Ryan Houdek 817abdd579 Remove an assumption in SDL.
We can compile with haptic support, and then not initialize due to haptics not being available.
So if we are compiling with haptics, test initializing with haptics and if that fails attempt to initialize without haptics before bailing out.
2015-01-19 16:07:28 -06:00

347 lines
8.1 KiB
C++

// Copyright 2014 Dolphin Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
#include <algorithm>
#include <map>
#include <sstream>
#include "Common/StringUtil.h"
#include "InputCommon/ControllerInterface/SDL/SDL.h"
#ifdef _WIN32
#pragma comment(lib, "SDL2.lib")
#endif
namespace ciface
{
namespace SDL
{
// 10ms = 100Hz which homebrew docs very roughly imply is within WiiMote normal
// range, used for periodic haptic effects though often ignored by devices
static const u16 RUMBLE_PERIOD = 10;
static const u16 RUMBLE_LENGTH_MAX = 500; // ms: enough to span multiple frames at low FPS, but still finite
static std::string GetJoystickName(int index)
{
#if SDL_VERSION_ATLEAST(2, 0, 0)
return SDL_JoystickNameForIndex(index);
#else
return SDL_JoystickName(index);
#endif
}
void Init( std::vector<Core::Device*>& devices )
{
// this is used to number the joysticks
// multiple joysticks with the same name shall get unique ids starting at 0
std::map<std::string, int> name_counts;
#ifdef USE_SDL_HAPTIC
if (SDL_Init(SDL_INIT_JOYSTICK | SDL_INIT_HAPTIC) >= 0)
{
// Correctly initialized
}
else
#endif
if (SDL_Init(SDL_INIT_JOYSTICK) < 0)
{
// Failed to initialize
return;
}
// joysticks
for (int i = 0; i < SDL_NumJoysticks(); ++i)
{
SDL_Joystick* dev = SDL_JoystickOpen(i);
if (dev)
{
Joystick* js = new Joystick(dev, i, name_counts[GetJoystickName(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 int sdl_index, const unsigned int index)
: m_joystick(joystick)
, m_sdl_index(sdl_index)
, m_index(index)
{
// really bad HACKS:
// to not use SDL for an XInput device
// too many people on the forums pick the SDL device and ask:
// "why don't my 360 gamepad triggers/rumble work correctly"
#ifdef _WIN32
// checking the name is probably good (and hacky) enough
// but I'll double check with the num of buttons/axes
std::string lcasename = GetName();
std::transform(lcasename.begin(), lcasename.end(), lcasename.begin(), tolower);
if ((std::string::npos != lcasename.find("xbox 360")) &&
(10 == SDL_JoystickNumButtons(joystick)) &&
(5 == SDL_JoystickNumAxes(joystick)) &&
(1 == SDL_JoystickNumHats(joystick)) &&
(0 == SDL_JoystickNumBalls(joystick)))
{
// this device won't be used
return;
}
#endif
if (SDL_JoystickNumButtons(joystick) > 255 ||
SDL_JoystickNumAxes(joystick) > 255 ||
SDL_JoystickNumHats(joystick) > 255 ||
SDL_JoystickNumBalls(joystick) > 255)
{
// This device is invalid, don't use it
// Some crazy devices(HP webcam 2100) end up as HID devices
// SDL tries parsing these as joysticks
return;
}
// get buttons
for (u8 i = 0; i != SDL_JoystickNumButtons(m_joystick); ++i)
AddInput(new Button(i, m_joystick));
// get hats
for (u8 i = 0; i != SDL_JoystickNumHats(m_joystick); ++i)
{
// each hat gets 4 input instances associated with it, (up down left right)
for (u8 d = 0; d != 4; ++d)
AddInput(new Hat(i, m_joystick, d));
}
// get axes
for (u8 i = 0; i != SDL_JoystickNumAxes(m_joystick); ++i)
{
// each axis gets a negative and a positive input instance associated with it
AddAnalogInputs(new Axis(i, m_joystick, -32768),
new Axis(i, m_joystick, 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)
AddOutput(new ConstantEffect(m_haptic));
// ramp effect
if (supported_effects & SDL_HAPTIC_RAMP)
AddOutput(new RampEffect(m_haptic));
// sine effect
if (supported_effects & SDL_HAPTIC_SINE)
AddOutput(new SineEffect(m_haptic));
// triangle effect
if (supported_effects & SDL_HAPTIC_TRIANGLE)
AddOutput(new TriangleEffect(m_haptic));
// left-right effect
if (supported_effects & SDL_HAPTIC_LEFTRIGHT)
AddOutput(new LeftRightEffect(m_haptic));
}
#endif
}
Joystick::~Joystick()
{
#ifdef USE_SDL_HAPTIC
if (m_haptic)
{
// stop/destroy all effects
SDL_HapticStopAll(m_haptic);
// close haptic first
SDL_HapticClose(m_haptic);
}
#endif
// close joystick
SDL_JoystickClose(m_joystick);
}
#ifdef USE_SDL_HAPTIC
void Joystick::HapticEffect::Update()
{
if (m_id == -1 && m_effect.type > 0)
{
m_id = SDL_HapticNewEffect(m_haptic, &m_effect);
if (m_id > -1)
SDL_HapticRunEffect(m_haptic, m_id, 1);
}
else if (m_id > -1 && m_effect.type == 0)
{
SDL_HapticStopEffect(m_haptic, m_id);
SDL_HapticDestroyEffect(m_haptic, m_id);
m_id = -1;
}
else if (m_id > -1)
{
SDL_HapticUpdateEffect(m_haptic, m_id, &m_effect);
}
}
std::string Joystick::ConstantEffect::GetName() const
{
return "Constant";
}
std::string Joystick::RampEffect::GetName() const
{
return "Ramp";
}
std::string Joystick::SineEffect::GetName() const
{
return "Sine";
}
std::string Joystick::TriangleEffect::GetName() const
{
return "Triangle";
}
std::string Joystick::LeftRightEffect::GetName() const
{
return "LeftRight";
}
void Joystick::HapticEffect::SetState(ControlState state)
{
memset(&m_effect, 0, sizeof(m_effect));
if (state)
{
SetSDLHapticEffect(state);
}
else
{
// this module uses type==0 to indicate 'off'
m_effect.type = 0;
}
Update();
}
void Joystick::ConstantEffect::SetSDLHapticEffect(ControlState state)
{
m_effect.type = SDL_HAPTIC_CONSTANT;
m_effect.constant.length = RUMBLE_LENGTH_MAX;
m_effect.constant.level = (Sint16)(state * 0x7FFF);
}
void Joystick::RampEffect::SetSDLHapticEffect(ControlState state)
{
m_effect.type = SDL_HAPTIC_RAMP;
m_effect.ramp.length = RUMBLE_LENGTH_MAX;
m_effect.ramp.start = (Sint16)(state * 0x7FFF);
}
void Joystick::SineEffect::SetSDLHapticEffect(ControlState state)
{
m_effect.type = SDL_HAPTIC_SINE;
m_effect.periodic.period = RUMBLE_PERIOD;
m_effect.periodic.magnitude = (Sint16)(state * 0x7FFF);
m_effect.periodic.offset = 0;
m_effect.periodic.phase = 18000;
m_effect.periodic.length = RUMBLE_LENGTH_MAX;
m_effect.periodic.delay = 0;
m_effect.periodic.attack_length = 0;
}
void Joystick::TriangleEffect::SetSDLHapticEffect(ControlState state)
{
m_effect.type = SDL_HAPTIC_TRIANGLE;
m_effect.periodic.period = RUMBLE_PERIOD;
m_effect.periodic.magnitude = (Sint16)(state * 0x7FFF);
m_effect.periodic.offset = 0;
m_effect.periodic.phase = 18000;
m_effect.periodic.length = RUMBLE_LENGTH_MAX;
m_effect.periodic.delay = 0;
m_effect.periodic.attack_length = 0;
}
void Joystick::LeftRightEffect::SetSDLHapticEffect(ControlState state)
{
m_effect.type = SDL_HAPTIC_LEFTRIGHT;
m_effect.leftright.length = RUMBLE_LENGTH_MAX;
// max ranges tuned to 'feel' similar in magnitude to triangle/sine on xbox360 controller
m_effect.leftright.large_magnitude = (Uint16)(state * 0x4000);
m_effect.leftright.small_magnitude = (Uint16)(state * 0xFFFF);
}
#endif
void Joystick::UpdateInput()
{
// each joystick is doin this, o well
SDL_JoystickUpdate();
}
std::string Joystick::GetName() const
{
return StripSpaces(GetJoystickName(m_sdl_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 " << (int)m_index;
return ss.str();
}
std::string Joystick::Axis::GetName() const
{
std::ostringstream ss;
ss << "Axis " << (int)m_index << (m_range<0 ? '-' : '+');
return ss.str();
}
std::string Joystick::Hat::GetName() const
{
static char tmpstr[] = "Hat . .";
// I don't think more than 10 hats are supported
tmpstr[4] = (char)('0' + m_index);
tmpstr[6] = "NESW"[m_direction];
return tmpstr;
}
ControlState Joystick::Button::GetState() const
{
return SDL_JoystickGetButton(m_js, m_index);
}
ControlState Joystick::Axis::GetState() const
{
return std::max(0.0, ControlState(SDL_JoystickGetAxis(m_js, m_index)) / m_range);
}
ControlState Joystick::Hat::GetState() const
{
return (SDL_JoystickGetHat(m_js, m_index) & (1 << m_direction)) > 0;
}
}
}