mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-07 13:30:23 +00:00
f74f6a1659
and a list of all attached controllers, and a second level for configuring an individual controller. - Fixed: Pressing Up at the top of a menu with more lines than fit on screen would find an incorrect bottom position if the menu had a custom top height. - Added the cvars joy_dinput, joy_ps2raw, and joy_xinput to enable/disable specific game controller input systems independant of each other. - Device change broadcasts are now sent to the Doom event queue, so device scanning can be handled in one common place. - Added a fast version of IsXInputDevice that uses the Raw Input device list, because querying WMI for this information is painfully slow. - Added support for compiling with FMOD Ex 4.26+ and running the game with an older DLL. This combination will now produce sound. SVN r1717 (trunk)
239 lines
6.4 KiB
C++
239 lines
6.4 KiB
C++
// HEADER FILES ------------------------------------------------------------
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#include "m_joy.h"
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#include "gameconfigfile.h"
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#include "d_event.h"
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// MACROS ------------------------------------------------------------------
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// TYPES -------------------------------------------------------------------
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// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
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// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
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// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
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// EXTERNAL DATA DECLARATIONS ----------------------------------------------
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EXTERN_CVAR(Bool, joy_ps2raw)
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EXTERN_CVAR(Bool, joy_dinput)
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EXTERN_CVAR(Bool, joy_xinput)
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// PUBLIC DATA DEFINITIONS -------------------------------------------------
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CUSTOM_CVAR(Bool, use_joystick, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG|CVAR_NOINITCALL)
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{
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#ifdef _WIN32
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joy_ps2raw.Callback();
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joy_dinput.Callback();
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joy_xinput.Callback();
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#endif
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}
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// PRIVATE DATA DEFINITIONS ------------------------------------------------
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// CODE --------------------------------------------------------------------
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//==========================================================================
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//
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// M_SetJoystickConfigSection
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//
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// Sets up the config for reading or writing this controller's axis config.
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//
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//==========================================================================
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static bool M_SetJoystickConfigSection(IJoystickConfig *joy, bool create)
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{
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FString id = "Joy:";
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id += joy->GetIdentifier();
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return GameConfig->SetSection(id, create);
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}
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//==========================================================================
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//
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// M_LoadJoystickConfig
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//
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//==========================================================================
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bool M_LoadJoystickConfig(IJoystickConfig *joy)
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{
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char key[32];
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const char *value;
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int axislen;
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int numaxes;
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joy->SetDefaultConfig();
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if (!M_SetJoystickConfigSection(joy, false))
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{
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return false;
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}
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value = GameConfig->GetValueForKey("Sensitivity");
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if (value != NULL)
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{
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joy->SetSensitivity((float)atof(value));
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}
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numaxes = joy->GetNumAxes();
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for (int i = 0; i < numaxes; ++i)
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{
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axislen = mysnprintf(key, countof(key), "Axis%u", i);
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mysnprintf(key + axislen, countof(key) - axislen, "deadzone");
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value = GameConfig->GetValueForKey(key);
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if (value != NULL)
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{
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joy->SetAxisDeadZone(i, (float)atof(value));
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}
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mysnprintf(key + axislen, countof(key) - axislen, "scale");
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value = GameConfig->GetValueForKey(key);
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if (value != NULL)
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{
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joy->SetAxisScale(i, (float)atof(value));
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}
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mysnprintf(key + axislen, countof(key) - axislen, "map");
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value = GameConfig->GetValueForKey(key);
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if (value != NULL)
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{
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EJoyAxis gameaxis = (EJoyAxis)atoi(value);
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if (gameaxis < JOYAXIS_None || gameaxis >= NUM_JOYAXIS)
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{
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gameaxis = JOYAXIS_None;
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}
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joy->SetAxisMap(i, gameaxis);
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}
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}
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return true;
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}
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//==========================================================================
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//
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// M_SaveJoystickConfig
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//
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// Only saves settings that are not at their defaults.
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//
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//==========================================================================
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void M_SaveJoystickConfig(IJoystickConfig *joy)
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{
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char key[32], value[32];
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int axislen, numaxes;
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if (M_SetJoystickConfigSection(joy, true))
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{
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GameConfig->ClearCurrentSection();
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if (!joy->IsSensitivityDefault())
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{
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mysnprintf(value, countof(value), "%g", joy->GetSensitivity());
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GameConfig->SetValueForKey("Sensitivity", value);
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}
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numaxes = joy->GetNumAxes();
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for (int i = 0; i < numaxes; ++i)
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{
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axislen = mysnprintf(key, countof(key), "Axis%u", i);
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if (!joy->IsAxisDeadZoneDefault(i))
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{
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mysnprintf(key + axislen, countof(key) - axislen, "deadzone");
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mysnprintf(value, countof(value), "%g", joy->GetAxisDeadZone(i));
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GameConfig->SetValueForKey(key, value);
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}
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if (!joy->IsAxisScaleDefault(i))
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{
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mysnprintf(key + axislen, countof(key) - axislen, "scale");
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mysnprintf(value, countof(value), "%g", joy->GetAxisScale(i));
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GameConfig->SetValueForKey(key, value);
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}
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if (!joy->IsAxisMapDefault(i))
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{
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mysnprintf(key + axislen, countof(key) - axislen, "map");
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mysnprintf(value, countof(value), "%d", joy->GetAxisMap(i));
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GameConfig->SetValueForKey(key, value);
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}
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}
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// If the joystick is entirely at its defaults, delete this section
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// so that we don't write out a lone section header.
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if (GameConfig->SectionIsEmpty())
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{
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GameConfig->DeleteCurrentSection();
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}
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}
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}
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//===========================================================================
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//
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// Joy_RemoveDeadZone
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//
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//===========================================================================
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double Joy_RemoveDeadZone(double axisval, double deadzone, BYTE *buttons)
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{
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// Cancel out deadzone.
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if (fabs(axisval) < deadzone)
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{
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axisval = 0;
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*buttons = 0;
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}
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// Make the dead zone the new 0.
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else if (axisval < 0)
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{
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axisval = (axisval + deadzone) / (1.0 - deadzone);
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*buttons = 2; // button minus
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}
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else
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{
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axisval = (axisval - deadzone) / (1.0 - deadzone);
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*buttons = 1; // button plus
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}
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return axisval;
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}
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//===========================================================================
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//
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// Joy_GenerateButtonEvents
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//
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// Provided two bitmasks for a set of buttons, generates events to reflect
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// any changes from the old to new set, where base is the key for bit 0,
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// base+1 is the key for bit 1, etc.
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//
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//===========================================================================
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void Joy_GenerateButtonEvents(int oldbuttons, int newbuttons, int numbuttons, int base)
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{
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int changed = oldbuttons ^ newbuttons;
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if (changed != 0)
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{
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event_t ev = { 0 };
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int mask = 1;
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for (int j = 0; j < numbuttons; mask <<= 1, ++j)
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{
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if (changed & mask)
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{
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ev.data1 = base + j;
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ev.type = (newbuttons & mask) ? EV_KeyDown : EV_KeyUp;
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D_PostEvent(&ev);
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}
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}
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}
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}
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void Joy_GenerateButtonEvents(int oldbuttons, int newbuttons, int numbuttons, const int *keys)
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{
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int changed = oldbuttons ^ newbuttons;
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if (changed != 0)
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{
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event_t ev = { 0 };
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int mask = 1;
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for (int j = 0; j < numbuttons; mask <<= 1, ++j)
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{
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if (changed & mask)
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{
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ev.data1 = keys[j];
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ev.type = (newbuttons & mask) ? EV_KeyDown : EV_KeyUp;
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D_PostEvent(&ev);
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}
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}
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}
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}
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