mirror of
https://github.com/ZDoom/raze-gles.git
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332 lines
9.6 KiB
C++
332 lines
9.6 KiB
C++
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/*
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**
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**
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**---------------------------------------------------------------------------
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** Copyright 2005-2016 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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// HEADER FILES ------------------------------------------------------------
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#include <math.h>
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#include "vectors.h"
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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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#if 0
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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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#endif
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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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#if 0//def _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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// Bits 0 is X+, 1 is X-, 2 is Y+, and 3 is Y-.
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static uint8_t JoyAngleButtons[8] = { 1, 1+4, 4, 2+4, 2, 2+8, 8, 1+8 };
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// CODE --------------------------------------------------------------------
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//==========================================================================
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//
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// IJoystickConfig - Virtual Destructor
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//
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//==========================================================================
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IJoystickConfig::~IJoystickConfig()
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{
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}
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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 = snprintf(key, countof(key), "Axis%u", i);
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snprintf(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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snprintf(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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snprintf(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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snprintf(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 = snprintf(key, countof(key), "Axis%u", i);
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if (!joy->IsAxisDeadZoneDefault(i))
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{
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snprintf(key + axislen, countof(key) - axislen, "deadzone");
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snprintf(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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snprintf(key + axislen, countof(key) - axislen, "scale");
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snprintf(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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snprintf(key + axislen, countof(key) - axislen, "map");
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snprintf(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, uint8_t *buttons)
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{
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uint8_t butt;
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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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butt = 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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butt = 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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butt = 1; // button plus
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}
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if (buttons != NULL)
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{
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*buttons = butt;
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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_XYAxesToButtons
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//
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// Given two axes, returns a button set for them. They should have already
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// been sent through Joy_RemoveDeadZone. For axes that share the same
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// physical stick, the angle the stick forms should determine whether or
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// not the four component buttons are present. Going by deadzone alone gives
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// you huge areas where you have to buttons pressed and thin strips where
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// you only have one button pressed. For DirectInput gamepads, there is
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// not much standard for how the right stick is presented, so we can only
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// do this for the left stick for those, since X and Y axes are pretty
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// standard. For XInput and Raw PS2 controllers, both sticks are processed
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// through here.
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//
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//===========================================================================
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int Joy_XYAxesToButtons(double x, double y)
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{
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if (x == 0 && y == 0)
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{
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return 0;
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}
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double rad = atan2(y, x);
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if (rad < 0)
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{
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rad += 2*pi::pi();
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}
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// The circle is divided into eight segments for corresponding
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// button combinations. Each segment is pi/4 radians wide. We offset
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// by half this so that the segments are centered around the ideal lines
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// their buttons represent instead of being right on the lines.
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rad += pi::pi()/8; // Offset
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rad *= 4/pi::pi(); // Convert range from [0,2pi) to [0,8)
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return JoyAngleButtons[int(rad) & 7];
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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, 0, 0, 0, 0, 0, 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, 0, 0, 0, 0, 0, 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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