDL_JoystickGetButton( js, m_index ); } ControlState Joystick::Axis::GetState( SDL_Joystick* const js ) const { return std::max( 0.0f, ControlState(SDL_JoystickGetAxis( js, m_index )) / m_range ); } ControlState Joystick::Hat::GetState( SDL_Joystick* const js ) const { return (SDL_JoystickGetHat( js, m_index ) & ( 1 << m_direction )) > 0; } } } #endif