void PipeDevice::AddAxis(const std::string& name, double value) { // Dolphin uses separate axes for left/right, which complicates things. PipeInput* ax_hi = new PipeInput("Axis " + name + " +"); ax_hi->SetState(value); PipeInput* ax_lo = new PipeInput("Axis " + name + " -"); ax_lo->SetState(value); m_axes[name + " +"] = ax_hi; m_axes[name + " -"] = ax_lo; AddAnalogInputs(ax_lo, ax_hi); }
evdevDevice::evdevDevice(const std::string& devnode) : m_devfile(devnode) { // The device file will be read on one of the main threads, so we open in non-blocking mode. m_fd = open(devnode.c_str(), O_RDWR | O_NONBLOCK); int ret = libevdev_new_from_fd(m_fd, &m_dev); if (ret != 0) { // This useally fails because the device node isn't an evdev device, such as /dev/input/js0 m_initialized = false; close(m_fd); return; } m_name = StripSpaces(libevdev_get_name(m_dev)); // Controller buttons (and keyboard keys) int num_buttons = 0; for (int key = 0; key < KEY_MAX; key++) if (libevdev_has_event_code(m_dev, EV_KEY, key)) AddInput(new Button(num_buttons++, key, m_dev)); // Absolute axis (thumbsticks) int num_axis = 0; for (int axis = 0; axis < 0x100; axis++) if (libevdev_has_event_code(m_dev, EV_ABS, axis)) { AddAnalogInputs(new Axis(num_axis, axis, false, m_dev), new Axis(num_axis, axis, true, m_dev)); num_axis++; } // Force feedback if (libevdev_has_event_code(m_dev, EV_FF, FF_PERIODIC)) { for (auto type : {FF_SINE, FF_SQUARE, FF_TRIANGLE, FF_SAW_UP, FF_SAW_DOWN}) if (libevdev_has_event_code(m_dev, EV_FF, type)) AddOutput(new ForceFeedback(type, m_dev)); } if (libevdev_has_event_code(m_dev, EV_FF, FF_RUMBLE)) { AddOutput(new ForceFeedback(FF_RUMBLE, m_dev)); } // TODO: Add leds as output devices m_initialized = true; m_interesting = num_axis >= 2 || num_buttons >= 8; }
Touchscreen::Touchscreen(int padID) : _padID(padID) { AddInput(new Button(_padID, ButtonManager::BUTTON_A)); AddInput(new Button(_padID, ButtonManager::BUTTON_B)); AddInput(new Button(_padID, ButtonManager::BUTTON_START)); AddInput(new Button(_padID, ButtonManager::BUTTON_X)); AddInput(new Button(_padID, ButtonManager::BUTTON_Y)); AddInput(new Button(_padID, ButtonManager::BUTTON_Z)); AddInput(new Button(_padID, ButtonManager::BUTTON_UP)); AddInput(new Button(_padID, ButtonManager::BUTTON_DOWN)); AddInput(new Button(_padID, ButtonManager::BUTTON_LEFT)); AddInput(new Button(_padID, ButtonManager::BUTTON_RIGHT)); AddAnalogInputs(new Axis(_padID, ButtonManager::STICK_MAIN_LEFT, -1.0f), new Axis(_padID, ButtonManager::STICK_MAIN_RIGHT)); AddAnalogInputs(new Axis(_padID, ButtonManager::STICK_MAIN_UP, -1.0f), new Axis(_padID, ButtonManager::STICK_MAIN_DOWN)); AddAnalogInputs(new Axis(_padID, ButtonManager::STICK_C_UP, -1.0f), new Axis(_padID, ButtonManager::STICK_C_DOWN)); AddAnalogInputs(new Axis(_padID, ButtonManager::STICK_C_LEFT, -1.0f), new Axis(_padID, ButtonManager::STICK_C_RIGHT)); AddAnalogInputs(new Axis(_padID, ButtonManager::TRIGGER_L), new Axis(_padID, ButtonManager::TRIGGER_L)); AddAnalogInputs(new Axis(_padID, ButtonManager::TRIGGER_R), new Axis(_padID, ButtonManager::TRIGGER_R)); }
Joystick::Joystick(SDL_Joystick* const joystick, const int sdl_index, const unsigned int index) : m_joystick(joystick) , m_sdl_index(sdl_index) , m_index(index) { // really bad HACKS: // to not use SDL for an XInput device // too many people on the forums pick the SDL device and ask: // "why don't my 360 gamepad triggers/rumble work correctly" #ifdef _WIN32 // checking the name is probably good (and hacky) enough // but i'll double check with the num of buttons/axes std::string lcasename = GetName(); std::transform(lcasename.begin(), lcasename.end(), lcasename.begin(), tolower); if ((std::string::npos != lcasename.find("xbox 360")) && (10 == SDL_JoystickNumButtons(joystick)) && (5 == SDL_JoystickNumAxes(joystick)) && (1 == SDL_JoystickNumHats(joystick)) && (0 == SDL_JoystickNumBalls(joystick)) ) { // this device won't be used return; } #endif // get buttons for (u8 i = 0; i != SDL_JoystickNumButtons(m_joystick); ++i) AddInput(new Button(i, m_joystick)); // get hats for (u8 i = 0; i != SDL_JoystickNumHats(m_joystick); ++i) { // each hat gets 4 input instances associated with it, (up down left right) for (u8 d = 0; d != 4; ++d) AddInput(new Hat(i, m_joystick, d)); } // get axes for (u8 i = 0; i != SDL_JoystickNumAxes(m_joystick); ++i) { // each axis gets a negative and a positive input instance associated with it AddAnalogInputs(new Axis(i, m_joystick, -32768), new Axis(i, m_joystick, 32767)); } #ifdef USE_SDL_HAPTIC // try to get supported ff effects m_haptic = SDL_HapticOpenFromJoystick( m_joystick ); if (m_haptic) { //SDL_HapticSetGain( m_haptic, 1000 ); //SDL_HapticSetAutocenter( m_haptic, 0 ); const unsigned int supported_effects = SDL_HapticQuery( m_haptic ); // constant effect if (supported_effects & SDL_HAPTIC_CONSTANT) { m_state_out.push_back(EffectIDState()); AddOutput(new ConstantEffect(m_state_out.back())); } // ramp effect if (supported_effects & SDL_HAPTIC_RAMP) { m_state_out.push_back(EffectIDState()); AddOutput(new RampEffect(m_state_out.back())); } // sine effect if (supported_effects & SDL_HAPTIC_SINE) { m_state_out.push_back(EffectIDState()); AddOutput(new SineEffect(m_state_out.back())); } // square effect if (supported_effects & SDL_HAPTIC_SQUARE) { m_state_out.push_back(EffectIDState()); AddOutput(new SquareEffect(m_state_out.back())); } // triangle effect if (supported_effects & SDL_HAPTIC_TRIANGLE) { m_state_out.push_back(EffectIDState()); AddOutput(new TriangleEffect(m_state_out.back())); } } #endif }
Touchscreen::Touchscreen(int padID) : _padID(padID) { // GC AddInput(new Button(_padID, ButtonManager::BUTTON_A)); AddInput(new Button(_padID, ButtonManager::BUTTON_B)); AddInput(new Button(_padID, ButtonManager::BUTTON_START)); AddInput(new Button(_padID, ButtonManager::BUTTON_X)); AddInput(new Button(_padID, ButtonManager::BUTTON_Y)); AddInput(new Button(_padID, ButtonManager::BUTTON_Z)); AddInput(new Button(_padID, ButtonManager::BUTTON_UP)); AddInput(new Button(_padID, ButtonManager::BUTTON_DOWN)); AddInput(new Button(_padID, ButtonManager::BUTTON_LEFT)); AddInput(new Button(_padID, ButtonManager::BUTTON_RIGHT)); AddAnalogInputs(new Axis(_padID, ButtonManager::STICK_MAIN_LEFT), new Axis(_padID, ButtonManager::STICK_MAIN_RIGHT)); AddAnalogInputs(new Axis(_padID, ButtonManager::STICK_MAIN_UP), new Axis(_padID, ButtonManager::STICK_MAIN_DOWN)); AddAnalogInputs(new Axis(_padID, ButtonManager::STICK_C_LEFT), new Axis(_padID, ButtonManager::STICK_C_RIGHT)); AddAnalogInputs(new Axis(_padID, ButtonManager::STICK_C_UP), new Axis(_padID, ButtonManager::STICK_C_DOWN)); AddAnalogInputs(new Axis(_padID, ButtonManager::TRIGGER_L), new Axis(_padID, ButtonManager::TRIGGER_L)); AddAnalogInputs(new Axis(_padID, ButtonManager::TRIGGER_R), new Axis(_padID, ButtonManager::TRIGGER_R)); // Wiimote AddInput(new Button(_padID, ButtonManager::WIIMOTE_BUTTON_A)); AddInput(new Button(_padID, ButtonManager::WIIMOTE_BUTTON_B)); AddInput(new Button(_padID, ButtonManager::WIIMOTE_BUTTON_MINUS)); AddInput(new Button(_padID, ButtonManager::WIIMOTE_BUTTON_PLUS)); AddInput(new Button(_padID, ButtonManager::WIIMOTE_BUTTON_HOME)); AddInput(new Button(_padID, ButtonManager::WIIMOTE_BUTTON_1)); AddInput(new Button(_padID, ButtonManager::WIIMOTE_BUTTON_2)); AddInput(new Button(_padID, ButtonManager::WIIMOTE_UP)); AddInput(new Button(_padID, ButtonManager::WIIMOTE_DOWN)); AddInput(new Button(_padID, ButtonManager::WIIMOTE_LEFT)); AddInput(new Button(_padID, ButtonManager::WIIMOTE_RIGHT)); AddInput(new Button(_padID, ButtonManager::WIIMOTE_IR_HIDE)); AddInput(new Button(_padID, ButtonManager::WIIMOTE_TILT_MODIFIER)); AddInput(new Button(_padID, ButtonManager::WIIMOTE_SHAKE_X)); AddInput(new Button(_padID, ButtonManager::WIIMOTE_SHAKE_Y)); AddInput(new Button(_padID, ButtonManager::WIIMOTE_SHAKE_Z)); AddAnalogInputs(new Axis(_padID, ButtonManager::WIIMOTE_IR_UP), new Axis(_padID, ButtonManager::WIIMOTE_IR_DOWN)); AddAnalogInputs(new Axis(_padID, ButtonManager::WIIMOTE_IR_LEFT), new Axis(_padID, ButtonManager::WIIMOTE_IR_RIGHT)); AddAnalogInputs(new Axis(_padID, ButtonManager::WIIMOTE_IR_FORWARD), new Axis(_padID, ButtonManager::WIIMOTE_IR_BACKWARD)); AddAnalogInputs(new Axis(_padID, ButtonManager::WIIMOTE_SWING_UP), new Axis(_padID, ButtonManager::WIIMOTE_SWING_DOWN)); AddAnalogInputs(new Axis(_padID, ButtonManager::WIIMOTE_SWING_LEFT), new Axis(_padID, ButtonManager::WIIMOTE_SWING_RIGHT)); AddAnalogInputs(new Axis(_padID, ButtonManager::WIIMOTE_SWING_FORWARD), new Axis(_padID, ButtonManager::WIIMOTE_SWING_BACKWARD)); AddAnalogInputs(new Axis(_padID, ButtonManager::WIIMOTE_TILT_LEFT), new Axis(_padID, ButtonManager::WIIMOTE_TILT_RIGHT)); AddAnalogInputs(new Axis(_padID, ButtonManager::WIIMOTE_TILT_FORWARD), new Axis(_padID, ButtonManager::WIIMOTE_TILT_BACKWARD)); // Wii ext: Nunchuk AddInput(new Button(_padID, ButtonManager::NUNCHUK_BUTTON_C)); AddInput(new Button(_padID, ButtonManager::NUNCHUK_BUTTON_Z)); AddInput(new Button(_padID, ButtonManager::NUNCHUK_TILT_MODIFIER)); AddInput(new Button(_padID, ButtonManager::NUNCHUK_SHAKE_X)); AddInput(new Button(_padID, ButtonManager::NUNCHUK_SHAKE_Y)); AddInput(new Button(_padID, ButtonManager::NUNCHUK_SHAKE_Z)); AddAnalogInputs(new Axis(_padID, ButtonManager::NUNCHUK_STICK_LEFT), new Axis(_padID, ButtonManager::NUNCHUK_STICK_RIGHT)); AddAnalogInputs(new Axis(_padID, ButtonManager::NUNCHUK_STICK_UP), new Axis(_padID, ButtonManager::NUNCHUK_STICK_DOWN)); AddAnalogInputs(new Axis(_padID, ButtonManager::NUNCHUK_SWING_LEFT), new Axis(_padID, ButtonManager::NUNCHUK_SWING_RIGHT)); AddAnalogInputs(new Axis(_padID, ButtonManager::NUNCHUK_SWING_UP), new Axis(_padID, ButtonManager::NUNCHUK_SWING_DOWN)); AddAnalogInputs(new Axis(_padID, ButtonManager::NUNCHUK_SWING_FORWARD), new Axis(_padID, ButtonManager::NUNCHUK_SWING_BACKWARD)); AddAnalogInputs(new Axis(_padID, ButtonManager::NUNCHUK_TILT_LEFT), new Axis(_padID, ButtonManager::NUNCHUK_TILT_RIGHT)); AddAnalogInputs(new Axis(_padID, ButtonManager::NUNCHUK_TILT_FORWARD), new Axis(_padID, ButtonManager::NUNCHUK_TILT_BACKWARD)); // Wii ext: Classic AddInput(new Button(_padID, ButtonManager::CLASSIC_BUTTON_A)); AddInput(new Button(_padID, ButtonManager::CLASSIC_BUTTON_B)); AddInput(new Button(_padID, ButtonManager::CLASSIC_BUTTON_X)); AddInput(new Button(_padID, ButtonManager::CLASSIC_BUTTON_Y)); AddInput(new Button(_padID, ButtonManager::CLASSIC_BUTTON_MINUS)); AddInput(new Button(_padID, ButtonManager::CLASSIC_BUTTON_PLUS)); AddInput(new Button(_padID, ButtonManager::CLASSIC_BUTTON_HOME)); AddInput(new Button(_padID, ButtonManager::CLASSIC_BUTTON_ZL)); AddInput(new Button(_padID, ButtonManager::CLASSIC_BUTTON_ZR)); AddInput(new Button(_padID, ButtonManager::CLASSIC_DPAD_UP)); AddInput(new Button(_padID, ButtonManager::CLASSIC_DPAD_DOWN)); AddInput(new Button(_padID, ButtonManager::CLASSIC_DPAD_LEFT)); AddInput(new Button(_padID, ButtonManager::CLASSIC_DPAD_RIGHT)); AddAnalogInputs(new Axis(_padID, ButtonManager::CLASSIC_STICK_LEFT_LEFT), new Axis(_padID, ButtonManager::CLASSIC_STICK_LEFT_RIGHT)); AddAnalogInputs(new Axis(_padID, ButtonManager::CLASSIC_STICK_LEFT_UP), new Axis(_padID, ButtonManager::CLASSIC_STICK_LEFT_DOWN)); AddAnalogInputs(new Axis(_padID, ButtonManager::CLASSIC_STICK_RIGHT_LEFT), new Axis(_padID, ButtonManager::CLASSIC_STICK_RIGHT_RIGHT)); AddAnalogInputs(new Axis(_padID, ButtonManager::CLASSIC_STICK_RIGHT_UP), new Axis(_padID, ButtonManager::CLASSIC_STICK_RIGHT_DOWN)); AddAnalogInputs(new Axis(_padID, ButtonManager::CLASSIC_TRIGGER_L), new Axis(_padID, ButtonManager::CLASSIC_TRIGGER_L)); AddAnalogInputs(new Axis(_padID, ButtonManager::CLASSIC_TRIGGER_R), new Axis(_padID, ButtonManager::CLASSIC_TRIGGER_R)); // Wii-ext: Guitar AddInput(new Button(_padID, ButtonManager::GUITAR_BUTTON_MINUS)); AddInput(new Button(_padID, ButtonManager::GUITAR_BUTTON_PLUS)); AddInput(new Button(_padID, ButtonManager::GUITAR_FRET_GREEN)); AddInput(new Button(_padID, ButtonManager::GUITAR_FRET_RED)); AddInput(new Button(_padID, ButtonManager::GUITAR_FRET_YELLOW)); AddInput(new Button(_padID, ButtonManager::GUITAR_FRET_BLUE)); AddInput(new Button(_padID, ButtonManager::GUITAR_FRET_ORANGE)); AddInput(new Button(_padID, ButtonManager::GUITAR_STRUM_UP)); AddInput(new Button(_padID, ButtonManager::GUITAR_STRUM_DOWN)); AddAnalogInputs(new Axis(_padID, ButtonManager::GUITAR_STICK_LEFT), new Axis(_padID, ButtonManager::GUITAR_STICK_RIGHT)); AddAnalogInputs(new Axis(_padID, ButtonManager::GUITAR_STICK_UP), new Axis(_padID, ButtonManager::GUITAR_STICK_DOWN)); AddAnalogInputs(new Axis(_padID, ButtonManager::GUITAR_WHAMMY_BAR), new Axis(_padID, ButtonManager::GUITAR_WHAMMY_BAR)); // Wii-ext: Drums AddInput(new Button(_padID, ButtonManager::DRUMS_BUTTON_MINUS)); AddInput(new Button(_padID, ButtonManager::DRUMS_BUTTON_PLUS)); AddInput(new Button(_padID, ButtonManager::DRUMS_PAD_RED)); AddInput(new Button(_padID, ButtonManager::DRUMS_PAD_YELLOW)); AddInput(new Button(_padID, ButtonManager::DRUMS_PAD_BLUE)); AddInput(new Button(_padID, ButtonManager::DRUMS_PAD_GREEN)); AddInput(new Button(_padID, ButtonManager::DRUMS_PAD_ORANGE)); AddInput(new Button(_padID, ButtonManager::DRUMS_PAD_BASS)); AddAnalogInputs(new Axis(_padID, ButtonManager::DRUMS_STICK_LEFT), new Axis(_padID, ButtonManager::DRUMS_STICK_RIGHT)); AddAnalogInputs(new Axis(_padID, ButtonManager::DRUMS_STICK_UP), new Axis(_padID, ButtonManager::DRUMS_STICK_DOWN)); // Wii-ext: Turntable AddInput(new Button(_padID, ButtonManager::TURNTABLE_BUTTON_GREEN_LEFT)); AddInput(new Button(_padID, ButtonManager::TURNTABLE_BUTTON_RED_LEFT)); AddInput(new Button(_padID, ButtonManager::TURNTABLE_BUTTON_BLUE_LEFT)); AddInput(new Button(_padID, ButtonManager::TURNTABLE_BUTTON_GREEN_RIGHT)); AddInput(new Button(_padID, ButtonManager::TURNTABLE_BUTTON_RED_RIGHT)); AddInput(new Button(_padID, ButtonManager::TURNTABLE_BUTTON_BLUE_RIGHT)); AddInput(new Button(_padID, ButtonManager::TURNTABLE_BUTTON_MINUS)); AddInput(new Button(_padID, ButtonManager::TURNTABLE_BUTTON_PLUS)); AddInput(new Button(_padID, ButtonManager::TURNTABLE_BUTTON_HOME)); AddInput(new Button(_padID, ButtonManager::TURNTABLE_BUTTON_EUPHORIA)); AddAnalogInputs(new Axis(_padID, ButtonManager::TURNTABLE_TABLE_LEFT_LEFT), new Axis(_padID, ButtonManager::TURNTABLE_TABLE_LEFT_RIGHT)); AddAnalogInputs(new Axis(_padID, ButtonManager::TURNTABLE_TABLE_RIGHT_LEFT), new Axis(_padID, ButtonManager::TURNTABLE_TABLE_RIGHT_RIGHT)); AddAnalogInputs(new Axis(_padID, ButtonManager::TURNTABLE_STICK_LEFT), new Axis(_padID, ButtonManager::TURNTABLE_STICK_RIGHT)); AddAnalogInputs(new Axis(_padID, ButtonManager::TURNTABLE_STICK_UP), new Axis(_padID, ButtonManager::TURNTABLE_STICK_DOWN)); AddAnalogInputs(new Axis(_padID, ButtonManager::TURNTABLE_CROSSFADE_LEFT), new Axis(_padID, ButtonManager::TURNTABLE_CROSSFADE_RIGHT)); AddAnalogInputs(new Axis(_padID, ButtonManager::TURNTABLE_EFFECT_DIAL), new Axis(_padID, ButtonManager::TURNTABLE_EFFECT_DIAL)); // Rumble AddOutput(new Motor(_padID, ButtonManager::RUMBLE)); }