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616 lines
18 KiB
616 lines
18 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Linux Joystick implementation for inputsystem.dll
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//
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//===========================================================================//
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/* For force feedback testing. */
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#include "inputsystem.h"
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#include "tier1/convar.h"
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#include "tier0/icommandline.h"
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#include "SDL.h"
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#include "SDL_gamecontroller.h"
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#include "SDL_haptic.h"
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// NOTE: This has to be the last file included!
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#include "tier0/memdbgon.h"
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static ButtonCode_t ControllerButtonToButtonCode( SDL_GameControllerButton button );
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static AnalogCode_t ControllerAxisToAnalogCode( SDL_GameControllerAxis axis );
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static int JoystickSDLWatcher( void *userInfo, SDL_Event *event );
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ConVar joy_axisbutton_threshold( "joy_axisbutton_threshold", "0.3", FCVAR_ARCHIVE, "Analog axis range before a button press is registered." );
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ConVar joy_axis_deadzone( "joy_axis_deadzone", "0.2", FCVAR_ARCHIVE, "Dead zone near the zero point to not report movement." );
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static void joy_active_changed_f( IConVar *var, const char *pOldValue, float flOldValue );
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ConVar joy_active( "joy_active", "-1", FCVAR_NONE, "Which of the connected joysticks / gamepads to use (-1 means first found)", &joy_active_changed_f);
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static void joy_gamecontroller_config_changed_f( IConVar *var, const char *pOldValue, float flOldValue );
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ConVar joy_gamecontroller_config( "joy_gamecontroller_config", "", FCVAR_ARCHIVE, "Game controller mapping (passed to SDL with SDL_HINT_GAMECONTROLLERCONFIG), can also be configured in Steam Big Picture mode.", &joy_gamecontroller_config_changed_f );
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void SearchForDevice()
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{
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int newJoystickId = joy_active.GetInt();
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CInputSystem *pInputSystem = (CInputSystem *)g_pInputSystem;
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if ( !pInputSystem )
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{
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return;
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}
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// -1 means "first available."
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if ( newJoystickId < 0 )
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{
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pInputSystem->JoystickHotplugAdded(0);
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return;
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}
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for ( int device_index = 0; device_index < SDL_NumJoysticks(); ++device_index )
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{
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SDL_Joystick *joystick = SDL_JoystickOpen(device_index);
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if ( joystick == NULL )
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{
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continue;
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}
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int joystickId = SDL_JoystickInstanceID(joystick);
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SDL_JoystickClose(joystick);
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if ( joystickId == newJoystickId )
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{
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pInputSystem->JoystickHotplugAdded(device_index);
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break;
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}
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}
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}
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//---------------------------------------------------------------------------------------
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// Switch our active joystick to another device
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//---------------------------------------------------------------------------------------
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void joy_active_changed_f( IConVar *var, const char *pOldValue, float flOldValue )
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{
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SearchForDevice();
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}
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//---------------------------------------------------------------------------------------
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// Reinitialize the game controller layer when the joy_gamecontroller_config is updated.
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//---------------------------------------------------------------------------------------
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void joy_gamecontroller_config_changed_f( IConVar *var, const char *pOldValue, float flOldValue )
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{
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CInputSystem *pInputSystem = (CInputSystem *)g_pInputSystem;
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if ( pInputSystem && SDL_WasInit(SDL_INIT_GAMECONTROLLER) )
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{
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bool oldValuePresent = pOldValue && ( strlen( pOldValue ) > 0 );
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bool newValuePresent = ( strlen( joy_gamecontroller_config.GetString() ) > 0 );
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if ( !oldValuePresent && !newValuePresent )
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{
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return;
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}
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// We need to reinitialize the whole thing (i.e. undo CInputSystem::InitializeJoysticks and then call it again)
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// due to SDL_GameController only reading the SDL_HINT_GAMECONTROLLERCONFIG on init.
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pInputSystem->ShutdownJoysticks();
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pInputSystem->InitializeJoysticks();
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}
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}
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//-----------------------------------------------------------------------------
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// Handle the events coming from the GameController SDL subsystem.
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//-----------------------------------------------------------------------------
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int JoystickSDLWatcher( void *userInfo, SDL_Event *event )
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{
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CInputSystem *pInputSystem = (CInputSystem *)userInfo;
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Assert(pInputSystem != NULL);
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Assert(event != NULL);
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if ( event == NULL || pInputSystem == NULL )
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{
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Warning("No input system\n");
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return 1;
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}
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switch ( event->type )
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{
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case SDL_CONTROLLERAXISMOTION:
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case SDL_CONTROLLERBUTTONDOWN:
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case SDL_CONTROLLERBUTTONUP:
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case SDL_CONTROLLERDEVICEADDED:
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case SDL_CONTROLLERDEVICEREMOVED:
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break;
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default:
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return 1;
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}
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// This is executed on the same thread as SDL_PollEvent, as PollEvent
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// updates the joystick subsystem, which then calls SDL_PushEvent for
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// the various events below. PushEvent invokes this callback.
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// SDL_PollEvent is called in PumpWindowsMessageLoop which is coming
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// from PollInputState_Linux, so there's no worry about calling
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// PostEvent (which doesn't seem to be thread safe) from other threads.
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Assert(ThreadInMainThread());
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switch ( event->type )
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{
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case SDL_CONTROLLERAXISMOTION:
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{
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pInputSystem->JoystickAxisMotion(event->caxis.which, event->caxis.axis, event->caxis.value);
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break;
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}
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case SDL_CONTROLLERBUTTONDOWN:
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pInputSystem->JoystickButtonPress(event->cbutton.which, event->cbutton.button);
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break;
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case SDL_CONTROLLERBUTTONUP:
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pInputSystem->JoystickButtonRelease(event->cbutton.which, event->cbutton.button);
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break;
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case SDL_CONTROLLERDEVICEADDED:
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pInputSystem->JoystickHotplugAdded(event->cdevice.which);
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break;
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case SDL_CONTROLLERDEVICEREMOVED:
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pInputSystem->JoystickHotplugRemoved(event->cdevice.which);
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SearchForDevice();
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break;
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}
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return 1;
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}
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//-----------------------------------------------------------------------------
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// Initialize all joysticks
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//-----------------------------------------------------------------------------
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void CInputSystem::InitializeJoysticks( void )
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{
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if ( m_bJoystickInitialized )
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{
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ShutdownJoysticks();
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}
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// assume no joystick
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m_nJoystickCount = 0;
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memset( m_pJoystickInfo, 0, sizeof( m_pJoystickInfo ) );
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for ( int i = 0; i < MAX_JOYSTICKS; ++i )
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{
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m_pJoystickInfo[ i ].m_nDeviceId = -1;
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}
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// abort startup if user requests no joystick
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if ( CommandLine()->FindParm("-nojoy") ) return;
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const char *controllerConfig = joy_gamecontroller_config.GetString();
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if ( strlen(controllerConfig) > 0 )
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{
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DevMsg("Passing joy_gamecontroller_config to SDL ('%s').\n", controllerConfig);
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// We need to pass this hint to SDL *before* we init the gamecontroller subsystem, otherwise it gets ignored.
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SDL_SetHint(SDL_HINT_GAMECONTROLLERCONFIG, controllerConfig);
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}
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if ( SDL_InitSubSystem( SDL_INIT_GAMECONTROLLER | SDL_INIT_HAPTIC ) == -1 )
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{
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Warning("Joystick init failed -- SDL_Init(SDL_INIT_GAMECONTROLLER|SDL_INIT_HAPTIC) failed: %s.\n", SDL_GetError());
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return;
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}
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m_bJoystickInitialized = true;
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SDL_AddEventWatch(JoystickSDLWatcher, this);
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const int totalSticks = SDL_NumJoysticks();
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for ( int i = 0; i < totalSticks; i++ )
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{
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if ( SDL_IsGameController(i) )
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{
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JoystickHotplugAdded(i);
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}
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else
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{
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SDL_JoystickGUID joyGUID = SDL_JoystickGetDeviceGUID(i);
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char szGUID[sizeof(joyGUID.data)*2 + 1];
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SDL_JoystickGetGUIDString(joyGUID, szGUID, sizeof(szGUID));
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Msg("Found joystick '%s' (%s), but no recognized controller configuration for it.\n", SDL_JoystickNameForIndex(i), szGUID);
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}
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}
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if ( totalSticks < 1 )
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{
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Msg("Did not detect any valid joysticks.\n");
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}
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}
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void CInputSystem::ShutdownJoysticks()
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{
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if ( !m_bJoystickInitialized )
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{
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return;
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}
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SDL_DelEventWatch( JoystickSDLWatcher, this );
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if ( m_pJoystickInfo[ 0 ].m_pDevice != NULL )
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{
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JoystickHotplugRemoved( m_pJoystickInfo[ 0 ].m_nDeviceId );
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}
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SDL_QuitSubSystem( SDL_INIT_GAMECONTROLLER | SDL_INIT_HAPTIC );
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m_bJoystickInitialized = false;
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}
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// Update the joy_xcontroller_found convar to force CInput::JoyStickMove to re-exec 360controller-linux.cfg
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static void SetJoyXControllerFound( bool found )
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{
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static ConVarRef xcontrollerVar( "joy_xcontroller_found" );
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static ConVarRef joystickVar( "joystick" );
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if ( xcontrollerVar.IsValid() )
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{
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xcontrollerVar.SetValue(found);
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}
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if ( found && joystickVar.IsValid() )
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{
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joystickVar.SetValue(true);
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}
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}
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void CInputSystem::JoystickHotplugAdded( int joystickIndex )
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{
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// SDL_IsGameController doesn't bounds check its inputs.
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if ( joystickIndex < 0 || joystickIndex >= SDL_NumJoysticks() )
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{
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return;
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}
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if ( !SDL_IsGameController(joystickIndex) )
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{
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Warning("Joystick is not recognized by the game controller system. You can configure the controller in Steam Big Picture mode.\n");
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return;
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}
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SDL_Joystick *joystick = SDL_JoystickOpen(joystickIndex);
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if ( joystick == NULL )
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{
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Warning("Could not open joystick %i: %s", joystickIndex, SDL_GetError());
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return;
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}
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int joystickId = SDL_JoystickInstanceID(joystick);
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SDL_JoystickClose(joystick);
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int activeJoystick = joy_active.GetInt();
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JoystickInfo_t& info = m_pJoystickInfo[ 0 ];
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if ( activeJoystick < 0 )
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{
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// Only opportunistically open devices if we don't have one open already.
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if ( info.m_nDeviceId != -1 )
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{
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Msg("Detected supported joystick #%i '%s'. Currently active joystick is #%i.\n", joystickId, SDL_JoystickNameForIndex(joystickIndex), info.m_nDeviceId);
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return;
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}
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}
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else if ( activeJoystick != joystickId )
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{
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Msg("Detected supported joystick #%i '%s'. Currently active joystick is #%i.\n", joystickId, SDL_JoystickNameForIndex(joystickIndex), activeJoystick);
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return;
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}
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if ( info.m_nDeviceId != -1 )
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{
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// Don't try to open the device we already have open.
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if ( info.m_nDeviceId == joystickId )
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{
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return;
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}
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DevMsg("Joystick #%i already initialized, removing it first.\n", info.m_nDeviceId);
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JoystickHotplugRemoved(info.m_nDeviceId);
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}
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Msg("Initializing joystick #%i and making it active.\n", joystickId);
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SDL_GameController *controller = SDL_GameControllerOpen(joystickIndex);
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if ( controller == NULL )
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{
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Warning("Failed to open joystick %i: %s\n", joystickId, SDL_GetError());
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return;
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}
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// XXX: This will fail if this is a *real* hotplug event (and not coming from the initial InitializeJoysticks call).
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// That's because the SDL haptic subsystem currently doesn't do hotplugging. Everything but haptics will work fine.
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SDL_Haptic *haptic = SDL_HapticOpenFromJoystick(SDL_GameControllerGetJoystick(controller));
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if ( haptic == NULL || SDL_HapticRumbleInit(haptic) != 0 )
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{
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Warning("Unable to initialize rumble for joystick #%i: %s\n", joystickId, SDL_GetError());
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haptic = NULL;
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}
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info.m_pDevice = controller;
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info.m_pHaptic = haptic;
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info.m_nDeviceId = SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(controller));
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info.m_nButtonCount = SDL_CONTROLLER_BUTTON_MAX;
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info.m_bRumbleEnabled = false;
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SetJoyXControllerFound(true);
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EnableJoystickInput(0, true);
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m_nJoystickCount = 1;
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m_bXController = true;
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// We reset joy_active to -1 because joystick ids are never reused - until you restart.
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// Setting it to -1 means that you get expected hotplugging behavior if you disconnect the current joystick.
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joy_active.SetValue(-1);
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}
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void CInputSystem::JoystickHotplugRemoved( int joystickId )
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{
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JoystickInfo_t& info = m_pJoystickInfo[ 0 ];
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if ( info.m_nDeviceId != joystickId )
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{
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DevMsg("Ignoring hotplug remove for #%i, active joystick is #%i.\n", joystickId, info.m_nDeviceId);
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return;
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}
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if ( info.m_pDevice == NULL )
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{
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info.m_nDeviceId = -1;
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DevMsg("Got hotplug remove event for removed joystick #%i, ignoring.\n", joystickId);
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return;
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}
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m_nJoystickCount = 0;
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m_bXController = false;
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EnableJoystickInput(0, false);
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SetJoyXControllerFound(false);
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SDL_HapticClose((SDL_Haptic *)info.m_pHaptic);
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SDL_GameControllerClose((SDL_GameController *)info.m_pDevice);
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info.m_pHaptic = NULL;
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info.m_pDevice = NULL;
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info.m_nButtonCount = 0;
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info.m_nDeviceId = -1;
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info.m_bRumbleEnabled = false;
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Msg("Joystick %i removed.\n", joystickId);
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}
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void CInputSystem::JoystickButtonPress( int joystickId, int button )
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{
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JoystickInfo_t& info = m_pJoystickInfo[ 0 ];
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if ( info.m_nDeviceId != joystickId )
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{
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Warning("Not active device input system (%i x %i)\n", info.m_nDeviceId, joystickId);
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return;
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}
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ButtonCode_t buttonCode = ControllerButtonToButtonCode((SDL_GameControllerButton)button);
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PostButtonPressedEvent(IE_ButtonPressed, m_nLastSampleTick, buttonCode, buttonCode);
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}
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void CInputSystem::JoystickButtonRelease( int joystickId, int button )
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{
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JoystickInfo_t& info = m_pJoystickInfo[ 0 ];
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if ( info.m_nDeviceId != joystickId )
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{
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return;
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}
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ButtonCode_t buttonCode = ControllerButtonToButtonCode((SDL_GameControllerButton)button);
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PostButtonReleasedEvent(IE_ButtonReleased, m_nLastSampleTick, buttonCode, buttonCode);
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}
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void CInputSystem::JoystickAxisMotion( int joystickId, int axis, int value )
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{
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JoystickInfo_t& info = m_pJoystickInfo[ 0 ];
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if ( info.m_nDeviceId != joystickId )
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{
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return;
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}
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AnalogCode_t code = ControllerAxisToAnalogCode((SDL_GameControllerAxis)axis);
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if ( code == ANALOG_CODE_INVALID )
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{
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Warning("Invalid code for axis %i\n", axis);
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return;
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}
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ButtonCode_t buttonCode = BUTTON_CODE_NONE;
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switch ( axis )
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{
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case SDL_CONTROLLER_AXIS_TRIGGERRIGHT:
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buttonCode = KEY_XBUTTON_RTRIGGER;
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break;
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case SDL_CONTROLLER_AXIS_TRIGGERLEFT:
|
||
|
buttonCode = KEY_XBUTTON_LTRIGGER;
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
if ( buttonCode != BUTTON_CODE_NONE )
|
||
|
{
|
||
|
int pressThreshold = joy_axisbutton_threshold.GetFloat() * 32767;
|
||
|
int keyIndex = buttonCode - KEY_XBUTTON_LTRIGGER;
|
||
|
Assert( keyIndex < ARRAYSIZE( m_appXKeys[0] ) && keyIndex >= 0 );
|
||
|
|
||
|
appKey_t &key = m_appXKeys[0][keyIndex];
|
||
|
if ( value > pressThreshold )
|
||
|
{
|
||
|
if ( key.repeats < 1 )
|
||
|
{
|
||
|
PostButtonPressedEvent( IE_ButtonPressed, m_nLastSampleTick, buttonCode, buttonCode );
|
||
|
}
|
||
|
key.repeats++;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
PostButtonReleasedEvent( IE_ButtonReleased, m_nLastSampleTick, buttonCode, buttonCode );
|
||
|
key.repeats = 0;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
int minValue = joy_axis_deadzone.GetFloat() * 32767;
|
||
|
if ( abs(value) < minValue )
|
||
|
{
|
||
|
value = 0;
|
||
|
}
|
||
|
|
||
|
InputState_t& state = m_InputState[ m_bIsPolling ];
|
||
|
state.m_pAnalogDelta[ code ] = value - state.m_pAnalogValue[ code ];
|
||
|
state.m_pAnalogValue[ code ] = value;
|
||
|
if ( state.m_pAnalogDelta[ code ] != 0 )
|
||
|
{
|
||
|
PostEvent(IE_AnalogValueChanged, m_nLastSampleTick, code, value, 0);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Process the event
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CInputSystem::JoystickButtonEvent( ButtonCode_t button, int sample )
|
||
|
{
|
||
|
// Not used - we post button events from JoystickButtonPress/Release.
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Update the joystick button state
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CInputSystem::UpdateJoystickButtonState( int nJoystick )
|
||
|
{
|
||
|
// We don't sample - we get events posted by SDL_GameController in JoystickSDLWatcher
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Update the joystick POV control
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CInputSystem::UpdateJoystickPOVControl( int nJoystick )
|
||
|
{
|
||
|
// SDL GameController does not support joystick POV. Should we poll?
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Sample the joystick
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CInputSystem::PollJoystick( void )
|
||
|
{
|
||
|
// We only pump the SDL event loop if we're not an SDL app, since otherwise PollInputState_Platform calls into CSDLMgr to pump it.
|
||
|
// Our state updates happen in events posted by SDL_GameController in JoystickSDLWatcher, so the loop is empty.
|
||
|
#if !defined( USE_SDL )
|
||
|
SDL_Event event;
|
||
|
int nEventsProcessed = 0;
|
||
|
|
||
|
SDL_PumpEvents();
|
||
|
while ( SDL_PollEvent( &event ) && nEventsProcessed < 100 )
|
||
|
{
|
||
|
nEventsProcessed++;
|
||
|
}
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
void CInputSystem::SetXDeviceRumble( float fLeftMotor, float fRightMotor, int userId )
|
||
|
{
|
||
|
JoystickInfo_t& info = m_pJoystickInfo[ 0 ];
|
||
|
if ( info.m_nDeviceId < 0 || info.m_pHaptic == NULL )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
float strength = (fLeftMotor + fRightMotor) / 2.f;
|
||
|
static ConVarRef joystickVar( "joystick" );
|
||
|
|
||
|
// 0f means "stop".
|
||
|
bool shouldStop = ( strength < 0.01f );
|
||
|
// If they've disabled the gamecontroller in settings, never rumble.
|
||
|
if ( !joystickVar.IsValid() || !joystickVar.GetBool() )
|
||
|
{
|
||
|
shouldStop = true;
|
||
|
}
|
||
|
|
||
|
if ( shouldStop )
|
||
|
{
|
||
|
if ( info.m_bRumbleEnabled )
|
||
|
{
|
||
|
SDL_HapticRumbleStop( (SDL_Haptic *)info.m_pHaptic );
|
||
|
info.m_bRumbleEnabled = false;
|
||
|
info.m_fCurrentRumble = 0.0f;
|
||
|
}
|
||
|
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// If there's little change, then don't change the rumble strength.
|
||
|
if ( info.m_bRumbleEnabled && abs(info.m_fCurrentRumble - strength) < 0.01f )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
info.m_bRumbleEnabled = true;
|
||
|
info.m_fCurrentRumble = strength;
|
||
|
|
||
|
if ( SDL_HapticRumblePlay((SDL_Haptic *)info.m_pHaptic, strength, SDL_HAPTIC_INFINITY) != 0 )
|
||
|
{
|
||
|
Warning("Couldn't play rumble (strength %.1f): %s\n", strength, SDL_GetError());
|
||
|
}
|
||
|
}
|
||
|
|
||
|
ButtonCode_t ControllerButtonToButtonCode( SDL_GameControllerButton button )
|
||
|
{
|
||
|
switch ( button )
|
||
|
{
|
||
|
case SDL_CONTROLLER_BUTTON_A: // KEY_XBUTTON_A
|
||
|
case SDL_CONTROLLER_BUTTON_B: // KEY_XBUTTON_B
|
||
|
case SDL_CONTROLLER_BUTTON_X: // KEY_XBUTTON_X
|
||
|
case SDL_CONTROLLER_BUTTON_Y: // KEY_XBUTTON_Y
|
||
|
return JOYSTICK_BUTTON(0, button);
|
||
|
|
||
|
case SDL_CONTROLLER_BUTTON_BACK:
|
||
|
return KEY_XBUTTON_BACK;
|
||
|
case SDL_CONTROLLER_BUTTON_START:
|
||
|
return KEY_XBUTTON_START;
|
||
|
|
||
|
case SDL_CONTROLLER_BUTTON_GUIDE:
|
||
|
return KEY_XBUTTON_BACK; // XXX: How are we supposed to handle this? Steam overlay etc.
|
||
|
|
||
|
case SDL_CONTROLLER_BUTTON_LEFTSTICK:
|
||
|
return KEY_XBUTTON_STICK1;
|
||
|
case SDL_CONTROLLER_BUTTON_RIGHTSTICK:
|
||
|
return KEY_XBUTTON_STICK2;
|
||
|
case SDL_CONTROLLER_BUTTON_LEFTSHOULDER:
|
||
|
return KEY_XBUTTON_LEFT_SHOULDER;
|
||
|
case SDL_CONTROLLER_BUTTON_RIGHTSHOULDER:
|
||
|
return KEY_XBUTTON_RIGHT_SHOULDER;
|
||
|
|
||
|
case SDL_CONTROLLER_BUTTON_DPAD_UP:
|
||
|
return KEY_XBUTTON_UP;
|
||
|
case SDL_CONTROLLER_BUTTON_DPAD_DOWN:
|
||
|
return KEY_XBUTTON_DOWN;
|
||
|
case SDL_CONTROLLER_BUTTON_DPAD_LEFT:
|
||
|
return KEY_XBUTTON_LEFT;
|
||
|
case SDL_CONTROLLER_BUTTON_DPAD_RIGHT:
|
||
|
return KEY_XBUTTON_RIGHT;
|
||
|
}
|
||
|
|
||
|
return BUTTON_CODE_NONE;
|
||
|
}
|
||
|
|
||
|
AnalogCode_t ControllerAxisToAnalogCode( SDL_GameControllerAxis axis )
|
||
|
{
|
||
|
switch ( axis )
|
||
|
{
|
||
|
case SDL_CONTROLLER_AXIS_LEFTX:
|
||
|
return JOYSTICK_AXIS(0, JOY_AXIS_X);
|
||
|
case SDL_CONTROLLER_AXIS_LEFTY:
|
||
|
return JOYSTICK_AXIS(0, JOY_AXIS_Y);
|
||
|
|
||
|
case SDL_CONTROLLER_AXIS_RIGHTX:
|
||
|
return JOYSTICK_AXIS(0, JOY_AXIS_U);
|
||
|
case SDL_CONTROLLER_AXIS_RIGHTY:
|
||
|
return JOYSTICK_AXIS(0, JOY_AXIS_R);
|
||
|
|
||
|
case SDL_CONTROLLER_AXIS_TRIGGERRIGHT:
|
||
|
case SDL_CONTROLLER_AXIS_TRIGGERLEFT:
|
||
|
return JOYSTICK_AXIS(0, JOY_AXIS_Z);
|
||
|
}
|
||
|
|
||
|
return ANALOG_CODE_INVALID;
|
||
|
}
|