dolphin/Source/Core/InputCommon/Src/SDL.cpp
sl1nk3.s 936225eee4 Fix a nasty dualcore hang in EFB read (see r3658 comment...)
Also fix an issue reported by baby.lueshi (issue 1074) in nJoy related to half press button being always pressed when unset.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3661 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-07-03 15:35:31 +00:00

371 lines
12 KiB
C++

//////////////////////////////////////////////////////////////////////////////////////////
// Project description
// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
// 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
// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
#define _SDL_MAIN_ // Avoid certain declarations in SDL.h
#include "SDL.h" // Local
#include "XInput.h"
////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////
// Definitions
// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
int g_LastPad = 0;
////////////////////////////////////
namespace InputCommon
{
//////////////////////////////////////////////////////////////////////////////////////////
// Definitions
// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////
// Search attached devices. Populate joyinfo for all attached physical devices.
// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
bool SearchDevices(std::vector<CONTROLLER_INFO> &_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
// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
// Read current joystick status
/* ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
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().
// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
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.
// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
/* 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
{
// XInput triggers for Xbox360 pads
_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);
// Update Halfpress state, this one is not in the standard _PadState.buttons array
if (_PadMapping.halfpress < NumButtons && _PadMapping.halfpress >= 0)
_PadState.halfpress = SDL_JoystickGetButton(_PadState.joy, _PadMapping.halfpress);
else
_PadState.halfpress = 0;
// 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
// ¯¯¯¯¯¯¯¯¯¯
// 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++)
{
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