mirror of
https://github.com/Detanup01/gbe_fork.git
synced 2024-12-26 02:14:15 +08:00
739 lines
20 KiB
C
739 lines
20 KiB
C
/**
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* Gamepad Input Library
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* Sean Middleditch
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* Copyright (C) 2010 Sean Middleditch
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* LICENSE: MIT/X
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*/
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#include <math.h>
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#include <string.h>
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#include <errno.h>
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#include <malloc.h>
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#define GAMEPAD_EXPORT 1
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#include "gamepad.h"
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/* Platform-specific includes */
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#if defined(_WIN32)
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# define WIN32_LEAN_AND_MEAN 1
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# undef UNICODE
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# include "windows.h"
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# include "xinput.h"
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# pragma comment(lib, "XINPUT9_1_0.lib")
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#elif defined(__linux__)
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# include <linux/joystick.h>
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# include <stdio.h>
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# include <fcntl.h>
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# include <unistd.h>
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# include <dirent.h>
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# include <sys/stat.h>
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# include <time.h>
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#else
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# error "Unknown platform in gamepad.c"
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#endif
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#define BUTTON_TO_FLAG(b) (1 << (b))
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/* Axis information */
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typedef struct GAMEPAD_AXIS GAMEPAD_AXIS;
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struct GAMEPAD_AXIS {
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int x, y;
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float nx, ny;
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float length;
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float angle;
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GAMEPAD_STICKDIR dirLast, dirCurrent;
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};
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/* Trigger value information */
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typedef struct GAMEPAD_TRIGINFO GAMEPAD_TRIGINFO;
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struct GAMEPAD_TRIGINFO {
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int value;
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float length;
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GAMEPAD_BOOL pressedLast, pressedCurrent;
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};
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/* Structure for state of a particular gamepad */
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typedef struct GAMEPAD_STATE GAMEPAD_STATE;
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struct GAMEPAD_STATE {
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GAMEPAD_AXIS stick[STICK_COUNT];
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GAMEPAD_TRIGINFO trigger[TRIGGER_COUNT];
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int bLast, bCurrent, flags;
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#if defined(__linux__)
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char* device;
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int fd;
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int effect;
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double axis_min[ABS_MAX];
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double axis_max[ABS_MAX];
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#endif
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};
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/* State of the four gamepads */
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static GAMEPAD_STATE STATE[4];
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/* Note whether a gamepad is currently connected */
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#define FLAG_CONNECTED (1<<0)
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#define FLAG_RUMBLE (1<<1)
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/* Prototypes for utility functions */
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static void GamepadResetState (GAMEPAD_DEVICE gamepad);
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static void GamepadUpdateCommon (void);
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static void GamepadUpdateDevice (GAMEPAD_DEVICE gamepad);
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static void GamepadUpdateStick (GAMEPAD_AXIS* axis, float deadzone);
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static void GamepadUpdateTrigger (GAMEPAD_TRIGINFO* trig);
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/* Various values of PI */
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#define PI_1_4 0.78539816339744f
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#define PI_1_2 1.57079632679489f
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#define PI_3_4 2.35619449019234f
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#define PI 3.14159265358979f
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/* Platform-specific implementation code */
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#if defined(_WIN32)
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void GamepadInit(void) {
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int i;
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for (i = 0; i != GAMEPAD_COUNT; ++i) {
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STATE[i].flags = 0;
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}
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}
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void GamepadUpdate(void) {
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GamepadUpdateCommon();
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}
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static void GamepadUpdateDevice(GAMEPAD_DEVICE gamepad) {
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XINPUT_STATE xs;
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if (XInputGetState(gamepad, &xs) == 0) {
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/* reset if the device was not already connected */
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if ((STATE[gamepad].flags & FLAG_CONNECTED) == 0) {
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GamepadResetState(gamepad);
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}
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/* mark that we are connected w/ rumble support */
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STATE[gamepad].flags |= FLAG_CONNECTED|FLAG_RUMBLE;
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/* update state */
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STATE[gamepad].bCurrent = xs.Gamepad.wButtons;
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STATE[gamepad].trigger[TRIGGER_LEFT].value = xs.Gamepad.bLeftTrigger;
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STATE[gamepad].trigger[TRIGGER_RIGHT].value = xs.Gamepad.bRightTrigger;
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STATE[gamepad].stick[STICK_LEFT].x = xs.Gamepad.sThumbLX;
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STATE[gamepad].stick[STICK_LEFT].y = xs.Gamepad.sThumbLY;
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STATE[gamepad].stick[STICK_RIGHT].x = xs.Gamepad.sThumbRX;
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STATE[gamepad].stick[STICK_RIGHT].y = xs.Gamepad.sThumbRY;
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} else {
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/* disconnected */
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STATE[gamepad].flags &= ~FLAG_CONNECTED;
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}
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}
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void GamepadShutdown(void) {
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/* no Win32 shutdown required */
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}
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void GamepadSetRumble(GAMEPAD_DEVICE gamepad, float left, float right, unsigned int rumble_length_ms) {
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//TODO: rumble_length_ms
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if ((STATE[gamepad].flags & FLAG_RUMBLE) != 0) {
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XINPUT_VIBRATION vib;
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ZeroMemory(&vib, sizeof(vib));
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vib.wLeftMotorSpeed = (WORD)(left * 65535);
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vib.wRightMotorSpeed = (WORD)(right * 65535);
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XInputSetState(gamepad, &vib);
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}
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}
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#elif defined(__linux__)
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#define test_bit(nr, addr) \
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(((1UL << ((nr) % (sizeof(long) * 8))) & ((addr)[(nr) / (sizeof(long) * 8)])) != 0)
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#define NBITS(x) ((((x)-1)/(sizeof(long) * 8))+1)
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static int IsGamepad(int fd, char *namebuf, const size_t namebuflen)
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{
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struct input_id inpid;
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//uint16_t *guid16 = (uint16_t *)guid->data;
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/* When udev is enabled we only get joystick devices here, so there's no need to test them */
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unsigned long evbit[NBITS(EV_MAX)] = { 0 };
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unsigned long keybit[NBITS(KEY_MAX)] = { 0 };
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unsigned long absbit[NBITS(ABS_MAX)] = { 0 };
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if ((ioctl(fd, EVIOCGBIT(0, sizeof(evbit)), evbit) < 0) ||
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(ioctl(fd, EVIOCGBIT(EV_KEY, sizeof(keybit)), keybit) < 0) ||
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(ioctl(fd, EVIOCGBIT(EV_ABS, sizeof(absbit)), absbit) < 0)) {
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return (0);
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}
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if (!(test_bit(EV_KEY, evbit) && test_bit(EV_ABS, evbit) &&
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test_bit(ABS_X, absbit) && test_bit(ABS_Y, absbit))) {
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return 0;
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}
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if (ioctl(fd, EVIOCGNAME(namebuflen), namebuf) < 0) {
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return 0;
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}
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if (ioctl(fd, EVIOCGID, &inpid) < 0) {
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return 0;
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}
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//printf("Joystick: %s, bustype = %d, vendor = 0x%.4x, product = 0x%.4x, version = %d\n", namebuf, inpid.bustype, inpid.vendor, inpid.product, inpid.version);
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//memset(guid->data, 0, sizeof(guid->data));
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/* We only need 16 bits for each of these; space them out to fill 128. */
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/* Byteswap so devices get same GUID on little/big endian platforms. */
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/*
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*guid16++ = SDL_SwapLE16(inpid.bustype);
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*guid16++ = 0;
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if (inpid.vendor && inpid.product) {
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*guid16++ = SDL_SwapLE16(inpid.vendor);
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*guid16++ = 0;
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*guid16++ = SDL_SwapLE16(inpid.product);
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*guid16++ = 0;
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*guid16++ = SDL_SwapLE16(inpid.version);
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*guid16++ = 0;
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} else {
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strlcpy((char*)guid16, namebuf, sizeof(guid->data) - 4);
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}
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if (SDL_ShouldIgnoreJoystick(namebuf, *guid)) {
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return 0;
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}
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*/
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return 1;
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}
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static void GamepadAddDevice(const char* devPath);
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static void GamepadRemoveDevice(const char* devPath);
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static void GamepadDetect()
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{
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DIR *folder;
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struct dirent *dent;
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folder = opendir("/dev/input");
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if (folder) {
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while ((dent = readdir(folder))) {
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int len = strlen(dent->d_name);
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if (len > 5 && strncmp(dent->d_name, "event", 5) == 0) {
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char path[PATH_MAX];
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snprintf(path, sizeof(path), "/dev/input/%s", dent->d_name);
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GamepadAddDevice(path);
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}
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}
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closedir(folder);
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}
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for (int i = 0; i != GAMEPAD_COUNT; ++i) {
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if ((STATE[i].flags & FLAG_CONNECTED) && STATE[i].device) {
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struct stat sb;
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//printf("%s\n", STATE[i].device);
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if (stat(STATE[i].device, &sb) == -1) {
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GamepadRemoveDevice(STATE[i].device);
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}
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}
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}
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}
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/* Helper to add a new device */
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static void GamepadAddDevice(const char* devPath) {
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int i;
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/* try to find a free controller */
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for (i = 0; i != GAMEPAD_COUNT; ++i) {
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if ((STATE[i].flags & FLAG_CONNECTED) == 0) {
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break;
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}
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if (STATE[i].device && strcmp(devPath, STATE[i].device) == 0) {
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return;
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}
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}
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if (i == GAMEPAD_COUNT) {
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return;
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}
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int fd = open(devPath, O_RDWR, 0);
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if (fd < 0) return;
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char namebuf[128];
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int is_gamepad = IsGamepad(fd, namebuf, sizeof (namebuf));
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if (!is_gamepad) {
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close(fd);
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return;
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}
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/* copy the device path */
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STATE[i].device = strdup(devPath);
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if (STATE[i].device == NULL) {
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return;
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}
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/* reset device state */
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GamepadResetState((GAMEPAD_DEVICE)i);
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fcntl(fd, F_SETFL, O_NONBLOCK);
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STATE[i].fd = fd;
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STATE[i].flags |= FLAG_CONNECTED;
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int controller = i;
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{
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int i, t;
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unsigned long keybit[NBITS(KEY_MAX)] = { 0 };
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unsigned long absbit[NBITS(ABS_MAX)] = { 0 };
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unsigned long relbit[NBITS(REL_MAX)] = { 0 };
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unsigned long ffbit[NBITS(FF_MAX)] = { 0 };
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/* See if this device uses the new unified event API */
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if ((ioctl(fd, EVIOCGBIT(EV_KEY, sizeof(keybit)), keybit) >= 0) &&
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(ioctl(fd, EVIOCGBIT(EV_ABS, sizeof(absbit)), absbit) >= 0) &&
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(ioctl(fd, EVIOCGBIT(EV_REL, sizeof(relbit)), relbit) >= 0)) {
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/* Get the number of buttons, axes, and other thingamajigs */
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for (i = BTN_JOYSTICK; i < KEY_MAX; ++i) {
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if (test_bit(i, keybit)) {
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//printf("Joystick has button: 0x%x\n", i);
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}
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}
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for (i = 0; i < BTN_JOYSTICK; ++i) {
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if (test_bit(i, keybit)) {
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//printf("Joystick has button: 0x%x\n", i);
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}
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}
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for (i = 0; i < ABS_MAX; ++i) {
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/* Skip hats */
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if (i == ABS_HAT0X) {
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i = ABS_HAT3Y;
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continue;
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}
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if (test_bit(i, absbit)) {
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struct input_absinfo absinfo;
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if (ioctl(fd, EVIOCGABS(i), &absinfo) < 0) {
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continue;
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}
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/*
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printf("Joystick has absolute axis: 0x%.2x\n", i);
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printf("Values = { %d, %d, %d, %d, %d }\n",
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absinfo.value, absinfo.minimum, absinfo.maximum,
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absinfo.fuzz, absinfo.flat);
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*/
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STATE[controller].axis_min[i] = absinfo.minimum;
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STATE[controller].axis_max[i] = absinfo.maximum;
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}
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}
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for (i = ABS_HAT0X; i <= ABS_HAT3Y; i += 2) {
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if (test_bit(i, absbit) || test_bit(i + 1, absbit)) {
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struct input_absinfo absinfo;
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int hat_index = (i - ABS_HAT0X) / 2;
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if (ioctl(fd, EVIOCGABS(i), &absinfo) < 0) {
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continue;
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}
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/*
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printf("Joystick has hat %d\n", hat_index);
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printf("Values = { %d, %d, %d, %d, %d }\n",
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absinfo.value, absinfo.minimum, absinfo.maximum,
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absinfo.fuzz, absinfo.flat);
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*/
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//joystick->hwdata->hats_indices[joystick->nhats++] = hat_index;
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}
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}
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if (test_bit(REL_X, relbit) || test_bit(REL_Y, relbit)) {
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//++joystick->nballs;
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}
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}
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if (ioctl(fd, EVIOCGBIT(EV_FF, sizeof(ffbit)), ffbit) >= 0) {
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if (test_bit(FF_RUMBLE, ffbit)) {
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STATE[controller].flags |= FLAG_RUMBLE;
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}
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if (test_bit(FF_SINE, ffbit)) {
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//printf("sine\n");
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}
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}
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}
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}
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/* Helper to remove a device */
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static void GamepadRemoveDevice(const char* devPath) {
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int i;
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for (i = 0; i != GAMEPAD_COUNT; ++i) {
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if (STATE[i].device != NULL && strcmp(STATE[i].device, devPath) == 0) {
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if (STATE[i].fd != -1) {
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close(STATE[i].fd);
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STATE[i].fd = -1;
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}
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free(STATE[i].device);
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STATE[i].device = 0;
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STATE[i].flags = 0;
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break;
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}
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}
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}
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void GamepadInit(void) {
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struct udev_list_entry* devices;
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struct udev_list_entry* item;
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struct udev_enumerate* enu;
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int i;
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/* initialize connection state */
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for (i = 0; i != GAMEPAD_COUNT; ++i) {
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STATE[i].flags = 0;
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STATE[i].fd = STATE[i].effect = -1;
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}
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GamepadDetect();
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}
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void GamepadUpdate(void) {
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static unsigned long last = 0;
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unsigned long cur = time(NULL);
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if (last + 2 < cur) {
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GamepadDetect();
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last = cur;
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}
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GamepadUpdateCommon();
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}
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static int adjust_values_trigger(double min, double max, double value)
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{
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return (((value + (0 - min)) / (max - min)) * 255.0);
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}
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static int adjust_values_stick(double min, double max, double value)
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{
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return (((value + (0 - min)) / (max - min)) * (65535.0)) - 32768.0;
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}
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static void GamepadUpdateDevice(GAMEPAD_DEVICE gamepad) {
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if (STATE[gamepad].flags & FLAG_CONNECTED) {
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struct input_event events[32];
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int i, len;
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int code;
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while ((len = read(STATE[gamepad].fd, events, (sizeof events))) > 0) {
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len /= sizeof(events[0]);
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for (i = 0; i < len; ++i) {
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int button = 0;
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code = events[i].code;
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switch (events[i].type) {
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case EV_KEY:
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//printf("EV_KEY %i\n", code);
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switch (code) {
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case BTN_SOUTH: button = BUTTON_A; break;
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case BTN_EAST: button = BUTTON_B; break;
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case BTN_NORTH: button = BUTTON_X; break;
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case BTN_WEST: button = BUTTON_Y; break;
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case BTN_TL: button = BUTTON_LEFT_SHOULDER; break;
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case BTN_TR: button = BUTTON_RIGHT_SHOULDER; break;
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case BTN_SELECT: button = BUTTON_BACK; break;
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case BTN_START: button = BUTTON_START; break;
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case BTN_MODE: button = 0; break; /* XBOX button */
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case BTN_THUMBL: button = BUTTON_LEFT_THUMB; break;
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case BTN_THUMBR: button = BUTTON_RIGHT_THUMB; break;
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default: button = 0; break;
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}
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if (events[i].value) {
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STATE[gamepad].bCurrent |= BUTTON_TO_FLAG(button);
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} else {
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STATE[gamepad].bCurrent &= ~BUTTON_TO_FLAG(button);
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}
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break;
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case EV_ABS:
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switch (code) {
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case ABS_HAT0X:
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case ABS_HAT0Y:
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case ABS_HAT1X:
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case ABS_HAT1Y:
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case ABS_HAT2X:
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case ABS_HAT2Y:
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case ABS_HAT3X:
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case ABS_HAT3Y:
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//code -= ABS_HAT0X;
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//printf("ABS_HAT %i\n", code);
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switch(code) {
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case ABS_HAT0X:
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if (events[i].value < 0) {
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STATE[gamepad].bCurrent |= BUTTON_TO_FLAG(BUTTON_DPAD_LEFT);
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STATE[gamepad].bCurrent &= ~BUTTON_TO_FLAG(BUTTON_DPAD_RIGHT);
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} else if (events[i].value > 0) {
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STATE[gamepad].bCurrent |= BUTTON_TO_FLAG(BUTTON_DPAD_RIGHT);
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STATE[gamepad].bCurrent &= ~BUTTON_TO_FLAG(BUTTON_DPAD_LEFT);
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} else {
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STATE[gamepad].bCurrent &= ~BUTTON_TO_FLAG(BUTTON_DPAD_LEFT) & ~BUTTON_TO_FLAG(BUTTON_DPAD_RIGHT);
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}
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break;
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case ABS_HAT0Y:
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if (events[i].value < 0) {
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STATE[gamepad].bCurrent |= BUTTON_TO_FLAG(BUTTON_DPAD_UP);
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STATE[gamepad].bCurrent &= ~BUTTON_TO_FLAG(BUTTON_DPAD_DOWN);
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} else if (events[i].value > 0) {
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STATE[gamepad].bCurrent |= BUTTON_TO_FLAG(BUTTON_DPAD_DOWN);
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STATE[gamepad].bCurrent &= ~BUTTON_TO_FLAG(BUTTON_DPAD_UP);
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} else {
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STATE[gamepad].bCurrent &= ~BUTTON_TO_FLAG(BUTTON_DPAD_UP) & ~BUTTON_TO_FLAG(BUTTON_DPAD_DOWN);
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}
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break;
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}
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|
break;
|
|
default:
|
|
//printf("EV_ABS %i %i\n", code, events[i].value);
|
|
if (code == ABS_Z || code == ABS_RZ) {
|
|
int value = adjust_values_trigger(STATE[gamepad].axis_min[code], STATE[gamepad].axis_max[code], events[i].value);
|
|
switch(code) {
|
|
case ABS_Z : STATE[gamepad].trigger[TRIGGER_LEFT].value = value; break;
|
|
case ABS_RZ: STATE[gamepad].trigger[TRIGGER_RIGHT].value = value; break;
|
|
}
|
|
} else {
|
|
int value = adjust_values_stick(STATE[gamepad].axis_min[code], STATE[gamepad].axis_max[code], events[i].value);
|
|
switch(code) {
|
|
case ABS_X : STATE[gamepad].stick[STICK_LEFT].x = value; break;
|
|
case ABS_Y : STATE[gamepad].stick[STICK_LEFT].y = -value; break;
|
|
case ABS_RX: STATE[gamepad].stick[STICK_RIGHT].x = value; break;
|
|
case ABS_RY: STATE[gamepad].stick[STICK_RIGHT].y = -value; break;
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
break;
|
|
case EV_REL:
|
|
switch (code) {
|
|
case REL_X:
|
|
case REL_Y:
|
|
code -= REL_X;
|
|
//printf("EV_REL %i %i\n", code, events[i].value);
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
break;
|
|
case EV_SYN:
|
|
switch (code) {
|
|
case SYN_DROPPED :
|
|
//printf("Event SYN_DROPPED detected\n");
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void GamepadShutdown(void) {
|
|
int i;
|
|
|
|
/* cleanup devices */
|
|
for (i = 0; i != GAMEPAD_COUNT; ++i) {
|
|
if (STATE[i].device != NULL) {
|
|
free(STATE[i].device);
|
|
}
|
|
|
|
if (STATE[i].fd != -1) {
|
|
close(STATE[i].fd);
|
|
}
|
|
}
|
|
}
|
|
|
|
void GamepadSetRumble(GAMEPAD_DEVICE gamepad, float left, float right, unsigned int rumble_length_ms) {
|
|
if (STATE[gamepad].fd != -1) {
|
|
struct input_event play;
|
|
struct ff_effect ff;
|
|
|
|
/* define an effect for this rumble setting */
|
|
ff.type = FF_RUMBLE;
|
|
ff.id = STATE[gamepad].effect;
|
|
ff.u.rumble.strong_magnitude = (unsigned short)(left * 65535);
|
|
ff.u.rumble.weak_magnitude = (unsigned short)(right * 65535);
|
|
ff.replay.length = rumble_length_ms;
|
|
ff.replay.delay = 0;
|
|
|
|
/* upload the effect */
|
|
if (ioctl(STATE[gamepad].fd, EVIOCSFF, &ff) != -1) {
|
|
STATE[gamepad].effect = ff.id;
|
|
}
|
|
|
|
/* play the effect */
|
|
play.type = EV_FF;
|
|
play.code = STATE[gamepad].effect;
|
|
play.value = 1;
|
|
|
|
write(STATE[gamepad].fd, (const void*)&play, sizeof(play));
|
|
}
|
|
}
|
|
|
|
#else /* !defined(_WIN32) && !defined(__linux__) */
|
|
|
|
# error "Unknown platform in gamepad.c"
|
|
|
|
#endif /* end of platform implementations */
|
|
|
|
GAMEPAD_BOOL GamepadIsConnected(GAMEPAD_DEVICE device) {
|
|
return (STATE[device].flags & FLAG_CONNECTED) != 0 ? GAMEPAD_TRUE : GAMEPAD_FALSE;
|
|
}
|
|
|
|
GAMEPAD_BOOL GamepadButtonDown(GAMEPAD_DEVICE device, GAMEPAD_BUTTON button) {
|
|
return (STATE[device].bCurrent & BUTTON_TO_FLAG(button)) != 0 ? GAMEPAD_TRUE : GAMEPAD_FALSE;
|
|
}
|
|
|
|
GAMEPAD_BOOL GamepadButtonTriggered(GAMEPAD_DEVICE device, GAMEPAD_BUTTON button) {
|
|
return ((STATE[device].bLast & BUTTON_TO_FLAG(button)) == 0 &&
|
|
(STATE[device].bCurrent & BUTTON_TO_FLAG(button)) != 0) ? GAMEPAD_TRUE : GAMEPAD_FALSE;
|
|
}
|
|
|
|
GAMEPAD_BOOL GamepadButtonReleased(GAMEPAD_DEVICE device, GAMEPAD_BUTTON button) {
|
|
return ((STATE[device].bCurrent & BUTTON_TO_FLAG(button)) == 0 &&
|
|
(STATE[device].bLast & BUTTON_TO_FLAG(button)) != 0) ? GAMEPAD_TRUE : GAMEPAD_FALSE;
|
|
}
|
|
|
|
int GamepadTriggerValue(GAMEPAD_DEVICE device, GAMEPAD_TRIGGER trigger) {
|
|
return STATE[device].trigger[trigger].value;
|
|
}
|
|
|
|
float GamepadTriggerLength(GAMEPAD_DEVICE device, GAMEPAD_TRIGGER trigger) {
|
|
return STATE[device].trigger[trigger].length;
|
|
}
|
|
|
|
GAMEPAD_BOOL GamepadTriggerDown(GAMEPAD_DEVICE device, GAMEPAD_TRIGGER trigger) {
|
|
return STATE[device].trigger[trigger].pressedCurrent;
|
|
}
|
|
|
|
GAMEPAD_BOOL GamepadTriggerTriggered(GAMEPAD_DEVICE device, GAMEPAD_TRIGGER trigger) {
|
|
return (STATE[device].trigger[trigger].pressedCurrent &&
|
|
!STATE[device].trigger[trigger].pressedLast) ? GAMEPAD_TRUE : GAMEPAD_FALSE;
|
|
}
|
|
|
|
GAMEPAD_BOOL GamepadTriggerReleased(GAMEPAD_DEVICE device, GAMEPAD_TRIGGER trigger) {
|
|
return (!STATE[device].trigger[trigger].pressedCurrent &&
|
|
STATE[device].trigger[trigger].pressedLast) ? GAMEPAD_TRUE : GAMEPAD_FALSE;
|
|
}
|
|
|
|
void GamepadStickXY(GAMEPAD_DEVICE device, GAMEPAD_STICK stick, int *outX, int *outY) {
|
|
*outX = STATE[device].stick[stick].x;
|
|
*outY = STATE[device].stick[stick].y;
|
|
}
|
|
|
|
float GamepadStickLength(GAMEPAD_DEVICE device, GAMEPAD_STICK stick) {
|
|
return STATE[device].stick[stick].length;
|
|
}
|
|
|
|
void GamepadStickNormXY(GAMEPAD_DEVICE device, GAMEPAD_STICK stick, float *outX, float *outY) {
|
|
*outX = STATE[device].stick[stick].nx;
|
|
*outY = STATE[device].stick[stick].ny;
|
|
}
|
|
|
|
float GamepadStickAngle(GAMEPAD_DEVICE device, GAMEPAD_STICK stick) {
|
|
return STATE[device].stick[stick].angle;
|
|
}
|
|
|
|
GAMEPAD_STICKDIR GamepadStickDir(GAMEPAD_DEVICE device, GAMEPAD_STICK stick) {
|
|
return STATE[device].stick[stick].dirCurrent;
|
|
}
|
|
|
|
GAMEPAD_BOOL GamepadStickDirTriggered(GAMEPAD_DEVICE device, GAMEPAD_STICK stick, GAMEPAD_STICKDIR dir) {
|
|
return (STATE[device].stick[stick].dirCurrent == dir &&
|
|
STATE[device].stick[stick].dirCurrent != STATE[device].stick[stick].dirLast) ? GAMEPAD_TRUE : GAMEPAD_FALSE;
|
|
}
|
|
|
|
/* initialize common gamepad state */
|
|
static void GamepadResetState(GAMEPAD_DEVICE gamepad) {
|
|
memset(STATE[gamepad].stick, 0, sizeof(STATE[gamepad].stick));
|
|
memset(STATE[gamepad].trigger, 0, sizeof(STATE[gamepad].trigger));
|
|
STATE[gamepad].bLast = STATE[gamepad].bCurrent = 0;
|
|
}
|
|
|
|
/* Update individual sticks */
|
|
static void GamepadUpdateCommon(void) {
|
|
int i;
|
|
for (i = 0; i != GAMEPAD_COUNT; ++i) {
|
|
/* store previous button state */
|
|
STATE[i].bLast = STATE[i].bCurrent;
|
|
|
|
/* per-platform update routines */
|
|
GamepadUpdateDevice((GAMEPAD_DEVICE)i);
|
|
|
|
/* calculate refined stick and trigger values */
|
|
if ((STATE[i].flags & FLAG_CONNECTED) != 0) {
|
|
GamepadUpdateStick(&STATE[i].stick[STICK_LEFT], GAMEPAD_DEADZONE_LEFT_STICK);
|
|
GamepadUpdateStick(&STATE[i].stick[STICK_RIGHT], GAMEPAD_DEADZONE_RIGHT_STICK);
|
|
|
|
GamepadUpdateTrigger(&STATE[i].trigger[TRIGGER_LEFT]);
|
|
GamepadUpdateTrigger(&STATE[i].trigger[TRIGGER_RIGHT]);
|
|
}
|
|
}
|
|
}
|
|
|
|
/* Update stick info */
|
|
static void GamepadUpdateStick(GAMEPAD_AXIS* axis, float deadzone) {
|
|
// determine magnitude of stick
|
|
axis->length = sqrtf((float)(axis->x*axis->x) + (float)(axis->y*axis->y));
|
|
|
|
if (axis->length > deadzone) {
|
|
// clamp length to maximum value
|
|
if (axis->length > 32767.0f) {
|
|
axis->length = 32767.0f;
|
|
}
|
|
|
|
// normalized X and Y values
|
|
axis->nx = axis->x / axis->length;
|
|
axis->ny = axis->y / axis->length;
|
|
|
|
//fix special case
|
|
if (axis->nx < -1.0) axis->nx = -1.0;
|
|
if (axis->ny < -1.0) axis->ny = -1.0;
|
|
|
|
// adjust length for deadzone and find normalized length
|
|
axis->length -= deadzone;
|
|
axis->length /= (32767.0f - deadzone);
|
|
|
|
// find angle of stick in radians
|
|
axis->angle = atan2f((float)axis->y, (float)axis->x);
|
|
} else {
|
|
axis->x = axis->y = 0;
|
|
axis->nx = axis->ny = 0.0f;
|
|
axis->length = axis->angle = 0.0f;
|
|
}
|
|
|
|
/* update the stick direction */
|
|
axis->dirLast = axis->dirCurrent;
|
|
axis->dirCurrent = STICKDIR_CENTER;
|
|
|
|
/* check direction to see if it's non-centered */
|
|
if (axis->length != 0.f) {
|
|
if (axis->angle >= PI_1_4 && axis->angle < PI_3_4) {
|
|
axis->dirCurrent = STICKDIR_UP;
|
|
} else if (axis->angle >= -PI_3_4 && axis->angle < -PI_1_4) {
|
|
axis->dirCurrent = STICKDIR_DOWN;
|
|
} else if (axis->angle >= PI_3_4 || axis->angle < -PI_3_4) {
|
|
axis->dirCurrent = STICKDIR_LEFT;
|
|
} else /* if (axis->angle < PI_1_4 && axis->angle >= -PI_1_4) */ {
|
|
axis->dirCurrent = STICKDIR_RIGHT;
|
|
}
|
|
}
|
|
}
|
|
|
|
/* Update trigger info */
|
|
static void GamepadUpdateTrigger(GAMEPAD_TRIGINFO* trig) {
|
|
trig->pressedLast = trig->pressedCurrent;
|
|
|
|
if (trig->value > GAMEPAD_DEADZONE_TRIGGER) {
|
|
trig->length = ((trig->value - GAMEPAD_DEADZONE_TRIGGER) / (255.0f - GAMEPAD_DEADZONE_TRIGGER));
|
|
trig->pressedCurrent = GAMEPAD_TRUE;
|
|
} else {
|
|
trig->value = 0;
|
|
trig->length = 0.0f;
|
|
trig->pressedCurrent = GAMEPAD_FALSE;
|
|
}
|
|
}
|