Some general cleanup to the input backup.

* Some globals could be made static.
* Add comments were appropriate.
* And format the file to one coding stile. What is so hard with
  keeping to one style?! MY IDE is even able to interfere the
  style from existing code...
This commit is contained in:
Yamagi Burmeister 2018-07-16 15:36:06 +02:00
parent 4fb271c2df
commit 3f65f7254b
1 changed files with 234 additions and 159 deletions

View File

@ -18,13 +18,13 @@
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
* 02111-1307, USA. * 02111-1307, USA.
* *
* Joystick threshold code is partially based on http://ioquake3.org code.
*
* ======================================================================= * =======================================================================
* *
* This is the Quake II input system backend, implemented with SDL. * This is the Quake II input system backend, implemented with SDL.
* *
* ======================================================================= * =======================================================================
*
* Joystick threshold code is partially based on http://ioquake3.org code.
*/ */
#include <SDL2/SDL.h> #include <SDL2/SDL.h>
@ -33,25 +33,47 @@
#include "../../client/header/client.h" #include "../../client/header/client.h"
#include "../generic/header/input.h" #include "../generic/header/input.h"
// ----
// Maximal mouse move per frame
#define MOUSE_MAX 3000 #define MOUSE_MAX 3000
// Minimal mouse move per frame
#define MOUSE_MIN 40 #define MOUSE_MIN 40
// ----
extern void GLimp_GrabInput(qboolean grab); // These are used to communicate the events collected by
// IN_Update() called at the beginning of a frame to the
/* Globals */ // actual movement functions called at a later time.
static int mouse_x, mouse_y; static int mouse_x, mouse_y;
static int old_mouse_x, old_mouse_y; static int back_button_id = -1;
static qboolean mlooking;
int sys_frame_time;
static float joystick_yaw, joystick_pitch; static float joystick_yaw, joystick_pitch;
static float joystick_forwardmove, joystick_sidemove; static float joystick_forwardmove, joystick_sidemove;
static float joystick_up; static float joystick_up;
static int back_button_id = -1; static qboolean mlooking;
static char last_hat = SDL_HAT_CENTERED;
static qboolean left_trigger = false; // The last time input events were processed.
static qboolean right_trigger = false; // Used throughout the client.
qboolean show_haptic = false; int sys_frame_time;
// Console Variables
cvar_t *vid_fullscreen;
cvar_t *freelook;
cvar_t *lookstrafe;
cvar_t *m_forward;
cvar_t *m_pitch;
cvar_t *m_side;
cvar_t *m_up;
cvar_t *m_yaw;
cvar_t *sensitivity;
static cvar_t *exponential_speedup;
static cvar_t *in_grab;
static cvar_t *m_filter;
static cvar_t *windowed_mouse;
// ----
/* Haptic feedback types */ /* Haptic feedback types */
enum QHARPICTYPES { enum QHARPICTYPES {
@ -86,39 +108,25 @@ struct hapric_effects_cache {
int effect_z; int effect_z;
}; };
static int last_haptic_volume = 0; qboolean show_haptic;
static struct hapric_effects_cache last_haptic_efffect[HAPTIC_EFFECT_LAST];
static int last_haptic_efffect_size = HAPTIC_EFFECT_LAST;
static int last_haptic_efffect_pos = 0;
/* Joystick */
static SDL_Haptic *joystick_haptic = NULL; static SDL_Haptic *joystick_haptic = NULL;
static SDL_Joystick *joystick = NULL; static SDL_Joystick *joystick = NULL;
static SDL_GameController *controller = NULL; static SDL_GameController *controller = NULL;
/* CVars */ static int last_haptic_volume = 0;
cvar_t *vid_fullscreen; static int last_haptic_efffect_size = HAPTIC_EFFECT_LAST;
static cvar_t *in_grab; static int last_haptic_efffect_pos = 0;
static cvar_t *exponential_speedup; static struct hapric_effects_cache last_haptic_efffect[HAPTIC_EFFECT_LAST];
cvar_t *freelook;
cvar_t *lookstrafe;
cvar_t *m_forward;
static cvar_t *m_filter;
cvar_t *m_pitch;
cvar_t *m_side;
cvar_t *m_up;
cvar_t *m_yaw;
cvar_t *sensitivity;
static cvar_t *windowed_mouse;
/* Joystick sensitivity */ // Joystick sensitivity
static cvar_t *joy_yawsensitivity; static cvar_t *joy_yawsensitivity;
static cvar_t *joy_pitchsensitivity; static cvar_t *joy_pitchsensitivity;
static cvar_t *joy_forwardsensitivity; static cvar_t *joy_forwardsensitivity;
static cvar_t *joy_sidesensitivity; static cvar_t *joy_sidesensitivity;
static cvar_t *joy_upsensitivity; static cvar_t *joy_upsensitivity;
/* Joystick direction settings */ // Joystick direction settings
static cvar_t *joy_axis_leftx; static cvar_t *joy_axis_leftx;
static cvar_t *joy_axis_lefty; static cvar_t *joy_axis_lefty;
static cvar_t *joy_axis_rightx; static cvar_t *joy_axis_rightx;
@ -126,7 +134,7 @@ static cvar_t *joy_axis_righty;
static cvar_t *joy_axis_triggerleft; static cvar_t *joy_axis_triggerleft;
static cvar_t *joy_axis_triggerright; static cvar_t *joy_axis_triggerright;
/* Joystick threshold settings */ // Joystick threshold settings
static cvar_t *joy_axis_leftx_threshold; static cvar_t *joy_axis_leftx_threshold;
static cvar_t *joy_axis_lefty_threshold; static cvar_t *joy_axis_lefty_threshold;
static cvar_t *joy_axis_rightx_threshold; static cvar_t *joy_axis_rightx_threshold;
@ -134,7 +142,7 @@ static cvar_t *joy_axis_righty_threshold;
static cvar_t *joy_axis_triggerleft_threshold; static cvar_t *joy_axis_triggerleft_threshold;
static cvar_t *joy_axis_triggerright_threshold; static cvar_t *joy_axis_triggerright_threshold;
/* Joystick haptic */ // Joystick haptic
static cvar_t *joy_haptic_magnitude; static cvar_t *joy_haptic_magnitude;
/* ------------------------------------------------------------------ */ /* ------------------------------------------------------------------ */
@ -338,7 +346,6 @@ IN_TranslateSDLtoQ2Key(unsigned int keysym)
case SDLK_CAPSLOCK: case SDLK_CAPSLOCK:
key = K_CAPSLOCK; key = K_CAPSLOCK;
break; break;
default: default:
break; break;
} }
@ -348,6 +355,7 @@ IN_TranslateSDLtoQ2Key(unsigned int keysym)
/* ------------------------------------------------------------------ */ /* ------------------------------------------------------------------ */
extern void GLimp_GrabInput(qboolean grab);
extern int glimp_refreshRate; extern int glimp_refreshRate;
/* /*
@ -362,6 +370,10 @@ IN_Update(void)
SDL_Event event; SDL_Event event;
unsigned int key; unsigned int key;
static char last_hat = SDL_HAT_CENTERED;
static qboolean left_trigger = false;
static qboolean right_trigger = false;
/* Get and process an event */ /* Get and process an event */
while (SDL_PollEvent(&event)) while (SDL_PollEvent(&event))
{ {
@ -408,8 +420,7 @@ IN_Update(void)
break; break;
case SDL_TEXTINPUT: case SDL_TEXTINPUT:
if ((event.text.text[0] >= ' ') && if ((event.text.text[0] >= ' ') && (event.text.text[0] <= '~'))
(event.text.text[0] <= '~'))
{ {
Char_Event(event.text.text[0]); Char_Event(event.text.text[0]);
} }
@ -441,17 +452,19 @@ IN_Update(void)
Key_Event(key, down, false); Key_Event(key, down, false);
} }
else else
{
if ((event.key.keysym.sym >= SDLK_SPACE) && (event.key.keysym.sym < SDLK_DELETE))
{
Key_Event(event.key.keysym.sym, down, false);
}
else
{
Key_Event(IN_TranslateSDLtoQ2Key(event.key.keysym.sym), down, true);
}
}
if ((event.key.keysym.sym >= SDLK_SPACE) && (event.key.keysym.sym < SDLK_DELETE))
{
Key_Event(event.key.keysym.sym, down, false);
}
else
{
Key_Event(IN_TranslateSDLtoQ2Key(event.key.keysym.sym), down, true);
}
}
break; break;
}
case SDL_WINDOWEVENT: case SDL_WINDOWEVENT:
if (event.window.event == SDL_WINDOWEVENT_FOCUS_LOST || if (event.window.event == SDL_WINDOWEVENT_FOCUS_LOST ||
@ -471,18 +484,22 @@ IN_Update(void)
case SDL_CONTROLLERBUTTONDOWN: /* Handle Controller Back button */ case SDL_CONTROLLERBUTTONDOWN: /* Handle Controller Back button */
{ {
qboolean down = (event.type == SDL_CONTROLLERBUTTONDOWN); qboolean down = (event.type == SDL_CONTROLLERBUTTONDOWN);
if (event.cbutton.button == SDL_CONTROLLER_BUTTON_BACK) if (event.cbutton.button == SDL_CONTROLLER_BUTTON_BACK)
{ {
Key_Event(K_JOY_BACK, down, true); Key_Event(K_JOY_BACK, down, true);
} }
}
break; break;
}
case SDL_CONTROLLERAXISMOTION: /* Handle Controller Motion */ case SDL_CONTROLLERAXISMOTION: /* Handle Controller Motion */
{ {
char *direction_type; char *direction_type;
float threshold = 0; float threshold = 0;
float fix_value = 0; float fix_value = 0;
int axis_value = event.caxis.value; int axis_value = event.caxis.value;
switch (event.caxis.axis) switch (event.caxis.axis)
{ {
/* left/right */ /* left/right */
@ -490,46 +507,61 @@ IN_Update(void)
direction_type = joy_axis_leftx->string; direction_type = joy_axis_leftx->string;
threshold = joy_axis_leftx_threshold->value; threshold = joy_axis_leftx_threshold->value;
break; break;
/* top/bottom */
/* top/bottom */
case SDL_CONTROLLER_AXIS_LEFTY: case SDL_CONTROLLER_AXIS_LEFTY:
direction_type = joy_axis_lefty->string; direction_type = joy_axis_lefty->string;
threshold = joy_axis_lefty_threshold->value; threshold = joy_axis_lefty_threshold->value;
break; break;
/* second left/right */
/* second left/right */
case SDL_CONTROLLER_AXIS_RIGHTX: case SDL_CONTROLLER_AXIS_RIGHTX:
direction_type = joy_axis_rightx->string; direction_type = joy_axis_rightx->string;
threshold = joy_axis_rightx_threshold->value; threshold = joy_axis_rightx_threshold->value;
break; break;
/* second top/bottom */
/* second top/bottom */
case SDL_CONTROLLER_AXIS_RIGHTY: case SDL_CONTROLLER_AXIS_RIGHTY:
direction_type = joy_axis_righty->string; direction_type = joy_axis_righty->string;
threshold = joy_axis_righty_threshold->value; threshold = joy_axis_righty_threshold->value;
break; break;
case SDL_CONTROLLER_AXIS_TRIGGERLEFT: case SDL_CONTROLLER_AXIS_TRIGGERLEFT:
direction_type = joy_axis_triggerleft->string; direction_type = joy_axis_triggerleft->string;
threshold = joy_axis_triggerleft_threshold->value; threshold = joy_axis_triggerleft_threshold->value;
break; break;
case SDL_CONTROLLER_AXIS_TRIGGERRIGHT: case SDL_CONTROLLER_AXIS_TRIGGERRIGHT:
direction_type = joy_axis_triggerright->string; direction_type = joy_axis_triggerright->string;
threshold = joy_axis_triggerright_threshold->value; threshold = joy_axis_triggerright_threshold->value;
break; break;
default: default:
direction_type = "none"; direction_type = "none";
} }
if (threshold > 0.9) if (threshold > 0.9)
{
threshold = 0.9; threshold = 0.9;
}
if (axis_value < 0 && (axis_value > (32768 * threshold))) if (axis_value < 0 && (axis_value > (32768 * threshold)))
{
axis_value = 0; axis_value = 0;
}
else if (axis_value > 0 && (axis_value < (32768 * threshold))) else if (axis_value > 0 && (axis_value < (32768 * threshold)))
{
axis_value = 0; axis_value = 0;
}
// Smoothly ramp from dead zone to maximum value (from ioquake) // Smoothly ramp from dead zone to maximum value (from ioquake)
// https://github.com/ioquake/ioq3/blob/master/code/sdl/sdl_input.c // https://github.com/ioquake/ioq3/blob/master/code/sdl/sdl_input.c
fix_value = ((float) abs(axis_value) / 32767.0f - threshold) / (1.0f - threshold); fix_value = ((float) abs(axis_value) / 32767.0f - threshold) / (1.0f - threshold);
if (fix_value < 0.0f) if (fix_value < 0.0f)
{
fix_value = 0.0f; fix_value = 0.0f;
}
axis_value = (int) (32767 * ((axis_value < 0) ? -fix_value : fix_value)); axis_value = (int) (32767 * ((axis_value < 0) ? -fix_value : fix_value));
@ -538,12 +570,14 @@ IN_Update(void)
if (strcmp(direction_type, "sidemove") == 0) if (strcmp(direction_type, "sidemove") == 0)
{ {
joystick_sidemove = axis_value * joy_sidesensitivity->value; joystick_sidemove = axis_value * joy_sidesensitivity->value;
// We need to be twice faster because with joystic we run... // We need to be twice faster because with joystic we run...
joystick_sidemove *= cl_sidespeed->value * 2.0f; joystick_sidemove *= cl_sidespeed->value * 2.0f;
} }
else if (strcmp(direction_type, "forwardmove") == 0) else if (strcmp(direction_type, "forwardmove") == 0)
{ {
joystick_forwardmove = axis_value * joy_forwardsensitivity->value; joystick_forwardmove = axis_value * joy_forwardsensitivity->value;
// We need to be twice faster because with joystic we run... // We need to be twice faster because with joystic we run...
joystick_forwardmove *= cl_forwardspeed->value * 2.0f; joystick_forwardmove *= cl_forwardspeed->value * 2.0f;
} }
@ -567,6 +601,7 @@ IN_Update(void)
if (strcmp(direction_type, "triggerleft") == 0) if (strcmp(direction_type, "triggerleft") == 0)
{ {
qboolean new_left_trigger = abs(axis_value) > (32767 / 4); qboolean new_left_trigger = abs(axis_value) > (32767 / 4);
if (new_left_trigger != left_trigger) if (new_left_trigger != left_trigger)
{ {
left_trigger = new_left_trigger; left_trigger = new_left_trigger;
@ -576,56 +611,71 @@ IN_Update(void)
else if (strcmp(direction_type, "triggerright") == 0) else if (strcmp(direction_type, "triggerright") == 0)
{ {
qboolean new_right_trigger = abs(axis_value) > (32767 / 4); qboolean new_right_trigger = abs(axis_value) > (32767 / 4);
if (new_right_trigger != right_trigger) if (new_right_trigger != right_trigger)
{ {
right_trigger = new_right_trigger; right_trigger = new_right_trigger;
Key_Event(K_TRIG_RIGHT, right_trigger, true); Key_Event(K_TRIG_RIGHT, right_trigger, true);
} }
} }
}
break; break;
/* Joystick can have more buttons than on general game controller }
* so try to map not free buttons */
// Joystick can have more buttons than on general game controller
// so try to map not free buttons
case SDL_JOYBUTTONUP: case SDL_JOYBUTTONUP:
case SDL_JOYBUTTONDOWN: case SDL_JOYBUTTONDOWN:
{ {
qboolean down = (event.type == SDL_JOYBUTTONDOWN); qboolean down = (event.type == SDL_JOYBUTTONDOWN);
/* Ignore back button, we dont need event for such button */
// Ignore back button, we don't need event for such button
if (back_button_id == event.jbutton.button) if (back_button_id == event.jbutton.button)
{
return; return;
}
if (event.jbutton.button <= (K_JOY32 - K_JOY1)) if (event.jbutton.button <= (K_JOY32 - K_JOY1))
{ {
Key_Event(event.jbutton.button + K_JOY1, down, true); Key_Event(event.jbutton.button + K_JOY1, down, true);
} }
}
break; break;
}
case SDL_JOYHATMOTION: case SDL_JOYHATMOTION:
{ {
if (last_hat != event.jhat.value) if (last_hat != event.jhat.value)
{ {
char diff = last_hat ^event.jhat.value; char diff = last_hat ^event.jhat.value;
int i; int i;
for (i = 0; i < 4; i++) for (i = 0; i < 4; i++)
{ {
if (diff & (1 << i)) if (diff & (1 << i))
{ {
/* check that we have button up for some bit */ // check that we have button up for some bit
if (last_hat & (1 << i)) if (last_hat & (1 << i))
{
Key_Event(i + K_HAT_UP, false, true); Key_Event(i + K_HAT_UP, false, true);
}
/* check that we have button down for some bit */ /* check that we have button down for some bit */
if (event.jhat.value & (1 << i)) if (event.jhat.value & (1 << i))
{
Key_Event(i + K_HAT_UP, true, true); Key_Event(i + K_HAT_UP, true, true);
}
} }
} }
last_hat = event.jhat.value; last_hat = event.jhat.value;
} }
}
break; break;
}
case SDL_QUIT: case SDL_QUIT:
Com_Quit(); Com_Quit();
break; break;
} }
} }
@ -641,13 +691,12 @@ IN_Update(void)
(in_grab->value == 2 && windowed_mouse->value)); (in_grab->value == 2 && windowed_mouse->value));
} }
/* calling GLimp_GrabInput() each is a bit ugly but simple and should work. // calling GLimp_GrabInput() each frame is a bit ugly but simple and should work.
* + the called SDL functions return after a cheap check, if there's // The called SDL functions return after a cheap check, if there's nothing to do.
* nothing to do, anyway. */
GLimp_GrabInput(want_grab); GLimp_GrabInput(want_grab);
/* We need to save the frame time so other subsystems know the // We need to save the frame time so other subsystems
* exact time of the last input events. */ // know the exact time of the last input events.
sys_frame_time = Sys_Milliseconds(); sys_frame_time = Sys_Milliseconds();
} }
@ -667,6 +716,9 @@ In_FlushQueue(void)
void void
IN_Move(usercmd_t *cmd) IN_Move(usercmd_t *cmd)
{ {
static int old_mouse_x;
static int old_mouse_y;
if (m_filter->value) if (m_filter->value)
{ {
if ((mouse_x > 1) || (mouse_x < -1)) if ((mouse_x > 1) || (mouse_x < -1))
@ -718,7 +770,7 @@ IN_Move(usercmd_t *cmd)
} }
} }
/* add mouse X/Y movement to cmd */ // add mouse X/Y movement to cmd
if ((in_strafe.state & 1) || (lookstrafe->value && mlooking)) if ((in_strafe.state & 1) || (lookstrafe->value && mlooking))
{ {
cmd->sidemove += m_side->value * mouse_x; cmd->sidemove += m_side->value * mouse_x;
@ -740,10 +792,12 @@ IN_Move(usercmd_t *cmd)
mouse_x = mouse_y = 0; mouse_x = mouse_y = 0;
} }
// to make the the viewangles changes independent of framerate // To make the the viewangles changes independent of framerate we need to scale
// we need to scale with frametime (assuming the configured values are for 60hz) // with frametime (assuming the configured values are for 60hz)
// 1/32768 is to normalize the input values from SDL (they're between -32768 and 32768 and we want -1 to 1) //
// (for movement this is not needed, as those are absolute values independent of framerate) // 1/32768 is to normalize the input values from SDL (they're between -32768 and
// 32768 and we want -1 to 1) for movement this is not needed, as those are
// absolute values independent of framerate
float joyViewFactor = (1.0f/32768.0f) * (cls.rframetime/0.01666f); float joyViewFactor = (1.0f/32768.0f) * (cls.rframetime/0.01666f);
if (joystick_yaw) if (joystick_yaw)
@ -793,12 +847,10 @@ IN_MLookUp(void)
IN_CenterView(); IN_CenterView();
} }
/* /* ------------------------------------------------------------------ */
* Shutdown haptic functionality
*/
static void IN_Haptic_Shutdown(void); static void IN_Haptic_Shutdown(void);
/* ------------------------------------------------------------------ */
/* /*
* Init haptic effects * Init haptic effects
*/ */
@ -812,9 +864,10 @@ IN_Haptic_Effect_Init(int effect_x, int effect_y, int effect_z, int period, int
* South - 18000 * South - 18000
* West - 27000 * West - 27000
*/ */
int effect_id;
static SDL_HapticEffect haptic_effect; static SDL_HapticEffect haptic_effect;
SDL_memset(&haptic_effect, 0, sizeof(SDL_HapticEffect)); // 0 is safe default SDL_memset(&haptic_effect, 0, sizeof(SDL_HapticEffect)); // 0 is safe default
haptic_effect.type = SDL_HAPTIC_SINE; haptic_effect.type = SDL_HAPTIC_SINE;
haptic_effect.periodic.direction.type = SDL_HAPTIC_CARTESIAN; // Cartesian/3d coordinates haptic_effect.periodic.direction.type = SDL_HAPTIC_CARTESIAN; // Cartesian/3d coordinates
haptic_effect.periodic.direction.dir[0] = effect_x; haptic_effect.periodic.direction.dir[0] = effect_x;
@ -825,13 +878,17 @@ IN_Haptic_Effect_Init(int effect_x, int effect_y, int effect_z, int period, int
haptic_effect.periodic.length = length; haptic_effect.periodic.length = length;
haptic_effect.periodic.attack_length = attack; haptic_effect.periodic.attack_length = attack;
haptic_effect.periodic.fade_length = fade; haptic_effect.periodic.fade_length = fade;
effect_id = SDL_HapticNewEffect(joystick_haptic, &haptic_effect);
int effect_id = SDL_HapticNewEffect(joystick_haptic, &haptic_effect);
if (effect_id < 0) if (effect_id < 0)
{ {
Com_Printf ("SDL_HapticNewEffect failed: %s\n", SDL_GetError()); Com_Printf ("SDL_HapticNewEffect failed: %s\n", SDL_GetError());
Com_Printf ("Please try to rerun game. Effects will be disabled for now.\n"); Com_Printf ("Please try to rerun game. Effects will be disabled for now.\n");
IN_Haptic_Shutdown(); IN_Haptic_Shutdown();
} }
return effect_id; return effect_id;
} }
@ -839,109 +896,88 @@ static int
IN_Haptic_Effects_To_Id(int haptic_effect, int effect_volume, int effect_x, int effect_y, int effect_z) IN_Haptic_Effects_To_Id(int haptic_effect, int effect_volume, int effect_x, int effect_y, int effect_z)
{ {
if ((SDL_HapticQuery(joystick_haptic) & SDL_HAPTIC_SINE)==0) if ((SDL_HapticQuery(joystick_haptic) & SDL_HAPTIC_SINE)==0)
{
return -1; return -1;
}
int hapric_volume = joy_haptic_magnitude->value * effect_volume * 16; // * 128 = 32767 max strength; int hapric_volume = joy_haptic_magnitude->value * effect_volume * 16; // * 128 = 32767 max strength;
if (hapric_volume > 255) if (hapric_volume > 255)
{
hapric_volume = 255; hapric_volume = 255;
}
else if (hapric_volume < 0) else if (hapric_volume < 0)
{
hapric_volume = 0; hapric_volume = 0;
}
switch(haptic_effect) { switch(haptic_effect) {
case HAPTIC_EFFECT_MENY: case HAPTIC_EFFECT_MENY:
case HAPTIC_EFFECT_TRAPCOCK: case HAPTIC_EFFECT_TRAPCOCK:
case HAPTIC_EFFECT_STEP: case HAPTIC_EFFECT_STEP:
/* North */ return IN_Haptic_Effect_Init(effect_x, effect_y, effect_z, 500/* 500 ms*/, hapric_volume * 48,
return IN_Haptic_Effect_Init( 200/* 0.2 seconds long */, 100/* Takes 0.1 second to get max strength */,
effect_x, effect_y, effect_z, 500/* 500 ms*/, hapric_volume * 48, 100/* Takes 0.1 second to fade away */);
200/* 0.2 seconds long */, 100/* Takes 0.1 second to get max strength */,
100/* Takes 0.1 second to fade away */);
case HAPTIC_EFFECT_PAIN: case HAPTIC_EFFECT_PAIN:
return IN_Haptic_Effect_Init( return IN_Haptic_Effect_Init(effect_x, effect_y, effect_z, 700/* 700 ms*/, hapric_volume * 196,
effect_x, effect_y, effect_z, 700/* 700 ms*/, hapric_volume * 196, 300/* 0.3 seconds long */, 200/* Takes 0.2 second to get max strength */,
300/* 0.3 seconds long */, 200/* Takes 0.2 second to get max strength */, 200/* Takes 0.2 second to fade away */);
200/* Takes 0.2 second to fade away */);
case HAPTIC_EFFECT_BLASTER: case HAPTIC_EFFECT_BLASTER:
/* 30 degrees */ return IN_Haptic_Effect_Init(effect_x, effect_y, effect_z, 500/* 500 ms*/, hapric_volume * 64,
return IN_Haptic_Effect_Init( 200/* 0.2 seconds long */, 100/* Takes 0.1 second to get max strength */,
effect_x, effect_y, effect_z, 500/* 500 ms*/, hapric_volume * 64, 100/* Takes 0.1 second to fade away */);
200/* 0.2 seconds long */, 100/* Takes 0.1 second to get max strength */,
100/* Takes 0.1 second to fade away */);
case HAPTIC_EFFECT_HYPER_BLASTER: case HAPTIC_EFFECT_HYPER_BLASTER:
return IN_Haptic_Effect_Init( return IN_Haptic_Effect_Init(effect_x, effect_y, effect_z, 500/* 500 ms*/, hapric_volume * 64,
effect_x, effect_y, effect_z, 500/* 500 ms*/, hapric_volume * 64, 200/* 0.2 seconds long */, 100/* Takes 0.1 second to get max strength */,
200/* 0.2 seconds long */, 100/* Takes 0.1 second to get max strength */, 100/* Takes 0.1 second to fade away */);
100/* Takes 0.1 second to fade away */);
case HAPTIC_EFFECT_ETFRIFLE: case HAPTIC_EFFECT_ETFRIFLE:
/* 60 degrees */ return IN_Haptic_Effect_Init(effect_x, effect_y, effect_z, 500/* 500 ms*/, hapric_volume * 64,
return IN_Haptic_Effect_Init( 200/* 0.2 seconds long */, 100/* Takes 0.1 second to get max strength */,
effect_x, effect_y, effect_z, 500/* 500 ms*/, hapric_volume * 64, 100/* Takes 0.1 second to fade away */);
200/* 0.2 seconds long */, 100/* Takes 0.1 second to get max strength */,
100/* Takes 0.1 second to fade away */);
case HAPTIC_EFFECT_TRACKER: case HAPTIC_EFFECT_TRACKER:
return IN_Haptic_Effect_Init( return IN_Haptic_Effect_Init(effect_x, effect_y, effect_z, 500/* 500 ms*/, hapric_volume * 64,
effect_x, effect_y, effect_z, 500/* 500 ms*/, hapric_volume * 64, 200/* 0.2 seconds long */, 100/* Takes 0.1 second to get max strength */,
200/* 0.2 seconds long */, 100/* Takes 0.1 second to get max strength */, 100/* Takes 0.1 second to fade away */);
100/* Takes 0.1 second to fade away */);
case HAPTIC_EFFECT_MACHINEGUN: case HAPTIC_EFFECT_MACHINEGUN:
/* 90 degrees */ return IN_Haptic_Effect_Init(effect_x, effect_y, effect_z, 800/* 800 ms*/, hapric_volume * 88,
return IN_Haptic_Effect_Init( 600/* 0.6 seconds long */, 200/* Takes 0.2 second to get max strength */,
effect_x, effect_y, effect_z, 800/* 800 ms*/, hapric_volume * 88, 400/* Takes 0.4 second to fade away */);
600/* 0.6 seconds long */, 200/* Takes 0.2 second to get max strength */,
400/* Takes 0.4 second to fade away */);
case HAPTIC_EFFECT_SHOTGUN: case HAPTIC_EFFECT_SHOTGUN:
/* 120 degrees */ return IN_Haptic_Effect_Init(effect_x, effect_y, effect_z, 700/* 700 ms*/, hapric_volume * 100,
return IN_Haptic_Effect_Init( 500/* 0.5 seconds long */, 100/* Takes 0.1 second to get max strength */,
effect_x, effect_y, effect_z, 700/* 700 ms*/, hapric_volume * 100, 200/* Takes 0.2 second to fade away */);
500/* 0.5 seconds long */, 100/* Takes 0.1 second to get max strength */,
200/* Takes 0.2 second to fade away */);
case HAPTIC_EFFECT_SHOTGUN2: case HAPTIC_EFFECT_SHOTGUN2:
/* 150 degrees */ return IN_Haptic_Effect_Init(effect_x, effect_y, effect_z, 700/* 700 ms*/, hapric_volume * 96,
return IN_Haptic_Effect_Init( 500/* 0.5 seconds long */, 100/* Takes 0.1 second to get max strength */,
effect_x, effect_y, effect_z, 700/* 700 ms*/, hapric_volume * 96, 100/* Takes 0.1 second to fade away */);
500/* 0.5 seconds long */, 100/* Takes 0.1 second to get max strength */,
100/* Takes 0.1 second to fade away */);
case HAPTIC_EFFECT_SSHOTGUN: case HAPTIC_EFFECT_SSHOTGUN:
return IN_Haptic_Effect_Init( return IN_Haptic_Effect_Init(effect_x, effect_y, effect_z, 700/* 700 ms*/, hapric_volume * 96,
effect_x, effect_y, effect_z, 700/* 700 ms*/, hapric_volume * 96, 500/* 0.5 seconds long */, 100/* Takes 0.1 second to get max strength */,
500/* 0.5 seconds long */, 100/* Takes 0.1 second to get max strength */, 100/* Takes 0.1 second to fade away */);
100/* Takes 0.1 second to fade away */);
case HAPTIC_EFFECT_RAILGUN: case HAPTIC_EFFECT_RAILGUN:
/* 180 degrees */ return IN_Haptic_Effect_Init(effect_x, effect_y, effect_z, 700/* 700 ms*/, hapric_volume * 64,
return IN_Haptic_Effect_Init( 400/* 0.4 seconds long */, 100/* Takes 0.1 second to get max strength */,
effect_x, effect_y, effect_z, 700/* 700 ms*/, hapric_volume * 64, 100/* Takes 0.1 second to fade away */);
400/* 0.4 seconds long */, 100/* Takes 0.1 second to get max strength */,
100/* Takes 0.1 second to fade away */);
case HAPTIC_EFFECT_ROCKETGUN: case HAPTIC_EFFECT_ROCKETGUN:
/* 210 degrees */ return IN_Haptic_Effect_Init(effect_x, effect_y, effect_z, 700/* 700 ms*/, hapric_volume * 128,
return IN_Haptic_Effect_Init( 400/* 0.4 seconds long */, 300/* Takes 0.3 second to get max strength */,
effect_x, effect_y, effect_z, 700/* 700 ms*/, hapric_volume * 128, 100/* Takes 0.1 second to fade away */);
400/* 0.4 seconds long */, 300/* Takes 0.3 second to get max strength */,
100/* Takes 0.1 second to fade away */);
case HAPTIC_EFFECT_GRENADE: case HAPTIC_EFFECT_GRENADE:
/* 240 degrees */ return IN_Haptic_Effect_Init(effect_x, effect_y, effect_z, 500/* 500 ms*/, hapric_volume * 64,
return IN_Haptic_Effect_Init( 200/* 0.2 seconds long */, 100/* Takes 0.1 second to get max strength */,
effect_x, effect_y, effect_z, 500/* 500 ms*/, hapric_volume * 64, 100/* Takes 0.1 second to fade away */);
200/* 0.2 seconds long */, 100/* Takes 0.1 second to get max strength */,
100/* Takes 0.1 second to fade away */);
case HAPTIC_EFFECT_BFG: case HAPTIC_EFFECT_BFG:
/* 270 degrees */ return IN_Haptic_Effect_Init(effect_x, effect_y, effect_z, 800/* 800 ms*/, hapric_volume * 100,
return IN_Haptic_Effect_Init( 600/* 0.2 seconds long */, 100/* Takes 0.1 second to get max strength */,
effect_x, effect_y, effect_z, 800/* 800 ms*/, hapric_volume * 100, 100/* Takes 0.1 second to fade away */);
600/* 0.2 seconds long */, 100/* Takes 0.1 second to get max strength */,
100/* Takes 0.1 second to fade away */);
case HAPTIC_EFFECT_PALANX: case HAPTIC_EFFECT_PALANX:
/* 300 degrees */ return IN_Haptic_Effect_Init(effect_x, effect_y, effect_z, 500/* 500 ms*/, hapric_volume * 64,
return IN_Haptic_Effect_Init( 200/* 0.2 seconds long */, 100/* Takes 0.1 second to get max strength */,
effect_x, effect_y, effect_z, 500/* 500 ms*/, hapric_volume * 64, 100/* Takes 0.1 second to fade away */);
200/* 0.2 seconds long */, 100/* Takes 0.1 second to get max strength */,
100/* Takes 0.1 second to fade away */);
case HAPTIC_EFFECT_IONRIPPER: case HAPTIC_EFFECT_IONRIPPER:
/* 330 degrees */ return IN_Haptic_Effect_Init(effect_x, effect_y, effect_z, 500/* 500 ms*/, hapric_volume * 64,
return IN_Haptic_Effect_Init( 200/* 0.2 seconds long */, 100/* Takes 0.1 second to get max strength */,
effect_x, effect_y, effect_z, 500/* 500 ms*/, hapric_volume * 64, 100/* Takes 0.1 second to fade away */);
200/* 0.2 seconds long */, 100/* Takes 0.1 second to get max strength */,
100/* Takes 0.1 second to fade away */);
default: default:
return -1; return -1;
} }
@ -951,6 +987,7 @@ static void
IN_Haptic_Effects_Info(void) IN_Haptic_Effects_Info(void)
{ {
show_haptic = true; show_haptic = true;
Com_Printf ("Joystic/Mouse haptic:\n"); Com_Printf ("Joystic/Mouse haptic:\n");
Com_Printf (" * %d effects\n", SDL_HapticNumEffects(joystick_haptic)); Com_Printf (" * %d effects\n", SDL_HapticNumEffects(joystick_haptic));
Com_Printf (" * %d effects in same time\n", SDL_HapticNumEffectsPlaying(joystick_haptic)); Com_Printf (" * %d effects in same time\n", SDL_HapticNumEffectsPlaying(joystick_haptic));
@ -961,8 +998,12 @@ static void
IN_Haptic_Effects_Init(void) IN_Haptic_Effects_Init(void)
{ {
last_haptic_efffect_size = SDL_HapticNumEffectsPlaying(joystick_haptic); last_haptic_efffect_size = SDL_HapticNumEffectsPlaying(joystick_haptic);
if (last_haptic_efffect_size > HAPTIC_EFFECT_LAST) if (last_haptic_efffect_size > HAPTIC_EFFECT_LAST)
{
last_haptic_efffect_size = HAPTIC_EFFECT_LAST; last_haptic_efffect_size = HAPTIC_EFFECT_LAST;
}
for (int i=0; i<HAPTIC_EFFECT_LAST; i++) for (int i=0; i<HAPTIC_EFFECT_LAST; i++)
{ {
last_haptic_efffect[i].effect_type = HAPTIC_EFFECT_UNKNOWN; last_haptic_efffect[i].effect_type = HAPTIC_EFFECT_UNKNOWN;
@ -981,9 +1022,15 @@ static void
IN_Haptic_Effect_Shutdown(int * effect_id) IN_Haptic_Effect_Shutdown(int * effect_id)
{ {
if (!effect_id) if (!effect_id)
{
return; return;
}
if (*effect_id >= 0) if (*effect_id >= 0)
{
SDL_HapticDestroyEffect(joystick_haptic, *effect_id); SDL_HapticDestroyEffect(joystick_haptic, *effect_id);
}
*effect_id = -1; *effect_id = -1;
} }
@ -997,6 +1044,7 @@ IN_Haptic_Effects_Shutdown(void)
last_haptic_efffect[i].effect_x = 0; last_haptic_efffect[i].effect_x = 0;
last_haptic_efffect[i].effect_y = 0; last_haptic_efffect[i].effect_y = 0;
last_haptic_efffect[i].effect_z = 0; last_haptic_efffect[i].effect_z = 0;
IN_Haptic_Effect_Shutdown(&last_haptic_efffect[i].effect_id); IN_Haptic_Effect_Shutdown(&last_haptic_efffect[i].effect_id);
} }
} }
@ -1013,19 +1061,26 @@ Haptic_Feedback(char *name, int effect_volume, int effect_x, int effect_y, int e
int effect_type = HAPTIC_EFFECT_UNKNOWN; int effect_type = HAPTIC_EFFECT_UNKNOWN;
if (joy_haptic_magnitude->value <= 0) if (joy_haptic_magnitude->value <= 0)
{
return; return;
}
if (effect_volume <= 0) if (effect_volume <= 0)
{
return; return;
}
if (!joystick_haptic) if (!joystick_haptic)
{
return; return;
}
if (last_haptic_volume != (int)(joy_haptic_magnitude->value * 255)) if (last_haptic_volume != (int)(joy_haptic_magnitude->value * 255))
{ {
IN_Haptic_Effects_Shutdown(); IN_Haptic_Effects_Shutdown();
IN_Haptic_Effects_Init(); IN_Haptic_Effects_Init();
} }
last_haptic_volume = joy_haptic_magnitude->value * 255; last_haptic_volume = joy_haptic_magnitude->value * 255;
if (strstr(name, "misc/menu")) if (strstr(name, "misc/menu"))
@ -1128,6 +1183,7 @@ Haptic_Feedback(char *name, int effect_volume, int effect_x, int effect_y, int e
last_haptic_efffect[last_haptic_efffect_pos].effect_id = IN_Haptic_Effects_To_Id( last_haptic_efffect[last_haptic_efffect_pos].effect_id = IN_Haptic_Effects_To_Id(
effect_type, effect_volume, effect_x, effect_y, effect_z); effect_type, effect_volume, effect_x, effect_y, effect_z);
} }
SDL_HapticRunEffect(joystick_haptic, last_haptic_efffect[last_haptic_efffect_pos].effect_id, 1); SDL_HapticRunEffect(joystick_haptic, last_haptic_efffect[last_haptic_efffect_pos].effect_id, 1);
} }
} }
@ -1185,18 +1241,21 @@ IN_Init(void)
SDL_StartTextInput(); SDL_StartTextInput();
/* joystik init */ /* Joystick init */
if (!SDL_WasInit(SDL_INIT_GAMECONTROLLER | SDL_INIT_HAPTIC)) if (!SDL_WasInit(SDL_INIT_GAMECONTROLLER | SDL_INIT_HAPTIC))
{ {
if (SDL_Init(SDL_INIT_GAMECONTROLLER | SDL_INIT_HAPTIC) == -1) if (SDL_Init(SDL_INIT_GAMECONTROLLER | SDL_INIT_HAPTIC) == -1)
{ {
Com_Printf ("Couldn't init SDL joystick: %s.\n", SDL_GetError ()); Com_Printf ("Couldn't init SDL joystick: %s.\n", SDL_GetError ());
} else { }
else
{
Com_Printf ("%i joysticks were found.\n", SDL_NumJoysticks()); Com_Printf ("%i joysticks were found.\n", SDL_NumJoysticks());
if (SDL_NumJoysticks() > 0) { if (SDL_NumJoysticks() > 0) {
int i; for (int i = 0; i < SDL_NumJoysticks(); i++) {
for (i=0; i<SDL_NumJoysticks(); i ++) {
joystick = SDL_JoystickOpen(i); joystick = SDL_JoystickOpen(i);
Com_Printf ("The name of the joystick is '%s'\n", SDL_JoystickName(joystick)); Com_Printf ("The name of the joystick is '%s'\n", SDL_JoystickName(joystick));
Com_Printf ("Number of Axes: %d\n", SDL_JoystickNumAxes(joystick)); Com_Printf ("Number of Axes: %d\n", SDL_JoystickNumAxes(joystick));
Com_Printf ("Number of Buttons: %d\n", SDL_JoystickNumButtons(joystick)); Com_Printf ("Number of Buttons: %d\n", SDL_JoystickNumButtons(joystick));
@ -1204,15 +1263,21 @@ IN_Init(void)
Com_Printf ("Number of Hats: %d\n", SDL_JoystickNumHats(joystick)); Com_Printf ("Number of Hats: %d\n", SDL_JoystickNumHats(joystick));
joystick_haptic = SDL_HapticOpenFromJoystick(joystick); joystick_haptic = SDL_HapticOpenFromJoystick(joystick);
if (joystick_haptic == NULL) if (joystick_haptic == NULL)
Com_Printf ("Most likely joystick isn't haptic\n"); {
Com_Printf("Most likely joystick isn't haptic\n");
}
else else
{
IN_Haptic_Effects_Info(); IN_Haptic_Effects_Info();
}
if(SDL_IsGameController(i)) if(SDL_IsGameController(i))
{ {
SDL_GameControllerButtonBind backBind; SDL_GameControllerButtonBind backBind;
controller = SDL_GameControllerOpen(i); controller = SDL_GameControllerOpen(i);
Com_Printf ("Controller settings: %s\n", SDL_GameControllerMapping(controller)); Com_Printf ("Controller settings: %s\n", SDL_GameControllerMapping(controller));
Com_Printf ("Controller axis: \n"); Com_Printf ("Controller axis: \n");
Com_Printf (" * leftx = %s\n", joy_axis_leftx->string); Com_Printf (" * leftx = %s\n", joy_axis_leftx->string);
@ -1232,18 +1297,23 @@ IN_Init(void)
backBind = SDL_GameControllerGetBindForButton(controller, SDL_CONTROLLER_BUTTON_BACK); backBind = SDL_GameControllerGetBindForButton(controller, SDL_CONTROLLER_BUTTON_BACK);
if (backBind.bindType == SDL_CONTROLLER_BINDTYPE_BUTTON) { if (backBind.bindType == SDL_CONTROLLER_BINDTYPE_BUTTON)
{
back_button_id = backBind.value.button; back_button_id = backBind.value.button;
Com_Printf ("\nBack button JOY%d will be unbindable.\n", back_button_id+1); Com_Printf ("\nBack button JOY%d will be unbindable.\n", back_button_id+1);
} }
break; break;
} }
else else
{ {
char joystick_guid[256] = {0}; char joystick_guid[256] = {0};
SDL_JoystickGUID guid; SDL_JoystickGUID guid;
guid = SDL_JoystickGetDeviceGUID(i); guid = SDL_JoystickGetDeviceGUID(i);
SDL_JoystickGetGUIDString(guid, joystick_guid, 255); SDL_JoystickGetGUIDString(guid, joystick_guid, 255);
Com_Printf ("To use joystick as game controller please set SDL_GAMECONTROLLERCONFIG:\n"); Com_Printf ("To use joystick as game controller please set SDL_GAMECONTROLLERCONFIG:\n");
Com_Printf ("e.g.: SDL_GAMECONTROLLERCONFIG='%s,%s,leftx:a0,lefty:a1,rightx:a2,righty:a3,back:b1,...\n", joystick_guid, SDL_JoystickName(joystick)); Com_Printf ("e.g.: SDL_GAMECONTROLLERCONFIG='%s,%s,leftx:a0,lefty:a1,rightx:a2,righty:a3,back:b1,...\n", joystick_guid, SDL_JoystickName(joystick));
} }
@ -1252,10 +1322,15 @@ IN_Init(void)
else else
{ {
joystick_haptic = SDL_HapticOpenFromMouse(); joystick_haptic = SDL_HapticOpenFromMouse();
if (joystick_haptic == NULL) if (joystick_haptic == NULL)
Com_Printf ("Most likely mouse isn't haptic\n"); {
Com_Printf("Most likely mouse isn't haptic\n");
}
else else
{
IN_Haptic_Effects_Info(); IN_Haptic_Effects_Info();
}
} }
} }
} }