]> Shamusworld >> Repos - virtualjaguar/blobdiff - src/gui/gamepad.cpp
Fix for PS3 controllers.
[virtualjaguar] / src / gui / gamepad.cpp
index 62a6d7a9bef851d932aba79f87c305fc3a2aa36b..873e3b5ad9a81d2efc0f3f7c186a256336fa2d22 100644 (file)
@@ -7,7 +7,7 @@
 // JLH = James Hammons <jlhamm@acm.org>
 //
 // Who  When        What
-// ---  ----------  -------------------------------------------------------------
+// ---  ----------  ------------------------------------------------------------
 // JLH  01/05/2013  Created this file
 //
 
@@ -18,6 +18,7 @@
 // Class member initialization
 /*static*/ int Gamepad::numJoysticks = 0;
 /*static*/ SDL_Joystick * Gamepad::pad[8];
+/*static*/ char Gamepad::padName[8][128];
 /*static*/ int Gamepad::numButtons[8];
 /*static*/ int Gamepad::numHats[8];
 /*static*/ int Gamepad::numAxes[8];
@@ -50,17 +51,36 @@ void Gamepad::AllocateJoysticks(void)
        for(int i=0; i<numJoysticks; i++)
        {
                pad[i] = SDL_JoystickOpen(i);
-               numButtons[i] = numHats[i] = 0;
+               numButtons[i] = numHats[i] = numAxes[i] = 0;
+               // We need to copy the contents of this pointer, as SDL will change it
+               // willy nilly to suit itself
+//             padName[i] = SDL_JoystickName(i);
+               strncpy(padName[i], SDL_JoystickName(i), 127);
+               padName[i][127] = 0;    // Just in case name's length > 127
 
                if (pad[i])
                {
                        numButtons[i] = SDL_JoystickNumButtons(pad[i]);
                        numHats[i] = SDL_JoystickNumHats(pad[i]);
                        numAxes[i] = SDL_JoystickNumAxes(pad[i]);
+                       WriteLog("Gamepad: Joystick #%i: %s\n", i, padName[i]);
+
+                       // Ick, kludges already!!!
+                       if (strcmp(padName[i], "Sony PLAYSTATION(R)3 Controller") == 0)
+                       {
+                               // We do this because these axes stay stuck on -32000 (buttons)
+                               // or come on and stay on (D-pad). :-P
+                               numAxes[i] = 8;
+                               WriteLog("Gamepad: Blacklisting PS3 controller axes 8 on up...\n");
+                       }
                }
        }
 
        WriteLog("Gamepad: Found %u joystick%s.\n", numJoysticks, (numJoysticks == 1 ? "" : "s"));
+#if 0
+for(int i=0; i<numJoysticks; i++)
+       printf("GAMEPAD::AllocateJoysticks: stick #%i = %s\n", i, padName[i]);
+#endif
 }
 
 
@@ -71,6 +91,17 @@ void Gamepad::DeallocateJoysticks(void)
 }
 
 
+const char * Gamepad::GetJoystickName(int joystickID)
+{
+       // Sanity check
+       if (joystickID >= 8)
+               return NULL;
+
+//printf("GAMEPAD: Getting name (%s) for joystick #%i...\n", padName[joystickID], joystickID);
+       return padName[joystickID];
+}
+
+
 bool Gamepad::GetState(int joystickID, int buttonID)
 {
        uint8_t hatMask[8] = { 1, 2, 4, 8, 16, 32, 64, 128 };
@@ -92,14 +123,21 @@ bool Gamepad::GetState(int joystickID, int buttonID)
        {
                int axisNum = (buttonID & JOY_AXISNUM_MASK) >> 1;
                int direction = (buttonID & JOY_AXISDIR_MASK);
+//printf("Checking pad #%u axis %u: axis = %i, direction = %u\n", joystickID, axisNum, axis[joystickID][axisNum], direction);
 
                if (axis[joystickID][axisNum] != 0)
                {
-                       if (axis[joystickID][axisNum] > 16000 && (direction == 0))
+                       if ((axis[joystickID][axisNum] > 32000) && (direction == 0))
+//{
+//printf("Axis + hit!\n");
                                return true;
+//}
 
-                       if (axis[joystickID][axisNum] < -16000 && (direction == 1))
+                       if ((axis[joystickID][axisNum] < -32000) && (direction == 1))
+//{
+//printf("Axis - hit!\n");
                                return true;
+//}
                }
        }
 
@@ -110,6 +148,8 @@ bool Gamepad::GetState(int joystickID, int buttonID)
 
 int Gamepad::CheckButtonPressed(void)
 {
+       DumpJoystickStatesToLog();
+
        // This translates the hat direction to a mask index.
        int hatNum[16] = { -1, 0, 1, -1, 2, -1, -1, -1,
                3, -1, -1, -1, -1, -1, -1, -1 };
@@ -146,6 +186,7 @@ int Gamepad::CheckButtonPressed(void)
 }
 
 
+// UNUSED
 int Gamepad::GetButtonID(void)
 {
        // Return single button ID being pressed (if any)
@@ -153,6 +194,7 @@ int Gamepad::GetButtonID(void)
 }
 
 
+// UNUSED
 int Gamepad::GetJoystickID(void)
 {
        // Return joystick ID of button being pressed (if any)
@@ -179,6 +221,84 @@ void Gamepad::Update(void)
 }
 
 
+void Gamepad::DumpJoystickStatesToLog(void)
+{
+       bool pressed = false;
+
+       for(int i=0; i<numJoysticks; i++)
+       {
+               for(int j=0; j<numButtons[i]; j++)
+               {
+                       if (button[i][j])
+                       {
+                               pressed = true;
+                               break;
+                               break;
+                       }
+               }
+
+               for(int j=0; j<numHats[i]; j++)
+               {
+                       if (hat[i][j])
+                       {
+                               pressed = true;
+                               break;
+                               break;
+                       }
+               }
+
+               for(int j=0; j<numAxes[i]; j++)
+               {
+                       // We encode these as axis # (in bits 1-15), up or down in bit 0.
+                       if (axis[i][j] > 32000)
+                       {
+                               pressed = true;
+                               break;
+                               break;
+                       }
+
+                       if (axis[i][j] < -32000)
+                       {
+                               pressed = true;
+                               break;
+                               break;
+                       }
+               }
+       }
+
+       if (!pressed)
+               return;
+
+       WriteLog("Gamepad: CheckButtonPressed...\n");
+
+       for(int i=0; i<numJoysticks; i++)
+       {
+               for(int j=0; j<numButtons[i]; j++)
+               {
+                       if (button[i][j])
+                               WriteLog("Gamepad: Pad #%i, button %i down...\n", i, j);
+               }
+
+               for(int j=0; j<numHats[i]; j++)
+               {
+                       if (hat[i][j])
+                               WriteLog("Gamepad: Pad #%i, hat %i pushed...\n", i, j);
+               }
+
+               for(int j=0; j<numAxes[i]; j++)
+               {
+                       // We encode these as axis # (in bits 1-15), up or down in bit 0.
+                       if (axis[i][j] > 32000)
+                               WriteLog("Gamepad: Pad #%i, axis %i pushed down...\n", i, j);
+
+                       if (axis[i][j] < -32000)
+                               WriteLog("Gamepad: Pad #%i, axis %i pushed up...\n", i, j);
+               }
+       }
+}
+
+
+// However, SDL 2 *does* support hot-plugging! :-D
 #if 0
 // Need to test this. It may be that the only time joysticks are detected is
 // when the program is first run. That would suck.