예제 #1
0
파일: INPUT.CPP 프로젝트: sigt44/ravage-sdl
void initjoypad(void)
{
	int num = 0;
	int i = 0;
	int chosen = 0;

	printf("Joypads detected %d\n", SDL_NumJoysticks());

	if ((num = SDL_NumJoysticks()) > 0) {

		if(num > 1) chosen = detect_joypad(num);
		
#ifdef PANDORA
		if(!SDL_strcmp(SDL_JoystickNameForIndex(chosen), "touchscreen"))
		{
			printf("Touchscreen is ignored as joystick.\n");
			joypad = 0;
			return;
		}
#endif

		joystick = SDL_JoystickOpen(chosen);

		if(joystick) 
		{
			joypad = 1;
			printf("Using joystick: %s\n", SDL_JoystickNameForIndex(chosen));
			strncpy(settings.joystickName, SDL_JoystickNameForIndex(chosen), 254);
		}
		else printf("Couldn't open Joystick %d\n", chosen);
	}

}
예제 #2
0
파일: controls.c 프로젝트: jordonwu/ICSim
void print_joy_info() {
	printf("Name: %s\n", SDL_JoystickNameForIndex(0));
	printf("Number of Axes: %d\n", SDL_JoystickNumAxes(gJoystick));
	printf("Number of Buttons: %d\n", SDL_JoystickNumButtons(gJoystick));
	if(SDL_JoystickNumBalls(gJoystick) > 0) printf("Number of Balls: %d\n", SDL_JoystickNumBalls(gJoystick));
        if(strncmp(SDL_JoystickNameForIndex(0), "PLAYSTATION(R)3 Controller", 25) == 0) {
		// PS3 Rumble controller via BT
		gControllerType = PS3_CONTROLLER;
	}
        if(strncmp(SDL_JoystickNameForIndex(0), "Sony PLAYSTATION(R)3 Controller", 30) == 0) {
		// PS3 directly connected
		gControllerType = PS3_CONTROLLER;
	}
	map_joy();
}
예제 #3
0
파일: joystick.hpp 프로젝트: Rapptz/gum
inline std::string joystick_name_at(int index) noexcept {
    const char* name = SDL_JoystickNameForIndex(index);
    if(name == nullptr) {
        return "";
    }
    return { name };
}
예제 #4
0
파일: xjoystick.cpp 프로젝트: KranX/Vangers
bool XJoystickInit_old(int ErrHUsed)
{
    JoystickAvailable = 0;
    XJoystickErrHUsed = ErrHUsed;

    SDL_InitSubSystem(SDL_INIT_JOYSTICK);
	//SDL_JoystickEventState(SDL_ENABLE);
    //SDL_JoystickEventState(SDL_IGNORE); // we will poll ourselves

    int nJoysticks = SDL_NumJoysticks();

    // FIXME: pick first
    if (nJoysticks < 1)
	return false;

	std::cout<<"Found "<<nJoysticks<<" joysticks"<<std::endl;
    joy = SDL_JoystickOpen(0);
    if (!joy)
		return false;

	std::cout<<"Init joystick: "<<SDL_JoystickNameForIndex(0)<<std::endl;
    // set joystick parameters (deadzone, etc)
    if(!inputPrepareDevice())
    {
        XJOYSTICK_ABORT("Device preparation failed\nXJoystick - Force Feedback", -1);
        return false;
    }

    // if we get here, we succeeded
    return true;
/* */
} //*** end XJoystickInit()
예제 #5
0
int main(int argc, char *argv[]) {
    int num_joy, i;

    if(argc > 1) {
        printf("%s%s%s%s",
            "\nThis program lists the joysticks connected to the system.\n",
            "It returns a non-zero value if no joystick was found.\n",
	    "The ouput format is:\nindex:JoystickName\n\n",
            "Usage: jslist\n\n");

        return 1;
    }

    SDL_Init(SDL_INIT_JOYSTICK);

    num_joy = SDL_NumJoysticks();

    if(num_joy < 1) {
        fputs("No joystick found!\n", stderr);
        SDL_Quit();
        return -1;
    }

    for(i = 0; i < num_joy; i++)
        printf("%d:%s\n", i, SDL_JoystickNameForIndex(i));

    SDL_Quit();
    return 0;
}
예제 #6
0
파일: joystick.cpp 프로젝트: Subv/Phoenix
// static
QVariantList Joystick::enumerateDevices()
{
    QVariantList list;
    char guidbuf[128];
    int nconnected = SDL_NumJoysticks();

    if (!nconnected) {
        qCCritical(phxInput, "Unable to enumerate joysticks: %s", SDL_GetError());
    }

    for (int i = 0; i < nconnected; i++) {
        const char* jsname = SDL_JoystickNameForIndex(i);
        if (!jsname)
            continue;
        SDL_JoystickGetGUIDString(SDL_JoystickGetDeviceGUID(i), guidbuf, 128);
        list.append(QVariantMap {
            { "text", QString(jsname) }, // for QML model
            { "name", QString(jsname) },
            { "driver", QString(SDL_IsGameController(i) ? "sdl_gamecontroller"
                                                        : "sdl_joystick") },
            { "guid", QString(guidbuf) }
        });
    }
    return list;
}
예제 #7
0
파일: input.c 프로젝트: SonnyJim/spang
void input_joystick_init (void)
{
    const char *name;
    int i;

    //Load joystick defaults
    joy_cfg.axis1 = 0;
    joy_cfg.axis2 = 1;
    joy_cfg.fire = 0;
    joy_cfg.bomb = 1;
    joy_cfg.pause = 2;
    for (i = 0; i < SDL_NumJoysticks(); ++i)
    {
        name = SDL_JoystickNameForIndex(i);
        SDL_Log(" Found Joystick %d: %s\n", i, name ? name : "Unknown Joystick");
        joysticks[i] = SDL_JoystickOpen(i);
        if (joysticks[i] == NULL) {
            SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDL_JoystickOpen(%d) failed: %s\n", i,
                    SDL_GetError());
        }
        /*
        else {
            char guid[64];
            SDL_JoystickGetGUIDString(SDL_JoystickGetGUID(joystick),
                                      guid, sizeof (guid));
            SDL_Log("       axes: %d\n", SDL_JoystickNumAxes(joystick));
            SDL_Log("      balls: %d\n", SDL_JoystickNumBalls(joystick));
            SDL_Log("       hats: %d\n", SDL_JoystickNumHats(joystick));
            SDL_Log("    buttons: %d\n", SDL_JoystickNumButtons(joystick));
            SDL_Log("instance id: %d\n", SDL_JoystickInstanceID(joystick));
            SDL_Log("       guid: %s\n", guid);
        }
        */
    }
}
예제 #8
0
/*
 * Helper function to determine pre-calculated offset to certain joystick mappings
 */
ControllerMapping_t *SDL_PrivateGetControllerMapping(int device_index)
{
    SDL_JoystickGUID jGUID = SDL_JoystickGetDeviceGUID(device_index);
    ControllerMapping_t *mapping;

    mapping = SDL_PrivateGetControllerMappingForGUID(&jGUID);
#if SDL_JOYSTICK_XINPUT
    if (!mapping && SDL_SYS_IsXInputGamepad_DeviceIndex(device_index)) {
        mapping = s_pXInputMapping;
    }
#endif
#if defined(SDL_JOYSTICK_EMSCRIPTEN)
    if (!mapping && s_pEmscriptenMapping) {
        mapping = s_pEmscriptenMapping;
    }
#endif
    if (!mapping) {
        const char *name = SDL_JoystickNameForIndex(device_index);
        if (name) {
            if (SDL_strstr(name, "Xbox") || SDL_strstr(name, "X-Box")) {
                mapping = s_pXInputMapping;
            }
        }
    }
    return mapping;
}
예제 #9
0
SDLApplication::SDLApplication () {

    if (SDL_Init (SDL_INIT_VIDEO | SDL_INIT_GAMECONTROLLER | SDL_INIT_TIMER | SDL_INIT_JOYSTICK) != 0) {

        printf ("Could not initialize SDL: %s.\n", SDL_GetError ());

    }

    currentApplication = this;

    framePeriod = 1000.0 / 60.0;

#ifdef EMSCRIPTEN
    emscripten_cancel_main_loop ();
    emscripten_set_main_loop (UpdateFrame, 0, 0);
    emscripten_set_main_loop_timing (EM_TIMING_RAF, 1);
#endif

    currentUpdate = 0;
    lastUpdate = 0;
    nextUpdate = 0;

    ApplicationEvent applicationEvent;
    GamepadEvent gamepadEvent;
    KeyEvent keyEvent;
    MouseEvent mouseEvent;
    RenderEvent renderEvent;
    SensorEvent sensorEvent;
    TextEvent textEvent;
    TouchEvent touchEvent;
    WindowEvent windowEvent;

#if defined(IOS) || defined(ANDROID)
    for (int i = 0; i < SDL_NumJoysticks (); i++) {

        if (strstr (SDL_JoystickNameForIndex (i), "Accelerometer")) {

            accelerometer = SDL_JoystickOpen (i);
            accelerometerID = SDL_JoystickInstanceID (accelerometer);

        }

    }
#endif

#ifdef HX_MACOS
    CFURLRef resourcesURL = CFBundleCopyResourcesDirectoryURL (CFBundleGetMainBundle ());
    char path[PATH_MAX];

    if (CFURLGetFileSystemRepresentation (resourcesURL, TRUE, (UInt8 *)path, PATH_MAX)) {

        chdir (path);

    }

    CFRelease (resourcesURL);
#endif

}
예제 #10
0
파일: SDL.cpp 프로젝트: BhaaLseN/dolphin
static std::string GetJoystickName(int index)
{
#if SDL_VERSION_ATLEAST(2, 0, 0)
	return SDL_JoystickNameForIndex(index);
#else
	return SDL_JoystickName(index);
#endif
}
예제 #11
0
파일: in_sdl.c 프로젝트: aonorin/vkQuake
void IN_StartupJoystick (void)
{
	int i;
	int nummappings;
	char controllerdb[MAX_OSPATH];
	SDL_GameController *gamecontroller;
	
	if (COM_CheckParm("-nojoy"))
		return;
	
	if (SDL_InitSubSystem(SDL_INIT_GAMECONTROLLER) == -1 )
	{
		Con_Warning("could not initialize SDL Game Controller\n");
		return;
	}
	
	// Load additional SDL2 controller definitions from gamecontrollerdb.txt
	q_snprintf (controllerdb, sizeof(controllerdb), "%s/gamecontrollerdb.txt", com_basedir);
	nummappings = SDL_GameControllerAddMappingsFromFile(controllerdb);
	if (nummappings > 0)
		Con_Printf("%d mappings loaded from gamecontrollerdb.txt\n", nummappings);
	
	// Also try host_parms->userdir
	if (host_parms->userdir != host_parms->basedir)
	{
		q_snprintf (controllerdb, sizeof(controllerdb), "%s/gamecontrollerdb.txt", host_parms->userdir);
		nummappings = SDL_GameControllerAddMappingsFromFile(controllerdb);
		if (nummappings > 0)
			Con_Printf("%d mappings loaded from gamecontrollerdb.txt\n", nummappings);
	}

	for (i = 0; i < SDL_NumJoysticks(); i++)
	{
		const char *joyname = SDL_JoystickNameForIndex(i);
		if ( SDL_IsGameController(i) )
		{
			const char *controllername = SDL_GameControllerNameForIndex(i);
			gamecontroller = SDL_GameControllerOpen(i);
			if (gamecontroller)
			{
				Con_Printf("detected controller: %s\n", controllername != NULL ? controllername : "NULL");
				
				joy_active_instaceid = SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(gamecontroller));
				joy_active_controller = gamecontroller;
				break;
			}
			else
			{
				Con_Warning("failed to open controller: %s\n", controllername != NULL ? controllername : "NULL");
			}
		}
		else
		{
			Con_Warning("joystick missing controller mappings: %s\n", joyname != NULL ? joyname : "NULL" );
		}
	}
}
예제 #12
0
파일: joystick.c 프로젝트: kenyahiro/px68k
void Joystick_Init(void)
{
#ifndef PSP
    int i, nr_joys, nr_axes, nr_btns, nr_hats;
#endif

    joy[0] = 1;  // active only one
    joy[1] = 0;
    JoyKeyState = 0;
    JoyKeyState0 = 0;
    JoyKeyState1 = 0;
    JoyState0[0] = 0xff;
    JoyState0[1] = 0xff;
    JoyState1[0] = 0xff;
    JoyState1[1] = 0xff;
    JoyPortData[0] = 0;
    JoyPortData[1] = 0;

#if defined(ANDROID) || TARGET_OS_IPHONE
    Joystick_Vbtn_Update(WinUI_get_vkscale());
#endif

#ifndef PSP
    sdl_joy = 0;

    SDL_InitSubSystem(SDL_INIT_JOYSTICK);

    nr_joys = SDL_NumJoysticks();
    p6logd("joy num %d\n", nr_joys);
    for (i = 0; i < nr_joys; i++) {
        sdl_joy = SDL_JoystickOpen(i);
        if (sdl_joy) {
            nr_btns = SDL_JoystickNumButtons(sdl_joy);
            nr_axes = SDL_JoystickNumAxes(sdl_joy);
            nr_hats = SDL_JoystickNumHats(sdl_joy);

#if SDL_VERSION_ATLEAST(2, 0, 0)
            p6logd("Name: %s\n", SDL_JoystickNameForIndex(i));
#endif
            p6logd("# of Axes: %d\n", nr_axes);
            p6logd("# of Btns: %d\n", nr_btns);
            p6logd("# of Hats: %d\n", nr_hats);

            // skip accelerometer and keyboard
            if (nr_btns < 2 || (nr_axes < 2 && nr_hats == 0)) {
                Joystick_Cleanup();
                sdl_joy = 0;
            } else {
                break;
            }
        } else {
            p6logd("can't open joy %d\n", i);
        }
    }
#endif
}
예제 #13
0
static const char* sdl_pad_name(unsigned id)
{
#ifdef HAVE_SDL2
   if (sdl_pads[id].controller)
      return SDL_GameControllerNameForIndex(id);
   return SDL_JoystickNameForIndex(id);
#else
   return SDL_JoystickName(id);
#endif
}
예제 #14
0
static mrb_value
mrb_sdl2_joystick_get_name(mrb_state *mrb, mrb_value self)
{
  const char * result;
  mrb_int index;
  mrb_get_args(mrb, "i", &index);
  result = SDL_JoystickNameForIndex((int) index);

  return mrb_str_new_cstr(mrb, result);
}
예제 #15
0
파일: xjoystick.cpp 프로젝트: KranX/Vangers
//===========================================================================
// XJoystickInit
//
// Creates and initializes joysticks.
//
// Parameters:
//
// Returns:
//
//===========================================================================
bool XJoystickInit() {
	int i;
	
	SDL_InitSubSystem(SDL_INIT_JOYSTICK);
	SDL_InitSubSystem(SDL_INIT_GAMECONTROLLER);
	SDL_JoystickEventState(SDL_ENABLE);
	SDL_GameControllerEventState(SDL_ENABLE);
	
	if(!SDL_WasInit(SDL_INIT_JOYSTICK) && SDL_InitSubSystem(SDL_INIT_JOYSTICK)) {
		std::cout<<"Unable to initialize the joystick subsystem"<<std::endl;
		return false;
	}
	
	for(i = 0; i < SDL_NumJoysticks(); ++i) {
		if (SDL_IsGameController(i)) {
			printf("Index \'%i\' is a compatible controller, named \'%s\'\n", i, SDL_GameControllerNameForIndex(i));
			ctrl = SDL_GameControllerOpen(i);
			joy = SDL_GameControllerGetJoystick(ctrl);
			break;
		} else {
			printf("Index \'%s\' is not a compatible controller.\n", SDL_JoystickNameForIndex(i));
		}
	}
	if (ctrl) {
		JoystickAvailable = 1;
		return true;
	}
	for(i = 0; i < SDL_NumJoysticks(); ++i) {
		joy = SDL_JoystickOpen(i);
		if (joy) {
			printf("Index \'%i\' is a compatible joystick, named \'%s\'\n", i, SDL_JoystickNameForIndex(i));
			break;
		}
	}
	if (joy) {
		JoystickAvailable = 1;
		return true;
	} else {
		return false;
	}
}
예제 #16
0
/*
 * Helper function to determine pre-calculated offset to certain joystick mappings
 */
static ControllerMapping_t *SDL_PrivateGetControllerMapping(int device_index)
{
    SDL_JoystickGUID jGUID = SDL_JoystickGetDeviceGUID(device_index);
    ControllerMapping_t *mapping;

    mapping = SDL_PrivateGetControllerMappingForGUID(&jGUID);
#if SDL_JOYSTICK_XINPUT
    if (!mapping && SDL_SYS_IsXInputGamepad_DeviceIndex(device_index)) {
        mapping = s_pXInputMapping;
    }
#endif
#if defined(SDL_JOYSTICK_EMSCRIPTEN)
    if (!mapping && s_pEmscriptenMapping) {
        mapping = s_pEmscriptenMapping;
    }
#endif
#ifdef __LINUX__
    if (!mapping) {
        const char *name = SDL_JoystickNameForIndex(device_index);
        if (name) {
            if (SDL_strstr(name, "Xbox 360 Wireless Receiver")) {
                /* The Linux driver xpad.c maps the wireless dpad to buttons */
                SDL_bool existing;
                mapping = SDL_PrivateAddMappingForGUID(jGUID,
"none,X360 Wireless Controller,a:b0,b:b1,back:b6,dpdown:b14,dpleft:b11,dpright:b12,dpup:b13,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,",
                              &existing, SDL_CONTROLLER_MAPPING_PRIORITY_DEFAULT);
            }
        }
    }
#endif /* __LINUX__ */

    if (!mapping) {
        const char *name = SDL_JoystickNameForIndex(device_index);
        if (name) {
            if (SDL_strstr(name, "Xbox") || SDL_strstr(name, "X-Box")) {
                mapping = s_pXInputMapping;
            }
        }
    }
    return mapping;
}
예제 #17
0
/*
 * SDL.joystickNameForIndex(index)
 *
 * Arguments:
 *	index the joystick index
 *
 * Returns:
 *	The name or nil on failure
 *	The error message
 */
static int
l_joystickNameForIndex(lua_State *L)
{
	int index = luaL_checkinteger(L, 1);
	const char *name;

	name = SDL_JoystickNameForIndex(index);
	if (name == NULL)
		return commonPushSDLError(L, 1);

	return commonPush(L, "s", name);
}
예제 #18
0
static const char *sdl_joypad_name(unsigned pad)
{
   if (pad >= MAX_USERS)
      return NULL;

#ifdef HAVE_SDL2
   if (sdl_pads[pad].controller)
      return SDL_GameControllerNameForIndex(pad);
   return SDL_JoystickNameForIndex(pad);
#else
   return SDL_JoystickName(pad);
#endif
}
예제 #19
0
파일: input.c 프로젝트: k5g/emulika
int input_pad_getinfos(int pad, padinfos *infos)
{
    assert(pad<SDL_NumJoysticks());

    if(statuspads[pad].joy==NULL)
        return 0;

    infos->name = SDL_JoystickNameForIndex(pad);
    infos->buttons = SDL_JoystickNumButtons(statuspads[pad].joy);
    infos->axis = SDL_JoystickNumAxes(statuspads[pad].joy);
    infos->hats = SDL_JoystickNumBalls(statuspads[pad].joy);
    return 1;
}
예제 #20
0
void C4GamePadControl::CheckGamePad(const SDL_Event& e)
{
	switch (e.type)
	{
	case SDL_JOYDEVICEADDED:
		// Report that an unsupported joystick device has been detected, to help with controller issues.
		if (!SDL_IsGameController(e.jdevice.which))
			LogF("Gamepad %s isn't supported.", SDL_JoystickNameForIndex(e.jdevice.which));
		break;
	case SDL_CONTROLLERDEVICEADDED:
	{
		auto device = std::make_shared<C4GamePadOpener>(e.cdevice.which);
		Gamepads[device->GetID()] = device;
		LogF("Gamepad #%d connected: %s", device->GetID(), SDL_JoystickNameForIndex(e.cdevice.which));
		break;
	}
	case SDL_CONTROLLERDEVICEREMOVED:
		LogF("Gamepad #%d disconnected.", e.cdevice.which);
		Gamepads.erase(e.cdevice.which);
		break;
	}
}
예제 #21
0
파일: input.c 프로젝트: leafxixi/sdlpal
VOID
PAL_InitInput(
   VOID
)
/*++
  Purpose:

    Initialize the input subsystem.

  Parameters:

    None.

  Return value:

    None.

--*/
{
   memset((void *)&g_InputState, 0, sizeof(g_InputState));
   g_InputState.dir = kDirUnknown;
   g_InputState.prevdir = kDirUnknown;

   //
   // Check for joystick
   //
#if PAL_HAS_JOYSTICKS
   if (SDL_NumJoysticks() > 0 && g_fUseJoystick)
   {
      int i;
	  for (i = 0; i < SDL_NumJoysticks(); i++)
      {
         if (PAL_IS_VALID_JOYSTICK(SDL_JoystickNameForIndex(i)))
         {
            g_pJoy = SDL_JoystickOpen(i);
            break;
         }
      }

      if (g_pJoy != NULL)
      {
         SDL_JoystickEventState(SDL_ENABLE);
      }
   }
#endif

   input_init_filter();
}
예제 #22
0
void BMOP_EnumerateJoysticks(void *arg, void (*AnnounceNumJoysticks)(void *, unsigned), BMOP_JoystickEnumerator_t enumerator){
    unsigned joystick_num = 0;
    SDL_Joystick *stick = NULL;
    
    if(!AnnounceNumJoysticks)
        AnnounceNumJoysticks = BMOP_DefaultNumJoysticks;
    if(!enumerator)
        enumerator = BMOP_DefaultJoystickEnumerator;

    AnnounceNumJoysticks(arg, SDL_NumJoysticks());
    while((stick = SDL_JoystickOpen(joystick_num++)))
        enumerator(arg, SDL_JoystickNameForIndex(joystick_num-1), 
            SDL_JoystickNumButtons(stick),
            SDL_JoystickNumAxes(stick),
            SDL_JoystickNumHats(stick));
}
예제 #23
0
	void SDLJoystick::Init () {

		#if defined(IPHONE) || defined(ANDROID) || defined(TVOS)
		for (int i = 0; i < SDL_NumJoysticks (); i++) {

			if (strstr (SDL_JoystickNameForIndex (i), "Accelerometer")) {

				accelerometer = SDL_JoystickOpen (i);
				accelerometerID = SDL_JoystickInstanceID (accelerometer);

			}

		}
		#endif

	}
예제 #24
0
void SDLFrontend::initJoystickAndHaptic ()
{
	if (_haptic != nullptr) {
		SDL_HapticClose(_haptic);
		_haptic = nullptr;
	}

	const int joysticks = SDL_NumJoysticks();
	SDL_Haptic *haptic = nullptr;
	for (int i = 0; i < joysticks; i++) {
		const char *name;
		if (SDL_IsGameController(i)) {
			name = SDL_GameControllerNameForIndex(i);
		} else {
			name = SDL_JoystickNameForIndex(i);
		}
		SDL_Joystick *joystick = SDL_JoystickOpen(i);
		info(LOG_CLIENT, String::format("found joystick %s", name ? name : "Unknown Joystick"));
		info(LOG_CLIENT, String::format("joystick axes: %i", SDL_JoystickNumAxes(joystick)));
		info(LOG_CLIENT, String::format("joystick hats: %i", SDL_JoystickNumHats(joystick)));
		info(LOG_CLIENT, String::format("joystick balls: %i", SDL_JoystickNumBalls(joystick)));
		info(LOG_CLIENT, String::format("joystick buttons: %i", SDL_JoystickNumButtons(joystick)));
		if (haptic == nullptr)
			haptic = SDL_HapticOpenFromJoystick(joystick);
	}
	if (!joysticks) {
		info(LOG_CLIENT, "no joysticks found");
	}

	info(LOG_CLIENT, String::format("found %i touch device(s)", SDL_GetNumTouchDevices()));

	info(LOG_CLIENT, String::format("%i haptic devices", SDL_NumHaptics()));
	if (haptic == nullptr && SDL_MouseIsHaptic()) {
		haptic = SDL_HapticOpenFromMouse();
	}
	if (haptic != nullptr) {
		const bool rumbleSupported = SDL_HapticRumbleSupported(haptic) && SDL_HapticRumbleInit(haptic) == 0;
		if (rumbleSupported) {
			info(LOG_CLIENT, "rumble support");
			_haptic = haptic;
		}
	}
	if (_haptic == nullptr) {
		info(LOG_CLIENT, "no rumble support");
	}
}
예제 #25
0
/**
 * \brief	This will start the joystick driver and search for all the controls attached
 * 			to your computer
 * \return	false, if the driver couldn't be started, else true
 */
bool CInput::startJoyDriver()
{
	gLogging.textOut("JoyDrv_Start() : ");

    if (SDL_Init( SDL_INIT_JOYSTICK ) < 0)
	{
		gLogging.ftextOut("JoyDrv_Start() : Couldn't initialize SDL: %s<br>", SDL_GetError());
		return 1;
	}
    else
	{
		const size_t joyNum = SDL_NumJoysticks();
		if( joyNum > 0 )
		{
			SDL_JoystickEventState(SDL_ENABLE);
			gLogging.ftextOut("Detected %i joystick(s).<br>\n", joyNum );
			gLogging.textOut("The names of the joysticks are:<br>");

			for( size_t i=0; i < joyNum; i++ )
			{
#if SDL_VERSION_ATLEAST(2, 0, 0)
                gLogging.ftextOut("    %s<br>", SDL_JoystickNameForIndex(i));
#else
                gLogging.ftextOut("    %s<br>", SDL_JoystickName(i));
#endif

				SDL_Joystick *pJoystick = SDL_JoystickOpen(i);
				mp_Joysticks.push_back(pJoystick);

				gLogging.ftextOut("     Axes: %i<br>", SDL_JoystickNumAxes(pJoystick));
				gLogging.ftextOut("     Buttons: %i <br>", SDL_JoystickNumButtons(pJoystick));
				gLogging.ftextOut("     Balls: %i <br>", SDL_JoystickNumBalls(pJoystick));
				gLogging.ftextOut("     Hats: %i<br>", SDL_JoystickNumHats(pJoystick));
			}
		}
		else
		{
			gLogging.ftextOut("No joysticks were found.<br>\n");
		}
	}

	return 0;
}
예제 #26
0
파일: gamepad.c 프로젝트: laochailan/taisei
static const char* gamepad_device_name_unmapped(int idx) {
	const char *name = SDL_GameControllerNameForIndex(idx);

	if(name == NULL) {
		return "Unknown device";
	}

	if(!strcasecmp(name, "Xinput Controller")) {
		// HACK: let's try to get a more descriptive name...
		const char *prev_name = name;
		name = SDL_JoystickNameForIndex(idx);

		if(name == NULL) {
			name = prev_name;
		}
	}

	return name;
}
예제 #27
0
static void initializeSDL2()
{
	extern const char binaryGameVersion;
	printf("%s\n  Wrapper v%s\n  Game    v%s\n", title, WRAPPER_VERSION, &binaryGameVersion);
	fflush(stdout);

	if (SDL_Init(SDL_INIT_EVERYTHING & ~SDL_INIT_GAMECONTROLLER) < 0)
		fprintf(stderr, "SDL_Init failed: %s\n", SDL_GetError());

	const int n = SDL_NumJoysticks();
	for (int i = 0; i < n; ++i)
	{
		const char *name = SDL_JoystickNameForIndex(i);
		if (name && strstr(name, "SynPS/2"))
		{
			touchpadJoyIdx = i;
			break;
		}
	}
}
예제 #28
0
파일: input.cpp 프로젝트: BotoX/teeworlds
void CInput::Init()
{
	m_pGraphics = Kernel()->RequestInterface<IEngineGraphics>();
	m_pConsole = Kernel()->RequestInterface<IConsole>();
	// FIXME: unicode handling: use SDL_StartTextInput/SDL_StopTextInput on inputs

	MouseModeRelative();

	if(!SDL_WasInit(SDL_INIT_JOYSTICK))
	{
		if(SDL_InitSubSystem(SDL_INIT_JOYSTICK) < 0)
		{
			dbg_msg("joystick", "unable to init SDL joystick: %s", SDL_GetError());
			return;
		}
	}

	if(SDL_NumJoysticks() > 0)
	{
		m_pJoystick = SDL_JoystickOpen(0);

		if(!m_pJoystick) {
			dbg_msg("joystick", "Could not open 0th joystick: %s", SDL_GetError());
			return;
		}

		dbg_msg("joystick", "Opened Joystick 0");
		dbg_msg("joystick", "Name: %s", SDL_JoystickNameForIndex(0));
		dbg_msg("joystick", "Number of Axes: %d", SDL_JoystickNumAxes(m_pJoystick));
		dbg_msg("joystick", "Number of Buttons: %d", SDL_JoystickNumButtons(m_pJoystick));
		dbg_msg("joystick", "Number of Balls: %d", SDL_JoystickNumBalls(m_pJoystick));
	}
	else
	{
		dbg_msg("joystick", "No joysticks found");
	}
}
예제 #29
0
	void Joystick::open() {
		if (m_joystickHandle) {
			close();
		}

		m_joystickHandle = SDL_JoystickOpen(m_deviceIndex);
		if (m_joystickHandle) {
			m_instanceId = SDL_JoystickInstanceID(m_joystickHandle);

			char tmp[33];
			SDL_JoystickGUID guid = SDL_JoystickGetDeviceGUID(m_deviceIndex);
			SDL_JoystickGetGUIDString(guid, tmp, sizeof(tmp));
			m_guidStr = std::string(tmp);

			openController();
			const char* name = SDL_JoystickNameForIndex(m_deviceIndex);
			if (isController() && !name) {
				name = SDL_GameControllerNameForIndex(m_deviceIndex);
			}
			m_name = std::string(name);
		} else {
			throw SDLException(SDL_GetError());
		}
	}
예제 #30
0
bool input_init(void)
{
	memset(inputs, 0, sizeof(inputs));
	memset(lastinputs, 0, sizeof(lastinputs));
	memset(mappings, -1, sizeof(mappings));
	for (int i=0;i<INPUT_COUNT;i++)
	{
	    mappings[i].key=-1;
	    mappings[i].jbut=-1;
	    mappings[i].jhat=-1;
	    mappings[i].jaxis=-1;
	}
	
	// default mappings
	mappings[LEFTKEY].key      = SDLK_LEFT;
	mappings[RIGHTKEY].key     = SDLK_RIGHT;
	mappings[UPKEY].key        = SDLK_UP;
	mappings[DOWNKEY].key      = SDLK_DOWN;
	mappings[JUMPKEY].key      = SDLK_z;
	mappings[FIREKEY].key      = SDLK_x;
	mappings[PREVWPNKEY].key   = SDLK_a;
	mappings[NEXTWPNKEY].key   = SDLK_s;
	mappings[INVENTORYKEY].key = SDLK_q;
	mappings[MAPSYSTEMKEY].key = SDLK_w;
	
	mappings[ESCKEY].key = SDLK_ESCAPE;
	
	mappings[F1KEY].key  = SDLK_F1;
	mappings[F2KEY].key  = SDLK_F2;
	mappings[F3KEY].key  = SDLK_F3;
	mappings[F4KEY].key  = SDLK_F4;
	mappings[F5KEY].key  = SDLK_F5;
	mappings[F6KEY].key  = SDLK_F6;
	mappings[F7KEY].key  = SDLK_F7;
	mappings[F8KEY].key  = SDLK_F8;
	mappings[F9KEY].key  = SDLK_F9;
	mappings[F10KEY].key = SDLK_F10;
	mappings[F11KEY].key = SDLK_F11;
	mappings[F12KEY].key = SDLK_F12;
	
	mappings[FREEZE_FRAME_KEY].key  = SDLK_SPACE;
	mappings[FRAME_ADVANCE_KEY].key = SDLK_c;
	mappings[DEBUG_FLY_KEY].key     = SDLK_v;

	mappings[HOMEKEY].key  = SDLK_HOME;
	mappings[ENDKEY].key   = SDLK_END;
	mappings[ENTERKEY].key = SDLK_RETURN;
	
	SDL_InitSubSystem(SDL_INIT_JOYSTICK | SDL_INIT_HAPTIC);
	if (SDL_NumJoysticks() > 0) {
	    // Open joystick
	    joy = SDL_JoystickOpen(0);
	
	    if (joy) {
	        stat("Opened Joystick 0");
	        stat("Name: %s", SDL_JoystickNameForIndex(0));
	        stat("Number of Axes: %d", SDL_JoystickNumAxes(joy));
	        stat("Number of Buttons: %d", SDL_JoystickNumButtons(joy));
	        stat("Number of Balls: %d", SDL_JoystickNumBalls(joy));
	        haptic = SDL_HapticOpenFromJoystick( joy );
	        if (haptic == NULL)
	        {
	            stat("No force feedback support");
	        }
	        else
	        {
	            if (SDL_HapticRumbleInit( haptic ) != 0)
	                stat("Coiuldn't init simple rumble");
	        }
	    } else {
	        stat("Couldn't open Joystick 0");
	    }
	                                                                    
	}
	return 0;
}