////////////////////////////////////////////////////////////////////////////////////////// // 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" //////////////////////////////////// ////////////////////////////////////////////////////////////////////////////////////////// // Definitions // ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ int g_LastPad = 0; //////////////////////////////////// namespace InputCommon { ////////////////////////////////////////////////////////////////////////////////////////// // Definitions // ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ //////////////////////////////////// ////////////////////////////////////////////////////////////////////////////////////////// // Search attached devices. Populate joyinfo for all attached physical devices. // ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ bool SearchDevices(std::vector &_joyinfo, int &_NumPads, int &_NumGoodPads) { /* SDL 1.3 use DirectInput instead of the old Microsoft Multimedia 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; } // 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; } //////////////////////////////////// ////////////////////////////////////////////////////////////////////////////////////////// // 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]); } #ifdef SHOW_PAD_STATUS // Show the status of all connected pads //if ((g_LastPad == 0 && Controller == 0) || Controller < g_LastPad) Console::ClearScreen(); g_LastPad = Controller; DEBUG_LOG(CONSOLE, "Pad | Number:%i Enabled:%i Handle:%i\n" "Main Stick | X:%03i Y:%03i\n" "C Stick | X:%03i Y:%03i\n" "Trigger | Type:%s DigitalL:%i DigitalR:%i AnalogL:%03i AnalogR:%03i HalfPress:%i\n" "Buttons | A:%i X:%i\n" "D-Pad | Type:%s Hat:%i U:%i D:%i\n" "======================================================\n", Controller, _PadMapping.enabled, _PadState.joy, _PadState.axis[InputCommon::CTL_MAIN_X], _PadState.axis[InputCommon::CTL_MAIN_Y], _PadState.axis[InputCommon::CTL_SUB_X], _PadState.axis[InputCommon::CTL_SUB_Y], (_PadMapping.triggertype ? "CTL_TRIGGER_XINPUT" : "CTL_TRIGGER_SDL"), _PadState.buttons[InputCommon::CTL_L_SHOULDER], _PadState.buttons[InputCommon::CTL_R_SHOULDER], _PadState.axis[InputCommon::CTL_L_SHOULDER], _PadState.axis[InputCommon::CTL_R_SHOULDER], _PadState.halfpress, _PadState.buttons[InputCommon::CTL_A_BUTTON], _PadState.buttons[InputCommon::CTL_X_BUTTON], (_PadMapping.controllertype ? "CTL_DPAD_CUSTOM" : "CTL_DPAD_HAT"), _PadState.dpad, _PadState.dpad2[InputCommon::CTL_D_PAD_UP], _PadState.dpad2[InputCommon::CTL_D_PAD_DOWN] ); #endif } ////////////////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////////////////// // Configure button mapping // ŻŻŻŻŻŻŻŻŻŻ // Avoid extreme axis values // ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ /* 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 // ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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++) { if(SDL_JoystickGetHat(joy, i)) { 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) { for(int i = 0; i <= InputCommon::XI_TRIGGER_R; i++) { if(XInput::GetXI(0, 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; } } } /////////////////////////////////////////////////////////// Configure button mapping } // InputCommon