////////////////////////////////////////////////////////////////////////////////////////// // Project description // ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ // Name: nJoy // Description: A Dolphin Compatible Input Plugin // // Author: Falcon4ever (nJoy@falcon4ever.com) // Site: www.multigesture.net // 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 "nJoy.h" ////////////////////////////////////////////////////////////////////////////////////////// // Variables // ŻŻŻŻŻŻŻŻŻ FILE *pFile; HINSTANCE nJoy_hInst = NULL; CONTROLLER_INFO *joyinfo = 0; CONTROLLER_STATE joystate[4]; CONTROLLER_MAPPING joysticks[4]; bool emulator_running = FALSE; // Handle to window HWND m_hWnd; #ifdef USE_RUMBLE_DINPUT_HACK bool g_rumbleEnable = FALSE; #endif // Rumble in windows #ifdef _WIN32 #ifdef USE_RUMBLE_DINPUT_HACK LPDIRECTINPUT8 g_pDI = NULL; LPDIRECTINPUTDEVICE8 g_pDevice = NULL; LPDIRECTINPUTEFFECT g_pEffect = NULL; DWORD g_dwNumForceFeedbackAxis = 0; INT g_nXForce = 0; INT g_nYForce = 0; #define SAFE_RELEASE(p) { if (p) { (p)->Release(); (p)=NULL; } } HRESULT InitDirectInput(HWND hDlg); VOID FreeDirectInput(); BOOL CALLBACK EnumFFDevicesCallback(const DIDEVICEINSTANCE* pInst, VOID* pContext); BOOL CALLBACK EnumAxesCallback(const DIDEVICEOBJECTINSTANCE* pdidoi, VOID* pContext); HRESULT SetDeviceForcesXY(); #endif #elif defined(__linux__) int fd; char device_file_name[64]; struct ff_effect effect; bool CanRumble = false; #endif ////////////////////////////////////////////////////////////////////////////////////////// // wxWidgets // ŻŻŻŻŻŻŻŻŻ class wxDLLApp : public wxApp { bool OnInit() { return true; } }; IMPLEMENT_APP_NO_MAIN(wxDLLApp) WXDLLIMPEXP_BASE void wxSetInstance(HINSTANCE hInst); ////////////////////////////////////////////////////////////////////////////////////////// // DllMain // ŻŻŻŻŻŻŻ #ifdef _WIN32 BOOL APIENTRY DllMain( HINSTANCE hinstDLL, // DLL module handle DWORD dwReason, // reason called LPVOID lpvReserved) // reserved { switch (dwReason) { case DLL_PROCESS_ATTACH: { //use wxInitialize() if you don't want GUI instead of the following 12 lines wxSetInstance((HINSTANCE)hinstDLL); int argc = 0; char **argv = NULL; wxEntryStart(argc, argv); if (!wxTheApp || !wxTheApp->CallOnInit() ) return FALSE; } break; case DLL_PROCESS_DETACH: wxEntryCleanup(); //use wxUninitialize() if you don't want GUI break; default: break; } nJoy_hInst = hinstDLL; return TRUE; } #endif ////////////////////////////////////////////////////////////////////////////////////////// // Input Plugin Functions (from spec's) // ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ // Get properties of plugin // ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ void GetDllInfo(PLUGIN_INFO* _PluginInfo) { _PluginInfo->Version = 0x0100; _PluginInfo->Type = PLUGIN_TYPE_PAD; #ifdef DEBUGFAST sprintf(_PluginInfo->Name, "nJoy v"INPUT_VERSION" (DebugFast) by Falcon4ever"); #else #ifndef _DEBUG sprintf(_PluginInfo->Name, "nJoy v"INPUT_VERSION " by Falcon4ever"); #else sprintf(_PluginInfo->Name, "nJoy v"INPUT_VERSION" (Debug) by Falcon4ever"); #endif #endif } // Call config dialog // ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ void DllConfig(HWND _hParent) { #ifdef _WIN32 if (SDL_Init(SDL_INIT_JOYSTICK ) < 0) { MessageBox(NULL, SDL_GetError(), "Could not initialize SDL!", MB_ICONERROR); return; } LoadConfig(); // load settings wxWindow win; win.SetHWND(_hParent); ConfigBox frame(&win); frame.ShowModal(); win.SetHWND(0); #else if (SDL_Init(SDL_INIT_JOYSTICK ) < 0) { printf("Could not initialize SDL! (%s)\n", SDL_GetError()); return; } LoadConfig(); // load settings ConfigBox frame(NULL); frame.ShowModal(); #endif } // Init PAD (start emulation) // ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ void PAD_Initialize(SPADInitialize _PADInitialize) { emulator_running = TRUE; #ifdef _DEBUG DEBUG_INIT(); #endif if (SDL_Init(SDL_INIT_JOYSTICK ) < 0) { #ifdef _WIN32 MessageBox(NULL, SDL_GetError(), "Could not initialize SDL!", MB_ICONERROR); #else printf("Could not initialize SDL! (%s)\n", SDL_GetError()); #endif return; } #ifdef _WIN32 m_hWnd = (HWND)_PADInitialize.hWnd; #endif LoadConfig(); // Load joystick mapping if (joysticks[0].enabled) joystate[0].joy = SDL_JoystickOpen(joysticks[0].ID); if (joysticks[1].enabled) joystate[1].joy = SDL_JoystickOpen(joysticks[1].ID); if (joysticks[2].enabled) joystate[2].joy = SDL_JoystickOpen(joysticks[2].ID); if (joysticks[3].enabled) joystate[3].joy = SDL_JoystickOpen(joysticks[3].ID); } // Shutdown PAD (stop emulation) // ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ void PAD_Shutdown() { if (joysticks[0].enabled) SDL_JoystickClose(joystate[0].joy); if (joysticks[1].enabled) SDL_JoystickClose(joystate[1].joy); if (joysticks[2].enabled) SDL_JoystickClose(joystate[2].joy); if (joysticks[3].enabled) SDL_JoystickClose(joystate[3].joy); SDL_Quit(); #ifdef _DEBUG DEBUG_QUIT(); #endif delete [] joyinfo; emulator_running = FALSE; #ifdef _WIN32 #ifdef USE_RUMBLE_DINPUT_HACK FreeDirectInput(); #endif #elif defined(__linux__) close(fd); #endif } // Set PAD status // ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ void PAD_GetStatus(u8 _numPAD, SPADStatus* _pPADStatus) { if (!joysticks[_numPAD].enabled) return; // clear pad status memset(_pPADStatus, 0, sizeof(SPADStatus)); // get pad status GetJoyState(_numPAD); // Reset! int base = 0x80; _pPADStatus->stickY = base; _pPADStatus->stickX = base; _pPADStatus->substickX = base; _pPADStatus->substickY = base; _pPADStatus->button |= PAD_USE_ORIGIN; // Set analog controllers // Set Deadzones perhaps out of function int deadzone = (int)(((float)(128.00/100.00)) * (float)(joysticks[_numPAD].deadzone+1)); int deadzone2 = (int)(((float)(-128.00/100.00)) * (float)(joysticks[_numPAD].deadzone+1)); // Adjust range // The value returned by SDL_JoystickGetAxis is a signed integer (-32768 to 32768) // The value used for the gamecube controller is an unsigned char (0 to 255) int main_stick_x = (joystate[_numPAD].axis[CTL_MAIN_X]>>8); int main_stick_y = -(joystate[_numPAD].axis[CTL_MAIN_Y]>>8); int sub_stick_x = (joystate[_numPAD].axis[CTL_SUB_X]>>8); int sub_stick_y = -(joystate[_numPAD].axis[CTL_SUB_Y]>>8); // Quick fix if (main_stick_x > 127) main_stick_x = 127; if (main_stick_y > 127) main_stick_y = 127; if (sub_stick_x > 127) sub_stick_x = 127; if (sub_stick_y > 127) sub_stick_y = 127; if (main_stick_x < -128) main_stick_x = -128; if (main_stick_y < -128) main_stick_y = -128; if (sub_stick_x < -128) sub_stick_x = -128; if (sub_stick_y < -128) sub_stick_y = -128; // Send values to Dolpin if ((main_stick_x < deadzone2) || (main_stick_x > deadzone)) _pPADStatus->stickX += main_stick_x; if ((main_stick_y < deadzone2) || (main_stick_y > deadzone)) _pPADStatus->stickY += main_stick_y; if ((sub_stick_x < deadzone2) || (sub_stick_x > deadzone)) _pPADStatus->substickX += sub_stick_x; if ((sub_stick_y < deadzone2) || (sub_stick_y > deadzone)) _pPADStatus->substickY += sub_stick_y; int triggervalue = 255; if (joystate[_numPAD].halfpress) triggervalue = 100; // Set buttons if (joystate[_numPAD].buttons[CTL_L_SHOULDER]) { _pPADStatus->button|=PAD_TRIGGER_L; _pPADStatus->triggerLeft = triggervalue; } if (joystate[_numPAD].buttons[CTL_R_SHOULDER]) { _pPADStatus->button|=PAD_TRIGGER_R; _pPADStatus->triggerRight = triggervalue; } if (joystate[_numPAD].buttons[CTL_A_BUTTON]) { _pPADStatus->button|=PAD_BUTTON_A; _pPADStatus->analogA = 255; // Perhaps support pressure? } if (joystate[_numPAD].buttons[CTL_B_BUTTON]) { _pPADStatus->button|=PAD_BUTTON_B; _pPADStatus->analogB = 255; // Perhaps support pressure? } if (joystate[_numPAD].buttons[CTL_X_BUTTON]) _pPADStatus->button|=PAD_BUTTON_X; if (joystate[_numPAD].buttons[CTL_Y_BUTTON]) _pPADStatus->button|=PAD_BUTTON_Y; if (joystate[_numPAD].buttons[CTL_Z_TRIGGER]) _pPADStatus->button|=PAD_TRIGGER_Z; if (joystate[_numPAD].buttons[CTL_START]) _pPADStatus->button|=PAD_BUTTON_START; // Set D-pad if (joysticks[_numPAD].controllertype == CTL_TYPE_JOYSTICK) { if (joystate[_numPAD].dpad == SDL_HAT_LEFTUP || joystate[_numPAD].dpad == SDL_HAT_UP || joystate[_numPAD].dpad == SDL_HAT_RIGHTUP ) _pPADStatus->button|=PAD_BUTTON_UP; if (joystate[_numPAD].dpad == SDL_HAT_LEFTUP || joystate[_numPAD].dpad == SDL_HAT_LEFT || joystate[_numPAD].dpad == SDL_HAT_LEFTDOWN ) _pPADStatus->button|=PAD_BUTTON_LEFT; if (joystate[_numPAD].dpad == SDL_HAT_LEFTDOWN || joystate[_numPAD].dpad == SDL_HAT_DOWN || joystate[_numPAD].dpad == SDL_HAT_RIGHTDOWN ) _pPADStatus->button|=PAD_BUTTON_DOWN; if (joystate[_numPAD].dpad == SDL_HAT_RIGHTUP || joystate[_numPAD].dpad == SDL_HAT_RIGHT || joystate[_numPAD].dpad == SDL_HAT_RIGHTDOWN ) _pPADStatus->button|=PAD_BUTTON_RIGHT; } else { if (joystate[_numPAD].dpad2[CTL_D_PAD_UP]) _pPADStatus->button|=PAD_BUTTON_UP; if (joystate[_numPAD].dpad2[CTL_D_PAD_DOWN]) _pPADStatus->button|=PAD_BUTTON_DOWN; if (joystate[_numPAD].dpad2[CTL_D_PAD_LEFT]) _pPADStatus->button|=PAD_BUTTON_LEFT; if (joystate[_numPAD].dpad2[CTL_D_PAD_RIGHT]) _pPADStatus->button|=PAD_BUTTON_RIGHT; } _pPADStatus->err = PAD_ERR_NONE; #ifdef _WIN32 #ifdef USE_RUMBLE_DINPUT_HACK if (joystate[_numPAD].halfpress) if (!g_pDI) if (FAILED(InitDirectInput(m_hWnd))) { MessageBox(NULL, SDL_GetError(), "Could not initialize DirectInput!", MB_ICONERROR); g_rumbleEnable = FALSE; //return; } else g_rumbleEnable = TRUE; if (g_rumbleEnable) { g_pDevice->Acquire(); if (g_pEffect) g_pEffect->Start(1, 0); } #endif #elif defined(__linux__) if (!fd) { sprintf(device_file_name, "/dev/input/event%d", joysticks[_numPAD].eventnum); //TODO: Make dynamic // /* Open device */ fd = open(device_file_name, O_RDWR); if (fd == -1) { perror("Open device file"); //Something wrong, probably permissions, just return now return; } int n_effects = 0; if (ioctl(fd, EVIOCGEFFECTS, &n_effects) == -1) { perror("Ioctl number of effects"); } if (n_effects > 0) CanRumble = true; else return; // Return since we can't do any effects /* a strong rumbling effect */ effect.type = FF_RUMBLE; effect.id = -1; effect.u.rumble.strong_magnitude = 0x8000; effect.u.rumble.weak_magnitude = 0; effect.replay.length = 5000; // Set to 5 seconds, if a Game needs more for a single rumble event, it is dumb and must be a demo effect.replay.delay = 0; if (ioctl(fd, EVIOCSFF, &effect) == -1) { perror("Upload effect"); CanRumble = false; //We have effects but it doesn't support the rumble we are using. This is basic rumble, should work for most } } #endif } // Set PAD rumble // ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ // (Stop=0, Rumble=1) void PAD_Rumble(u8 _numPAD, unsigned int _uType, unsigned int _uStrength) { //if (_numPAD > 0) // return; // not supported by SDL // So we need to use platform specific stuff #ifdef _WIN32 #ifdef USE_RUMBLE_DINPUT_HACK static int a = 0; if ((_uType == 0) || (_uType == 2)) { a = 0; } else if (_uType == 1) { a = _uStrength > 2 ? 8000 : 0; } a = int ((float)a * 0.96f); if (!g_rumbleEnable) { a = 0; } else { g_nYForce = a; SetDeviceForcesXY(); } #endif #elif defined(__linux__) struct input_event event; if (CanRumble) { if (_uType == 1) { event.type = EV_FF; event.code = effect.id; event.value = 1; if (write(fd, (const void*) &event, sizeof(event)) == -1) { perror("Play effect"); exit(1); } } if ((_uType == 0) || (_uType == 2)) { event.type = EV_FF; event.code = effect.id; event.value = 0; if (write(fd, (const void*) &event, sizeof(event)) == -1) { perror("Stop effect"); exit(1); } } } #endif } // Set PAD attached pads // ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ unsigned int PAD_GetAttachedPads() { unsigned int connected = 0; LoadConfig(); if (joysticks[0].enabled) connected |= 1; if (joysticks[1].enabled) connected |= 2; if (joysticks[2].enabled) connected |= 4; if (joysticks[3].enabled) connected |= 8; return connected; } ////////////////////////////////////////////////////////////////////////////////////////// // Custom Functions // ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ void ReadButton(int controller, int button) { int ctl_button = joysticks[controller].buttons[button]; if (ctl_button < joyinfo[controller].NumButtons) { joystate[controller].buttons[button] = SDL_JoystickGetButton(joystate[controller].joy, ctl_button); } } // Request joystick state // ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ void GetJoyState(int controller) { SDL_JoystickUpdate(); joystate[controller].axis[CTL_MAIN_X] = SDL_JoystickGetAxis(joystate[controller].joy, joysticks[controller].axis[CTL_MAIN_X]); joystate[controller].axis[CTL_MAIN_Y] = SDL_JoystickGetAxis(joystate[controller].joy, joysticks[controller].axis[CTL_MAIN_Y]); joystate[controller].axis[CTL_SUB_X] = SDL_JoystickGetAxis(joystate[controller].joy, joysticks[controller].axis[CTL_SUB_X]); joystate[controller].axis[CTL_SUB_Y] = SDL_JoystickGetAxis(joystate[controller].joy, joysticks[controller].axis[CTL_SUB_Y]); ReadButton(controller, CTL_L_SHOULDER); ReadButton(controller, CTL_R_SHOULDER); ReadButton(controller, CTL_A_BUTTON); ReadButton(controller, CTL_B_BUTTON); ReadButton(controller, CTL_X_BUTTON); ReadButton(controller, CTL_Y_BUTTON); ReadButton(controller, CTL_Z_TRIGGER); ReadButton(controller, CTL_START); if (joysticks[controller].halfpress < joyinfo[controller].NumButtons) joystate[controller].halfpress = SDL_JoystickGetButton(joystate[controller].joy, joysticks[controller].halfpress); if (joysticks[controller].controllertype == CTL_TYPE_JOYSTICK) { joystate[controller].dpad = SDL_JoystickGetHat(joystate[controller].joy, joysticks[controller].dpad); } else { joystate[controller].dpad2[CTL_D_PAD_UP] = SDL_JoystickGetButton(joystate[controller].joy, joysticks[controller].dpad2[CTL_D_PAD_UP]); joystate[controller].dpad2[CTL_D_PAD_DOWN] = SDL_JoystickGetButton(joystate[controller].joy, joysticks[controller].dpad2[CTL_D_PAD_DOWN]); joystate[controller].dpad2[CTL_D_PAD_LEFT] = SDL_JoystickGetButton(joystate[controller].joy, joysticks[controller].dpad2[CTL_D_PAD_LEFT]); joystate[controller].dpad2[CTL_D_PAD_RIGHT] = SDL_JoystickGetButton(joystate[controller].joy, joysticks[controller].dpad2[CTL_D_PAD_RIGHT]); } } // Search attached devices // ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ int Search_Devices() { // load config #ifdef _DEBUG DEBUG_INIT(); #endif int numjoy = SDL_NumJoysticks(); if (numjoy == 0) { #ifdef _WIN32 MessageBox(NULL, "No Joystick detected!", NULL, MB_ICONWARNING); #else printf("No Joystick detected!\n"); #endif return 0; } if (joyinfo) { delete [] joyinfo; joyinfo = new CONTROLLER_INFO [numjoy]; } else { joyinfo = new CONTROLLER_INFO [numjoy]; } #ifdef _DEBUG fprintf(pFile, "Scanning for devices\n"); fprintf(pFile, "ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ\n"); #endif for(int i = 0; i < numjoy; i++ ) { joyinfo[i].joy = SDL_JoystickOpen(i); joyinfo[i].ID = i; joyinfo[i].NumAxes = SDL_JoystickNumAxes(joyinfo[i].joy); joyinfo[i].NumButtons = SDL_JoystickNumButtons(joyinfo[i].joy); joyinfo[i].NumBalls = SDL_JoystickNumBalls(joyinfo[i].joy); joyinfo[i].NumHats = SDL_JoystickNumHats(joyinfo[i].joy); joyinfo[i].Name = SDL_JoystickName(i); #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 // Close if opened if (SDL_JoystickOpened(i)) SDL_JoystickClose(joyinfo[i].joy); } return numjoy; } // Enable output log // ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ void DEBUG_INIT() { if (pFile) return; #ifdef _WIN32 char dateStr [9]; _strdate( dateStr); char timeStr [9]; _strtime( timeStr ); #endif pFile = fopen ("nJoy-debug.txt","wt"); fprintf(pFile, "nJoy v"INPUT_VERSION" Debug\n"); #ifdef _WIN32 fprintf(pFile, "Date: %s\nTime: %s\n", dateStr, timeStr); #endif fprintf(pFile, "ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ\n"); } // Disable output log // ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ void DEBUG_QUIT() { if (!pFile) return; #ifdef _WIN32 char timeStr [9]; _strtime(timeStr); fprintf(pFile, "_______________\n"); fprintf(pFile, "Time: %s", timeStr); #endif fclose(pFile); } // Save settings to file // ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ void SaveConfig() { IniFile file; file.Load("nJoy.ini"); for (int i = 0; i < 4; i++) { char SectionName[32]; sprintf(SectionName, "PAD%i", i+1); file.Set(SectionName, "l_shoulder", joysticks[i].buttons[CTL_L_SHOULDER]); file.Set(SectionName, "r_shoulder", joysticks[i].buttons[CTL_R_SHOULDER]); file.Set(SectionName, "a_button", joysticks[i].buttons[CTL_A_BUTTON]); file.Set(SectionName, "b_button", joysticks[i].buttons[CTL_B_BUTTON]); file.Set(SectionName, "x_button", joysticks[i].buttons[CTL_X_BUTTON]); file.Set(SectionName, "y_button", joysticks[i].buttons[CTL_Y_BUTTON]); file.Set(SectionName, "z_trigger", joysticks[i].buttons[CTL_Z_TRIGGER]); file.Set(SectionName, "start_button", joysticks[i].buttons[CTL_START]); file.Set(SectionName, "dpad", joysticks[i].dpad); file.Set(SectionName, "dpad_up", joysticks[i].dpad2[CTL_D_PAD_UP]); file.Set(SectionName, "dpad_down", joysticks[i].dpad2[CTL_D_PAD_DOWN]); file.Set(SectionName, "dpad_left", joysticks[i].dpad2[CTL_D_PAD_LEFT]); file.Set(SectionName, "dpad_right", joysticks[i].dpad2[CTL_D_PAD_RIGHT]); file.Set(SectionName, "main_x", joysticks[i].axis[CTL_MAIN_X]); file.Set(SectionName, "main_y", joysticks[i].axis[CTL_MAIN_Y]); file.Set(SectionName, "sub_x", joysticks[i].axis[CTL_SUB_X]); file.Set(SectionName, "sub_y", joysticks[i].axis[CTL_SUB_Y]); file.Set(SectionName, "enabled", joysticks[i].enabled); file.Set(SectionName, "deadzone", joysticks[i].deadzone); file.Set(SectionName, "halfpress", joysticks[i].halfpress); file.Set(SectionName, "joy_id", joysticks[i].ID); file.Set(SectionName, "controllertype", joysticks[i].controllertype); file.Set(SectionName, "eventnum", joysticks[i].eventnum); } file.Save("nJoy.ini"); } // Load settings from file // ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ void LoadConfig() { IniFile file; file.Load("nJoy.ini"); for (int i = 0; i < 4; i++) { char SectionName[32]; sprintf(SectionName, "PAD%i", i+1); file.Get(SectionName, "l_shoulder", &joysticks[i].buttons[CTL_L_SHOULDER], 4); file.Get(SectionName, "r_shoulder", &joysticks[i].buttons[CTL_R_SHOULDER], 5); file.Get(SectionName, "a_button", &joysticks[i].buttons[CTL_A_BUTTON], 0); file.Get(SectionName, "b_button", &joysticks[i].buttons[CTL_B_BUTTON], 1); file.Get(SectionName, "x_button", &joysticks[i].buttons[CTL_X_BUTTON], 3); file.Get(SectionName, "y_button", &joysticks[i].buttons[CTL_Y_BUTTON], 2); file.Get(SectionName, "z_trigger", &joysticks[i].buttons[CTL_Z_TRIGGER], 7); file.Get(SectionName, "start_button", &joysticks[i].buttons[CTL_START], 9); file.Get(SectionName, "dpad", &joysticks[i].dpad, 0); file.Get(SectionName, "dpad_up", &joysticks[i].dpad2[CTL_D_PAD_UP], 0); file.Get(SectionName, "dpad_down", &joysticks[i].dpad2[CTL_D_PAD_DOWN], 0); file.Get(SectionName, "dpad_left", &joysticks[i].dpad2[CTL_D_PAD_LEFT], 0); file.Get(SectionName, "dpad_right", &joysticks[i].dpad2[CTL_D_PAD_RIGHT], 0); file.Get(SectionName, "main_x", &joysticks[i].axis[CTL_MAIN_X], 0); file.Get(SectionName, "main_y", &joysticks[i].axis[CTL_MAIN_Y], 1); file.Get(SectionName, "sub_x", &joysticks[i].axis[CTL_SUB_X], 2); file.Get(SectionName, "sub_y", &joysticks[i].axis[CTL_SUB_Y], 3); file.Get(SectionName, "enabled", &joysticks[i].enabled, 1); file.Get(SectionName, "deadzone", &joysticks[i].deadzone, 9); file.Get(SectionName, "halfpress", &joysticks[i].halfpress, 6); file.Get(SectionName, "joy_id", &joysticks[i].ID, 0); file.Get(SectionName, "controllertype", &joysticks[i].controllertype, 0); file.Get(SectionName, "eventnum", &joysticks[i].eventnum, 0); } } #ifdef _WIN32 ////////////////////////////////////////////////////////////////////////////////////////// // Rumble stuff :D! // ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ // #ifdef USE_RUMBLE_DINPUT_HACK HRESULT InitDirectInput( HWND hDlg ) { DIPROPDWORD dipdw; HRESULT hr; // Register with the DirectInput subsystem and get a pointer to a IDirectInput interface we can use. if (FAILED(hr = DirectInput8Create(GetModuleHandle(NULL), DIRECTINPUT_VERSION, IID_IDirectInput8, (VOID**)&g_pDI, NULL))) { return hr; } // Look for a force feedback device we can use if (FAILED(hr = g_pDI->EnumDevices( DI8DEVCLASS_GAMECTRL, EnumFFDevicesCallback, NULL, DIEDFL_ATTACHEDONLY | DIEDFL_FORCEFEEDBACK))) { return hr; } if (NULL == g_pDevice) { MessageBox(NULL, "Force feedback device not found. nJoy will now disable rumble." ,"FFConst" , MB_ICONERROR | MB_OK); g_rumbleEnable = FALSE; return S_OK; } // Set the data format to "simple joystick" - a predefined data format. A // data format specifies which controls on a device we are interested in, // and how they should be reported. // // This tells DirectInput that we will be passing a DIJOYSTATE structure to // IDirectInputDevice8::GetDeviceState(). Even though we won't actually do // it in this sample. But setting the data format is important so that the // DIJOFS_* values work properly. if (FAILED(hr = g_pDevice->SetDataFormat(&c_dfDIJoystick))) return hr; // Set the cooperative level to let DInput know how this device should // interact with the system and with other DInput applications. // Exclusive access is required in order to perform force feedback. //if (FAILED(hr = g_pDevice->SetCooperativeLevel(hDlg, DISCL_EXCLUSIVE | DISCL_FOREGROUND))) if (FAILED(hr = g_pDevice->SetCooperativeLevel(hDlg, DISCL_EXCLUSIVE | DISCL_FOREGROUND))) { return hr; } // Since we will be playing force feedback effects, we should disable the // auto-centering spring. dipdw.diph.dwSize = sizeof(DIPROPDWORD); dipdw.diph.dwHeaderSize = sizeof(DIPROPHEADER); dipdw.diph.dwObj = 0; dipdw.diph.dwHow = DIPH_DEVICE; dipdw.dwData = FALSE; if (FAILED(hr = g_pDevice->SetProperty(DIPROP_AUTOCENTER, &dipdw.diph))) return hr; // Enumerate and count the axes of the joystick if (FAILED(hr = g_pDevice->EnumObjects(EnumAxesCallback, (VOID*)&g_dwNumForceFeedbackAxis, DIDFT_AXIS))) return hr; // This simple sample only supports one or two axis joysticks if (g_dwNumForceFeedbackAxis > 2) g_dwNumForceFeedbackAxis = 2; // This application needs only one effect: Applying raw forces. DWORD rgdwAxes[2] = {DIJOFS_X, DIJOFS_Y}; LONG rglDirection[2] = {0, 0}; DICONSTANTFORCE cf = {0}; DIEFFECT eff; ZeroMemory(&eff, sizeof(eff)); eff.dwSize = sizeof(DIEFFECT); eff.dwFlags = DIEFF_CARTESIAN | DIEFF_OBJECTOFFSETS; eff.dwDuration = INFINITE; eff.dwSamplePeriod = 0; eff.dwGain = DI_FFNOMINALMAX; eff.dwTriggerButton = DIEB_NOTRIGGER; eff.dwTriggerRepeatInterval = 0; eff.cAxes = g_dwNumForceFeedbackAxis; eff.rgdwAxes = rgdwAxes; eff.rglDirection = rglDirection; eff.lpEnvelope = 0; eff.cbTypeSpecificParams = sizeof( DICONSTANTFORCE ); eff.lpvTypeSpecificParams = &cf; eff.dwStartDelay = 0; // Create the prepared effect if (FAILED(hr = g_pDevice->CreateEffect(GUID_ConstantForce, &eff, &g_pEffect, NULL))) { return hr; } if (NULL == g_pEffect) return E_FAIL; return S_OK; } VOID FreeDirectInput() { // Unacquire the device one last time just in case // the app tried to exit while the device is still acquired. if (g_pDevice) g_pDevice->Unacquire(); // Release any DirectInput objects. SAFE_RELEASE(g_pEffect); SAFE_RELEASE(g_pDevice); SAFE_RELEASE(g_pDI); } BOOL CALLBACK EnumFFDevicesCallback( const DIDEVICEINSTANCE* pInst, VOID* pContext ) { LPDIRECTINPUTDEVICE8 pDevice; HRESULT hr; // Obtain an interface to the enumerated force feedback device. hr = g_pDI->CreateDevice(pInst->guidInstance, &pDevice, NULL); // If it failed, then we can't use this device for some bizarre reason. // (Maybe the user unplugged it while we were in the middle of enumerating it.) So continue enumerating if (FAILED(hr)) return DIENUM_CONTINUE; // We successfully created an IDirectInputDevice8. So stop looking for another one. g_pDevice = pDevice; return DIENUM_STOP; } BOOL CALLBACK EnumAxesCallback(const DIDEVICEOBJECTINSTANCE* pdidoi, VOID* pContext) { DWORD* pdwNumForceFeedbackAxis = (DWORD*)pContext; if ((pdidoi->dwFlags & DIDOI_FFACTUATOR) != 0) (*pdwNumForceFeedbackAxis)++; return DIENUM_CONTINUE; } HRESULT SetDeviceForcesXY() { // Modifying an effect is basically the same as creating a new one, except you need only specify the parameters you are modifying LONG rglDirection[2] = { 0, 0 }; DICONSTANTFORCE cf; if (g_dwNumForceFeedbackAxis == 1) { // If only one force feedback axis, then apply only one direction and keep the direction at zero cf.lMagnitude = g_nXForce; rglDirection[0] = 0; } else { // If two force feedback axis, then apply magnitude from both directions rglDirection[0] = g_nXForce; rglDirection[1] = g_nYForce; cf.lMagnitude = (DWORD)sqrt((double)g_nXForce * (double)g_nXForce + (double)g_nYForce * (double)g_nYForce ); } DIEFFECT eff; ZeroMemory(&eff, sizeof(eff)); eff.dwSize = sizeof(DIEFFECT); eff.dwFlags = DIEFF_CARTESIAN | DIEFF_OBJECTOFFSETS; eff.cAxes = g_dwNumForceFeedbackAxis; eff.rglDirection = rglDirection; eff.lpEnvelope = 0; eff.cbTypeSpecificParams = sizeof(DICONSTANTFORCE); eff.lpvTypeSpecificParams = &cf; eff.dwStartDelay = 0; // Now set the new parameters and start the effect immediately. return g_pEffect->SetParameters(&eff, DIEP_DIRECTION | DIEP_TYPESPECIFICPARAMS | DIEP_START); } #endif #endif