mirror of
https://github.com/libretro/RetroArch.git
synced 2024-11-30 11:40:32 +00:00
443 lines
10 KiB
C
443 lines
10 KiB
C
/* RetroArch - A frontend for libretro.
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* Copyright (C) 2010-2014 - Hans-Kristian Arntzen
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*
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* RetroArch is free software: you can redistribute it and/or modify it under the terms
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* of the GNU General Public License as published by the Free Software Found-
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* ation, either version 3 of the License, or (at your option) any later version.
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*
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* RetroArch is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
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* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
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* PURPOSE. See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along with RetroArch.
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* If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "input_common.h"
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#include "SDL.h"
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#include "../general.h"
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typedef struct _sdl_joypad
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{
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SDL_Joystick *joypad;
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#ifdef HAVE_SDL2
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SDL_GameController *controller;
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SDL_Haptic *haptic;
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int rumble_effect; // -1 = not initialized, -2 = error/unsupported
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#endif
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unsigned num_axes;
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unsigned num_buttons;
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unsigned num_hats;
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#ifdef HAVE_SDL2
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unsigned num_balls;
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#endif
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} sdl_joypad_t;
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#ifdef HAVE_SDL2
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const int g_subsystem = SDL_INIT_GAMECONTROLLER;
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#else
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const int g_subsystem = SDL_INIT_JOYSTICK;
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#endif
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static sdl_joypad_t g_pads[MAX_PLAYERS];
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#ifdef HAVE_SDL2
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static bool g_has_haptic;
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#endif
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static const char* pad_name(unsigned id)
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{
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#ifdef HAVE_SDL2
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if (g_pads[id].controller)
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return SDL_GameControllerNameForIndex(id);
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return SDL_JoystickNameForIndex(id);
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#else
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return SDL_JoystickName(id);
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#endif
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}
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static uint8_t pad_get_button(sdl_joypad_t *pad, unsigned button)
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{
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#ifdef HAVE_SDL2
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/* TODO: see if a LUT like winxinput_joypad.c's button_index_to_bitmap_code is needed. */
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if (pad->controller)
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return SDL_GameControllerGetButton(pad->controller, (SDL_GameControllerButton)button);
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#endif
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return SDL_JoystickGetButton(pad->joypad, button);
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}
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static uint8_t pad_get_hat(sdl_joypad_t *pad, unsigned hat)
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{
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#ifdef HAVE_SDL2
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if (pad->controller)
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return pad_get_button(pad, hat);
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#endif
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return SDL_JoystickGetHat(pad->joypad, hat);
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}
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static int16_t pad_get_axis(sdl_joypad_t *pad, unsigned axis)
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{
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#ifdef HAVE_SDL2
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/* TODO: see if a rarch <-> sdl translation is needed. */
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if (pad->controller)
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return SDL_GameControllerGetAxis(pad->controller, (SDL_GameControllerAxis)axis);
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#endif
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return SDL_JoystickGetAxis(pad->joypad, axis);
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}
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static void pad_connect(unsigned id)
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{
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sdl_joypad_t *pad = &g_pads[id];
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bool success = false;
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int32_t product = 0;
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int32_t vendor = 0;
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#ifdef HAVE_SDL2
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uint16_t *guid = NULL;
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if (SDL_IsGameController(id))
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{
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pad->controller = SDL_GameControllerOpen(id);
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pad->joypad = SDL_GameControllerGetJoystick(pad->controller);
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success = pad->joypad != NULL && pad->controller != NULL;
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}
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else
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#endif
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{
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pad->joypad = SDL_JoystickOpen(id);
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success = pad->joypad != NULL;
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}
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if (!success)
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{
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RARCH_ERR("[SDL]: Couldn't open joystick #%u: %s.\n", id, SDL_GetError());
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if (pad->joypad)
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SDL_JoystickClose(pad->joypad);
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pad->joypad = NULL;
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return;
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}
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strlcpy(g_settings.input.device_names[id], pad_name(id), sizeof(g_settings.input.device_names[id]));
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#ifdef HAVE_SDL2
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guid = (uint16_t*)SDL_JoystickGetGUID(pad->joypad).data;
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#ifdef __linux
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vendor = guid[2];
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product = guid[4];
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#elif _WIN32
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vendor = guid[0];
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product = guid[1];
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#endif
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#endif
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input_config_autoconfigure_joypad(id, pad_name(id),
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vendor, product, sdl_joypad.ident);
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RARCH_LOG("[SDL]: Joypad #%u (%04x:%04x) connected: %s.\n", id, vendor,
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product, pad_name(id));
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#ifdef HAVE_SDL2
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if (pad->controller)
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RARCH_LOG("[SDL]: Joypad #%u supports game controller api.\n", id);
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pad->haptic = g_has_haptic ? SDL_HapticOpenFromJoystick(pad->joypad) : NULL;
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if (g_has_haptic && !pad->haptic)
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RARCH_WARN("[SDL]: Couldn't open haptic device of the joypad #%u: %s\n",
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id, SDL_GetError());
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pad->rumble_effect = -1;
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if (pad->haptic)
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{
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SDL_HapticEffect efx;
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efx.type = SDL_HAPTIC_LEFTRIGHT;
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efx.leftright.type = SDL_HAPTIC_LEFTRIGHT;
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efx.leftright.large_magnitude = efx.leftright.small_magnitude = 0x4000;
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efx.leftright.length = 5000;
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if (SDL_HapticEffectSupported(pad->haptic, &efx) == SDL_FALSE)
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{
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pad->rumble_effect = -2;
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RARCH_WARN("[SDL]: Joypad #%u does not support rumble.\n", id);
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}
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}
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#endif
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pad->num_axes = SDL_JoystickNumAxes(pad->joypad);
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pad->num_buttons = SDL_JoystickNumButtons(pad->joypad);
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pad->num_hats = SDL_JoystickNumHats(pad->joypad);
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#ifdef HAVE_SDL2
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pad->num_balls = SDL_JoystickNumBalls(pad->joypad);
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RARCH_LOG("[SDL]: Joypad #%u has: %u axes, %u buttons, %u hats and %u trackballs.\n",
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id, pad->num_axes, pad->num_buttons, pad->num_hats, pad->num_balls);
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#else
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RARCH_LOG("[SDL]: Joypad #%u has: %u axes, %u buttons, %u hats.\n",
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id, pad->num_axes, pad->num_buttons, pad->num_hats);
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#endif
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}
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static void pad_disconnect(unsigned id)
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{
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#ifdef HAVE_SDL2
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if (g_pads[id].haptic)
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SDL_HapticClose(g_pads[id].haptic);
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if (g_pads[id].controller)
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{
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SDL_GameControllerClose(g_pads[id].controller);
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RARCH_LOG("[SDL]: Joypad #%u disconnected.\n", id);
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}
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else
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#endif
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if (g_pads[id].joypad)
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{
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SDL_JoystickClose(g_pads[id].joypad);
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RARCH_LOG("[SDL]: Joypad #%u disconnected.\n", id);
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}
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g_settings.input.device_names[id][0] = '\0';
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memset(&g_pads[id], 0, sizeof(g_pads[id]));
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}
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static void sdl_joypad_destroy(void)
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{
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unsigned i;
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for (i = 0; i < MAX_PLAYERS; i++)
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pad_disconnect(i);
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SDL_QuitSubSystem(g_subsystem);
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memset(g_pads, 0, sizeof(g_pads));
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}
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static bool sdl_joypad_init(void)
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{
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unsigned i;
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if (SDL_WasInit(0) == 0)
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{
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if (SDL_Init(g_subsystem) < 0)
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return false;
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}
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else if (SDL_InitSubSystem(g_subsystem) < 0)
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return false;
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#if HAVE_SDL2
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g_has_haptic = false;
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if (SDL_InitSubSystem(SDL_INIT_HAPTIC) < 0)
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RARCH_WARN("[SDL]: Failed to initialize haptic device support: %s\n",
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SDL_GetError());
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else
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g_has_haptic = true;
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#endif
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memset(g_pads, 0, sizeof(g_pads));
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unsigned num_sticks = SDL_NumJoysticks();
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if (num_sticks > MAX_PLAYERS)
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num_sticks = MAX_PLAYERS;
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for (i = 0; i < num_sticks; i++)
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pad_connect(i);
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#ifndef HAVE_SDL2
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/* quit if no joypad is detected. */
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num_sticks = 0;
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for (i = 0; i < MAX_PLAYERS; i++)
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if (g_pads[i].joypad)
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num_sticks++;
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if (num_sticks == 0)
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goto error;
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#endif
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return true;
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#ifndef HAVE_SDL2
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error:
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sdl_joypad_destroy();
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return false;
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#endif
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}
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static bool sdl_joypad_button(unsigned port, uint16_t joykey)
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{
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if (joykey == NO_BTN)
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return false;
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sdl_joypad_t *pad = &g_pads[port];
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if (!pad->joypad)
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return false;
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// Check hat.
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if (GET_HAT_DIR(joykey))
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{
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uint16_t hat = GET_HAT(joykey);
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if (hat >= pad->num_hats)
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return false;
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Uint8 dir = pad_get_hat(pad, hat);
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switch (GET_HAT_DIR(joykey))
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{
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case HAT_UP_MASK:
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return dir & SDL_HAT_UP;
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case HAT_DOWN_MASK:
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return dir & SDL_HAT_DOWN;
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case HAT_LEFT_MASK:
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return dir & SDL_HAT_LEFT;
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case HAT_RIGHT_MASK:
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return dir & SDL_HAT_RIGHT;
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default:
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break;
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}
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return false;
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}
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// Check the button
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if (joykey < pad->num_buttons && pad_get_button(pad, joykey))
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return true;
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return false;
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}
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static int16_t sdl_joypad_axis(unsigned port, uint32_t joyaxis)
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{
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if (joyaxis == AXIS_NONE)
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return 0;
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sdl_joypad_t *pad = &g_pads[port];
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if (!pad->joypad)
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return false;
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int16_t val = 0;
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if (AXIS_NEG_GET(joyaxis) < pad->num_axes)
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{
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val = pad_get_axis(pad, AXIS_NEG_GET(joyaxis));
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if (val > 0)
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val = 0;
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else if (val < -0x7fff) // -0x8000 can cause trouble if we later abs() it.
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val = -0x7fff;
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}
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else if (AXIS_POS_GET(joyaxis) < pad->num_axes)
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{
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val = pad_get_axis(pad, AXIS_POS_GET(joyaxis));
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if (val < 0)
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val = 0;
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}
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return val;
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}
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static void sdl_joypad_poll(void)
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{
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#ifdef HAVE_SDL2
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SDL_Event event;
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SDL_PumpEvents();
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while (SDL_PeepEvents(&event, 1, SDL_GETEVENT, SDL_JOYDEVICEADDED, SDL_JOYDEVICEREMOVED) > 0)
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{
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if (event.type == SDL_JOYDEVICEADDED)
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{
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pad_connect(event.jdevice.which);
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}
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else if (event.type == SDL_JOYDEVICEREMOVED)
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{
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pad_disconnect(event.jdevice.which);
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}
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}
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#else
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SDL_JoystickUpdate();
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#endif
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}
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#ifdef HAVE_SDL2
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static bool sdl_joypad_set_rumble(unsigned pad, enum retro_rumble_effect effect, uint16_t strength)
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{
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SDL_HapticEffect efx;
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memset(&efx, 0, sizeof(efx));
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sdl_joypad_t *joypad = &g_pads[pad];
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if (!joypad->joypad || !joypad->haptic)
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return false;
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efx.type = SDL_HAPTIC_LEFTRIGHT;
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efx.leftright.type = SDL_HAPTIC_LEFTRIGHT;
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efx.leftright.length = 5000;
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switch (effect)
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{
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case RETRO_RUMBLE_STRONG: efx.leftright.large_magnitude = strength; break;
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case RETRO_RUMBLE_WEAK: efx.leftright.small_magnitude = strength; break;
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default: return false;
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}
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if (joypad->rumble_effect == -1)
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{
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joypad->rumble_effect = SDL_HapticNewEffect(g_pads[pad].haptic, &efx);
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if (joypad->rumble_effect < 0)
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{
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RARCH_WARN("[SDL]: Failed to create rumble effect for joypad %u: %s\n",
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pad, SDL_GetError());
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joypad->rumble_effect = -2;
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return false;
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}
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}
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else if (joypad->rumble_effect >= 0)
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SDL_HapticUpdateEffect(joypad->haptic, joypad->rumble_effect, &efx);
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if (joypad->rumble_effect < 0)
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return false;
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if (SDL_HapticRunEffect(joypad->haptic, joypad->rumble_effect, 1) < 0)
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{
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RARCH_WARN("[SDL]: Failed to set rumble effect on joypad %u: %s\n",
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pad, SDL_GetError());
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return false;
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}
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return true;
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}
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#endif
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static bool sdl_joypad_query_pad(unsigned pad)
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{
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return pad < MAX_PLAYERS && g_pads[pad].joypad;
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}
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static const char *sdl_joypad_name(unsigned pad)
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{
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if (pad >= MAX_PLAYERS)
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return NULL;
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return pad_name(pad);
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}
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rarch_joypad_driver_t sdl_joypad = {
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sdl_joypad_init,
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sdl_joypad_query_pad,
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sdl_joypad_destroy,
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sdl_joypad_button,
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sdl_joypad_axis,
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sdl_joypad_poll,
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#ifdef HAVE_SDL2
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sdl_joypad_set_rumble,
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#else
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NULL,
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#endif
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sdl_joypad_name,
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#ifdef HAVE_SDL2
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"sdl2",
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#else
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"sdl"
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#endif
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};
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