mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-06 04:52:16 +00:00
1b9a2f5932
This needs to be replaced with the game independent ZDoom version and hooked up properly, but it of low priority because it's a multiplayer only feature.
342 lines
8.1 KiB
C++
342 lines
8.1 KiB
C++
/*
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** i_joystick.cpp
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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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#include <SDL.h>
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#include "basics.h"
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#include "templates.h"
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#include "m_joy.h"
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#include "keydef.h"
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// Very small deadzone so that floating point magic doesn't happen
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#define MIN_DEADZONE 0.000001f
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class SDLInputJoystick: public IJoystickConfig
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{
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public:
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SDLInputJoystick(int DeviceIndex) : DeviceIndex(DeviceIndex), Multiplier(1.0f)
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{
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Device = SDL_JoystickOpen(DeviceIndex);
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if(Device != NULL)
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{
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NumAxes = SDL_JoystickNumAxes(Device);
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NumHats = SDL_JoystickNumHats(Device);
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SetDefaultConfig();
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}
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}
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~SDLInputJoystick()
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{
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if(Device != NULL)
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M_SaveJoystickConfig(this);
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SDL_JoystickClose(Device);
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}
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bool IsValid() const
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{
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return Device != NULL;
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}
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FString GetName()
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{
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return SDL_JoystickName(Device);
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}
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float GetSensitivity()
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{
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return Multiplier;
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}
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void SetSensitivity(float scale)
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{
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Multiplier = scale;
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}
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int GetNumAxes()
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{
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return NumAxes + NumHats*2;
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}
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float GetAxisDeadZone(int axis)
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{
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return Axes[axis].DeadZone;
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}
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EJoyAxis GetAxisMap(int axis)
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{
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return Axes[axis].GameAxis;
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}
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const char *GetAxisName(int axis)
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{
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return Axes[axis].Name.GetChars();
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}
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float GetAxisScale(int axis)
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{
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return Axes[axis].Multiplier;
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}
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void SetAxisDeadZone(int axis, float zone)
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{
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Axes[axis].DeadZone = clamp(zone, MIN_DEADZONE, 1.f);
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}
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void SetAxisMap(int axis, EJoyAxis gameaxis)
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{
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Axes[axis].GameAxis = gameaxis;
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}
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void SetAxisScale(int axis, float scale)
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{
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Axes[axis].Multiplier = scale;
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}
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// Used by the saver to not save properties that are at their defaults.
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bool IsSensitivityDefault()
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{
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return Multiplier == 1.0f;
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}
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bool IsAxisDeadZoneDefault(int axis)
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{
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return Axes[axis].DeadZone <= MIN_DEADZONE;
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}
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bool IsAxisMapDefault(int axis)
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{
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if(axis >= 5)
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return Axes[axis].GameAxis == JOYAXIS_None;
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return Axes[axis].GameAxis == DefaultAxes[axis];
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}
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bool IsAxisScaleDefault(int axis)
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{
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return Axes[axis].Multiplier == 1.0f;
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}
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void SetDefaultConfig()
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{
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for(int i = 0;i < GetNumAxes();i++)
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{
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AxisInfo info;
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if(i < NumAxes)
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info.Name.Format("Axis %d", i+1);
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else
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info.Name.Format("Hat %d (%c)", (i-NumAxes)/2 + 1, (i-NumAxes)%2 == 0 ? 'x' : 'y');
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info.DeadZone = MIN_DEADZONE;
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info.Multiplier = 1.0f;
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info.Value = 0.0;
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info.ButtonValue = 0;
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if(i >= 5)
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info.GameAxis = JOYAXIS_None;
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else
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info.GameAxis = DefaultAxes[i];
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Axes.Push(info);
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}
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}
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FString GetIdentifier()
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{
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char id[16];
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snprintf(id, countof(id), "JS:%d", DeviceIndex);
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return id;
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}
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void AddAxes(float axes[NUM_JOYAXIS])
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{
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// Add to game axes.
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for (int i = 0; i < GetNumAxes(); ++i)
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{
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if(Axes[i].GameAxis != JOYAXIS_None)
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axes[Axes[i].GameAxis] -= float(Axes[i].Value * Multiplier * Axes[i].Multiplier);
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}
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}
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void ProcessInput()
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{
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uint8_t buttonstate;
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for (int i = 0; i < NumAxes; ++i)
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{
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buttonstate = 0;
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Axes[i].Value = SDL_JoystickGetAxis(Device, i)/32767.0;
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Axes[i].Value = Joy_RemoveDeadZone(Axes[i].Value, Axes[i].DeadZone, &buttonstate);
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// Map button to axis
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// X and Y are handled differently so if we have 2 or more axes then we'll use that code instead.
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if (NumAxes == 1 || (i >= 2 && i < NUM_JOYAXISBUTTONS))
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{
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Joy_GenerateButtonEvents(Axes[i].ButtonValue, buttonstate, 2, KEY_JOYAXIS1PLUS + i*2);
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Axes[i].ButtonValue = buttonstate;
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}
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}
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if(NumAxes > 1)
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{
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buttonstate = Joy_XYAxesToButtons(Axes[0].Value, Axes[1].Value);
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Joy_GenerateButtonEvents(Axes[0].ButtonValue, buttonstate, 4, KEY_JOYAXIS1PLUS);
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Axes[0].ButtonValue = buttonstate;
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}
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// Map POV hats to buttons and axes. Why axes? Well apparently I have
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// a gamepad where the left control stick is a POV hat (instead of the
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// d-pad like you would expect, no that's pressure sensitive). Also
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// KDE's joystick dialog maps them to axes as well.
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for (int i = 0; i < NumHats; ++i)
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{
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AxisInfo &x = Axes[NumAxes + i*2];
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AxisInfo &y = Axes[NumAxes + i*2 + 1];
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buttonstate = SDL_JoystickGetHat(Device, i);
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// If we're going to assume that we can pass SDL's value into
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// Joy_GenerateButtonEvents then we might as well assume the format here.
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if(buttonstate & 0x1) // Up
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y.Value = -1.0;
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else if(buttonstate & 0x4) // Down
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y.Value = 1.0;
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else
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y.Value = 0.0;
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if(buttonstate & 0x2) // Left
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x.Value = 1.0;
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else if(buttonstate & 0x8) // Right
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x.Value = -1.0;
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else
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x.Value = 0.0;
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if(i < 4)
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{
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Joy_GenerateButtonEvents(x.ButtonValue, buttonstate, 4, KEY_JOYPOV1_UP + i*4);
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x.ButtonValue = buttonstate;
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}
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}
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}
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protected:
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struct AxisInfo
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{
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FString Name;
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float DeadZone;
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float Multiplier;
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EJoyAxis GameAxis;
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double Value;
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uint8_t ButtonValue;
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};
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static const EJoyAxis DefaultAxes[5];
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int DeviceIndex;
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SDL_Joystick *Device;
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float Multiplier;
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TArray<AxisInfo> Axes;
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int NumAxes;
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int NumHats;
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};
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const EJoyAxis SDLInputJoystick::DefaultAxes[5] = {JOYAXIS_Side, JOYAXIS_Forward, JOYAXIS_Pitch, JOYAXIS_Yaw, JOYAXIS_Up};
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class SDLInputJoystickManager
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{
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public:
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SDLInputJoystickManager()
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{
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for(int i = 0;i < SDL_NumJoysticks();i++)
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{
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SDLInputJoystick *device = new SDLInputJoystick(i);
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if(device->IsValid())
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Joysticks.Push(device);
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else
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delete device;
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}
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}
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~SDLInputJoystickManager()
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{
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for(unsigned int i = 0;i < Joysticks.Size();i++)
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delete Joysticks[i];
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}
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void AddAxes(float axes[NUM_JOYAXIS])
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{
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for(unsigned int i = 0;i < Joysticks.Size();i++)
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Joysticks[i]->AddAxes(axes);
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}
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void GetDevices(TArray<IJoystickConfig *> &sticks)
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{
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for(unsigned int i = 0;i < Joysticks.Size();i++)
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{
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M_LoadJoystickConfig(Joysticks[i]);
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sticks.Push(Joysticks[i]);
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}
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}
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void ProcessInput() const
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{
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for(unsigned int i = 0;i < Joysticks.Size();++i)
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Joysticks[i]->ProcessInput();
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}
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protected:
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TArray<SDLInputJoystick *> Joysticks;
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};
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static SDLInputJoystickManager *JoystickManager;
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void I_StartupJoysticks()
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{
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if(SDL_InitSubSystem(SDL_INIT_JOYSTICK) >= 0)
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JoystickManager = new SDLInputJoystickManager();
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}
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void I_ShutdownInput()
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{
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if(JoystickManager)
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{
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delete JoystickManager;
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SDL_QuitSubSystem(SDL_INIT_JOYSTICK);
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}
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}
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void I_GetJoysticks(TArray<IJoystickConfig *> &sticks)
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{
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sticks.Clear();
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JoystickManager->GetDevices(sticks);
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}
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void I_GetAxes(float axes[NUM_JOYAXIS])
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{
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for (int i = 0; i < NUM_JOYAXIS; ++i)
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{
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axes[i] = 0;
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}
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if (use_joystick)
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{
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JoystickManager->AddAxes(axes);
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}
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}
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void I_ProcessJoysticks()
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{
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if (use_joystick && JoystickManager)
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JoystickManager->ProcessInput();
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}
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IJoystickConfig *I_UpdateDeviceList()
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{
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return NULL;
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}
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