mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-11 23:32:02 +00:00
296 lines
8 KiB
C++
296 lines
8 KiB
C++
// HEADER FILES ------------------------------------------------------------
|
|
|
|
#include <math.h>
|
|
#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 BYTE 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, BYTE *buttons)
|
|
{
|
|
BYTE 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);
|
|
}
|
|
}
|
|
}
|
|
}
|