| 1 | /* |
| 2 | * LegacyClonk |
| 3 | * |
| 4 | * Copyright (c) 1998-2000, Matthes Bender (RedWolf Design) |
| 5 | * Copyright (c) 2017-2020, The LegacyClonk Team and contributors |
| 6 | * |
| 7 | * Distributed under the terms of the ISC license; see accompanying file |
| 8 | * "COPYING" for details. |
| 9 | * |
| 10 | * "Clonk" is a registered trademark of Matthes Bender, used with permission. |
| 11 | * See accompanying file "TRADEMARK" for details. |
| 12 | * |
| 13 | * To redistribute this file separately, substitute the full license texts |
| 14 | * for the above references. |
| 15 | */ |
| 16 | |
| 17 | /* Gamepad control */ |
| 18 | |
| 19 | #include <C4Include.h> |
| 20 | #include <C4GamePadCon.h> |
| 21 | |
| 22 | #include <C4ObjectCom.h> |
| 23 | #include <C4Log.h> |
| 24 | #include <C4Game.h> |
| 25 | |
| 26 | #ifdef _WIN32 |
| 27 | #include "C4Windows.h" |
| 28 | #include <numbers> |
| 29 | #include <windowsx.h> |
| 30 | |
| 31 | static uint32_t POV2Position(DWORD dwPOV, bool fVertical) |
| 32 | { |
| 33 | // POV value is a 360° angle multiplied by 100 |
| 34 | double dAxis; |
| 35 | // Centered |
| 36 | if (dwPOV == JOY_POVCENTERED) |
| 37 | dAxis = 0.0; |
| 38 | // Angle: convert to linear value -100 to +100 |
| 39 | else |
| 40 | { |
| 41 | const auto angleRad = dwPOV * std::numbers::pi / (180.0 * 100); |
| 42 | dAxis = (fVertical ? -cos(angleRad) : sin(angleRad)) * 100.0; |
| 43 | } |
| 44 | // Gamepad configuration wants unsigned and gets 0 to 200 |
| 45 | return static_cast<uint32_t>(dAxis + 100.0); |
| 46 | } |
| 47 | |
| 48 | C4GamePad::C4GamePad(int id) : iRefCount{1}, Buttons{0}, id{id} |
| 49 | { |
| 50 | std::fill(AxisPosis.begin(), AxisPosis.end(), Mid); |
| 51 | SetCalibration(&(Config.Gamepads[id].AxisMin[0]), &(Config.Gamepads[id].AxisMax[0]), &(Config.Gamepads[id].AxisCalibrated[0])); |
| 52 | } |
| 53 | |
| 54 | C4GamePad::~C4GamePad() |
| 55 | { |
| 56 | GetCalibration(&(Config.Gamepads[id].AxisMin[0]), &(Config.Gamepads[id].AxisMax[0]), &(Config.Gamepads[id].AxisCalibrated[0])); |
| 57 | } |
| 58 | |
| 59 | void C4GamePad::SetCalibration(uint32_t *pdwAxisMin, uint32_t *pdwAxisMax, bool *pfAxisCalibrated) |
| 60 | { |
| 61 | // params to calibration |
| 62 | for (int i = 0; i < MaxCalAxis; ++i) |
| 63 | { |
| 64 | dwAxisMin[i] = pdwAxisMin[i]; |
| 65 | dwAxisMax[i] = pdwAxisMax[i]; |
| 66 | fAxisCalibrated[i] = pfAxisCalibrated[i]; |
| 67 | } |
| 68 | } |
| 69 | |
| 70 | void C4GamePad::GetCalibration(uint32_t *pdwAxisMin, uint32_t *pdwAxisMax, bool *pfAxisCalibrated) |
| 71 | { |
| 72 | // calibration to params |
| 73 | for (int i = 0; i < MaxCalAxis; ++i) |
| 74 | { |
| 75 | pdwAxisMin[i] = dwAxisMin[i]; |
| 76 | pdwAxisMax[i] = dwAxisMax[i]; |
| 77 | pfAxisCalibrated[i] = fAxisCalibrated[i]; |
| 78 | } |
| 79 | } |
| 80 | |
| 81 | bool C4GamePad::Update() |
| 82 | { |
| 83 | joynfo.dwSize = sizeof(joynfo); |
| 84 | joynfo.dwFlags = JOY_RETURNBUTTONS | JOY_RETURNRAWDATA | JOY_RETURNX | JOY_RETURNY | JOY_RETURNZ | JOY_RETURNR | JOY_RETURNU | JOY_RETURNV | JOY_RETURNPOV; |
| 85 | return joyGetPosEx(JOYSTICKID1 + id, &joynfo) == JOYERR_NOERROR; |
| 86 | } |
| 87 | |
| 88 | uint32_t C4GamePad::GetCurrentButtons() |
| 89 | { |
| 90 | return joynfo.dwButtons; |
| 91 | } |
| 92 | |
| 93 | constexpr DWORD GetAxisValue(const JOYINFOEX &info, const int axis) noexcept |
| 94 | { |
| 95 | assert(Inside(axis, 0, C4GamePad::MaxCalAxis - 1)); |
| 96 | switch (axis) |
| 97 | { |
| 98 | case 0: return info.dwXpos; |
| 99 | case 1: return info.dwYpos; |
| 100 | case 2: return info.dwZpos; |
| 101 | case 3: return info.dwRpos; |
| 102 | case 4: return info.dwUpos; |
| 103 | case 5: return info.dwVpos; |
| 104 | } |
| 105 | return -1; |
| 106 | } |
| 107 | |
| 108 | C4GamePad::AxisPos C4GamePad::GetAxisPos(int idAxis) |
| 109 | { |
| 110 | if (idAxis < 0 || idAxis >= MaxAxis) return Mid; // wrong axis |
| 111 | // get raw axis data |
| 112 | if (idAxis < MaxCalAxis) |
| 113 | { |
| 114 | uint32_t dwPos = GetAxisValue(joynfo, idAxis); |
| 115 | // evaluate axis calibration |
| 116 | if (fAxisCalibrated[idAxis]) |
| 117 | { |
| 118 | // update it |
| 119 | dwAxisMin[idAxis] = std::min<uint32_t>(dwAxisMin[idAxis], dwPos); |
| 120 | dwAxisMax[idAxis] = std::max<uint32_t>(dwAxisMax[idAxis], dwPos); |
| 121 | // Calculate center |
| 122 | uint32_t dwCenter = (dwAxisMin[idAxis] + dwAxisMax[idAxis]) / 2; |
| 123 | // Trigger range is 30% off center |
| 124 | uint32_t dwRange = (dwAxisMax[idAxis] - dwCenter) / 3; |
| 125 | if (dwPos < dwCenter - dwRange) return Low; |
| 126 | if (dwPos > dwCenter + dwRange) return High; |
| 127 | } |
| 128 | else |
| 129 | { |
| 130 | // init it |
| 131 | dwAxisMin[idAxis] = dwAxisMax[idAxis] = dwPos; |
| 132 | fAxisCalibrated[idAxis] = true; |
| 133 | } |
| 134 | } |
| 135 | else |
| 136 | { |
| 137 | // It's a POV head |
| 138 | uint32_t dwPos = POV2Position(joynfo.dwPOV, idAxis == AxisPOV::Y); |
| 139 | if (dwPos > 130) return High; else if (dwPos < 70) return Low; |
| 140 | } |
| 141 | return Mid; |
| 142 | } |
| 143 | |
| 144 | void C4GamePad::IncRef() |
| 145 | { |
| 146 | ++iRefCount; |
| 147 | } |
| 148 | |
| 149 | bool C4GamePad::DecRef() |
| 150 | { |
| 151 | if (!--iRefCount) |
| 152 | { |
| 153 | delete this; |
| 154 | return false; |
| 155 | } |
| 156 | |
| 157 | return true; |
| 158 | } |
| 159 | |
| 160 | C4GamePadControl *C4GamePadControl::pInstance = nullptr; |
| 161 | |
| 162 | C4GamePadControl::C4GamePadControl() |
| 163 | { |
| 164 | iNumGamepads = 0; |
| 165 | // singleton |
| 166 | if (!pInstance) pInstance = this; |
| 167 | } |
| 168 | |
| 169 | C4GamePadControl::~C4GamePadControl() |
| 170 | { |
| 171 | if (pInstance == this) pInstance = nullptr; |
| 172 | Clear(); |
| 173 | } |
| 174 | |
| 175 | void C4GamePadControl::Clear() |
| 176 | { |
| 177 | for (int i = 0; i < C4GamePad::MaxGamePad; ++i) |
| 178 | while (Gamepads[i]) Gamepads[i]->DecRef(); |
| 179 | |
| 180 | iNumGamepads = 0; |
| 181 | } |
| 182 | |
| 183 | void C4GamePadControl::OpenGamepad(int id) |
| 184 | { |
| 185 | if (!Inside(id, 0, C4GamePad::MaxGamePad - 1)) return; |
| 186 | |
| 187 | if (!(Gamepads[id])) |
| 188 | { |
| 189 | Gamepads[id] = new C4GamePad{id}; |
| 190 | ++iNumGamepads; |
| 191 | } |
| 192 | else |
| 193 | { |
| 194 | Gamepads[id]->IncRef(); |
| 195 | } |
| 196 | } |
| 197 | |
| 198 | void C4GamePadControl::CloseGamepad(int id) |
| 199 | { |
| 200 | if (!Inside(id, 0, C4GamePad::MaxGamePad - 1)) return; |
| 201 | |
| 202 | if (!Gamepads[id]->DecRef()) |
| 203 | { |
| 204 | Gamepads[id] = nullptr; |
| 205 | --iNumGamepads; |
| 206 | } |
| 207 | } |
| 208 | |
| 209 | int C4GamePadControl::GetGamePadCount() |
| 210 | { |
| 211 | JOYINFOEX joy{}; |
| 212 | joy.dwSize = sizeof(JOYINFOEX); joy.dwFlags = JOY_RETURNALL; |
| 213 | int iCnt = 0; |
| 214 | while (iCnt < C4GamePad::MaxGamePad && ::joyGetPosEx(iCnt, &joy) == JOYERR_NOERROR) ++iCnt; |
| 215 | return iCnt; |
| 216 | } |
| 217 | |
| 218 | const int MaxGamePadButton = 22; |
| 219 | |
| 220 | void C4GamePadControl::Execute() |
| 221 | { |
| 222 | // Get gamepad inputs |
| 223 | for (auto &pad : Gamepads) |
| 224 | { |
| 225 | if (!pad || !pad->Update()) continue; |
| 226 | for (int iAxis = 0; iAxis < C4GamePad::MaxAxis; ++iAxis) |
| 227 | { |
| 228 | C4GamePad::AxisPos eAxisPos = pad->GetAxisPos(iAxis), ePrevAxisPos = pad->AxisPosis[iAxis]; |
| 229 | // Evaluate changes and pass single controls |
| 230 | // this is a generic Gamepad-control: Create events |
| 231 | if (eAxisPos != ePrevAxisPos) |
| 232 | { |
| 233 | pad->AxisPosis[iAxis] = eAxisPos; |
| 234 | if (ePrevAxisPos != C4GamePad::Mid) |
| 235 | Game.DoKeyboardInput(KEY_Gamepad(pad->GetID(), KEY_JOY_Axis(iAxis, (ePrevAxisPos == C4GamePad::High))), KEYEV_Up, false, false, false, false); |
| 236 | if (eAxisPos != C4GamePad::Mid) |
| 237 | Game.DoKeyboardInput(KEY_Gamepad(pad->GetID(), KEY_JOY_Axis(iAxis, (eAxisPos == C4GamePad::High))), KEYEV_Down, false, false, false, false); |
| 238 | } |
| 239 | } |
| 240 | |
| 241 | const uint32_t Buttons = pad->GetCurrentButtons(); |
| 242 | const uint32_t PrevButtons = pad->Buttons; |
| 243 | if (Buttons != PrevButtons) |
| 244 | { |
| 245 | pad->Buttons = Buttons; |
| 246 | for (int iButton = 0; iButton < MaxGamePadButton; ++iButton) |
| 247 | if ((Buttons & (1 << iButton)) != (PrevButtons & (1 << iButton))) |
| 248 | { |
| 249 | bool fRelease = ((Buttons & (1 << iButton)) == 0); |
| 250 | Game.DoKeyboardInput(KEY_Gamepad(pad->GetID(), KEY_JOY_Button(iButton)), fRelease ? KEYEV_Up : KEYEV_Down, false, false, false, false); |
| 251 | } |
| 252 | } |
| 253 | } |
| 254 | } |
| 255 | |
| 256 | C4GamePadOpener::C4GamePadOpener(int iGamepad) |
| 257 | { |
| 258 | assert(C4GamePadControl::pInstance); |
| 259 | this->iGamePad = iGamepad; |
| 260 | C4GamePadControl::pInstance->OpenGamepad(iGamePad); |
| 261 | } |
| 262 | |
| 263 | C4GamePadOpener::~C4GamePadOpener() |
| 264 | { |
| 265 | if (C4GamePadControl::pInstance) |
| 266 | C4GamePadControl::pInstance->CloseGamepad(iGamePad); |
| 267 | } |
| 268 | |
| 269 | void C4GamePadOpener::SetGamePad(int iNewGamePad) |
| 270 | { |
| 271 | if (iNewGamePad == iGamePad) return; |
| 272 | assert(C4GamePadControl::pInstance); |
| 273 | C4GamePadControl::pInstance->CloseGamepad(iGamePad); |
| 274 | C4GamePadControl::pInstance->OpenGamepad(iGamePad = iNewGamePad); |
| 275 | } |
| 276 | |
| 277 | #elif defined(USE_SDL_FOR_GAMEPAD) |
| 278 | |
| 279 | #include <SDL.h> |
| 280 | #include <stdexcept> |
| 281 | |
| 282 | C4GamePadControl::C4GamePadControl() |
| 283 | { |
| 284 | // Initialize SDL, if necessary. |
| 285 | try |
| 286 | { |
| 287 | sdlJoystickSubSys.emplace(SDL_INIT_JOYSTICK); |
| 288 | } |
| 289 | catch (const std::runtime_error &e) |
| 290 | { |
| 291 | LogNTr(spdlog::level::err, "SDL: {}" , e.what()); |
| 292 | // TODO: Handle |
| 293 | throw; |
| 294 | } |
| 295 | SDL_JoystickEventState(SDL_ENABLE); |
| 296 | if (!SDL_NumJoysticks()) LogNTr("No Gamepad found" ); |
| 297 | } |
| 298 | |
| 299 | C4GamePadControl::~C4GamePadControl() {} |
| 300 | |
| 301 | void C4GamePadControl::Execute() |
| 302 | { |
| 303 | #ifndef USE_SDL_MAINLOOP |
| 304 | SDL_Event event; |
| 305 | while (SDL_PollEvent(&event)) |
| 306 | { |
| 307 | switch (event.type) |
| 308 | { |
| 309 | case SDL_JOYAXISMOTION: |
| 310 | case SDL_JOYBALLMOTION: |
| 311 | case SDL_JOYHATMOTION: |
| 312 | case SDL_JOYBUTTONDOWN: |
| 313 | case SDL_JOYBUTTONUP: |
| 314 | FeedEvent(event); |
| 315 | break; |
| 316 | } |
| 317 | } |
| 318 | #endif |
| 319 | } |
| 320 | |
| 321 | namespace |
| 322 | { |
| 323 | const int deadZone = 13337; |
| 324 | |
| 325 | int amplify(int i) |
| 326 | { |
| 327 | if (i < 0) |
| 328 | return -(deadZone + 1); |
| 329 | if (i > 0) |
| 330 | return deadZone + 1; |
| 331 | return 0; |
| 332 | } |
| 333 | } |
| 334 | |
| 335 | void C4GamePadControl::FeedEvent(SDL_Event &event) |
| 336 | { |
| 337 | switch (event.type) |
| 338 | { |
| 339 | case SDL_JOYHATMOTION: |
| 340 | { |
| 341 | SDL_Event fakeX; |
| 342 | fakeX.jaxis.type = SDL_JOYAXISMOTION; |
| 343 | fakeX.jaxis.which = event.jhat.which; |
| 344 | fakeX.jaxis.axis = event.jhat.hat * 2 + 6; /* *magic*number* */ |
| 345 | fakeX.jaxis.value = 0; |
| 346 | SDL_Event fakeY = fakeX; |
| 347 | fakeY.jaxis.axis += 1; |
| 348 | switch (event.jhat.value) |
| 349 | { |
| 350 | case SDL_HAT_LEFTUP: fakeX.jaxis.value = amplify(-1); fakeY.jaxis.value = amplify(-1); break; |
| 351 | case SDL_HAT_LEFT: fakeX.jaxis.value = amplify(-1); break; |
| 352 | case SDL_HAT_LEFTDOWN: fakeX.jaxis.value = amplify(-1); fakeY.jaxis.value = amplify(+1); break; |
| 353 | case SDL_HAT_UP: fakeY.jaxis.value = amplify(-1); break; |
| 354 | case SDL_HAT_DOWN: fakeY.jaxis.value = amplify(+1); break; |
| 355 | case SDL_HAT_RIGHTUP: fakeX.jaxis.value = amplify(+1); fakeY.jaxis.value = amplify(-1); break; |
| 356 | case SDL_HAT_RIGHT: fakeX.jaxis.value = amplify(+1); break; |
| 357 | case SDL_HAT_RIGHTDOWN: fakeX.jaxis.value = amplify(+1); fakeY.jaxis.value = amplify(+1); break; |
| 358 | } |
| 359 | FeedEvent(fakeX); |
| 360 | FeedEvent(fakeY); |
| 361 | return; |
| 362 | } |
| 363 | case SDL_JOYBALLMOTION: |
| 364 | { |
| 365 | SDL_Event fake; |
| 366 | fake.jaxis.type = SDL_JOYAXISMOTION; |
| 367 | fake.jaxis.which = event.jball.which; |
| 368 | fake.jaxis.axis = event.jball.ball * 2 + 12; /* *magic*number* */ |
| 369 | fake.jaxis.value = amplify(event.jball.xrel); |
| 370 | FeedEvent(event); |
| 371 | fake.jaxis.axis += 1; |
| 372 | fake.jaxis.value = amplify(event.jball.yrel); |
| 373 | FeedEvent(event); |
| 374 | return; |
| 375 | } |
| 376 | case SDL_JOYAXISMOTION: |
| 377 | { |
| 378 | C4KeyCode minCode = KEY_Gamepad(event.jaxis.which, KEY_JOY_Axis(event.jaxis.axis, false)); |
| 379 | C4KeyCode maxCode = KEY_Gamepad(event.jaxis.which, KEY_JOY_Axis(event.jaxis.axis, true)); |
| 380 | |
| 381 | // FIXME: This assumes that the axis really rests around (0, 0) if it is not used, which is not always true. |
| 382 | if (event.jaxis.value < -deadZone) |
| 383 | { |
| 384 | if (PressedAxis.count(minCode) == 0) |
| 385 | { |
| 386 | Game.DoKeyboardInput( |
| 387 | KEY_Gamepad(event.jaxis.which, minCode), |
| 388 | KEYEV_Down, false, false, false, false); |
| 389 | PressedAxis.insert(minCode); |
| 390 | } |
| 391 | } |
| 392 | else |
| 393 | { |
| 394 | if (PressedAxis.count(minCode) != 0) |
| 395 | { |
| 396 | Game.DoKeyboardInput( |
| 397 | KEY_Gamepad(event.jaxis.which, minCode), |
| 398 | KEYEV_Up, false, false, false, false); |
| 399 | PressedAxis.erase(minCode); |
| 400 | } |
| 401 | } |
| 402 | if (event.jaxis.value > +deadZone) |
| 403 | { |
| 404 | if (PressedAxis.count(maxCode) == 0) |
| 405 | { |
| 406 | Game.DoKeyboardInput( |
| 407 | KEY_Gamepad(event.jaxis.which, maxCode), |
| 408 | KEYEV_Down, false, false, false, false); |
| 409 | PressedAxis.insert(maxCode); |
| 410 | } |
| 411 | } |
| 412 | else |
| 413 | { |
| 414 | if (PressedAxis.count(maxCode) != 0) |
| 415 | { |
| 416 | Game.DoKeyboardInput( |
| 417 | KEY_Gamepad(event.jaxis.which, maxCode), |
| 418 | KEYEV_Up, false, false, false, false); |
| 419 | PressedAxis.erase(maxCode); |
| 420 | } |
| 421 | } |
| 422 | break; |
| 423 | } |
| 424 | case SDL_JOYBUTTONDOWN: |
| 425 | Game.DoKeyboardInput( |
| 426 | KEY_Gamepad(event.jbutton.which, KEY_JOY_Button(event.jbutton.button)), |
| 427 | KEYEV_Down, false, false, false, false); |
| 428 | break; |
| 429 | case SDL_JOYBUTTONUP: |
| 430 | Game.DoKeyboardInput( |
| 431 | KEY_Gamepad(event.jbutton.which, KEY_JOY_Button(event.jbutton.button)), |
| 432 | KEYEV_Up, false, false, false, false); |
| 433 | break; |
| 434 | } |
| 435 | } |
| 436 | |
| 437 | int C4GamePadControl::GetGamePadCount() |
| 438 | { |
| 439 | return (SDL_NumJoysticks()); |
| 440 | } |
| 441 | |
| 442 | C4GamePadOpener::C4GamePadOpener(int iGamepad) |
| 443 | { |
| 444 | Joy = SDL_JoystickOpen(iGamepad); |
| 445 | if (!Joy) LogNTr(spdlog::level::err, "SDL: {}" , SDL_GetError()); |
| 446 | } |
| 447 | |
| 448 | C4GamePadOpener::~C4GamePadOpener() |
| 449 | { |
| 450 | if (Joy) SDL_JoystickClose(Joy); |
| 451 | } |
| 452 | |
| 453 | void C4GamePadOpener::SetGamePad(int iGamepad) |
| 454 | { |
| 455 | if (Joy) |
| 456 | SDL_JoystickClose(Joy); |
| 457 | Joy = SDL_JoystickOpen(iGamepad); |
| 458 | if (!Joy) |
| 459 | LogNTr(spdlog::level::err, "SDL: {}" , SDL_GetError()); |
| 460 | } |
| 461 | |
| 462 | #else |
| 463 | |
| 464 | // Dedicated server and everything else with neither Win32 nor SDL. |
| 465 | |
| 466 | C4GamePadControl::C4GamePadControl() { LogNTr(level: spdlog::level::warn, message: "Engine without Gamepad support" ); } |
| 467 | C4GamePadControl::~C4GamePadControl() {} |
| 468 | void C4GamePadControl::Execute() {} |
| 469 | int C4GamePadControl::GetGamePadCount() { return 0; } |
| 470 | |
| 471 | C4GamePadOpener::C4GamePadOpener(int iGamepad) {} |
| 472 | C4GamePadOpener::~C4GamePadOpener() {} |
| 473 | void C4GamePadOpener::SetGamePad(int iGamepad) {} |
| 474 | |
| 475 | #endif // _WIN32 |
| 476 | |