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Diffstat (limited to 'source/3rd-party/SDL2/src/haptic/windows/SDL_xinputhaptic.c')
-rw-r--r--source/3rd-party/SDL2/src/haptic/windows/SDL_xinputhaptic.c487
1 files changed, 487 insertions, 0 deletions
diff --git a/source/3rd-party/SDL2/src/haptic/windows/SDL_xinputhaptic.c b/source/3rd-party/SDL2/src/haptic/windows/SDL_xinputhaptic.c
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index 0000000..53e7ad3
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+++ b/source/3rd-party/SDL2/src/haptic/windows/SDL_xinputhaptic.c
@@ -0,0 +1,487 @@
+/*
+ Simple DirectMedia Layer
+ Copyright (C) 1997-2018 Sam Lantinga <slouken@libsdl.org>
+
+ This software is provided 'as-is', without any express or implied
+ warranty. In no event will the authors be held liable for any damages
+ arising from the use of this software.
+
+ Permission is granted to anyone to use this software for any purpose,
+ including commercial applications, and to alter it and redistribute it
+ freely, subject to the following restrictions:
+
+ 1. The origin of this software must not be misrepresented; you must not
+ claim that you wrote the original software. If you use this software
+ in a product, an acknowledgment in the product documentation would be
+ appreciated but is not required.
+ 2. Altered source versions must be plainly marked as such, and must not be
+ misrepresented as being the original software.
+ 3. This notice may not be removed or altered from any source distribution.
+*/
+#include "../../SDL_internal.h"
+
+#include "SDL_error.h"
+#include "SDL_haptic.h"
+#include "../SDL_syshaptic.h"
+
+#if SDL_HAPTIC_XINPUT
+
+#include "SDL_assert.h"
+#include "SDL_hints.h"
+#include "SDL_timer.h"
+#include "SDL_windowshaptic_c.h"
+#include "SDL_xinputhaptic_c.h"
+#include "../../core/windows/SDL_xinput.h"
+#include "../../joystick/windows/SDL_windowsjoystick_c.h"
+#include "../../thread/SDL_systhread.h"
+
+/*
+ * Internal stuff.
+ */
+static SDL_bool loaded_xinput = SDL_FALSE;
+
+
+int
+SDL_XINPUT_HapticInit(void)
+{
+ if (SDL_GetHintBoolean(SDL_HINT_XINPUT_ENABLED, SDL_TRUE)) {
+ loaded_xinput = (WIN_LoadXInputDLL() == 0);
+ }
+
+ if (loaded_xinput) {
+ DWORD i;
+ for (i = 0; i < XUSER_MAX_COUNT; i++) {
+ SDL_XINPUT_MaybeAddDevice(i);
+ }
+ }
+ return 0;
+}
+
+int
+SDL_XINPUT_MaybeAddDevice(const DWORD dwUserid)
+{
+ const Uint8 userid = (Uint8)dwUserid;
+ SDL_hapticlist_item *item;
+ XINPUT_VIBRATION state;
+
+ if ((!loaded_xinput) || (dwUserid >= XUSER_MAX_COUNT)) {
+ return -1;
+ }
+
+ /* Make sure we don't already have it */
+ for (item = SDL_hapticlist; item; item = item->next) {
+ if (item->bXInputHaptic && item->userid == userid) {
+ return -1; /* Already added */
+ }
+ }
+
+ SDL_zero(state);
+ if (XINPUTSETSTATE(dwUserid, &state) != ERROR_SUCCESS) {
+ return -1; /* no force feedback on this device. */
+ }
+
+ item = (SDL_hapticlist_item *)SDL_malloc(sizeof(SDL_hapticlist_item));
+ if (item == NULL) {
+ return SDL_OutOfMemory();
+ }
+
+ SDL_zerop(item);
+
+ /* !!! FIXME: I'm not bothering to query for a real name right now (can we even?) */
+ {
+ char buf[64];
+ SDL_snprintf(buf, sizeof(buf), "XInput Controller #%u", (unsigned int)(userid + 1));
+ item->name = SDL_strdup(buf);
+ }
+
+ if (!item->name) {
+ SDL_free(item);
+ return -1;
+ }
+
+ /* Copy the instance over, useful for creating devices. */
+ item->bXInputHaptic = SDL_TRUE;
+ item->userid = userid;
+
+ return SDL_SYS_AddHapticDevice(item);
+}
+
+int
+SDL_XINPUT_MaybeRemoveDevice(const DWORD dwUserid)
+{
+ const Uint8 userid = (Uint8)dwUserid;
+ SDL_hapticlist_item *item;
+ SDL_hapticlist_item *prev = NULL;
+
+ if ((!loaded_xinput) || (dwUserid >= XUSER_MAX_COUNT)) {
+ return -1;
+ }
+
+ for (item = SDL_hapticlist; item != NULL; item = item->next) {
+ if (item->bXInputHaptic && item->userid == userid) {
+ /* found it, remove it. */
+ return SDL_SYS_RemoveHapticDevice(prev, item);
+ }
+ prev = item;
+ }
+ return -1;
+}
+
+/* !!! FIXME: this is a hack, remove this later. */
+/* Since XInput doesn't offer a way to vibrate for X time, we hook into
+ * SDL_PumpEvents() to check if it's time to stop vibrating with some
+ * frequency.
+ * In practice, this works for 99% of use cases. But in an ideal world,
+ * we do this in a separate thread so that:
+ * - we aren't bound to when the app chooses to pump the event queue.
+ * - we aren't adding more polling to the event queue
+ * - we can emulate all the haptic effects correctly (start on a delay,
+ * mix multiple effects, etc).
+ *
+ * Mostly, this is here to get rumbling to work, and all the other features
+ * are absent in the XInput path for now. :(
+ */
+static int SDLCALL
+SDL_RunXInputHaptic(void *arg)
+{
+ struct haptic_hwdata *hwdata = (struct haptic_hwdata *) arg;
+
+ while (!SDL_AtomicGet(&hwdata->stopThread)) {
+ SDL_Delay(50);
+ SDL_LockMutex(hwdata->mutex);
+ /* If we're currently running and need to stop... */
+ if (hwdata->stopTicks) {
+ if ((hwdata->stopTicks != SDL_HAPTIC_INFINITY) && SDL_TICKS_PASSED(SDL_GetTicks(), hwdata->stopTicks)) {
+ XINPUT_VIBRATION vibration = { 0, 0 };
+ hwdata->stopTicks = 0;
+ XINPUTSETSTATE(hwdata->userid, &vibration);
+ }
+ }
+ SDL_UnlockMutex(hwdata->mutex);
+ }
+
+ return 0;
+}
+
+static int
+SDL_XINPUT_HapticOpenFromUserIndex(SDL_Haptic *haptic, const Uint8 userid)
+{
+ char threadName[32];
+ XINPUT_VIBRATION vibration = { 0, 0 }; /* stop any current vibration */
+ XINPUTSETSTATE(userid, &vibration);
+
+ haptic->supported = SDL_HAPTIC_LEFTRIGHT;
+
+ haptic->neffects = 1;
+ haptic->nplaying = 1;
+
+ /* Prepare effects memory. */
+ haptic->effects = (struct haptic_effect *)
+ SDL_malloc(sizeof(struct haptic_effect) * haptic->neffects);
+ if (haptic->effects == NULL) {
+ return SDL_OutOfMemory();
+ }
+ /* Clear the memory */
+ SDL_memset(haptic->effects, 0,
+ sizeof(struct haptic_effect) * haptic->neffects);
+
+ haptic->hwdata = (struct haptic_hwdata *) SDL_malloc(sizeof(*haptic->hwdata));
+ if (haptic->hwdata == NULL) {
+ SDL_free(haptic->effects);
+ haptic->effects = NULL;
+ return SDL_OutOfMemory();
+ }
+ SDL_memset(haptic->hwdata, 0, sizeof(*haptic->hwdata));
+
+ haptic->hwdata->bXInputHaptic = 1;
+ haptic->hwdata->userid = userid;
+
+ haptic->hwdata->mutex = SDL_CreateMutex();
+ if (haptic->hwdata->mutex == NULL) {
+ SDL_free(haptic->effects);
+ SDL_free(haptic->hwdata);
+ haptic->effects = NULL;
+ return SDL_SetError("Couldn't create XInput haptic mutex");
+ }
+
+ SDL_snprintf(threadName, sizeof(threadName), "SDLXInputDev%d", (int)userid);
+ haptic->hwdata->thread = SDL_CreateThreadInternal(SDL_RunXInputHaptic, threadName, 64 * 1024, haptic->hwdata);
+
+ if (haptic->hwdata->thread == NULL) {
+ SDL_DestroyMutex(haptic->hwdata->mutex);
+ SDL_free(haptic->effects);
+ SDL_free(haptic->hwdata);
+ haptic->effects = NULL;
+ return SDL_SetError("Couldn't create XInput haptic thread");
+ }
+
+ return 0;
+}
+
+int
+SDL_XINPUT_HapticOpen(SDL_Haptic * haptic, SDL_hapticlist_item *item)
+{
+ return SDL_XINPUT_HapticOpenFromUserIndex(haptic, item->userid);
+}
+
+int
+SDL_XINPUT_JoystickSameHaptic(SDL_Haptic * haptic, SDL_Joystick * joystick)
+{
+ return (haptic->hwdata->userid == joystick->hwdata->userid);
+}
+
+int
+SDL_XINPUT_HapticOpenFromJoystick(SDL_Haptic * haptic, SDL_Joystick * joystick)
+{
+ SDL_hapticlist_item *item;
+ int index = 0;
+
+ /* Since it comes from a joystick we have to try to match it with a haptic device on our haptic list. */
+ for (item = SDL_hapticlist; item != NULL; item = item->next) {
+ if (item->bXInputHaptic && item->userid == joystick->hwdata->userid) {
+ haptic->index = index;
+ return SDL_XINPUT_HapticOpenFromUserIndex(haptic, joystick->hwdata->userid);
+ }
+ ++index;
+ }
+
+ SDL_SetError("Couldn't find joystick in haptic device list");
+ return -1;
+}
+
+void
+SDL_XINPUT_HapticClose(SDL_Haptic * haptic)
+{
+ SDL_AtomicSet(&haptic->hwdata->stopThread, 1);
+ SDL_WaitThread(haptic->hwdata->thread, NULL);
+ SDL_DestroyMutex(haptic->hwdata->mutex);
+}
+
+void
+SDL_XINPUT_HapticQuit(void)
+{
+ if (loaded_xinput) {
+ WIN_UnloadXInputDLL();
+ loaded_xinput = SDL_FALSE;
+ }
+}
+
+int
+SDL_XINPUT_HapticNewEffect(SDL_Haptic * haptic, struct haptic_effect *effect, SDL_HapticEffect * base)
+{
+ SDL_assert(base->type == SDL_HAPTIC_LEFTRIGHT); /* should catch this at higher level */
+ return SDL_XINPUT_HapticUpdateEffect(haptic, effect, base);
+}
+
+int
+SDL_XINPUT_HapticUpdateEffect(SDL_Haptic * haptic, struct haptic_effect *effect, SDL_HapticEffect * data)
+{
+ XINPUT_VIBRATION *vib = &effect->hweffect->vibration;
+ SDL_assert(data->type == SDL_HAPTIC_LEFTRIGHT);
+ /* SDL_HapticEffect has max magnitude of 32767, XInput expects 65535 max, so multiply */
+ vib->wLeftMotorSpeed = data->leftright.large_magnitude * 2;
+ vib->wRightMotorSpeed = data->leftright.small_magnitude * 2;
+ SDL_LockMutex(haptic->hwdata->mutex);
+ if (haptic->hwdata->stopTicks) { /* running right now? Update it. */
+ XINPUTSETSTATE(haptic->hwdata->userid, vib);
+ }
+ SDL_UnlockMutex(haptic->hwdata->mutex);
+ return 0;
+}
+
+int
+SDL_XINPUT_HapticRunEffect(SDL_Haptic * haptic, struct haptic_effect *effect, Uint32 iterations)
+{
+ XINPUT_VIBRATION *vib = &effect->hweffect->vibration;
+ SDL_assert(effect->effect.type == SDL_HAPTIC_LEFTRIGHT); /* should catch this at higher level */
+ SDL_LockMutex(haptic->hwdata->mutex);
+ if (effect->effect.leftright.length == SDL_HAPTIC_INFINITY || iterations == SDL_HAPTIC_INFINITY) {
+ haptic->hwdata->stopTicks = SDL_HAPTIC_INFINITY;
+ } else if ((!effect->effect.leftright.length) || (!iterations)) {
+ /* do nothing. Effect runs for zero milliseconds. */
+ } else {
+ haptic->hwdata->stopTicks = SDL_GetTicks() + (effect->effect.leftright.length * iterations);
+ if ((haptic->hwdata->stopTicks == SDL_HAPTIC_INFINITY) || (haptic->hwdata->stopTicks == 0)) {
+ haptic->hwdata->stopTicks = 1; /* fix edge cases. */
+ }
+ }
+ SDL_UnlockMutex(haptic->hwdata->mutex);
+ return (XINPUTSETSTATE(haptic->hwdata->userid, vib) == ERROR_SUCCESS) ? 0 : -1;
+}
+
+int
+SDL_XINPUT_HapticStopEffect(SDL_Haptic * haptic, struct haptic_effect *effect)
+{
+ XINPUT_VIBRATION vibration = { 0, 0 };
+ SDL_LockMutex(haptic->hwdata->mutex);
+ haptic->hwdata->stopTicks = 0;
+ SDL_UnlockMutex(haptic->hwdata->mutex);
+ return (XINPUTSETSTATE(haptic->hwdata->userid, &vibration) == ERROR_SUCCESS) ? 0 : -1;
+}
+
+void
+SDL_XINPUT_HapticDestroyEffect(SDL_Haptic * haptic, struct haptic_effect *effect)
+{
+ SDL_XINPUT_HapticStopEffect(haptic, effect);
+}
+
+int
+SDL_XINPUT_HapticGetEffectStatus(SDL_Haptic * haptic, struct haptic_effect *effect)
+{
+ return SDL_Unsupported();
+}
+
+int
+SDL_XINPUT_HapticSetGain(SDL_Haptic * haptic, int gain)
+{
+ return SDL_Unsupported();
+}
+
+int
+SDL_XINPUT_HapticSetAutocenter(SDL_Haptic * haptic, int autocenter)
+{
+ return SDL_Unsupported();
+}
+
+int
+SDL_XINPUT_HapticPause(SDL_Haptic * haptic)
+{
+ return SDL_Unsupported();
+}
+
+int
+SDL_XINPUT_HapticUnpause(SDL_Haptic * haptic)
+{
+ return SDL_Unsupported();
+}
+
+int
+SDL_XINPUT_HapticStopAll(SDL_Haptic * haptic)
+{
+ XINPUT_VIBRATION vibration = { 0, 0 };
+ SDL_LockMutex(haptic->hwdata->mutex);
+ haptic->hwdata->stopTicks = 0;
+ SDL_UnlockMutex(haptic->hwdata->mutex);
+ return (XINPUTSETSTATE(haptic->hwdata->userid, &vibration) == ERROR_SUCCESS) ? 0 : -1;
+}
+
+#else /* !SDL_HAPTIC_XINPUT */
+
+#include "../../core/windows/SDL_windows.h"
+
+typedef struct SDL_hapticlist_item SDL_hapticlist_item;
+
+int
+SDL_XINPUT_HapticInit(void)
+{
+ return 0;
+}
+
+int
+SDL_XINPUT_MaybeAddDevice(const DWORD dwUserid)
+{
+ return SDL_Unsupported();
+}
+
+int
+SDL_XINPUT_MaybeRemoveDevice(const DWORD dwUserid)
+{
+ return SDL_Unsupported();
+}
+
+int
+SDL_XINPUT_HapticOpen(SDL_Haptic * haptic, SDL_hapticlist_item *item)
+{
+ return SDL_Unsupported();
+}
+
+int
+SDL_XINPUT_JoystickSameHaptic(SDL_Haptic * haptic, SDL_Joystick * joystick)
+{
+ return SDL_Unsupported();
+}
+
+int
+SDL_XINPUT_HapticOpenFromJoystick(SDL_Haptic * haptic, SDL_Joystick * joystick)
+{
+ return SDL_Unsupported();
+}
+
+void
+SDL_XINPUT_HapticClose(SDL_Haptic * haptic)
+{
+}
+
+void
+SDL_XINPUT_HapticQuit(void)
+{
+}
+
+int
+SDL_XINPUT_HapticNewEffect(SDL_Haptic * haptic, struct haptic_effect *effect, SDL_HapticEffect * base)
+{
+ return SDL_Unsupported();
+}
+
+int
+SDL_XINPUT_HapticUpdateEffect(SDL_Haptic * haptic, struct haptic_effect *effect, SDL_HapticEffect * data)
+{
+ return SDL_Unsupported();
+}
+
+int
+SDL_XINPUT_HapticRunEffect(SDL_Haptic * haptic, struct haptic_effect *effect, Uint32 iterations)
+{
+ return SDL_Unsupported();
+}
+
+int
+SDL_XINPUT_HapticStopEffect(SDL_Haptic * haptic, struct haptic_effect *effect)
+{
+ return SDL_Unsupported();
+}
+
+void
+SDL_XINPUT_HapticDestroyEffect(SDL_Haptic * haptic, struct haptic_effect *effect)
+{
+}
+
+int
+SDL_XINPUT_HapticGetEffectStatus(SDL_Haptic * haptic, struct haptic_effect *effect)
+{
+ return SDL_Unsupported();
+}
+
+int
+SDL_XINPUT_HapticSetGain(SDL_Haptic * haptic, int gain)
+{
+ return SDL_Unsupported();
+}
+
+int
+SDL_XINPUT_HapticSetAutocenter(SDL_Haptic * haptic, int autocenter)
+{
+ return SDL_Unsupported();
+}
+
+int
+SDL_XINPUT_HapticPause(SDL_Haptic * haptic)
+{
+ return SDL_Unsupported();
+}
+
+int
+SDL_XINPUT_HapticUnpause(SDL_Haptic * haptic)
+{
+ return SDL_Unsupported();
+}
+
+int
+SDL_XINPUT_HapticStopAll(SDL_Haptic * haptic)
+{
+ return SDL_Unsupported();
+}
+
+#endif /* SDL_HAPTIC_XINPUT */
+
+/* vi: set ts=4 sw=4 expandtab: */