raze-gles/source/common/platform/win32/i_dijoy.cpp

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/*
**
**
**---------------------------------------------------------------------------
** 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 ------------------------------------------------------------
#define WIN32_LEAN_AND_MEAN
#define DIRECTINPUT_VERSION 0x800
#include <windows.h>
#include <dinput.h>
#ifndef __GNUC__
#include <wbemidl.h>
#endif
#include <oleauto.h>
#include <malloc.h>
#include "i_input.h"
#include "d_eventbase.h"
#include "templates.h"
#include "gameconfigfile.h"
#include "cmdlib.h"
#include "v_text.h"
#include "m_argv.h"
#include "keydef.h"
#include "printf.h"
#define SAFE_RELEASE(x) { if (x != NULL) { x->Release(); x = NULL; } }
// WBEMIDL BITS -- because w32api doesn't have this, either -----------------
#ifdef __GNUC__
struct IWbemClassObject : public IUnknown
{
public:
virtual HRESULT __stdcall GetQualifierSet() = 0;
virtual HRESULT __stdcall Get(LPCWSTR wszName, long lFlags, VARIANT *pVal, long *pType, long *plFlavor) = 0;
virtual HRESULT __stdcall Put() = 0;
virtual HRESULT __stdcall Delete() = 0;
virtual HRESULT __stdcall GetNames() = 0;
virtual HRESULT __stdcall BeginEnumeration() = 0;
virtual HRESULT __stdcall Next() = 0;
virtual HRESULT __stdcall EndEnumeration() = 0;
virtual HRESULT __stdcall GetPropertyQualifierSet() = 0;
virtual HRESULT __stdcall Clone() = 0;
virtual HRESULT __stdcall GetObjectText() = 0;
virtual HRESULT __stdcall SpawnDerivedClass() = 0;
virtual HRESULT __stdcall SpawnInstance() = 0;
virtual HRESULT __stdcall CompareTo() = 0;
virtual HRESULT __stdcall GetPropertyOrigin() = 0;
virtual HRESULT __stdcall InheritsFrom() = 0;
virtual HRESULT __stdcall GetMethod() = 0;
virtual HRESULT __stdcall PutMethod() = 0;
virtual HRESULT __stdcall DeleteMethod() = 0;
virtual HRESULT __stdcall BeginMethodEnumeration() = 0;
virtual HRESULT __stdcall NextMethod() = 0;
virtual HRESULT __stdcall EndMethodEnumeration() = 0;
virtual HRESULT __stdcall GetMethodQualifierSet() = 0;
virtual HRESULT __stdcall GetMethodOrigin() = 0;
};
struct IEnumWbemClassObject : public IUnknown
{
public:
virtual HRESULT __stdcall Reset() = 0;
virtual HRESULT __stdcall Next(long lTimeout, ULONG uCount,
IWbemClassObject **apObjects, ULONG *puReturned) = 0;
virtual HRESULT __stdcall NextAsync() = 0;
virtual HRESULT __stdcall Clone() = 0;
virtual HRESULT __stdcall Skip(long lTimeout, ULONG nCount) = 0;
};
struct IWbemServices : public IUnknown
{
public:
virtual HRESULT __stdcall OpenNamespace() = 0;
virtual HRESULT __stdcall CancelAsyncCall() = 0;
virtual HRESULT __stdcall QueryObjectSink() = 0;
virtual HRESULT __stdcall GetObject() = 0;
virtual HRESULT __stdcall GetObjectAsync() = 0;
virtual HRESULT __stdcall PutClass() = 0;
virtual HRESULT __stdcall PutClassAsync() = 0;
virtual HRESULT __stdcall DeleteClass() = 0;
virtual HRESULT __stdcall DeleteClassAsync() = 0;
virtual HRESULT __stdcall CreateClassEnum() = 0;
virtual HRESULT __stdcall CreateClassEnumAsync() = 0;
virtual HRESULT __stdcall PutInstance() = 0;
virtual HRESULT __stdcall PutInstanceAsync() = 0;
virtual HRESULT __stdcall DeleteInstance() = 0;
virtual HRESULT __stdcall DeleteInstanceAsync() = 0;
virtual HRESULT __stdcall CreateInstanceEnum(
const BSTR strFilter, long lFlags, void *pCtx, IEnumWbemClassObject **ppEnum) = 0;
virtual HRESULT __stdcall CreateInstanceEnumAsync() = 0;
virtual HRESULT __stdcall ExecQuery() = 0;
virtual HRESULT __stdcall ExecQueryAsync() = 0;
virtual HRESULT __stdcall ExecNotificationQuery() = 0;
virtual HRESULT __stdcall ExecNotificationQueryAsync() = 0;
virtual HRESULT __stdcall ExecMethod() = 0;
virtual HRESULT __stdcall ExecMethodAsync() = 0;
};
struct IWbemLocator : public IUnknown
{
public:
virtual HRESULT __stdcall ConnectServer(
const BSTR strNetworkResource,
const BSTR strUser,
const BSTR strPassword,
const BSTR strLocale,
long lSecurityFlags,
const BSTR strAuthority,
void *pCtx,
IWbemServices **ppNamespace) = 0;
};
#endif
// MACROS ------------------------------------------------------------------
#define DEFAULT_DEADZONE 0.25f
// TYPES -------------------------------------------------------------------
class FDInputJoystick : public FInputDevice, IJoystickConfig
{
public:
FDInputJoystick(const GUID *instance, FString &name);
~FDInputJoystick();
bool GetDevice();
void ProcessInput();
void AddAxes(float axes[NUM_JOYAXIS]);
// IJoystickConfig interface
FString GetName();
float GetSensitivity();
virtual void SetSensitivity(float scale);
int GetNumAxes();
float GetAxisDeadZone(int axis);
EJoyAxis GetAxisMap(int axis);
const char *GetAxisName(int axis);
float GetAxisScale(int axis);
void SetAxisDeadZone(int axis, float deadzone);
void SetAxisMap(int axis, EJoyAxis gameaxis);
void SetAxisScale(int axis, float scale);
bool IsSensitivityDefault();
bool IsAxisDeadZoneDefault(int axis);
bool IsAxisMapDefault(int axis);
bool IsAxisScaleDefault(int axis);
void SetDefaultConfig();
FString GetIdentifier();
protected:
struct AxisInfo
{
FString Name;
GUID Guid;
DWORD Type;
DWORD Ofs;
LONG Min, Max;
float Value;
float DeadZone, DefaultDeadZone;
float Multiplier, DefaultMultiplier;
EJoyAxis GameAxis, DefaultGameAxis;
uint8_t ButtonValue;
};
struct ButtonInfo
{
FString Name;
GUID Guid;
DWORD Type;
DWORD Ofs;
uint8_t Value;
};
LPDIRECTINPUTDEVICE8 Device;
GUID Instance;
FString Name;
bool Marked;
float Multiplier;
int Warmup;
TArray<AxisInfo> Axes;
TArray<ButtonInfo> Buttons;
TArray<ButtonInfo> POVs;
DIOBJECTDATAFORMAT *Objects;
DIDATAFORMAT DataFormat;
static BOOL CALLBACK EnumObjectsCallback(LPCDIDEVICEOBJECTINSTANCE lpddoi, LPVOID pvRef);
void OrderAxes();
bool ReorderAxisPair(const GUID &x, const GUID &y, int pos);
HRESULT SetDataFormat();
friend class FDInputJoystickManager;
};
class FDInputJoystickManager : public FJoystickCollection
{
public:
FDInputJoystickManager();
~FDInputJoystickManager();
bool GetDevice();
void ProcessInput();
void AddAxes(float axes[NUM_JOYAXIS]);
void GetDevices(TArray<IJoystickConfig *> &sticks);
IJoystickConfig *Rescan();
protected:
struct Enumerator
{
GUID Instance;
FString Name;
};
struct EnumData
{
TArray<Enumerator> *All;
bool GenericDevices;
};
TArray<FDInputJoystick *> Devices;
FDInputJoystick *EnumDevices();
static BOOL CALLBACK EnumCallback(LPCDIDEVICEINSTANCE lpddi, LPVOID pvRef);
static int NameSort(const void *a, const void *b);
static bool IsXInputDevice(const GUID *guid);
};
// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
// EXTERNAL DATA DECLARATIONS ----------------------------------------------
extern LPDIRECTINPUT8 g_pdi;
extern HWND Window;
// PUBLIC DATA DEFINITIONS -------------------------------------------------
CUSTOM_CVAR(Bool, joy_dinput, true, CVAR_GLOBALCONFIG|CVAR_ARCHIVE|CVAR_NOINITCALL)
{
I_StartupDirectInputJoystick();
event_t ev = { EV_DeviceChange };
D_PostEvent(&ev);
}
// PRIVATE DATA DEFINITIONS ------------------------------------------------
static const uint8_t POVButtons[9] = { 0x01, 0x03, 0x02, 0x06, 0x04, 0x0C, 0x08, 0x09, 0x00 };
//("dc12a687-737f-11cf-884d-00aa004b2e24")
static const IID IID_IWbemLocator = { 0xdc12a687, 0x737f, 0x11cf,
{ 0x88, 0x4d, 0x00, 0xaa, 0x00, 0x4b, 0x2e, 0x24 } };
//("4590f811-1d3a-11d0-891f-00aa004b2e24")
static const CLSID CLSID_WbemLocator = { 0x4590f811, 0x1d3a, 0x11d0,
{ 0x89, 0x1f, 0x00, 0xaa, 0x00, 0x4b, 0x2e, 0x24 } };
// CODE --------------------------------------------------------------------
//===========================================================================
//
// FDInputJoystick - Constructor
//
//===========================================================================
FDInputJoystick::FDInputJoystick(const GUID *instance, FString &name)
{
Device = NULL;
DataFormat.rgodf = NULL;
Instance = *instance;
Name = name;
Marked = false;
}
//===========================================================================
//
// FDInputJoystick - Destructor
//
//===========================================================================
FDInputJoystick::~FDInputJoystick()
{
unsigned int i;
if (Device != NULL)
{
M_SaveJoystickConfig(this);
Device->Release();
Device = NULL;
}
if (DataFormat.rgodf != NULL)
{
delete[] DataFormat.rgodf;
}
// Send key ups before destroying this.
if (Axes.Size() == 1)
{
Joy_GenerateButtonEvents(Axes[0].ButtonValue, 0, 2, KEY_JOYAXIS1PLUS);
}
else if (Axes.Size() > 1)
{
Joy_GenerateButtonEvents(Axes[1].ButtonValue, 0, 4, KEY_JOYAXIS1PLUS);
for (i = 2; i < Axes.Size(); ++i)
{
Joy_GenerateButtonEvents(Axes[i].ButtonValue, 0, 2, KEY_JOYAXIS1PLUS + i*2);
}
}
for (i = 0; i < Buttons.Size(); ++i)
{
if (Buttons[i].Value)
{
event_t ev = { EV_KeyUp };
ev.data1 = KEY_FIRSTJOYBUTTON + i;
}
}
for (i = 0; i < POVs.Size(); ++i)
{
Joy_GenerateButtonEvents(POVs[i].Value, 0, 4, KEY_JOYPOV1_UP + i*4);
}
}
//===========================================================================
//
// FDInputJoystick :: GetDevice
//
//===========================================================================
bool FDInputJoystick::GetDevice()
{
HRESULT hr;
if (g_pdi == NULL)
{
return false;
}
hr = g_pdi->CreateDevice(Instance, &Device, NULL);
if (FAILED(hr) || Device == NULL)
{
return false;
}
hr = Device->EnumObjects(EnumObjectsCallback, this, DIDFT_ABSAXIS | DIDFT_BUTTON | DIDFT_POV);
OrderAxes();
hr = SetDataFormat();
if (FAILED(hr))
{
Printf(TEXTCOLOR_ORANGE "Setting data format for %s failed.\n", Name.GetChars());
return false;
}
hr = Device->SetCooperativeLevel(Window, DISCL_NONEXCLUSIVE | DISCL_FOREGROUND);
if (FAILED(hr))
{
Printf(TEXTCOLOR_ORANGE "Setting cooperative level for %s failed.\n", Name.GetChars());
return false;
}
Device->Acquire();
M_LoadJoystickConfig(this);
Warmup = 4;
return true;
}
//===========================================================================
//
// FDInputJoystick :: ProcessInput
//
// Send button events and record axes for later.
//
//===========================================================================
void FDInputJoystick::ProcessInput()
{
HRESULT hr;
uint8_t *state;
unsigned i;
event_t ev;
if (Device == NULL)
{
return;
}
hr = Device->Poll();
if (hr == DIERR_INPUTLOST || hr == DIERR_NOTACQUIRED)
{
hr = Device->Acquire();
}
if (FAILED(hr))
{
return;
}
state = (uint8_t *)alloca(DataFormat.dwDataSize);
hr = Device->GetDeviceState(DataFormat.dwDataSize, state);
if (FAILED(hr))
return;
// Some controllers send false values when they are first
// initialized, so give some time for them to get past that
// before we pay any attention to their state.
if (Warmup > 0)
{
Warmup--;
return;
}
// Convert axis values to floating point and save them for a later call
// to AddAxes(). Axes that are past their dead zone will also be translated
// into button presses.
for (i = 0; i < Axes.Size(); ++i)
{
AxisInfo *info = &Axes[i];
LONG value = *(LONG *)(state + info->Ofs);
double axisval;
uint8_t buttonstate = 0;
// Scale to [-1.0, 1.0]
axisval = (value - info->Min) * 2.0 / (info->Max - info->Min) - 1.0;
// Cancel out dead zone
axisval = Joy_RemoveDeadZone(axisval, info->DeadZone, &buttonstate);
info->Value = float(axisval);
if (i < NUM_JOYAXISBUTTONS && (i > 2 || Axes.Size() == 1))
{
Joy_GenerateButtonEvents(info->ButtonValue, buttonstate, 2, KEY_JOYAXIS1PLUS + i*2);
}
else if (i == 1)
{
// Since we sorted the axes, we know that the first two are definitely X and Y.
// They are probably a single stick, so use angular position to determine buttons.
buttonstate = Joy_XYAxesToButtons(Axes[0].Value, axisval);
Joy_GenerateButtonEvents(info->ButtonValue, buttonstate, 4, KEY_JOYAXIS1PLUS);
}
info->ButtonValue = buttonstate;
}
// Compare button states and generate events for buttons that have changed.
memset(&ev, 0, sizeof(ev));
for (i = 0; i < Buttons.Size(); ++i)
{
ButtonInfo *info = &Buttons[i];
uint8_t newstate = *(uint8_t *)(state + info->Ofs) & 0x80;
if (newstate != info->Value)
{
info->Value = newstate;
ev.data1 = KEY_FIRSTJOYBUTTON + i;
ev.type = (newstate != 0) ? EV_KeyDown : EV_KeyUp;
D_PostEvent(&ev);
}
}
// POV hats are treated as a set of four buttons, because if it's a
// D-pad, that's exactly what it is.
for (i = 0; i < POVs.Size(); ++i)
{
ButtonInfo *info = &POVs[i];
DWORD povangle = *(DWORD *)(state + info->Ofs);
int pov;
// Smoosh POV angles down into octants. 8 is centered.
pov = (LOWORD(povangle) == 0xFFFF) ? 8 : ((povangle + 2250) % 36000) / 4500;
// Convert octant to one or two buttons needed to represent it.
pov = POVButtons[pov];
// Send events for POV "buttons" that have changed.
Joy_GenerateButtonEvents(info->Value, pov, 4, KEY_JOYPOV1_UP + i*4);
info->Value = pov;
}
}
//===========================================================================
//
// FDInputJoystick :: AddAxes
//
// Add the values of each axis to the game axes.
//
//===========================================================================
void FDInputJoystick::AddAxes(float axes[NUM_JOYAXIS])
{
for (unsigned i = 0; i < Axes.Size(); ++i)
{
// Add to the game axis.
axes[Axes[i].GameAxis] -= float(Axes[i].Value * Multiplier * Axes[i].Multiplier);
}
}
//===========================================================================
//
// FDInputJoystick :: EnumObjectsCallback STATIC
//
// Finds all axes, buttons, and hats on the controller.
//
//===========================================================================
BOOL CALLBACK FDInputJoystick::EnumObjectsCallback(LPCDIDEVICEOBJECTINSTANCE lpddoi, LPVOID pvRef)
{
FDInputJoystick *joy = (FDInputJoystick *)pvRef;
if (lpddoi->guidType == GUID_Button)
{
ButtonInfo info;
info.Name = lpddoi->tszName;
info.Guid = lpddoi->guidType;
info.Type = lpddoi->dwType;
info.Ofs = 0;
info.Value = 0;
// We don't have the key labels necessary to support more than 128
// joystick buttons. This is what DIJOYSTATE2 offers, so we
// probably don't need to worry about any devices with more than
// that.
if (joy->Buttons.Size() < 128)
{
joy->Buttons.Push(info);
}
}
else if (lpddoi->guidType == GUID_POV)
{
ButtonInfo info;
info.Name = lpddoi->tszName;
info.Guid = lpddoi->guidType;
info.Type = lpddoi->dwType;
info.Ofs = 0;
info.Value = 0;
// We don't have the key labels necessary to support more than 4
// hats. I don't know any devices with more than 1, and the
// standard DirectInput DIJOYSTATE does not support more than 4
// hats either, so this is probably a non-issue.
if (joy->POVs.Size() < 4)
{
joy->POVs.Push(info);
}
}
else
if (lpddoi->guidType == GUID_XAxis ||
lpddoi->guidType == GUID_YAxis ||
lpddoi->guidType == GUID_ZAxis ||
lpddoi->guidType == GUID_RxAxis ||
lpddoi->guidType == GUID_RyAxis ||
lpddoi->guidType == GUID_RzAxis ||
lpddoi->guidType == GUID_Slider)
{
DIPROPRANGE diprg;
AxisInfo info;
diprg.diph.dwSize = sizeof(DIPROPRANGE);
diprg.diph.dwHeaderSize = sizeof(DIPROPHEADER);
diprg.diph.dwObj = lpddoi->dwType;
diprg.diph.dwHow = DIPH_BYID;
diprg.lMin = 0;
diprg.lMax = 0;
joy->Device->GetProperty(DIPROP_RANGE, &diprg.diph);
info.Name = lpddoi->tszName;
info.Guid = lpddoi->guidType;
info.Type = lpddoi->dwType;
info.Ofs = 0;
info.Min = diprg.lMin;
info.Max = diprg.lMax;
info.GameAxis = JOYAXIS_None;
info.Value = 0;
info.ButtonValue = 0;
joy->Axes.Push(info);
}
return DIENUM_CONTINUE;
}
//===========================================================================
//
// FDInputJoystick :: OrderAxes
//
// Try to put the axes in some sort of sane order. X and Y axes are pretty
// much standard. Unfortunately, the rest are entirely up to the
// manufacturers to decide how they want to assign them.
//
//===========================================================================
void FDInputJoystick::OrderAxes()
{
// Make X,Y the first pair.
if (!ReorderAxisPair(GUID_XAxis, GUID_YAxis, 0))
{
return;
}
// The second pair is either Rx,Ry or Rz,Z, depending on what we have
if (!ReorderAxisPair(GUID_RxAxis, GUID_RyAxis, 2))
{
ReorderAxisPair(GUID_RzAxis, GUID_ZAxis, 2);
}
}
bool FDInputJoystick::ReorderAxisPair(const GUID &xid, const GUID &yid, int pos)
{
unsigned i;
int x, y;
// Find each axis.
x = -1;
y = -1;
for (i = 0; i < Axes.Size(); ++i)
{
if (x < 0 && Axes[i].Guid == xid)
{
x = i;
}
else if (y < 0 && Axes[i].Guid == yid)
{
y = i;
}
}
// If we don't have both X and Y axes, do nothing.
if (x < 0 || y < 0)
{
return false;
}
if (x == pos + 1 && y == pos)
{ // Xbox 360 Controllers return them in this order.
std::swap(Axes[pos], Axes[pos + 1]);
}
else if (x != pos || y != pos + 1)
{
AxisInfo xinfo = Axes[x], yinfo = Axes[y];
Axes.Delete(x);
if (x < y)
{
y--;
}
Axes.Delete(y);
Axes.Insert(pos, xinfo);
Axes.Insert(pos + 1, yinfo);
}
return true;
}
//===========================================================================
//
// FDInputJoystick :: SetDataFormat
//
// Using the objects we previously enumerated, construct a data format
// structure for DirectInput to use for this device. We could use the
// predefined c_dfDIJoystick2, except that we would have no way of knowing
// which axis mapped to a certain point in the structure if there is more
// than one of a particular type of axis. The dwOfs member of
// DIDEVICEOBJECTINSTANCE is practically useless, because it describes the
// offset of the object in the device's native data format, and not
// the offset in something we can actually use.
//
//===========================================================================
HRESULT FDInputJoystick::SetDataFormat()
{
DIOBJECTDATAFORMAT *objects;
DWORD numobjs;
DWORD nextofs;
unsigned i;
objects = new DIOBJECTDATAFORMAT[Axes.Size() + POVs.Size() + Buttons.Size()];
numobjs = nextofs = 0;
// Add all axes
for (i = 0; i < Axes.Size(); ++i)
{
objects[i].pguid = &Axes[i].Guid;
objects[i].dwOfs = Axes[i].Ofs = nextofs;
objects[i].dwType = Axes[i].Type;
objects[i].dwFlags = 0;
nextofs += sizeof(LONG);
}
numobjs = i;
// Add all POVs
for (i = 0; i < POVs.Size(); ++i)
{
objects[numobjs + i].pguid = &POVs[i].Guid;
objects[numobjs + i].dwOfs = POVs[i].Ofs = nextofs;
objects[numobjs + i].dwType = POVs[i].Type;
objects[numobjs + i].dwFlags = 0;
nextofs += sizeof(DWORD);
}
numobjs += i;
// Add all buttons
for (i = 0; i < Buttons.Size(); ++i)
{
objects[numobjs + i].pguid = &Buttons[i].Guid;
objects[numobjs + i].dwOfs = Buttons[i].Ofs = nextofs;
objects[numobjs + i].dwType = Buttons[i].Type;
objects[numobjs + i].dwFlags = 0;
nextofs += sizeof(uint8_t);
}
numobjs += i;
// Set format
DataFormat.dwSize = sizeof(DIDATAFORMAT);
DataFormat.dwObjSize = sizeof(DIOBJECTDATAFORMAT);
DataFormat.dwFlags = DIDF_ABSAXIS;
DataFormat.dwDataSize = (nextofs + 3) & ~3; // Round to the nearest multiple of 4.
DataFormat.dwNumObjs = numobjs;
DataFormat.rgodf = objects;
return Device->SetDataFormat(&DataFormat);
}
//===========================================================================
//
// FDInputJoystick :: GetIdentifier
//
//===========================================================================
FString FDInputJoystick::GetIdentifier()
{
char id[48];
id[0] = 'D'; id[1] = 'I'; id[2] = ':';
FormatGUID(id + 3, countof(id) - 3, Instance);
return id;
}
//===========================================================================
//
// FDInputJoystick :: SetDefaultConfig
//
// Try for a reasonable default axis configuration.
//
//===========================================================================
void FDInputJoystick::SetDefaultConfig()
{
unsigned i;
Multiplier = 1;
for (i = 0; i < Axes.Size(); ++i)
{
Axes[i].DeadZone = DEFAULT_DEADZONE;
Axes[i].Multiplier = 1;
Axes[i].GameAxis = JOYAXIS_None;
}
// Triggers on a 360 controller have a much smaller deadzone.
if (Axes.Size() == 5 && Axes[4].Guid == GUID_ZAxis)
{
Axes[4].DeadZone = 30 / 256.f;
}
// Two axes? Horizontal is yaw and vertical is forward.
if (Axes.Size() == 2)
{
Axes[0].GameAxis = JOYAXIS_Yaw;
Axes[1].GameAxis = JOYAXIS_Forward;
}
// Three axes? First two are movement, third is yaw.
else if (Axes.Size() >= 3)
{
Axes[0].GameAxis = JOYAXIS_Side;
Axes[1].GameAxis = JOYAXIS_Forward;
Axes[2].GameAxis = JOYAXIS_Yaw;
// Four axes? First two are movement, last two are looking around.
if (Axes.Size() >= 4)
{
Axes[3].GameAxis = JOYAXIS_Pitch; Axes[3].Multiplier = 0.75f;
// Five axes? Use the fifth one for moving up and down.
if (Axes.Size() >= 5)
{
Axes[4].GameAxis = JOYAXIS_Up;
}
}
}
// If there is only one axis, then we make no assumptions about how
// the user might want to use it.
// Preserve defaults for config saving.
for (i = 0; i < Axes.Size(); ++i)
{
Axes[i].DefaultDeadZone = Axes[i].DeadZone;
Axes[i].DefaultMultiplier = Axes[i].Multiplier;
Axes[i].DefaultGameAxis = Axes[i].GameAxis;
}
}
//===========================================================================
//
// FDInputJoystick :: GetName
//
//===========================================================================
FString FDInputJoystick::GetName()
{
return Name;
}
//===========================================================================
//
// FDInputJoystick :: GetSensitivity
//
//===========================================================================
float FDInputJoystick::GetSensitivity()
{
return Multiplier;
}
//===========================================================================
//
// FDInputJoystick :: SetSensitivity
//
//===========================================================================
void FDInputJoystick::SetSensitivity(float scale)
{
Multiplier = scale;
}
//===========================================================================
//
// FDInputJoystick :: IsSensitivityDefault
//
//===========================================================================
bool FDInputJoystick::IsSensitivityDefault()
{
return Multiplier == 1;
}
//===========================================================================
//
// FDInputJoystick :: GetNumAxes
//
//===========================================================================
int FDInputJoystick::GetNumAxes()
{
return (int)Axes.Size();
}
//===========================================================================
//
// FDInputJoystick :: GetAxisDeadZone
//
//===========================================================================
float FDInputJoystick::GetAxisDeadZone(int axis)
{
if (unsigned(axis) >= Axes.Size())
{
return 0;
}
return Axes[axis].DeadZone;
}
//===========================================================================
//
// FDInputJoystick :: GetAxisMap
//
//===========================================================================
EJoyAxis FDInputJoystick::GetAxisMap(int axis)
{
if (unsigned(axis) >= Axes.Size())
{
return JOYAXIS_None;
}
return Axes[axis].GameAxis;
}
//===========================================================================
//
// FDInputJoystick :: GetAxisName
//
//===========================================================================
const char *FDInputJoystick::GetAxisName(int axis)
{
if (unsigned(axis) < Axes.Size())
{
return Axes[axis].Name;
}
return "Invalid";
}
//===========================================================================
//
// FDInputJoystick :: GetAxisScale
//
//===========================================================================
float FDInputJoystick::GetAxisScale(int axis)
{
if (unsigned(axis) >= Axes.Size())
{
return 0;
}
return Axes[axis].Multiplier;
}
//===========================================================================
//
// FDInputJoystick :: SetAxisDeadZone
//
//===========================================================================
void FDInputJoystick::SetAxisDeadZone(int axis, float deadzone)
{
if (unsigned(axis) < Axes.Size())
{
Axes[axis].DeadZone = clamp(deadzone, 0.f, 1.f);
}
}
//===========================================================================
//
// FDInputJoystick :: SetAxisMap
//
//===========================================================================
void FDInputJoystick::SetAxisMap(int axis, EJoyAxis gameaxis)
{
if (unsigned(axis) < Axes.Size())
{
Axes[axis].GameAxis = (unsigned(gameaxis) < NUM_JOYAXIS) ? gameaxis : JOYAXIS_None;
}
}
//===========================================================================
//
// FDInputJoystick :: SetAxisScale
//
//===========================================================================
void FDInputJoystick::SetAxisScale(int axis, float scale)
{
if (unsigned(axis) < Axes.Size())
{
Axes[axis].Multiplier = scale;
}
}
//===========================================================================
//
// FDInputJoystick :: IsAxisDeadZoneDefault
//
//===========================================================================
bool FDInputJoystick::IsAxisDeadZoneDefault(int axis)
{
if (unsigned(axis) < Axes.Size())
{
return Axes[axis].DeadZone == Axes[axis].DefaultDeadZone;
}
return true;
}
//===========================================================================
//
// FDInputJoystick :: IsAxisScaleDefault
//
//===========================================================================
bool FDInputJoystick::IsAxisScaleDefault(int axis)
{
if (unsigned(axis) < Axes.Size())
{
return Axes[axis].Multiplier == Axes[axis].DefaultMultiplier;
}
return true;
}
//===========================================================================
//
// FDInputJoystick :: IsAxisMapDefault
//
//===========================================================================
bool FDInputJoystick::IsAxisMapDefault(int axis)
{
if (unsigned(axis) < Axes.Size())
{
return Axes[axis].GameAxis == Axes[axis].DefaultGameAxis;
}
return true;
}
//===========================================================================
//
// FDInputJoystickManager - Constructor
//
//===========================================================================
FDInputJoystickManager::FDInputJoystickManager()
{
}
//===========================================================================
//
// FDInputJoystickManager - Destructor
//
//===========================================================================
FDInputJoystickManager::~FDInputJoystickManager()
{
for (unsigned i = 0; i < Devices.Size(); ++i)
{
delete Devices[i];
}
}
//===========================================================================
//
// FDInputJoystickManager :: GetDevice
//
//===========================================================================
bool FDInputJoystickManager::GetDevice()
{
if (g_pdi == NULL)
{
return false;
}
EnumDevices();
return true;
}
//===========================================================================
//
// FDInputJoystickManager :: ProcessInput
//
// Process input for every attached device.
//
//===========================================================================
void FDInputJoystickManager::ProcessInput()
{
for (unsigned i = 0; i < Devices.Size(); ++i)
{
if (Devices[i] != NULL)
{
Devices[i]->ProcessInput();
}
}
}
//===========================================================================
//
// FDInputJoystickManager :: AddAxes
//
// Adds the state of all attached device axes to the passed array.
//
//===========================================================================
void FDInputJoystickManager :: AddAxes(float axes[NUM_JOYAXIS])
{
for (unsigned i = 0; i < Devices.Size(); ++i)
{
Devices[i]->AddAxes(axes);
}
}
//===========================================================================
//
// FDInputJoystickManager :: GetDevices
//
// Adds the IJoystick interfaces for each device we created to the sticks
// array.
//
//===========================================================================
void FDInputJoystickManager::GetDevices(TArray<IJoystickConfig *> &sticks)
{
for (unsigned i = 0; i < Devices.Size(); ++i)
{
sticks.Push(Devices[i]);
}
}
//===========================================================================
//
// FDInputJoystickManager :: EnumCallback STATIC
//
// Adds each DirectInput game controller to a TArray.
//
//===========================================================================
BOOL CALLBACK FDInputJoystickManager::EnumCallback(LPCDIDEVICEINSTANCE lpddi, LPVOID pvRef)
{
EnumData *data = (EnumData *)pvRef;
// Special check for the Microsoft SideWinder Strategic Commander,
// which for some odd reason reports itself as a generic device and
// not a game controller.
if (data->GenericDevices && lpddi->guidProduct.Data1 != MAKELONG(0x45e, 0x0033))
{
return DIENUM_CONTINUE;
}
// Do not add PS2 adapters if Raw PS2 Input was initialized.
// Do not add XInput devices if XInput was initialized.
if ((JoyDevices[INPUT_RawPS2] == NULL || !I_IsPS2Adapter(lpddi->guidProduct.Data1)) &&
(JoyDevices[INPUT_XInput] == NULL || !IsXInputDevice(&lpddi->guidProduct)))
{
Enumerator thisone;
thisone.Instance = lpddi->guidInstance;
thisone.Name = lpddi->tszInstanceName;
data->All->Push(thisone);
}
return DIENUM_CONTINUE;
}
//===========================================================================
//
// FDInputJoystickManager :: IsXInputDeviceFast STATIC
//
// The theory of operation is the same as for IsXInputDeviceSlow, except that
// we use the Raw Input device list to find the device ID instead of WMI.
// This generally takes ~0.02 ms on my machine, though it occasionally spikes
// at over 1 ms. Either way, it is a huge order of magnitude faster than WMI.
// (around 10,000 times faster, in fact!)
//
//===========================================================================
bool FDInputJoystickManager::IsXInputDevice(const GUID *guid)
{
UINT nDevices, numDevices;
RAWINPUTDEVICELIST *devices;
UINT i;
bool isxinput = false;
if (GetRawInputDeviceList(NULL, &nDevices, sizeof(RAWINPUTDEVICELIST)) != 0)
{
return false;
}
if ((devices = (RAWINPUTDEVICELIST *)malloc(sizeof(RAWINPUTDEVICELIST) * nDevices)) == NULL)
{
return false;
}
if ((numDevices = GetRawInputDeviceList(devices, &nDevices, sizeof(RAWINPUTDEVICELIST))) == (UINT)-1)
{
free(devices);
return false;
}
for (i = 0; i < numDevices; ++i)
{
// I am making the assumption here that all possible XInput devices
// will report themselves as generic HID devices and not as keyboards
// or mice.
if (devices[i].dwType == RIM_TYPEHID)
{
RID_DEVICE_INFO rdi;
UINT cbSize;
cbSize = rdi.cbSize = sizeof(rdi);
if ((INT)GetRawInputDeviceInfoA(devices[i].hDevice, RIDI_DEVICEINFO, &rdi, &cbSize) >= 0)
{
if(MAKELONG(rdi.hid.dwVendorId, rdi.hid.dwProductId) == (LONG)guid->Data1)
{
char name[256];
UINT namelen = countof(name);
UINT reslen;
reslen = GetRawInputDeviceInfoA(devices[i].hDevice, RIDI_DEVICENAME, name, &namelen);
if (reslen != (UINT)-1)
{
isxinput = (strstr(name, "IG_") != NULL);
break;
}
}
}
}
}
free(devices);
return isxinput;
}
//===========================================================================
//
// FDInputJoystickManager :: NameSort STATIC
//
//===========================================================================
int FDInputJoystickManager::NameSort(const void *a, const void *b)
{
const Enumerator *ea = (const Enumerator *)a;
const Enumerator *eb = (const Enumerator *)b;
int lex = ea->Name.Compare(eb->Name);
if (lex == 0)
{
return memcmp(&ea->Instance, &eb->Instance, sizeof(GUID));
}
return lex;
}
//===========================================================================
//
// FDInputJoystickManager :: EnumDevices
//
// Find out what DirectInput game controllers are on the system and create
// FDInputJoystick objects for them. May return a pointer to the first new
// device found.
//
//===========================================================================
FDInputJoystick *FDInputJoystickManager::EnumDevices()
{
FDInputJoystick *newone = NULL;
TArray<Enumerator> controllers;
EnumData data;
unsigned i, j, k;
// Find all game controllers
data.All = &controllers;
data.GenericDevices = false;
g_pdi->EnumDevices(DI8DEVCLASS_GAMECTRL, EnumCallback, &data, DIEDFL_ALLDEVICES);
// Again, just for the Strategic Commander
data.GenericDevices = true;
g_pdi->EnumDevices(DI8DEVCLASS_DEVICE, EnumCallback, &data, DIEDFL_ALLDEVICES);
// Sort by name so that devices with duplicate names can have numbers appended.
qsort(&controllers[0], controllers.Size(), sizeof(Enumerator), NameSort);
for (i = 1; i < controllers.Size(); ++i)
{
// Does this device have the same name as the previous one? If so, how
// many more have the same name?
for (j = i; j < controllers.Size(); ++j)
{
if (controllers[j-1].Name.Compare(controllers[j].Name) != 0)
break;
}
// j is one past the last duplicate name.
if (j > i)
{
// Append numbers.
for (k = i - 1; k < j; ++k)
{
controllers[k].Name.AppendFormat(" #%d", k - i + 2);
}
}
}
// Compare the new list of devices with the one we previously instantiated.
// Every device we currently hold is marked 0. Then scan through the new
// list and try to find it there, if it's found, it is marked 1. At the end
// of this, devices marked 1 existed before and are left alone. Devices
// marked 0 are no longer present and should be destroyed. If a device is
// present in the new list that we have not yet instantiated, we
// instantiate it now.
for (j = 0; j < Devices.Size(); ++j)
{
Devices[j]->Marked = false;
}
for (i = 0; i < controllers.Size(); ++i)
{
GUID *lookfor = &controllers[i].Instance;
for (j = 0; j < Devices.Size(); ++j)
{
if (Devices[j]->Instance == *lookfor)
{
Devices[j]->Marked = true;
break;
}
}
if (j == Devices.Size())
{ // Not found. Add it.
FDInputJoystick *device = new FDInputJoystick(lookfor, controllers[i].Name);
if (!device->GetDevice())
{
delete device;
}
else
{
device->Marked = true;
Devices.Push(device);
if (newone == NULL)
{
newone = device;
}
}
}
}
// Remove detached devices and avoid holes in the list.
for (i = j = 0; j < Devices.Size(); ++j)
{
if (!Devices[j]->Marked)
{
delete Devices[j];
}
else
{
if (i != j)
{
Devices[i] = Devices[j];
}
++i;
}
}
Devices.Resize(i);
return newone;
}
//===========================================================================
//
// FDInputJoystickManager :: Rescan
//
// Used by the joy_ps2raw and joy_xinput callbacks to rescan the
// DirectInput devices, since their presence or absence can affect the
// results of the scan.
//
//===========================================================================
IJoystickConfig *FDInputJoystickManager::Rescan()
{
return EnumDevices();
}
//===========================================================================
//
// I_StartupDirectInputJoystick
//
//===========================================================================
void I_StartupDirectInputJoystick()
{
if (!joy_dinput || !use_joystick || Args->CheckParm("-nojoy"))
{
if (JoyDevices[INPUT_DIJoy] != NULL)
{
delete JoyDevices[INPUT_DIJoy];
JoyDevices[INPUT_DIJoy] = NULL;
UpdateJoystickMenu(NULL);
}
}
else
{
if (JoyDevices[INPUT_DIJoy] == NULL)
{
FJoystickCollection *joys = new FDInputJoystickManager;
if (joys->GetDevice())
{
JoyDevices[INPUT_DIJoy] = joys;
}
}
}
}