Atlas - SDL_xinputhaptic.c

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1/* 2 Simple DirectMedia Layer 3 Copyright (C) 1997-2018 Sam Lantinga <[email protected]> 4 5 This software is provided 'as-is', without any express or implied 6 warranty. In no event will the authors be held liable for any damages 7 arising from the use of this software. 8 9 Permission is granted to anyone to use this software for any purpose, 10 including commercial applications, and to alter it and redistribute it 11 freely, subject to the following restrictions: 12 13 1. The origin of this software must not be misrepresented; you must not 14 claim that you wrote the original software. If you use this software 15 in a product, an acknowledgment in the product documentation would be 16 appreciated but is not required. 17 2. Altered source versions must be plainly marked as such, and must not be 18 misrepresented as being the original software. 19 3. This notice may not be removed or altered from any source distribution. 20*/ 21#include "../../SDL_internal.h" 22 23#include "SDL_error.h" 24#include "SDL_haptic.h" 25#include "../SDL_syshaptic.h" 26 27#if SDL_HAPTIC_XINPUT 28 29#include "SDL_assert.h" 30#include "SDL_hints.h" 31#include "SDL_timer.h" 32#include "SDL_windowshaptic_c.h" 33#include "SDL_xinputhaptic_c.h" 34#include "../../core/windows/SDL_xinput.h" 35#include "../../joystick/windows/SDL_windowsjoystick_c.h" 36#include "../../thread/SDL_systhread.h" 37 38/* 39 * Internal stuff. 40 */ 41static SDL_bool loaded_xinput = SDL_FALSE; 42 43 44int 45SDL_XINPUT_HapticInit(void) 46{ 47 if (SDL_GetHintBoolean(SDL_HINT_XINPUT_ENABLED, SDL_TRUE)) { 48 loaded_xinput = (WIN_LoadXInputDLL() == 0); 49 } 50 51 if (loaded_xinput) { 52 DWORD i; 53 for (i = 0; i < XUSER_MAX_COUNT; i++) { 54 SDL_XINPUT_MaybeAddDevice(i); 55 } 56 } 57 return 0; 58} 59 60int 61SDL_XINPUT_MaybeAddDevice(const DWORD dwUserid) 62{ 63 const Uint8 userid = (Uint8)dwUserid; 64 SDL_hapticlist_item *item; 65 XINPUT_VIBRATION state; 66 67 if ((!loaded_xinput) || (dwUserid >= XUSER_MAX_COUNT)) { 68 return -1; 69 } 70 71 /* Make sure we don't already have it */ 72 for (item = SDL_hapticlist; item; item = item->next) { 73 if (item->bXInputHaptic && item->userid == userid) { 74 return -1; /* Already added */ 75 } 76 } 77 78 SDL_zero(state); 79 if (XINPUTSETSTATE(dwUserid, &state) != ERROR_SUCCESS) { 80 return -1; /* no force feedback on this device. */ 81 } 82 83 item = (SDL_hapticlist_item *)SDL_malloc(sizeof(SDL_hapticlist_item)); 84 if (item == NULL) { 85 return SDL_OutOfMemory(); 86 } 87 88 SDL_zerop(item); 89 90 /* !!! FIXME: I'm not bothering to query for a real name right now (can we even?) */ 91 { 92 char buf[64]; 93 SDL_snprintf(buf, sizeof(buf), "XInput Controller #%u", (unsigned int)(userid + 1)); 94 item->name = SDL_strdup(buf); 95 } 96 97 if (!item->name) { 98 SDL_free(item); 99 return -1; 100 } 101 102 /* Copy the instance over, useful for creating devices. */ 103 item->bXInputHaptic = SDL_TRUE; 104 item->userid = userid; 105 106 return SDL_SYS_AddHapticDevice(item); 107} 108 109int 110SDL_XINPUT_MaybeRemoveDevice(const DWORD dwUserid) 111{ 112 const Uint8 userid = (Uint8)dwUserid; 113 SDL_hapticlist_item *item; 114 SDL_hapticlist_item *prev = NULL; 115 116 if ((!loaded_xinput) || (dwUserid >= XUSER_MAX_COUNT)) { 117 return -1; 118 } 119 120 for (item = SDL_hapticlist; item != NULL; item = item->next) { 121 if (item->bXInputHaptic && item->userid == userid) { 122 /* found it, remove it. */ 123 return SDL_SYS_RemoveHapticDevice(prev, item); 124 } 125 prev = item; 126 } 127 return -1; 128} 129 130/* !!! FIXME: this is a hack, remove this later. */ 131/* Since XInput doesn't offer a way to vibrate for X time, we hook into 132 * SDL_PumpEvents() to check if it's time to stop vibrating with some 133 * frequency. 134 * In practice, this works for 99% of use cases. But in an ideal world, 135 * we do this in a separate thread so that: 136 * - we aren't bound to when the app chooses to pump the event queue. 137 * - we aren't adding more polling to the event queue 138 * - we can emulate all the haptic effects correctly (start on a delay, 139 * mix multiple effects, etc). 140 * 141 * Mostly, this is here to get rumbling to work, and all the other features 142 * are absent in the XInput path for now. :( 143 */ 144static int SDLCALL 145SDL_RunXInputHaptic(void *arg) 146{ 147 struct haptic_hwdata *hwdata = (struct haptic_hwdata *) arg; 148 149 while (!SDL_AtomicGet(&hwdata->stopThread)) { 150 SDL_Delay(50); 151 SDL_LockMutex(hwdata->mutex); 152 /* If we're currently running and need to stop... */ 153 if (hwdata->stopTicks) { 154 if ((hwdata->stopTicks != SDL_HAPTIC_INFINITY) && SDL_TICKS_PASSED(SDL_GetTicks(), hwdata->stopTicks)) { 155 XINPUT_VIBRATION vibration = { 0, 0 }; 156 hwdata->stopTicks = 0; 157 XINPUTSETSTATE(hwdata->userid, &vibration); 158 } 159 } 160 SDL_UnlockMutex(hwdata->mutex); 161 } 162 163 return 0; 164} 165 166static int 167SDL_XINPUT_HapticOpenFromUserIndex(SDL_Haptic *haptic, const Uint8 userid) 168{ 169 char threadName[32]; 170 XINPUT_VIBRATION vibration = { 0, 0 }; /* stop any current vibration */ 171 XINPUTSETSTATE(userid, &vibration); 172 173 haptic->supported = SDL_HAPTIC_LEFTRIGHT; 174 175 haptic->neffects = 1; 176 haptic->nplaying = 1; 177 178 /* Prepare effects memory. */ 179 haptic->effects = (struct haptic_effect *) 180 SDL_malloc(sizeof(struct haptic_effect) * haptic->neffects); 181 if (haptic->effects == NULL) { 182 return SDL_OutOfMemory(); 183 } 184 /* Clear the memory */ 185 SDL_memset(haptic->effects, 0, 186 sizeof(struct haptic_effect) * haptic->neffects); 187 188 haptic->hwdata = (struct haptic_hwdata *) SDL_malloc(sizeof(*haptic->hwdata)); 189 if (haptic->hwdata == NULL) { 190 SDL_free(haptic->effects); 191 haptic->effects = NULL; 192 return SDL_OutOfMemory(); 193 } 194 SDL_memset(haptic->hwdata, 0, sizeof(*haptic->hwdata)); 195 196 haptic->hwdata->bXInputHaptic = 1; 197 haptic->hwdata->userid = userid; 198 199 haptic->hwdata->mutex = SDL_CreateMutex(); 200 if (haptic->hwdata->mutex == NULL) { 201 SDL_free(haptic->effects); 202 SDL_free(haptic->hwdata); 203 haptic->effects = NULL; 204 return SDL_SetError("Couldn't create XInput haptic mutex"); 205 } 206 207 SDL_snprintf(threadName, sizeof(threadName), "SDLXInputDev%d", (int)userid); 208 haptic->hwdata->thread = SDL_CreateThreadInternal(SDL_RunXInputHaptic, threadName, 64 * 1024, haptic->hwdata); 209 210 if (haptic->hwdata->thread == NULL) { 211 SDL_DestroyMutex(haptic->hwdata->mutex); 212 SDL_free(haptic->effects); 213 SDL_free(haptic->hwdata); 214 haptic->effects = NULL; 215 return SDL_SetError("Couldn't create XInput haptic thread"); 216 } 217 218 return 0; 219} 220 221int 222SDL_XINPUT_HapticOpen(SDL_Haptic * haptic, SDL_hapticlist_item *item) 223{ 224 return SDL_XINPUT_HapticOpenFromUserIndex(haptic, item->userid); 225} 226 227int 228SDL_XINPUT_JoystickSameHaptic(SDL_Haptic * haptic, SDL_Joystick * joystick) 229{ 230 return (haptic->hwdata->userid == joystick->hwdata->userid); 231} 232 233int 234SDL_XINPUT_HapticOpenFromJoystick(SDL_Haptic * haptic, SDL_Joystick * joystick) 235{ 236 SDL_hapticlist_item *item; 237 int index = 0; 238 239 /* Since it comes from a joystick we have to try to match it with a haptic device on our haptic list. */ 240 for (item = SDL_hapticlist; item != NULL; item = item->next) { 241 if (item->bXInputHaptic && item->userid == joystick->hwdata->userid) { 242 haptic->index = index; 243 return SDL_XINPUT_HapticOpenFromUserIndex(haptic, joystick->hwdata->userid); 244 } 245 ++index; 246 } 247 248 SDL_SetError("Couldn't find joystick in haptic device list"); 249 return -1; 250} 251 252void 253SDL_XINPUT_HapticClose(SDL_Haptic * haptic) 254{ 255 SDL_AtomicSet(&haptic->hwdata->stopThread, 1); 256 SDL_WaitThread(haptic->hwdata->thread, NULL); 257 SDL_DestroyMutex(haptic->hwdata->mutex); 258} 259 260void 261SDL_XINPUT_HapticQuit(void) 262{ 263 if (loaded_xinput) { 264 WIN_UnloadXInputDLL(); 265 loaded_xinput = SDL_FALSE; 266 } 267} 268 269int 270SDL_XINPUT_HapticNewEffect(SDL_Haptic * haptic, struct haptic_effect *effect, SDL_HapticEffect * base) 271{ 272 SDL_assert(base->type == SDL_HAPTIC_LEFTRIGHT); /* should catch this at higher level */ 273 return SDL_XINPUT_HapticUpdateEffect(haptic, effect, base); 274} 275 276int 277SDL_XINPUT_HapticUpdateEffect(SDL_Haptic * haptic, struct haptic_effect *effect, SDL_HapticEffect * data) 278{ 279 XINPUT_VIBRATION *vib = &effect->hweffect->vibration; 280 SDL_assert(data->type == SDL_HAPTIC_LEFTRIGHT); 281 /* SDL_HapticEffect has max magnitude of 32767, XInput expects 65535 max, so multiply */ 282 vib->wLeftMotorSpeed = data->leftright.large_magnitude * 2; 283 vib->wRightMotorSpeed = data->leftright.small_magnitude * 2; 284 SDL_LockMutex(haptic->hwdata->mutex); 285 if (haptic->hwdata->stopTicks) { /* running right now? Update it. */ 286 XINPUTSETSTATE(haptic->hwdata->userid, vib); 287 } 288 SDL_UnlockMutex(haptic->hwdata->mutex); 289 return 0; 290} 291 292int 293SDL_XINPUT_HapticRunEffect(SDL_Haptic * haptic, struct haptic_effect *effect, Uint32 iterations) 294{ 295 XINPUT_VIBRATION *vib = &effect->hweffect->vibration; 296 SDL_assert(effect->effect.type == SDL_HAPTIC_LEFTRIGHT); /* should catch this at higher level */ 297 SDL_LockMutex(haptic->hwdata->mutex); 298 if (effect->effect.leftright.length == SDL_HAPTIC_INFINITY || iterations == SDL_HAPTIC_INFINITY) { 299 haptic->hwdata->stopTicks = SDL_HAPTIC_INFINITY; 300 } else if ((!effect->effect.leftright.length) || (!iterations)) { 301 /* do nothing. Effect runs for zero milliseconds. */ 302 } else { 303 haptic->hwdata->stopTicks = SDL_GetTicks() + (effect->effect.leftright.length * iterations); 304 if ((haptic->hwdata->stopTicks == SDL_HAPTIC_INFINITY) || (haptic->hwdata->stopTicks == 0)) { 305 haptic->hwdata->stopTicks = 1; /* fix edge cases. */ 306 } 307 } 308 SDL_UnlockMutex(haptic->hwdata->mutex); 309 return (XINPUTSETSTATE(haptic->hwdata->userid, vib) == ERROR_SUCCESS) ? 0 : -1; 310} 311 312int 313SDL_XINPUT_HapticStopEffect(SDL_Haptic * haptic, struct haptic_effect *effect) 314{ 315 XINPUT_VIBRATION vibration = { 0, 0 }; 316 SDL_LockMutex(haptic->hwdata->mutex); 317 haptic->hwdata->stopTicks = 0; 318 SDL_UnlockMutex(haptic->hwdata->mutex); 319 return (XINPUTSETSTATE(haptic->hwdata->userid, &vibration) == ERROR_SUCCESS) ? 0 : -1; 320} 321 322void 323SDL_XINPUT_HapticDestroyEffect(SDL_Haptic * haptic, struct haptic_effect *effect) 324{ 325 SDL_XINPUT_HapticStopEffect(haptic, effect); 326} 327 328int 329SDL_XINPUT_HapticGetEffectStatus(SDL_Haptic * haptic, struct haptic_effect *effect) 330{ 331 return SDL_Unsupported(); 332} 333 334int 335SDL_XINPUT_HapticSetGain(SDL_Haptic * haptic, int gain) 336{ 337 return SDL_Unsupported(); 338} 339 340int 341SDL_XINPUT_HapticSetAutocenter(SDL_Haptic * haptic, int autocenter) 342{ 343 return SDL_Unsupported(); 344} 345 346int 347SDL_XINPUT_HapticPause(SDL_Haptic * haptic) 348{ 349 return SDL_Unsupported(); 350} 351 352int 353SDL_XINPUT_HapticUnpause(SDL_Haptic * haptic) 354{ 355 return SDL_Unsupported(); 356} 357 358int 359SDL_XINPUT_HapticStopAll(SDL_Haptic * haptic) 360{ 361 XINPUT_VIBRATION vibration = { 0, 0 }; 362 SDL_LockMutex(haptic->hwdata->mutex); 363 haptic->hwdata->stopTicks = 0; 364 SDL_UnlockMutex(haptic->hwdata->mutex); 365 return (XINPUTSETSTATE(haptic->hwdata->userid, &vibration) == ERROR_SUCCESS) ? 0 : -1; 366} 367 368#else /* !SDL_HAPTIC_XINPUT */ 369 370#include "../../core/windows/SDL_windows.h" 371 372typedef struct SDL_hapticlist_item SDL_hapticlist_item; 373 374int 375SDL_XINPUT_HapticInit(void) 376{ 377 return 0; 378} 379 380int 381SDL_XINPUT_MaybeAddDevice(const DWORD dwUserid) 382{ 383 return SDL_Unsupported(); 384} 385 386int 387SDL_XINPUT_MaybeRemoveDevice(const DWORD dwUserid) 388{ 389 return SDL_Unsupported(); 390} 391 392int 393SDL_XINPUT_HapticOpen(SDL_Haptic * haptic, SDL_hapticlist_item *item) 394{ 395 return SDL_Unsupported(); 396} 397 398int 399SDL_XINPUT_JoystickSameHaptic(SDL_Haptic * haptic, SDL_Joystick * joystick) 400{ 401 return SDL_Unsupported(); 402} 403 404int 405SDL_XINPUT_HapticOpenFromJoystick(SDL_Haptic * haptic, SDL_Joystick * joystick) 406{ 407 return SDL_Unsupported(); 408} 409 410void 411SDL_XINPUT_HapticClose(SDL_Haptic * haptic) 412{ 413} 414 415void 416SDL_XINPUT_HapticQuit(void) 417{ 418} 419 420int 421SDL_XINPUT_HapticNewEffect(SDL_Haptic * haptic, struct haptic_effect *effect, SDL_HapticEffect * base) 422{ 423 return SDL_Unsupported(); 424} 425 426int 427SDL_XINPUT_HapticUpdateEffect(SDL_Haptic * haptic, struct haptic_effect *effect, SDL_HapticEffect * data) 428{ 429 return SDL_Unsupported(); 430} 431 432int 433SDL_XINPUT_HapticRunEffect(SDL_Haptic * haptic, struct haptic_effect *effect, Uint32 iterations) 434{ 435 return SDL_Unsupported(); 436} 437 438int 439SDL_XINPUT_HapticStopEffect(SDL_Haptic * haptic, struct haptic_effect *effect) 440{ 441 return SDL_Unsupported(); 442} 443 444void 445SDL_XINPUT_HapticDestroyEffect(SDL_Haptic * haptic, struct haptic_effect *effect) 446{ 447} 448 449int 450SDL_XINPUT_HapticGetEffectStatus(SDL_Haptic * haptic, struct haptic_effect *effect) 451{ 452 return SDL_Unsupported(); 453} 454 455int 456SDL_XINPUT_HapticSetGain(SDL_Haptic * haptic, int gain) 457{ 458 return SDL_Unsupported(); 459} 460 461int 462SDL_XINPUT_HapticSetAutocenter(SDL_Haptic * haptic, int autocenter) 463{ 464 return SDL_Unsupported(); 465} 466 467int 468SDL_XINPUT_HapticPause(SDL_Haptic * haptic) 469{ 470 return SDL_Unsupported(); 471} 472 473int 474SDL_XINPUT_HapticUnpause(SDL_Haptic * haptic) 475{ 476 return SDL_Unsupported(); 477} 478 479int 480SDL_XINPUT_HapticStopAll(SDL_Haptic * haptic) 481{ 482 return SDL_Unsupported(); 483} 484 485#endif /* SDL_HAPTIC_XINPUT */ 486 487/* vi: set ts=4 sw=4 expandtab: */ 488
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