taisei/src/gamepad.c

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/*
* This software is licensed under the terms of the MIT-License
* See COPYING for further information.
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* ---
* Copyright (C) 2011, Lukas Weber <laochailan@web.de>
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* Copyright (C) 2012, Alexeyew Andrew <http://akari.thebadasschoobs.org/>
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*/
#include "gamepad.h"
#include "taisei_err.h"
#include "config.h"
#include "events.h"
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#include "global.h"
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static struct {
int initialized;
SDL_Joystick *device;
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signed char *axis;
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} gamepad;
void gamepad_init(void) {
memset(&gamepad, 0, sizeof(gamepad));
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if(!config_get_int(CONFIG_GAMEPAD_ENABLED))
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return;
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if(gamepad.initialized)
return;
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if(SDL_InitSubSystem(SDL_INIT_JOYSTICK) < 0) {
warnx("gamepad_init(): couldn't initialize SDL joystick subsystem: %s", SDL_GetError());
return;
}
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int i, cnt = gamepad_devicecount();
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printf("gamepad_init(): found %i devices\n", cnt);
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for(i = 0; i < cnt; ++i)
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printf("%i: %s\n", i, SDL_JoystickNameForIndex(i));
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int dev = config_get_int(CONFIG_GAMEPAD_DEVICE);
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if(dev < 0 || dev >= cnt) {
warnx("gamepad_init(): device %i is not available\n", dev);
gamepad_shutdown();
return;
}
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gamepad.device = SDL_JoystickOpen(dev);
if(!gamepad.device) {
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warnx("gamepad_init(): failed to open device %i [%s]", dev, gamepad_devicename(dev));
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gamepad_shutdown();
return;
}
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gamepad.axis = malloc(SDL_JoystickNumAxes(gamepad.device));
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printf("gamepad_init(): using device #%i: %s\n", dev, gamepad_devicename(dev));
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SDL_JoystickEventState(SDL_ENABLE);
gamepad.initialized = 1;
}
void gamepad_shutdown(void) {
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if(!gamepad.initialized)
return;
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if(gamepad.initialized != 2)
printf("gamepad_shutdown(): disabled the gamepad subsystem\n");
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if(gamepad.device)
SDL_JoystickClose(gamepad.device);
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free(gamepad.axis);
gamepad.axis = NULL;
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SDL_JoystickEventState(SDL_IGNORE);
SDL_QuitSubSystem(SDL_INIT_JOYSTICK);
gamepad.initialized = 0;
}
void gamepad_restart(void) {
gamepad_shutdown();
gamepad_init();
}
int gamepad_axis2gamekey(int id, int val) {
val *= SIGN(gamepad_axis_sens(id));
if(!val) {
return -1;
}
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if(id == config_get_int(CONFIG_GAMEPAD_AXIS_LR)) {
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return val == AXISVAL_LEFT ? KEY_LEFT : KEY_RIGHT;
}
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if(id == config_get_int(CONFIG_GAMEPAD_AXIS_UD)) {
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return val == AXISVAL_UP ? KEY_UP : KEY_DOWN;
}
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return -1;
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}
int gamepad_axis2menuevt(int id, int val) {
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if(id == config_get_int(CONFIG_GAMEPAD_AXIS_LR))
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return val == AXISVAL_LEFT ? E_CursorLeft : E_CursorRight;
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if(id == config_get_int(CONFIG_GAMEPAD_AXIS_UD))
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return val == AXISVAL_UP ? E_CursorUp : E_CursorDown;
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return -1;
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}
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int gamepad_axis2gameevt(int id) {
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if(id == config_get_int(CONFIG_GAMEPAD_AXIS_LR))
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return E_PlrAxisLR;
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if(id == config_get_int(CONFIG_GAMEPAD_AXIS_UD))
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return E_PlrAxisUD;
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return -1;
}
float gamepad_axis_sens(int id) {
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if(id == config_get_int(CONFIG_GAMEPAD_AXIS_LR))
return config_get_float(CONFIG_GAMEPAD_AXIS_LR_SENS);
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if(id == config_get_int(CONFIG_GAMEPAD_AXIS_UD))
return config_get_float(CONFIG_GAMEPAD_AXIS_UD_SENS);
return 1.0;
}
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void gamepad_axis(int id, int raw, EventHandler handler, EventFlags flags, void *arg) {
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signed char *a = gamepad.axis;
signed char val = AXISVAL(raw);
bool free = config_get_int(CONFIG_GAMEPAD_AXIS_FREE);
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bool menu = flags & EF_Menu;
bool game = flags & EF_Game;
bool gp = flags & EF_Gamepad;
//printf("axis: %i %i %i\n", id, val, raw);
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if(game && free) {
int evt = gamepad_axis2gameevt(id);
if(evt >= 0) {
double sens = gamepad_axis_sens(id);
int sens_sign = SIGN(sens);
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double x = raw / (double)GAMEPAD_AXIS_MAX;
int in_sign = SIGN(x);
x = pow(fabs(x), 1.0 / fabs(sens)) * in_sign * sens_sign;
x = x ? x : 0;
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x = clamp(x * GAMEPAD_AXIS_MAX, GAMEPAD_AXIS_MIN, GAMEPAD_AXIS_MAX);
handler(evt, x, arg);
}
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}
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if(val) { // simulate press
if(!a[id]) {
a[id] = val;
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if(game && !free) {
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int key = gamepad_axis2gamekey(id, val);
if(key >= 0)
handler(E_PlrKeyDown, key, arg);
}
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if(menu) {
int evt = gamepad_axis2menuevt(id, val);
if(evt >= 0)
handler(evt, 0, arg);
}
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}
} else { // simulate release
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if(game) {
int key = gamepad_axis2gamekey(id, a[id]);
handler(E_PlrKeyUp, key, arg);
}
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a[id] = AXISVAL_NULL;
}
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if(gp) {
// we probably need a better way to pass more than an int to the handler...
handler(E_GamepadAxis, id, arg);
handler(E_GamepadAxisValue, raw, arg);
}
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}
void gamepad_button(int button, int state, EventHandler handler, EventFlags flags, void *arg) {
int menu = flags & EF_Menu;
int game = flags & EF_Game;
int gpad = flags & EF_Gamepad;
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int gpkey = config_gamepad_key_from_gamepad_button(button);
int key = config_key_from_gamepad_key(gpkey);
//printf("button: %i %i\n", button, state);
//printf("gpkey: %i\n", gpkey);
//printf("key: %i\n", key);
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if(state == SDL_PRESSED) {
if(game) {
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if(gpkey == GAMEPAD_KEY_PAUSE) {
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handler(E_Pause, 0, arg);
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} else if(key >= 0) {
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handler(E_PlrKeyDown, key, arg);
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}
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}
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if(menu) switch(key) {
case KEY_UP: handler(E_CursorUp, 0, arg); break;
case KEY_DOWN: handler(E_CursorDown, 0, arg); break;
case KEY_LEFT: handler(E_CursorLeft, 0, arg); break;
case KEY_RIGHT: handler(E_CursorRight, 0, arg); break;
case KEY_FOCUS: handler(E_MenuAbort, 0, arg); break;
case KEY_SHOT: handler(E_MenuAccept, 0, arg); break;
}
if(gpad)
handler(E_GamepadKeyDown, button, arg);
} else {
if(game && key >= 0)
handler(E_PlrKeyUp, key, arg);
if(gpad)
handler(E_GamepadKeyUp, button, arg);
}
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}
void gamepad_event(SDL_Event *event, EventHandler handler, EventFlags flags, void *arg) {
if(!gamepad.initialized)
return;
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int val;
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int sens = clamp(config_get_float(CONFIG_GAMEPAD_AXIS_DEADZONE), 0, 1) * GAMEPAD_AXIS_MAX;
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switch(event->type) {
case SDL_JOYAXISMOTION:
val = event->jaxis.value;
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if(val < -sens || val > sens || !val)
gamepad_axis(event->jaxis.axis, val, handler, flags, arg);
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break;
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case SDL_JOYBUTTONDOWN: case SDL_JOYBUTTONUP:
gamepad_button(event->jbutton.button, event->jbutton.state, handler, flags, arg);
break;
}
}
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int gamepad_devicecount(void) {
return SDL_NumJoysticks();
}
char* gamepad_devicename(int id) {
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return (char*)SDL_JoystickNameForIndex(id);
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}
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bool gamepad_buttonpressed(int btn) {
return SDL_JoystickGetButton(gamepad.device, btn);
}
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bool gamepad_gamekeypressed(KeyIndex key) {
if(!gamepad.initialized)
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return false;
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int gpkey = config_gamepad_key_from_key(key);
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if(gpkey < 0) {
return false;
}
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int cfgidx = GPKEYIDX_TO_CFGIDX(gpkey);
int button = config_get_int(cfgidx);
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return gamepad_buttonpressed(button);
}
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void gamepad_init_bare(void) {
if(gamepad.initialized)
return;
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if(SDL_InitSubSystem(SDL_INIT_JOYSTICK) < 0) {
warnx("gamepad_init(): couldn't initialize SDL joystick subsystem: %s", SDL_GetError());
return;
}
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gamepad.initialized = 2;
}
void gamepad_shutdown_bare(void) {
if(gamepad.initialized == 2)
gamepad_shutdown();
}