ref: 12bac584e165493f91435ffacb2b4633c593346c
dir: /src/setup/joystick.c/
// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// Copyright(C) 2007 Simon Howard
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// as published by the Free Software Foundation; either version 2
// of the License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
// 02111-1307, USA.
//
#include <stdio.h>
#include <stdlib.h>
#include "doomtype.h"
#include "i_joystick.h"
#include "m_config.h"
#include "m_controls.h"
#include "textscreen.h"
#include "execute.h"
#include "joystick.h"
#include "mode.h"
#include "txt_joybinput.h"
typedef enum
{
CALIBRATE_CENTER,
CALIBRATE_LEFT,
CALIBRATE_UP,
// These are only used when defining button axes:
CALIBRATE_RIGHT,
CALIBRATE_DOWN,
} calibration_stage_t;
// SDL joystick successfully initialized?
static int joystick_initted = 0;
// Joystick enable/disable
static int usejoystick = 0;
// Joystick to use, as an SDL joystick index:
int joystick_index = -1;
// Calibration button. This is the button the user pressed at the
// start of the calibration sequence. They *must* press this button
// for each subsequent sequence.
static int calibrate_button = -1;
// "Bad" joystick axes. Sometimes an axis can be stuck or "bad". An
// example I found is that if you unplug the nunchuck extension from
// a Wii remote, the axes from the nunchuck can be stuck at one of
// the maximum values. These have to be ignored, so when we ask the
// user to center the joystick, we look for bad axes that are not
// close to zero.
static boolean *bad_axis = NULL;
// Which joystick axis to use for horizontal movement, and whether to
// invert the direction:
static int joystick_x_axis = 0;
static int joystick_x_invert = 0;
// Which joystick axis to use for vertical movement, and whether to
// invert the direction:
static int joystick_y_axis = 1;
static int joystick_y_invert = 0;
// Strafe axis.
static int joystick_strafe_axis = -1;
static int joystick_strafe_invert = 0;
static txt_button_t *joystick_button;
static int *all_joystick_buttons[] = {
&joybstraferight, &joybstrafeleft, &joybfire, &joybspeed,
&joybuse, &joybstrafe, &joybprevweapon, &joybnextweapon, &joybjump,
&joybmenu,
};
//
// Calibration
//
static txt_window_t *calibration_window;
static txt_label_t *calibration_label;
static calibration_stage_t calibrate_stage;
static SDL_Joystick **all_joysticks = NULL;
// Set the label showing the name of the currently selected joystick
static void SetJoystickButtonLabel(void)
{
char *name;
name = "None set";
if (joystick_initted
&& joystick_index >= 0 && joystick_index < SDL_NumJoysticks())
{
name = (char *) SDL_JoystickName(joystick_index);
}
TXT_SetButtonLabel(joystick_button, name);
}
// Try to open all joysticks visible to SDL.
static int OpenAllJoysticks(void)
{
int i;
int num_joysticks;
int result;
if (!joystick_initted)
{
return 0;
}
// SDL_JoystickOpen() all joysticks.
num_joysticks = SDL_NumJoysticks();
all_joysticks = malloc(sizeof(SDL_Joystick *) * num_joysticks);
result = 0;
for (i=0; i<num_joysticks; ++i)
{
all_joysticks[i] = SDL_JoystickOpen(i);
// If any joystick is successfully opened, return true.
if (all_joysticks[i] != NULL)
{
result = 1;
}
}
// Success? Turn on joystick events.
if (result)
{
SDL_JoystickEventState(SDL_ENABLE);
}
else
{
free(all_joysticks);
all_joysticks = NULL;
}
return result;
}
// Close all the joysticks opened with OpenAllJoysticks()
static void CloseAllJoysticks(void)
{
int i;
int num_joysticks;
num_joysticks = SDL_NumJoysticks();
for (i=0; i<num_joysticks; ++i)
{
if (all_joysticks[i] != NULL)
{
SDL_JoystickClose(all_joysticks[i]);
}
}
SDL_JoystickEventState(SDL_DISABLE);
free(all_joysticks);
all_joysticks = NULL;
}
static void SetCalibrationLabel(void)
{
char *message = "???";
switch (calibrate_stage)
{
case CALIBRATE_CENTER:
message = "Move the D-pad or joystick to the\n"
"center, and press a button.";
break;
case CALIBRATE_UP:
message = "Push the D-pad or joystick up,\n"
"and press the button.";
break;
case CALIBRATE_LEFT:
message = "Push the D-pad or joystick to the\n"
"left, and press the button.";
break;
case CALIBRATE_DOWN:
message = "Push the D-pad or joystick down,\n"
"and press the button.";
break;
case CALIBRATE_RIGHT:
message = "Push the D-pad or joystick to the\n"
"right, and press the button.";
break;
}
TXT_SetLabel(calibration_label, message);
}
// Search all axes on joystick being configured; find a button that is
// pressed (other than the calibrate button). Returns the button number.
static int FindPressedAxisButton(void)
{
SDL_Joystick *joystick;
int i;
joystick = all_joysticks[joystick_index];
for (i = 0; i < SDL_JoystickNumButtons(joystick); ++i)
{
if (i == calibrate_button)
{
continue;
}
if (SDL_JoystickGetButton(joystick, i))
{
return i;
}
}
return -1;
}
// Look for a hat that isn't centered. Returns the encoded hat axis.
static int FindUncenteredHat(int *axis_invert)
{
SDL_Joystick *joystick;
int i, hatval;
joystick = all_joysticks[joystick_index];
for (i = 0; i < SDL_JoystickNumHats(joystick); ++i)
{
hatval = SDL_JoystickGetHat(joystick, i);
switch (hatval)
{
case SDL_HAT_LEFT:
case SDL_HAT_RIGHT:
*axis_invert = hatval != SDL_HAT_LEFT;
return CREATE_HAT_AXIS(i, HAT_AXIS_HORIZONTAL);
case SDL_HAT_UP:
case SDL_HAT_DOWN:
*axis_invert = hatval != SDL_HAT_UP;
return CREATE_HAT_AXIS(i, HAT_AXIS_VERTICAL);
// If the hat is centered, or is not pointing in a
// definite direction, then ignore it. We don't accept
// the hat being pointed to the upper-left for example,
// because it's ambiguous.
case SDL_HAT_CENTERED:
default:
break;
}
}
// None found.
return -1;
}
static boolean CalibrateAxis(int *axis_index, int *axis_invert)
{
SDL_Joystick *joystick;
int best_axis;
int best_value;
int best_invert;
Sint16 axis_value;
int i;
joystick = all_joysticks[joystick_index];
// Check all axes to find which axis has the largest value. We test
// for one axis at a time, so eg. when we prompt to push the joystick
// left, whichever axis has the largest value is the left axis.
best_axis = 0;
best_value = 0;
best_invert = 0;
for (i=0; i<SDL_JoystickNumAxes(joystick); ++i)
{
if (bad_axis[i])
{
continue;
}
axis_value = SDL_JoystickGetAxis(joystick, i);
if (abs(axis_value) > best_value)
{
best_value = abs(axis_value);
best_invert = axis_value > 0;
best_axis = i;
}
}
// Did we find one axis that had a significant value?
if (best_value > 32768 / 4)
{
// Save the best values we have found
*axis_index = best_axis;
*axis_invert = best_invert;
return true;
}
// Otherwise, maybe this is a "button axis", like the PS3 SIXAXIS
// controller that exposes the D-pad as four individual buttons.
// Search for a button.
i = FindPressedAxisButton();
if (i >= 0)
{
*axis_index = CREATE_BUTTON_AXIS(i, 0);
*axis_invert = 0;
return true;
}
// Maybe it's a D-pad that is presented as a hat. This sounds weird
// but gamepads like this really do exist; an example is the
// Nyko AIRFLO Ex.
i = FindUncenteredHat(axis_invert);
if (i >= 0)
{
*axis_index = i;
return true;
}
// User pressed the button without pushing the joystick anywhere.
return false;
}
static boolean SetButtonAxisPositive(int *axis_index)
{
int button;
button = FindPressedAxisButton();
if (button >= 0)
{
*axis_index |= CREATE_BUTTON_AXIS(0, button);
return true;
}
return false;
}
static int NextCalibrateStage(void)
{
switch (calibrate_stage)
{
case CALIBRATE_CENTER:
return CALIBRATE_LEFT;
// After pushing to the left, there are two possibilities:
// either it is a button axis, in which case we need to find
// the other button, or we can just move on to the next axis.
case CALIBRATE_LEFT:
if (IS_BUTTON_AXIS(joystick_x_axis))
{
return CALIBRATE_RIGHT;
}
else
{
return CALIBRATE_UP;
}
case CALIBRATE_RIGHT:
return CALIBRATE_UP;
case CALIBRATE_UP:
if (IS_BUTTON_AXIS(joystick_y_axis))
{
return CALIBRATE_DOWN;
}
else
{
// Finished.
return CALIBRATE_CENTER;
}
case CALIBRATE_DOWN:
// Finished.
return CALIBRATE_CENTER;
}
}
static void IdentifyBadAxes(void)
{
SDL_Joystick *joystick;
int i, val;
free(bad_axis);
joystick = all_joysticks[joystick_index];
bad_axis = calloc(SDL_JoystickNumAxes(joystick), sizeof(boolean));
// Look for uncentered axes.
for (i = 0; i < SDL_JoystickNumAxes(joystick); ++i)
{
val = SDL_JoystickGetAxis(joystick, i);
bad_axis[i] = abs(val) > (32768 / 5);
if (bad_axis[i])
{
printf("Ignoring uncentered joystick axis #%i: %i\n", i, val);
}
}
}
static int CalibrationEventCallback(SDL_Event *event, void *user_data)
{
boolean advance;
if (event->type != SDL_JOYBUTTONDOWN)
{
return 0;
}
// At this point, we have a button press.
// In the first "center" stage, we're just trying to work out which
// joystick is being configured and which button the user is pressing.
if (calibrate_stage == CALIBRATE_CENTER)
{
joystick_index = event->jbutton.which;
calibrate_button = event->jbutton.button;
IdentifyBadAxes();
// Advance to next stage.
calibrate_stage = CALIBRATE_LEFT;
SetCalibrationLabel();
return 1;
}
// In subsequent stages, the user is asked to push in a specific
// direction and press the button. They must push the same button
// as they did before; this is necessary to support button axes.
if (event->jbutton.which == joystick_index
&& event->jbutton.button == calibrate_button)
{
switch (calibrate_stage)
{
default:
case CALIBRATE_LEFT:
advance = CalibrateAxis(&joystick_x_axis, &joystick_x_invert);
break;
case CALIBRATE_RIGHT:
advance = SetButtonAxisPositive(&joystick_x_axis);
break;
case CALIBRATE_UP:
advance = CalibrateAxis(&joystick_y_axis, &joystick_y_invert);
break;
case CALIBRATE_DOWN:
advance = SetButtonAxisPositive(&joystick_y_axis);
break;
}
// Advance to the next calibration stage?
if (advance)
{
calibrate_stage = NextCalibrateStage();
SetCalibrationLabel();
// Finished?
if (calibrate_stage == CALIBRATE_CENTER)
{
TXT_CloseWindow(calibration_window);
}
return 1;
}
}
return 0;
}
static void NoJoystick(void)
{
TXT_MessageBox(NULL, "No joysticks or gamepads could be found.\n\n"
"Try configuring your controller from within\n"
"your OS first. Maybe you need to install\n"
"some drivers or otherwise configure it.");
joystick_index = -1;
SetJoystickButtonLabel();
}
static void CalibrateWindowClosed(TXT_UNCAST_ARG(widget), TXT_UNCAST_ARG(unused))
{
CloseAllJoysticks();
TXT_SDL_SetEventCallback(NULL, NULL);
SetJoystickButtonLabel();
}
static void CalibrateJoystick(TXT_UNCAST_ARG(widget), TXT_UNCAST_ARG(unused))
{
calibrate_stage = CALIBRATE_CENTER;
// Try to open all available joysticks. If none are opened successfully,
// bomb out with an error.
if (!OpenAllJoysticks())
{
NoJoystick();
return;
}
calibration_window = TXT_NewWindow("Gamepad/Joystick calibration");
TXT_AddWidgets(calibration_window,
TXT_NewLabel("Please follow the following instructions\n"
"in order to calibrate your controller."),
TXT_NewStrut(0, 1),
calibration_label = TXT_NewLabel("zzz"),
TXT_NewStrut(0, 1),
NULL);
TXT_SetWindowAction(calibration_window, TXT_HORIZ_LEFT, NULL);
TXT_SetWindowAction(calibration_window, TXT_HORIZ_CENTER,
TXT_NewWindowAbortAction(calibration_window));
TXT_SetWindowAction(calibration_window, TXT_HORIZ_RIGHT, NULL);
TXT_SetWidgetAlign(calibration_label, TXT_HORIZ_CENTER);
TXT_SDL_SetEventCallback(CalibrationEventCallback, NULL);
TXT_SignalConnect(calibration_window, "closed", CalibrateWindowClosed, NULL);
// Start calibration
joystick_index = -1;
calibrate_stage = CALIBRATE_CENTER;
SetCalibrationLabel();
}
void JoyButtonSetCallback(TXT_UNCAST_ARG(widget), TXT_UNCAST_ARG(variable))
{
TXT_CAST_ARG(int, variable);
unsigned int i;
// Only allow a button to be bound to one action at a time. If
// we assign a key that another action is using, set that other action
// to -1.
for (i=0; i<arrlen(all_joystick_buttons); ++i)
{
if (variable != all_joystick_buttons[i]
&& *variable == *all_joystick_buttons[i])
{
*all_joystick_buttons[i] = -1;
}
}
}
//
// GUI
//
static void JoystickWindowClosed(TXT_UNCAST_ARG(window), TXT_UNCAST_ARG(unused))
{
if (joystick_initted)
{
SDL_QuitSubSystem(SDL_INIT_JOYSTICK);
joystick_initted = 0;
}
}
static void AddJoystickControl(txt_table_t *table, char *label, int *var)
{
txt_joystick_input_t *joy_input;
joy_input = TXT_NewJoystickInput(var);
TXT_AddWidget(table, TXT_NewLabel(label));
TXT_AddWidget(table, joy_input);
TXT_SignalConnect(joy_input, "set", JoyButtonSetCallback, var);
}
void ConfigJoystick(void)
{
txt_window_t *window;
txt_table_t *button_table;
txt_table_t *joystick_table;
if (!joystick_initted)
{
joystick_initted = SDL_Init(SDL_INIT_JOYSTICK) >= 0;
}
window = TXT_NewWindow("Gamepad/Joystick configuration");
TXT_AddWidgets(window,
TXT_NewCheckBox("Enable gamepad/joystick", &usejoystick),
joystick_table = TXT_NewTable(2),
TXT_NewSeparator("Buttons"),
button_table = TXT_NewTable(2),
NULL);
TXT_SetColumnWidths(joystick_table, 20, 15);
TXT_AddWidgets(joystick_table,
TXT_NewLabel("Current controller"),
joystick_button = TXT_NewButton("zzzz"),
NULL);
TXT_SetColumnWidths(button_table, 20, 15);
AddJoystickControl(button_table, "Fire/Attack", &joybfire);
AddJoystickControl(button_table, "Use", &joybuse);
// High values of joybspeed are used to activate the "always run mode"
// trick in Vanilla Doom. If this has been enabled, not only is the
// joybspeed value meaningless, but the control itself is useless.
if (joybspeed < 20)
{
AddJoystickControl(button_table, "Speed", &joybspeed);
}
AddJoystickControl(button_table, "Strafe", &joybstrafe);
AddJoystickControl(button_table, "Strafe Left", &joybstrafeleft);
AddJoystickControl(button_table, "Strafe Right", &joybstraferight);
AddJoystickControl(button_table, "Previous weapon", &joybprevweapon);
AddJoystickControl(button_table, "Next weapon", &joybnextweapon);
if (gamemission == hexen || gamemission == strife)
{
AddJoystickControl(button_table, "Jump", &joybjump);
}
TXT_SignalConnect(joystick_button, "pressed", CalibrateJoystick, NULL);
TXT_SignalConnect(window, "closed", JoystickWindowClosed, NULL);
TXT_SetWindowAction(window, TXT_HORIZ_CENTER, TestConfigAction());
SetJoystickButtonLabel();
}
void BindJoystickVariables(void)
{
M_BindVariable("use_joystick", &usejoystick);
M_BindVariable("joystick_index", &joystick_index);
M_BindVariable("joystick_x_axis", &joystick_x_axis);
M_BindVariable("joystick_y_axis", &joystick_y_axis);
M_BindVariable("joystick_strafe_axis", &joystick_strafe_axis);
M_BindVariable("joystick_x_invert", &joystick_x_invert);
M_BindVariable("joystick_y_invert", &joystick_y_invert);
M_BindVariable("joystick_strafe_invert",&joystick_strafe_invert);
}