#include #include "doomdef.h" #include "templates.h" #include "m_joy.h" // Very small deadzone so that floating point magic doesn't happen #define MIN_DEADZONE 0.000001f class SDLInputJoystick: public IJoystickConfig { public: SDLInputJoystick(int DeviceIndex) : DeviceIndex(DeviceIndex), Multiplier(1.0f) { Device = SDL_JoystickOpen(DeviceIndex); if(Device != NULL) { NumAxes = SDL_JoystickNumAxes(Device); NumHats = SDL_JoystickNumHats(Device); SetDefaultConfig(); } } ~SDLInputJoystick() { if(Device != NULL) M_SaveJoystickConfig(this); SDL_JoystickClose(Device); } bool IsValid() const { return Device != NULL; } FString GetName() { return SDL_JoystickName(Device); } float GetSensitivity() { return Multiplier; } void SetSensitivity(float scale) { Multiplier = scale; } int GetNumAxes() { return NumAxes + NumHats*2; } float GetAxisDeadZone(int axis) { return Axes[axis].DeadZone; } EJoyAxis GetAxisMap(int axis) { return Axes[axis].GameAxis; } const char *GetAxisName(int axis) { return Axes[axis].Name.GetChars(); } float GetAxisScale(int axis) { return Axes[axis].Multiplier; } void SetAxisDeadZone(int axis, float zone) { Axes[axis].DeadZone = clamp(zone, MIN_DEADZONE, 1.f); } void SetAxisMap(int axis, EJoyAxis gameaxis) { Axes[axis].GameAxis = gameaxis; } void SetAxisScale(int axis, float scale) { Axes[axis].Multiplier = scale; } // Used by the saver to not save properties that are at their defaults. bool IsSensitivityDefault() { return Multiplier == 1.0f; } bool IsAxisDeadZoneDefault(int axis) { return Axes[axis].DeadZone <= MIN_DEADZONE; } bool IsAxisMapDefault(int axis) { if(axis >= 5) return Axes[axis].GameAxis == JOYAXIS_None; return Axes[axis].GameAxis == DefaultAxes[axis]; } bool IsAxisScaleDefault(int axis) { return Axes[axis].Multiplier == 1.0f; } void SetDefaultConfig() { for(int i = 0;i < GetNumAxes();i++) { AxisInfo info; if(i < NumAxes) info.Name.Format("Axis %d", i+1); else info.Name.Format("Hat %d (%c)", (i-NumAxes)/2 + 1, (i-NumAxes)%2 == 0 ? 'x' : 'y'); info.DeadZone = MIN_DEADZONE; info.Multiplier = 1.0f; info.Value = 0.0; info.ButtonValue = 0; if(i >= 5) info.GameAxis = JOYAXIS_None; else info.GameAxis = DefaultAxes[i]; Axes.Push(info); } } FString GetIdentifier() { char id[16]; mysnprintf(id, countof(id), "JS:%d", DeviceIndex); return id; } void AddAxes(float axes[NUM_JOYAXIS]) { // Add to game axes. for (int i = 0; i < GetNumAxes(); ++i) { if(Axes[i].GameAxis != JOYAXIS_None) axes[Axes[i].GameAxis] -= float(Axes[i].Value * Multiplier * Axes[i].Multiplier); } } void ProcessInput() { BYTE buttonstate; for (int i = 0; i < NumAxes; ++i) { buttonstate = 0; Axes[i].Value = SDL_JoystickGetAxis(Device, i)/32767.0; Axes[i].Value = Joy_RemoveDeadZone(Axes[i].Value, Axes[i].DeadZone, &buttonstate); // Map button to axis // X and Y are handled differently so if we have 2 or more axes then we'll use that code instead. if (NumAxes == 1 || (i >= 2 && i < NUM_JOYAXISBUTTONS)) { Joy_GenerateButtonEvents(Axes[i].ButtonValue, buttonstate, 2, KEY_JOYAXIS1PLUS + i*2); Axes[i].ButtonValue = buttonstate; } } if(NumAxes > 1) { buttonstate = Joy_XYAxesToButtons(Axes[0].Value, Axes[1].Value); Joy_GenerateButtonEvents(Axes[0].ButtonValue, buttonstate, 4, KEY_JOYAXIS1PLUS); Axes[0].ButtonValue = buttonstate; } // Map POV hats to buttons and axes. Why axes? Well apparently I have // a gamepad where the left control stick is a POV hat (instead of the // d-pad like you would expect, no that's pressure sensitive). Also // KDE's joystick dialog maps them to axes as well. for (int i = 0; i < NumHats; ++i) { AxisInfo &x = Axes[NumAxes + i*2]; AxisInfo &y = Axes[NumAxes + i*2 + 1]; buttonstate = SDL_JoystickGetHat(Device, i); // If we're going to assume that we can pass SDL's value into // Joy_GenerateButtonEvents then we might as well assume the format here. if(buttonstate & 0x1) // Up y.Value = -1.0; else if(buttonstate & 0x4) // Down y.Value = 1.0; else y.Value = 0.0; if(buttonstate & 0x2) // Left x.Value = 1.0; else if(buttonstate & 0x8) // Right x.Value = -1.0; else x.Value = 0.0; if(i < 4) { Joy_GenerateButtonEvents(x.ButtonValue, buttonstate, 4, KEY_JOYPOV1_UP + i*4); x.ButtonValue = buttonstate; } } } protected: struct AxisInfo { FString Name; float DeadZone; float Multiplier; EJoyAxis GameAxis; double Value; BYTE ButtonValue; }; static const EJoyAxis DefaultAxes[5]; int DeviceIndex; SDL_Joystick *Device; float Multiplier; TArray Axes; int NumAxes; int NumHats; }; const EJoyAxis SDLInputJoystick::DefaultAxes[5] = {JOYAXIS_Side, JOYAXIS_Forward, JOYAXIS_Pitch, JOYAXIS_Yaw, JOYAXIS_Up}; class SDLInputJoystickManager { public: SDLInputJoystickManager() { for(int i = 0;i < SDL_NumJoysticks();i++) { SDLInputJoystick *device = new SDLInputJoystick(i); if(device->IsValid()) Joysticks.Push(device); else delete device; } } ~SDLInputJoystickManager() { for(unsigned int i = 0;i < Joysticks.Size();i++) delete Joysticks[i]; } void AddAxes(float axes[NUM_JOYAXIS]) { for(unsigned int i = 0;i < Joysticks.Size();i++) Joysticks[i]->AddAxes(axes); } void GetDevices(TArray &sticks) { for(unsigned int i = 0;i < Joysticks.Size();i++) { M_LoadJoystickConfig(Joysticks[i]); sticks.Push(Joysticks[i]); } } void ProcessInput() const { for(unsigned int i = 0;i < Joysticks.Size();++i) Joysticks[i]->ProcessInput(); } protected: TArray Joysticks; }; static SDLInputJoystickManager *JoystickManager; void I_StartupJoysticks() { if(SDL_InitSubSystem(SDL_INIT_JOYSTICK) >= 0) JoystickManager = new SDLInputJoystickManager(); } void I_ShutdownJoysticks() { if(JoystickManager) { delete JoystickManager; SDL_QuitSubSystem(SDL_INIT_JOYSTICK); } } void I_GetJoysticks(TArray &sticks) { sticks.Clear(); JoystickManager->GetDevices(sticks); } void I_GetAxes(float axes[NUM_JOYAXIS]) { for (int i = 0; i < NUM_JOYAXIS; ++i) { axes[i] = 0; } if (use_joystick) { JoystickManager->AddAxes(axes); } } void I_ProcessJoysticks() { if (use_joystick) JoystickManager->ProcessInput(); } IJoystickConfig *I_UpdateDeviceList() { return NULL; }