RetroArch/input/sdl_joypad.c
2014-10-02 08:29:06 -03:00

443 lines
10 KiB
C

/* RetroArch - A frontend for libretro.
* Copyright (C) 2010-2014 - Hans-Kristian Arntzen
*
* RetroArch 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 Found-
* ation, either version 3 of the License, or (at your option) any later version.
*
* RetroArch 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 for more details.
*
* You should have received a copy of the GNU General Public License along with RetroArch.
* If not, see <http://www.gnu.org/licenses/>.
*/
#include "input_common.h"
#include "SDL.h"
#include "../general.h"
typedef struct _sdl_joypad
{
SDL_Joystick *joypad;
#ifdef HAVE_SDL2
SDL_GameController *controller;
SDL_Haptic *haptic;
int rumble_effect; // -1 = not initialized, -2 = error/unsupported
#endif
unsigned num_axes;
unsigned num_buttons;
unsigned num_hats;
#ifdef HAVE_SDL2
unsigned num_balls;
#endif
} sdl_joypad_t;
#ifdef HAVE_SDL2
const int g_subsystem = SDL_INIT_GAMECONTROLLER;
#else
const int g_subsystem = SDL_INIT_JOYSTICK;
#endif
static sdl_joypad_t g_pads[MAX_PLAYERS];
#ifdef HAVE_SDL2
static bool g_has_haptic;
#endif
static const char* pad_name(unsigned id)
{
#ifdef HAVE_SDL2
if (g_pads[id].controller)
return SDL_GameControllerNameForIndex(id);
return SDL_JoystickNameForIndex(id);
#else
return SDL_JoystickName(id);
#endif
}
static uint8_t pad_get_button(sdl_joypad_t *pad, unsigned button)
{
#ifdef HAVE_SDL2
/* TODO: see if a LUT like winxinput_joypad.c's button_index_to_bitmap_code is needed. */
if (pad->controller)
return SDL_GameControllerGetButton(pad->controller, (SDL_GameControllerButton)button);
#endif
return SDL_JoystickGetButton(pad->joypad, button);
}
static uint8_t pad_get_hat(sdl_joypad_t *pad, unsigned hat)
{
#ifdef HAVE_SDL2
if (pad->controller)
return pad_get_button(pad, hat);
#endif
return SDL_JoystickGetHat(pad->joypad, hat);
}
static int16_t pad_get_axis(sdl_joypad_t *pad, unsigned axis)
{
#ifdef HAVE_SDL2
/* TODO: see if a rarch <-> sdl translation is needed. */
if (pad->controller)
return SDL_GameControllerGetAxis(pad->controller, (SDL_GameControllerAxis)axis);
#endif
return SDL_JoystickGetAxis(pad->joypad, axis);
}
static void pad_connect(unsigned id)
{
sdl_joypad_t *pad = &g_pads[id];
bool success = false;
int32_t product = 0;
int32_t vendor = 0;
#ifdef HAVE_SDL2
uint16_t *guid = NULL;
if (SDL_IsGameController(id))
{
pad->controller = SDL_GameControllerOpen(id);
pad->joypad = SDL_GameControllerGetJoystick(pad->controller);
success = pad->joypad != NULL && pad->controller != NULL;
}
else
#endif
{
pad->joypad = SDL_JoystickOpen(id);
success = pad->joypad != NULL;
}
if (!success)
{
RARCH_ERR("[SDL]: Couldn't open joystick #%u: %s.\n", id, SDL_GetError());
if (pad->joypad)
SDL_JoystickClose(pad->joypad);
pad->joypad = NULL;
return;
}
strlcpy(g_settings.input.device_names[id], pad_name(id), sizeof(g_settings.input.device_names[id]));
#ifdef HAVE_SDL2
guid = (uint16_t*)SDL_JoystickGetGUID(pad->joypad).data;
#ifdef __linux
vendor = guid[2];
product = guid[4];
#elif _WIN32
vendor = guid[0];
product = guid[1];
#endif
#endif
input_config_autoconfigure_joypad(id, pad_name(id),
vendor, product, sdl_joypad.ident);
RARCH_LOG("[SDL]: Joypad #%u (%04x:%04x) connected: %s.\n", id, vendor,
product, pad_name(id));
#ifdef HAVE_SDL2
if (pad->controller)
RARCH_LOG("[SDL]: Joypad #%u supports game controller api.\n", id);
pad->haptic = g_has_haptic ? SDL_HapticOpenFromJoystick(pad->joypad) : NULL;
if (g_has_haptic && !pad->haptic)
RARCH_WARN("[SDL]: Couldn't open haptic device of the joypad #%u: %s\n",
id, SDL_GetError());
pad->rumble_effect = -1;
if (pad->haptic)
{
SDL_HapticEffect efx;
efx.type = SDL_HAPTIC_LEFTRIGHT;
efx.leftright.type = SDL_HAPTIC_LEFTRIGHT;
efx.leftright.large_magnitude = efx.leftright.small_magnitude = 0x4000;
efx.leftright.length = 5000;
if (SDL_HapticEffectSupported(pad->haptic, &efx) == SDL_FALSE)
{
pad->rumble_effect = -2;
RARCH_WARN("[SDL]: Joypad #%u does not support rumble.\n", id);
}
}
#endif
pad->num_axes = SDL_JoystickNumAxes(pad->joypad);
pad->num_buttons = SDL_JoystickNumButtons(pad->joypad);
pad->num_hats = SDL_JoystickNumHats(pad->joypad);
#ifdef HAVE_SDL2
pad->num_balls = SDL_JoystickNumBalls(pad->joypad);
RARCH_LOG("[SDL]: Joypad #%u has: %u axes, %u buttons, %u hats and %u trackballs.\n",
id, pad->num_axes, pad->num_buttons, pad->num_hats, pad->num_balls);
#else
RARCH_LOG("[SDL]: Joypad #%u has: %u axes, %u buttons, %u hats.\n",
id, pad->num_axes, pad->num_buttons, pad->num_hats);
#endif
}
static void pad_disconnect(unsigned id)
{
#ifdef HAVE_SDL2
if (g_pads[id].haptic)
SDL_HapticClose(g_pads[id].haptic);
if (g_pads[id].controller)
{
SDL_GameControllerClose(g_pads[id].controller);
RARCH_LOG("[SDL]: Joypad #%u disconnected.\n", id);
}
else
#endif
if (g_pads[id].joypad)
{
SDL_JoystickClose(g_pads[id].joypad);
RARCH_LOG("[SDL]: Joypad #%u disconnected.\n", id);
}
g_settings.input.device_names[id][0] = '\0';
memset(&g_pads[id], 0, sizeof(g_pads[id]));
}
static void sdl_joypad_destroy(void)
{
unsigned i;
for (i = 0; i < MAX_PLAYERS; i++)
pad_disconnect(i);
SDL_QuitSubSystem(g_subsystem);
memset(g_pads, 0, sizeof(g_pads));
}
static bool sdl_joypad_init(void)
{
unsigned i;
if (SDL_WasInit(0) == 0)
{
if (SDL_Init(g_subsystem) < 0)
return false;
}
else if (SDL_InitSubSystem(g_subsystem) < 0)
return false;
#if HAVE_SDL2
g_has_haptic = false;
if (SDL_InitSubSystem(SDL_INIT_HAPTIC) < 0)
RARCH_WARN("[SDL]: Failed to initialize haptic device support: %s\n",
SDL_GetError());
else
g_has_haptic = true;
#endif
memset(g_pads, 0, sizeof(g_pads));
unsigned num_sticks = SDL_NumJoysticks();
if (num_sticks > MAX_PLAYERS)
num_sticks = MAX_PLAYERS;
for (i = 0; i < num_sticks; i++)
pad_connect(i);
#ifndef HAVE_SDL2
/* quit if no joypad is detected. */
num_sticks = 0;
for (i = 0; i < MAX_PLAYERS; i++)
if (g_pads[i].joypad)
num_sticks++;
if (num_sticks == 0)
goto error;
#endif
return true;
#ifndef HAVE_SDL2
error:
sdl_joypad_destroy();
return false;
#endif
}
static bool sdl_joypad_button(unsigned port, uint16_t joykey)
{
if (joykey == NO_BTN)
return false;
sdl_joypad_t *pad = &g_pads[port];
if (!pad->joypad)
return false;
// Check hat.
if (GET_HAT_DIR(joykey))
{
uint16_t hat = GET_HAT(joykey);
if (hat >= pad->num_hats)
return false;
Uint8 dir = pad_get_hat(pad, hat);
switch (GET_HAT_DIR(joykey))
{
case HAT_UP_MASK:
return dir & SDL_HAT_UP;
case HAT_DOWN_MASK:
return dir & SDL_HAT_DOWN;
case HAT_LEFT_MASK:
return dir & SDL_HAT_LEFT;
case HAT_RIGHT_MASK:
return dir & SDL_HAT_RIGHT;
default:
break;
}
return false;
}
// Check the button
if (joykey < pad->num_buttons && pad_get_button(pad, joykey))
return true;
return false;
}
static int16_t sdl_joypad_axis(unsigned port, uint32_t joyaxis)
{
if (joyaxis == AXIS_NONE)
return 0;
sdl_joypad_t *pad = &g_pads[port];
if (!pad->joypad)
return false;
int16_t val = 0;
if (AXIS_NEG_GET(joyaxis) < pad->num_axes)
{
val = pad_get_axis(pad, AXIS_NEG_GET(joyaxis));
if (val > 0)
val = 0;
else if (val < -0x7fff) // -0x8000 can cause trouble if we later abs() it.
val = -0x7fff;
}
else if (AXIS_POS_GET(joyaxis) < pad->num_axes)
{
val = pad_get_axis(pad, AXIS_POS_GET(joyaxis));
if (val < 0)
val = 0;
}
return val;
}
static void sdl_joypad_poll(void)
{
#ifdef HAVE_SDL2
SDL_Event event;
SDL_PumpEvents();
while (SDL_PeepEvents(&event, 1, SDL_GETEVENT, SDL_JOYDEVICEADDED, SDL_JOYDEVICEREMOVED) > 0)
{
if (event.type == SDL_JOYDEVICEADDED)
{
pad_connect(event.jdevice.which);
}
else if (event.type == SDL_JOYDEVICEREMOVED)
{
pad_disconnect(event.jdevice.which);
}
}
#else
SDL_JoystickUpdate();
#endif
}
#ifdef HAVE_SDL2
static bool sdl_joypad_set_rumble(unsigned pad, enum retro_rumble_effect effect, uint16_t strength)
{
SDL_HapticEffect efx;
memset(&efx, 0, sizeof(efx));
sdl_joypad_t *joypad = &g_pads[pad];
if (!joypad->joypad || !joypad->haptic)
return false;
efx.type = SDL_HAPTIC_LEFTRIGHT;
efx.leftright.type = SDL_HAPTIC_LEFTRIGHT;
efx.leftright.length = 5000;
switch (effect)
{
case RETRO_RUMBLE_STRONG: efx.leftright.large_magnitude = strength; break;
case RETRO_RUMBLE_WEAK: efx.leftright.small_magnitude = strength; break;
default: return false;
}
if (joypad->rumble_effect == -1)
{
joypad->rumble_effect = SDL_HapticNewEffect(g_pads[pad].haptic, &efx);
if (joypad->rumble_effect < 0)
{
RARCH_WARN("[SDL]: Failed to create rumble effect for joypad %u: %s\n",
pad, SDL_GetError());
joypad->rumble_effect = -2;
return false;
}
}
else if (joypad->rumble_effect >= 0)
SDL_HapticUpdateEffect(joypad->haptic, joypad->rumble_effect, &efx);
if (joypad->rumble_effect < 0)
return false;
if (SDL_HapticRunEffect(joypad->haptic, joypad->rumble_effect, 1) < 0)
{
RARCH_WARN("[SDL]: Failed to set rumble effect on joypad %u: %s\n",
pad, SDL_GetError());
return false;
}
return true;
}
#endif
static bool sdl_joypad_query_pad(unsigned pad)
{
return pad < MAX_PLAYERS && g_pads[pad].joypad;
}
static const char *sdl_joypad_name(unsigned pad)
{
if (pad >= MAX_PLAYERS)
return NULL;
return pad_name(pad);
}
rarch_joypad_driver_t sdl_joypad = {
sdl_joypad_init,
sdl_joypad_query_pad,
sdl_joypad_destroy,
sdl_joypad_button,
sdl_joypad_axis,
sdl_joypad_poll,
#ifdef HAVE_SDL2
sdl_joypad_set_rumble,
#else
NULL,
#endif
sdl_joypad_name,
#ifdef HAVE_SDL2
"sdl2",
#else
"sdl"
#endif
};