dolphin/Source/Plugins/Plugin_nJoy_SDL/Src/Rumble.cpp
sl1nk3.s caf152fdd0 Fix screenshot offset as well as screenshot aspect ratio, also use PNG instead of BMP thanks to issue 1186.
Fix for opening.bnr containing bad chars where the loop would stop when encountering one (fixes Rogue Leader description, which was using 0x0d and 0x0a)

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3899 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-07-28 23:38:49 +00:00

380 lines
11 KiB
C++

//////////////////////////////////////////////////////////////////////////////////////////
// Project description
// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
// Name: nJoy
// Description: A Dolphin Compatible Input Plugin
//
// Author: Falcon4ever (nJoy@falcon4ever.com)
// Site: www.multigesture.net
// Copyright (C) 2003 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
// ¯¯¯¯¯¯¯¯¯
#include "nJoy.h"
//////////////////////////////////////////////////////////////////////////////////////////
// Enable or disable rumble.
// ¯¯¯¯¯¯¯¯¯
// Rumble in windows
#ifdef _WIN32
struct RUMBLE // GC Pad rumble DIDevice
{
LPDIRECTINPUTDEVICE8 g_pDevice; // 4 pads objects
LPDIRECTINPUTEFFECT g_pEffect;
DWORD g_dwNumForceFeedbackAxis;
DIEFFECT eff;
};
#define SAFE_RELEASE(p) { if (p) { (p)->Release(); (p)=NULL; } }
BOOL CALLBACK EnumFFDevicesCallback(const DIDEVICEINSTANCE* pInst, VOID* pContext);
BOOL CALLBACK EnumAxesCallback(const DIDEVICEOBJECTINSTANCE* pdidoi, VOID* pContext);
void SetDeviceForcesXY(int pad, int nXYForce);
LPDIRECTINPUT8 g_Rumble; // DInput Rumble object
RUMBLE pRumble[4]; // 4 GC Rumble Pads
extern InputCommon::CONTROLLER_MAPPING PadMapping[4];
#elif defined(__linux__)
#include <sys/types.h>
#include <sys/stat.h>
#include <fcntl.h>
int fd;
char device_file_name[64];
struct ff_effect effect;
bool CanRumble = false;
#endif
//////////////////////
// Use PAD rumble
// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯
void Pad_Use_Rumble(u8 _numPAD)
{
#ifdef _WIN32
if (PadMapping[_numPAD].rumble)
{
if (!g_Rumble)
{
// GetForegroundWindow() always sends the good HWND
if (FAILED(InitRumble(GetForegroundWindow())))
PanicAlert("Could not initialize Rumble!");
} else
{
// Acquire gamepad
if (pRumble[_numPAD].g_pDevice != NULL)
pRumble[_numPAD].g_pDevice->Acquire();
}
}
#elif defined(__linux__)
if (!fd)
{
sprintf(device_file_name, "/dev/input/event%d", PadMapping[_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. Explanation: Stop = 0, Rumble = 1
// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯
void PAD_Rumble(u8 _numPAD, unsigned int _uType, unsigned int _uStrength)
{
Pad_Use_Rumble(_numPAD);
// SDL can't rumble the gamepad so we need to use platform specific code
#ifdef _WIN32
int a = 0;
if (_uType == 1)
{
// it looks like _uStrength is equal to 3 everytime anyway...
a = _uStrength > 2 ? (1000*(g_Config.RumbleStrength + 1)) : 0;
a = a > 10000 ? 10000 : a;
}
// a = int ((float)a * 0.96f);
// What is this for ?
// else if ((_uType == 0) || (_uType == 2))
if (PadMapping[_numPAD].rumble) // rumble activated
{
// Start Effect
SetDeviceForcesXY(_numPAD, a);
}
#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
}
#ifdef _WIN32
//////////////////////////////////////////////////////////////////////////////////////////
// Rumble stuff :D!
// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
//
HRESULT InitRumble(HWND hWnd)
{
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_Rumble, NULL)))
return hr;
// Look for a device we can use
if (FAILED(hr = g_Rumble->EnumDevices( DI8DEVCLASS_GAMECTRL, EnumFFDevicesCallback, NULL, DIEDFL_ATTACHEDONLY | DIEDFL_FORCEFEEDBACK)))
return hr;
for (int i=0; i<4; i++)
{
if (NULL == pRumble[i].g_pDevice)
PadMapping[i].rumble = false; // Disable Rumble for this pad only.
else
{
pRumble[i].g_pDevice->SetDataFormat(&c_dfDIJoystick);
pRumble[i].g_pDevice->SetCooperativeLevel(hWnd, DISCL_EXCLUSIVE | DISCL_BACKGROUND);
// Request exclusive acces for both background and foreground.
dipdw.diph.dwSize = sizeof(DIPROPDWORD);
dipdw.diph.dwHeaderSize = sizeof(DIPROPHEADER);
dipdw.diph.dwObj = 0;
dipdw.diph.dwHow = DIPH_DEVICE;
dipdw.dwData = FALSE;
// if Force Feedback doesn't seem to work...
if (FAILED(pRumble[i].g_pDevice->EnumObjects(EnumAxesCallback,
(void*)&pRumble[i].g_dwNumForceFeedbackAxis, DIDFT_AXIS))
|| FAILED(pRumble[i].g_pDevice->SetProperty(DIPROP_AUTOCENTER, &dipdw.diph)))
{
PanicAlert("Device %d doesn't seem to work ! \nRumble for device %d is now Disabled !", i+1);
PadMapping[i].rumble = false; // Disable Rumble for this pad
continue; // Next pad
}
if (pRumble[i].g_dwNumForceFeedbackAxis > 2)
pRumble[i].g_dwNumForceFeedbackAxis = 2;
DWORD _rgdwAxes[2] = {DIJOFS_X, DIJOFS_Y};
long rglDirection[2] = {0, 0};
DICONSTANTFORCE cf = {0};
ZeroMemory(&pRumble[i].eff, sizeof(pRumble[i].eff));
pRumble[i].eff.dwSize = sizeof(DIEFFECT);
pRumble[i].eff.dwFlags = DIEFF_CARTESIAN | DIEFF_OBJECTOFFSETS;
pRumble[i].eff.dwDuration = INFINITE; // fixed time may be safer (X * DI_SECONDS)
pRumble[i].eff.dwSamplePeriod = 0;
pRumble[i].eff.dwGain = DI_FFNOMINALMAX;
pRumble[i].eff.dwTriggerButton = DIEB_NOTRIGGER;
pRumble[i].eff.dwTriggerRepeatInterval = 0;
pRumble[i].eff.cAxes = pRumble[i].g_dwNumForceFeedbackAxis;
pRumble[i].eff.rgdwAxes = _rgdwAxes;
pRumble[i].eff.rglDirection = rglDirection;
pRumble[i].eff.lpEnvelope = 0;
pRumble[i].eff.cbTypeSpecificParams = sizeof( DICONSTANTFORCE );
pRumble[i].eff.lpvTypeSpecificParams = &cf;
pRumble[i].eff.dwStartDelay = 0;
// Create the prepared effect
if (FAILED(hr = pRumble[i].g_pDevice->CreateEffect(GUID_ConstantForce, &pRumble[i].eff, &pRumble[i].g_pEffect, NULL)))
continue;
if (pRumble[i].g_pEffect == NULL)
continue;
}
}
return S_OK;
}
void SetDeviceForcesXY(int npad, int nXYForce)
{
// Security check
if (pRumble[npad].g_pDevice == NULL)
return;
// If nXYForce is null, there's no point to create the effect
// Just stop the force feedback
if (nXYForce == 0) {
pRumble[npad].g_pEffect->Stop();
return;
}
long rglDirection[2] = {0};
DICONSTANTFORCE cf;
// If only one force feedback axis, then apply only one direction and keep the direction at zero
if (pRumble[npad].g_dwNumForceFeedbackAxis == 1)
{
rglDirection[0] = 0;
cf.lMagnitude = nXYForce; // max should be 10000
}
// If two force feedback axis, then apply magnitude from both directions
else
{
rglDirection[0] = nXYForce;
rglDirection[1] = nXYForce;
cf.lMagnitude = 1.4142f*nXYForce;
}
ZeroMemory(&pRumble[npad].eff, sizeof(pRumble[npad].eff));
pRumble[npad].eff.dwSize = sizeof(DIEFFECT);
pRumble[npad].eff.dwFlags = DIEFF_CARTESIAN | DIEFF_OBJECTOFFSETS;
pRumble[npad].eff.cAxes = pRumble[npad].g_dwNumForceFeedbackAxis;
pRumble[npad].eff.rglDirection = rglDirection;
pRumble[npad].eff.lpEnvelope = 0;
pRumble[npad].eff.cbTypeSpecificParams = sizeof(DICONSTANTFORCE);
pRumble[npad].eff.lpvTypeSpecificParams = &cf;
pRumble[npad].eff.dwStartDelay = 0;
// Now set the new parameters..
pRumble[npad].g_pEffect->SetParameters(&pRumble[npad].eff, DIEP_DIRECTION | DIEP_TYPESPECIFICPARAMS | DIEP_START);
// ..And start the effect immediately.
if (pRumble[npad].g_pEffect != NULL)
pRumble[npad].g_pEffect->Start(1, 0);
}
BOOL CALLBACK EnumFFDevicesCallback(const DIDEVICEINSTANCE* pInst, VOID* pContext)
{
LPDIRECTINPUTDEVICE8 pDevice;
DIPROPDWORD dipdw;
HRESULT hr;
int JoystickID;
dipdw.diph.dwSize = sizeof(DIPROPDWORD);
dipdw.diph.dwHeaderSize = sizeof(DIPROPHEADER);
dipdw.diph.dwObj = 0;
dipdw.diph.dwHow = DIPH_DEVICE;
g_Rumble->CreateDevice(pInst->guidInstance, &pDevice, NULL); // Create a DInput pad device
if (SUCCEEDED(hr = pDevice->GetProperty(DIPROP_JOYSTICKID, &dipdw.diph))) // Get DInput Device ID
JoystickID = dipdw.dwData;
else
return DIENUM_CONTINUE;
//PanicAlert("DInput ID : %d \nSDL ID (1-4) : %d / %d / %d / %d\n", JoystickID, PadMapping[0].ID, PadMapping[1].ID, PadMapping[2].ID, PadMapping[3].ID);
for (int i=0; i<4; i++)
{
if (PadMapping[i].ID == JoystickID) // if SDL ID = DInput ID -> we're dealing with the same device
{
// a DInput device is created even if rumble is disabled on startup
// this way, you can toggle the rumble setting while in game
//if (PadMapping[i].enabled) // && PadMapping[i].rumble
pRumble[i].g_pDevice = pDevice; // everything looks good, save the DInput device
}
}
return DIENUM_CONTINUE;
}
BOOL CALLBACK EnumAxesCallback(const DIDEVICEOBJECTINSTANCE* pdidoi, VOID* pContext)
{
DWORD* pdwNumForceFeedbackAxis = (DWORD*)pContext; // Enum Rumble Axis
if ((pdidoi->dwFlags & DIDOI_FFACTUATOR) != 0)
(*pdwNumForceFeedbackAxis)++;
return DIENUM_CONTINUE;
}
VOID FreeDirectInput()
{
// Unacquire the device one last time just in case
// the app tried to exit while the device is still acquired.
for (int i=0; i<4; i++) // Free all pads
{
if (pRumble[i].g_pDevice)
pRumble[i].g_pDevice->Unacquire();
SAFE_RELEASE(pRumble[i].g_pEffect);
SAFE_RELEASE(pRumble[i].g_pDevice);
}
SAFE_RELEASE(g_Rumble); // Rumble object
}
#endif