dolphin/Source/Plugins/Plugin_GCPadNew/Src/ControllerInterface/SDL/SDL.cpp

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#include "../ControllerInterface.h"
#ifdef CIFACE_USE_SDL
#include "SDL.h"
#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<ControllerInterface::Device*>& devices )
{
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 );
// 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 unsigned int index ) : m_joystick(joystick), m_index(index)
{
// get buttons
for ( int i = 0; i < SDL_JoystickNumButtons( m_joystick ); ++i )
{
inputs.push_back( 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 )
inputs.push_back( 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
inputs.push_back( new Axis( i, -32768 ) );
inputs.push_back( 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() ) );
m_state_out.push_back( EffectIDState() );
}
// ramp effect
if ( supported_effects & SDL_HAPTIC_RAMP )
{
outputs.push_back( new RampEffect( m_state_out.size() ) );
m_state_out.push_back( EffectIDState() );
}
}
#endif
}
Joystick::~Joystick()
{
#ifdef USE_SDL_HAPTIC
if ( m_haptic )
{
// stop/destroy all effects
SDL_HapticStopAll( m_haptic );
std::vector<EffectIDState>::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)
{
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<EffectIDState>::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 SDL_JoystickName( m_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
{
std::ostringstream ss;
ss << "Hat " << m_index << ' ' << "NESW"[m_direction];
return ss.str();
}
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