/* ** ** **--------------------------------------------------------------------------- ** Copyright 2005-2016 Randy Heit ** All rights reserved. ** ** Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions ** are met: ** ** 1. Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** 2. Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in the ** documentation and/or other materials provided with the distribution. ** 3. The name of the author may not be used to endorse or promote products ** derived from this software without specific prior written permission. ** ** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR ** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES ** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. ** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, ** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT ** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **--------------------------------------------------------------------------- ** */ // HEADER FILES ------------------------------------------------------------ #include #include "m_joy.h" #include "gameconfigfile.h" #include "d_event.h" // MACROS ------------------------------------------------------------------ // TYPES ------------------------------------------------------------------- // EXTERNAL FUNCTION PROTOTYPES -------------------------------------------- // PUBLIC FUNCTION PROTOTYPES ---------------------------------------------- // PRIVATE FUNCTION PROTOTYPES --------------------------------------------- // EXTERNAL DATA DECLARATIONS ---------------------------------------------- EXTERN_CVAR(Bool, joy_ps2raw) EXTERN_CVAR(Bool, joy_dinput) EXTERN_CVAR(Bool, joy_xinput) // PUBLIC DATA DEFINITIONS ------------------------------------------------- CUSTOM_CVAR(Bool, use_joystick, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG|CVAR_NOINITCALL) { #ifdef _WIN32 joy_ps2raw.Callback(); joy_dinput.Callback(); joy_xinput.Callback(); #endif } // PRIVATE DATA DEFINITIONS ------------------------------------------------ // Bits 0 is X+, 1 is X-, 2 is Y+, and 3 is Y-. static uint8_t JoyAngleButtons[8] = { 1, 1+4, 4, 2+4, 2, 2+8, 8, 1+8 }; // CODE -------------------------------------------------------------------- //========================================================================== // // IJoystickConfig - Virtual Destructor // //========================================================================== IJoystickConfig::~IJoystickConfig() { } //========================================================================== // // M_SetJoystickConfigSection // // Sets up the config for reading or writing this controller's axis config. // //========================================================================== static bool M_SetJoystickConfigSection(IJoystickConfig *joy, bool create) { FString id = "Joy:"; id += joy->GetIdentifier(); return GameConfig->SetSection(id, create); } //========================================================================== // // M_LoadJoystickConfig // //========================================================================== bool M_LoadJoystickConfig(IJoystickConfig *joy) { char key[32]; const char *value; int axislen; int numaxes; joy->SetDefaultConfig(); if (!M_SetJoystickConfigSection(joy, false)) { return false; } value = GameConfig->GetValueForKey("Sensitivity"); if (value != NULL) { joy->SetSensitivity((float)atof(value)); } numaxes = joy->GetNumAxes(); for (int i = 0; i < numaxes; ++i) { axislen = mysnprintf(key, countof(key), "Axis%u", i); mysnprintf(key + axislen, countof(key) - axislen, "deadzone"); value = GameConfig->GetValueForKey(key); if (value != NULL) { joy->SetAxisDeadZone(i, (float)atof(value)); } mysnprintf(key + axislen, countof(key) - axislen, "scale"); value = GameConfig->GetValueForKey(key); if (value != NULL) { joy->SetAxisScale(i, (float)atof(value)); } mysnprintf(key + axislen, countof(key) - axislen, "map"); value = GameConfig->GetValueForKey(key); if (value != NULL) { EJoyAxis gameaxis = (EJoyAxis)atoi(value); if (gameaxis < JOYAXIS_None || gameaxis >= NUM_JOYAXIS) { gameaxis = JOYAXIS_None; } joy->SetAxisMap(i, gameaxis); } } return true; } //========================================================================== // // M_SaveJoystickConfig // // Only saves settings that are not at their defaults. // //========================================================================== void M_SaveJoystickConfig(IJoystickConfig *joy) { char key[32], value[32]; int axislen, numaxes; if (M_SetJoystickConfigSection(joy, true)) { GameConfig->ClearCurrentSection(); if (!joy->IsSensitivityDefault()) { mysnprintf(value, countof(value), "%g", joy->GetSensitivity()); GameConfig->SetValueForKey("Sensitivity", value); } numaxes = joy->GetNumAxes(); for (int i = 0; i < numaxes; ++i) { axislen = mysnprintf(key, countof(key), "Axis%u", i); if (!joy->IsAxisDeadZoneDefault(i)) { mysnprintf(key + axislen, countof(key) - axislen, "deadzone"); mysnprintf(value, countof(value), "%g", joy->GetAxisDeadZone(i)); GameConfig->SetValueForKey(key, value); } if (!joy->IsAxisScaleDefault(i)) { mysnprintf(key + axislen, countof(key) - axislen, "scale"); mysnprintf(value, countof(value), "%g", joy->GetAxisScale(i)); GameConfig->SetValueForKey(key, value); } if (!joy->IsAxisMapDefault(i)) { mysnprintf(key + axislen, countof(key) - axislen, "map"); mysnprintf(value, countof(value), "%d", joy->GetAxisMap(i)); GameConfig->SetValueForKey(key, value); } } // If the joystick is entirely at its defaults, delete this section // so that we don't write out a lone section header. if (GameConfig->SectionIsEmpty()) { GameConfig->DeleteCurrentSection(); } } } //=========================================================================== // // Joy_RemoveDeadZone // //=========================================================================== double Joy_RemoveDeadZone(double axisval, double deadzone, uint8_t *buttons) { uint8_t butt; // Cancel out deadzone. if (fabs(axisval) < deadzone) { axisval = 0; butt = 0; } // Make the dead zone the new 0. else if (axisval < 0) { axisval = (axisval + deadzone) / (1.0 - deadzone); butt = 2; // button minus } else { axisval = (axisval - deadzone) / (1.0 - deadzone); butt = 1; // button plus } if (buttons != NULL) { *buttons = butt; } return axisval; } //=========================================================================== // // Joy_XYAxesToButtons // // Given two axes, returns a button set for them. They should have already // been sent through Joy_RemoveDeadZone. For axes that share the same // physical stick, the angle the stick forms should determine whether or // not the four component buttons are present. Going by deadzone alone gives // you huge areas where you have to buttons pressed and thin strips where // you only have one button pressed. For DirectInput gamepads, there is // not much standard for how the right stick is presented, so we can only // do this for the left stick for those, since X and Y axes are pretty // standard. For XInput and Raw PS2 controllers, both sticks are processed // through here. // //=========================================================================== int Joy_XYAxesToButtons(double x, double y) { if (x == 0 && y == 0) { return 0; } double rad = atan2(y, x); if (rad < 0) { rad += 2*M_PI; } // The circle is divided into eight segments for corresponding // button combinations. Each segment is pi/4 radians wide. We offset // by half this so that the segments are centered around the ideal lines // their buttons represent instead of being right on the lines. rad += M_PI/8; // Offset rad *= 4/M_PI; // Convert range from [0,2pi) to [0,8) return JoyAngleButtons[int(rad) & 7]; } //=========================================================================== // // Joy_GenerateButtonEvents // // Provided two bitmasks for a set of buttons, generates events to reflect // any changes from the old to new set, where base is the key for bit 0, // base+1 is the key for bit 1, etc. // //=========================================================================== void Joy_GenerateButtonEvents(int oldbuttons, int newbuttons, int numbuttons, int base) { int changed = oldbuttons ^ newbuttons; if (changed != 0) { event_t ev = { 0, 0, 0, 0, 0, 0, 0 }; int mask = 1; for (int j = 0; j < numbuttons; mask <<= 1, ++j) { if (changed & mask) { ev.data1 = base + j; ev.type = (newbuttons & mask) ? EV_KeyDown : EV_KeyUp; D_PostEvent(&ev); } } } } void Joy_GenerateButtonEvents(int oldbuttons, int newbuttons, int numbuttons, const int *keys) { int changed = oldbuttons ^ newbuttons; if (changed != 0) { event_t ev = { 0, 0, 0, 0, 0, 0, 0 }; int mask = 1; for (int j = 0; j < numbuttons; mask <<= 1, ++j) { if (changed & mask) { ev.data1 = keys[j]; ev.type = (newbuttons & mask) ? EV_KeyDown : EV_KeyUp; D_PostEvent(&ev); } } } }