600 lines
17 KiB
C
600 lines
17 KiB
C
/**
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* Gamepad Input Library
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* Sean Middleditch
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* Copyright (C) 2010 Sean Middleditch
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* LICENSE: MIT/X
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*/
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#include <math.h>
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#include <string.h>
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#include <errno.h>
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#include <malloc.h>
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#define GAMEPAD_EXPORT 1
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#include "gamepad.h"
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/* Platform-specific includes */
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#if defined(_WIN32)
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# define WIN32_LEAN_AND_MEAN 1
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# undef UNICODE
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# include "windows.h"
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# include "xinput.h"
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# pragma comment(lib, "xinput.lib")
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#elif defined(__linux__)
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# include <linux/joystick.h>
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# include <stdio.h>
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# include <fcntl.h>
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# include <unistd.h>
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# include <libudev.h>
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#else
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# error "Unknown platform in gamepad.c"
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#endif
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#define BUTTON_TO_FLAG(b) (1 << (b))
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/* Axis information */
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typedef struct GAMEPAD_AXIS GAMEPAD_AXIS;
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struct GAMEPAD_AXIS {
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int x, y;
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float nx, ny;
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float length;
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float angle;
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GAMEPAD_STICKDIR dirLast, dirCurrent;
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};
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/* Trigger value information */
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typedef struct GAMEPAD_TRIGINFO GAMEPAD_TRIGINFO;
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struct GAMEPAD_TRIGINFO {
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int value;
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float length;
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GAMEPAD_BOOL pressedLast, pressedCurrent;
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};
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/* Structure for state of a particular gamepad */
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typedef struct GAMEPAD_STATE GAMEPAD_STATE;
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struct GAMEPAD_STATE {
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GAMEPAD_AXIS stick[STICK_COUNT];
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GAMEPAD_TRIGINFO trigger[TRIGGER_COUNT];
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int bLast, bCurrent, flags;
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#if defined(__linux__)
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char* device;
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int fd;
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int effect;
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#endif
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};
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/* State of the four gamepads */
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static GAMEPAD_STATE STATE[4];
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/* Note whether a gamepad is currently connected */
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#define FLAG_CONNECTED (1<<0)
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#define FLAG_RUMBLE (1<<1)
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/* Prototypes for utility functions */
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static void GamepadResetState (GAMEPAD_DEVICE gamepad);
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static void GamepadUpdateCommon (void);
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static void GamepadUpdateDevice (GAMEPAD_DEVICE gamepad);
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static void GamepadUpdateStick (GAMEPAD_AXIS* axis, float deadzone);
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static void GamepadUpdateTrigger (GAMEPAD_TRIGINFO* trig);
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/* Various values of PI */
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#define PI_1_4 0.78539816339744f
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#define PI_1_2 1.57079632679489f
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#define PI_3_4 2.35619449019234f
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#define PI 3.14159265358979f
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/* Platform-specific implementation code */
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#if defined(_WIN32)
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void GamepadInit(void) {
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int i;
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for (i = 0; i != GAMEPAD_COUNT; ++i) {
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STATE[i].flags = 0;
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}
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}
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void GamepadUpdate(void) {
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GamepadUpdateCommon();
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}
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static void GamepadUpdateDevice(GAMEPAD_DEVICE gamepad) {
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XINPUT_STATE xs;
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if (XInputGetState(gamepad, &xs) == 0) {
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/* reset if the device was not already connected */
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if ((STATE[gamepad].flags & FLAG_CONNECTED) == 0) {
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GamepadResetState(gamepad);
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}
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/* mark that we are connected w/ rumble support */
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STATE[gamepad].flags |= FLAG_CONNECTED|FLAG_RUMBLE;
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/* update state */
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STATE[gamepad].bCurrent = xs.Gamepad.wButtons;
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STATE[gamepad].trigger[TRIGGER_LEFT].value = xs.Gamepad.bLeftTrigger;
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STATE[gamepad].trigger[TRIGGER_RIGHT].value = xs.Gamepad.bRightTrigger;
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STATE[gamepad].stick[STICK_LEFT].x = xs.Gamepad.sThumbLX;
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STATE[gamepad].stick[STICK_LEFT].y = xs.Gamepad.sThumbLY;
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STATE[gamepad].stick[STICK_RIGHT].x = xs.Gamepad.sThumbRX;
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STATE[gamepad].stick[STICK_RIGHT].y = xs.Gamepad.sThumbRY;
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} else {
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/* disconnected */
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STATE[gamepad].flags &= ~FLAG_CONNECTED;
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}
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}
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void GamepadShutdown(void) {
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/* no Win32 shutdown required */
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}
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void GamepadSetRumble(GAMEPAD_DEVICE gamepad, float left, float right) {
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if ((STATE[gamepad].flags & FLAG_RUMBLE) != 0) {
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XINPUT_VIBRATION vib;
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ZeroMemory(&vib, sizeof(vib));
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vib.wLeftMotorSpeed = (WORD)(left * 65535);
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vib.wRightMotorSpeed = (WORD)(right * 65535);
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XInputSetState(gamepad, &vib);
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}
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}
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#elif defined(__linux__)
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/* UDev handles */
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static struct udev* UDEV = NULL;
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static struct udev_monitor* MON = NULL;
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static void GamepadAddDevice(const char* devPath);
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static void GamepadRemoveDevice(const char* devPath);
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/* Helper to add a new device */
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static void GamepadAddDevice(const char* devPath) {
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int i;
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/* try to find a free controller */
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for (i = 0; i != GAMEPAD_COUNT; ++i) {
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if ((STATE[i].flags & FLAG_CONNECTED) == 0) {
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break;
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}
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}
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if (i == GAMEPAD_COUNT) {
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return;
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}
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/* copy the device path */
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STATE[i].device = strdup(devPath);
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if (STATE[i].device == NULL) {
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return;
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}
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/* reset device state */
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GamepadResetState((GAMEPAD_DEVICE)i);
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/* attempt to open the device in read-write mode, which we need fo rumble */
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STATE[i].fd = open(STATE[i].device, O_RDWR|O_NONBLOCK);
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if (STATE[i].fd != -1) {
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STATE[i].flags = FLAG_CONNECTED|FLAG_RUMBLE;
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return;
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}
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/* attempt to open in read-only mode if access was denied */
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if (errno == EACCES) {
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STATE[i].fd = open(STATE[i].device, O_RDONLY|O_NONBLOCK);
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if (STATE[i].fd != -1) {
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STATE[i].flags = FLAG_CONNECTED;
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return;
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}
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}
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/* could not open the device at all */
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free(STATE[i].device);
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STATE[i].device = NULL;
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}
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/* Helper to remove a device */
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static void GamepadRemoveDevice(const char* devPath) {
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int i;
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for (i = 0; i != GAMEPAD_COUNT; ++i) {
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if (STATE[i].device != NULL && strcmp(STATE[i].device, devPath) == 0) {
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if (STATE[i].fd != -1) {
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close(STATE[i].fd);
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STATE[i].fd = -1;
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}
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free(STATE[i].device);
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STATE[i].device = 0;
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STATE[i].flags = 0;
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break;
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}
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}
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}
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void GamepadInit(void) {
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struct udev_list_entry* devices;
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struct udev_list_entry* item;
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struct udev_enumerate* enu;
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int i;
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/* initialize connection state */
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for (i = 0; i != GAMEPAD_COUNT; ++i) {
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STATE[i].flags = 0;
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STATE[i].fd = STATE[i].effect = -1;
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}
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/* open the udev handle */
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UDEV = udev_new();
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if (UDEV == NULL) {
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/* FIXME: flag error? */
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return;
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}
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/* open monitoring device (safe to fail) */
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MON = udev_monitor_new_from_netlink(UDEV, "udev");
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/* FIXME: flag error if hot-plugging can't be supported? */
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if (MON != NULL) {
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udev_monitor_enable_receiving(MON);
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udev_monitor_filter_add_match_subsystem_devtype(MON, "input", NULL);
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}
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/* enumerate joypad devices */
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enu = udev_enumerate_new(UDEV);
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udev_enumerate_add_match_subsystem(enu, "input");
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udev_enumerate_scan_devices(enu);
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devices = udev_enumerate_get_list_entry(enu);
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udev_list_entry_foreach(item, devices) {
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const char* name;
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const char* sysPath;
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const char* devPath;
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struct udev_device* dev;
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name = udev_list_entry_get_name(item);
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dev = udev_device_new_from_syspath(UDEV, name);
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sysPath = udev_device_get_syspath(dev);
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devPath = udev_device_get_devnode(dev);
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if (sysPath != NULL && devPath != NULL && strstr(sysPath, "/js") != 0) {
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GamepadAddDevice(devPath);
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}
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udev_device_unref(dev);
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}
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/* cleanup */
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udev_enumerate_unref(enu);
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}
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void GamepadUpdate(void) {
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if (MON != NULL) {
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fd_set r;
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struct timeval tv;
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int fd = udev_monitor_get_fd(MON);
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/* set up a poll on the udev device */
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FD_ZERO(&r);
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FD_SET(fd, &r);
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tv.tv_sec = 0;
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tv.tv_usec = 0;
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select(fd + 1, &r, 0, 0, &tv);
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/* test if we have a device change */
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if (FD_ISSET(fd, &r)) {
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struct udev_device* dev = udev_monitor_receive_device(MON);
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if (dev) {
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const char* devNode = udev_device_get_devnode(dev);
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const char* sysPath = udev_device_get_syspath(dev);
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const char* action = udev_device_get_action(dev);
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sysPath = udev_device_get_syspath(dev);
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action = udev_device_get_action(dev);
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if (strstr(sysPath, "/js") != 0) {
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if (strcmp(action, "remove") == 0) {
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GamepadRemoveDevice(devNode);
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} else if (strcmp(action, "add") == 0) {
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GamepadAddDevice(devNode);
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}
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}
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udev_device_unref(dev);
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}
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}
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}
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GamepadUpdateCommon();
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}
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static void GamepadUpdateDevice(GAMEPAD_DEVICE gamepad) {
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if (STATE[gamepad].flags & FLAG_CONNECTED) {
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struct js_event je;
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while (read(STATE[gamepad].fd, &je, sizeof(je)) > 0) {
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int button;
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switch (je.type) {
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case JS_EVENT_BUTTON:
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/* determine which button the event is for */
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switch (je.number) {
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case 0: button = BUTTON_A; break;
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case 1: button = BUTTON_B; break;
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case 2: button = BUTTON_X; break;
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case 3: button = BUTTON_Y; break;
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case 4: button = BUTTON_LEFT_SHOULDER; break;
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case 5: button = BUTTON_RIGHT_SHOULDER; break;
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case 6: button = BUTTON_BACK; break;
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case 7: button = BUTTON_START; break;
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case 8: button = 0; break; /* XBOX button */
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case 9: button = BUTTON_LEFT_THUMB; break;
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case 10: button = BUTTON_RIGHT_THUMB; break;
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default: button = 0; break;
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}
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/* set or unset the button */
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if (je.value) {
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STATE[gamepad].bCurrent |= BUTTON_TO_FLAG(button);
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} else {
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STATE[gamepad].bCurrent ^= BUTTON_TO_FLAG(button);
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}
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break;
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case JS_EVENT_AXIS:
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/* normalize and store the axis */
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switch (je.number) {
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case 0: STATE[gamepad].stick[STICK_LEFT].x = je.value; break;
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case 1: STATE[gamepad].stick[STICK_LEFT].y = -je.value; break;
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case 2: STATE[gamepad].trigger[TRIGGER_LEFT].value = (je.value + 32768) >> 8; break;
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case 3: STATE[gamepad].stick[STICK_RIGHT].x = je.value; break;
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case 4: STATE[gamepad].stick[STICK_RIGHT].y = -je.value; break;
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case 5: STATE[gamepad].trigger[TRIGGER_RIGHT].value = (je.value + 32768) >> 8; break;
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case 6:
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if (je.value == -32767) {
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STATE[gamepad].bCurrent |= BUTTON_TO_FLAG(BUTTON_DPAD_LEFT);
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STATE[gamepad].bCurrent &= ~BUTTON_TO_FLAG(BUTTON_DPAD_RIGHT);
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} else if (je.value == 32767) {
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STATE[gamepad].bCurrent |= BUTTON_TO_FLAG(BUTTON_DPAD_RIGHT);
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STATE[gamepad].bCurrent &= ~BUTTON_TO_FLAG(BUTTON_DPAD_LEFT);
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} else {
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STATE[gamepad].bCurrent &= ~BUTTON_TO_FLAG(BUTTON_DPAD_LEFT) & ~BUTTON_TO_FLAG(BUTTON_DPAD_RIGHT);
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}
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break;
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case 7:
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if (je.value == -32767) {
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STATE[gamepad].bCurrent |= BUTTON_TO_FLAG(BUTTON_DPAD_UP);
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STATE[gamepad].bCurrent &= ~BUTTON_TO_FLAG(BUTTON_DPAD_DOWN);
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} else if (je.value == 32767) {
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STATE[gamepad].bCurrent |= BUTTON_TO_FLAG(BUTTON_DPAD_DOWN);
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STATE[gamepad].bCurrent &= ~BUTTON_TO_FLAG(BUTTON_DPAD_UP);
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} else {
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STATE[gamepad].bCurrent &= ~BUTTON_TO_FLAG(BUTTON_DPAD_UP) & ~BUTTON_TO_FLAG(BUTTON_DPAD_DOWN);
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}
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break;
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default: break;
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}
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break;
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default:
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break;
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}
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}
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}
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}
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void GamepadShutdown(void) {
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int i;
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/* cleanup udev */
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udev_monitor_unref(MON);
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udev_unref(UDEV);
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/* cleanup devices */
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for (i = 0; i != GAMEPAD_COUNT; ++i) {
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if (STATE[i].device != NULL) {
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free(STATE[i].device);
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}
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if (STATE[i].fd != -1) {
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close(STATE[i].fd);
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}
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}
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}
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void GamepadSetRumble(GAMEPAD_DEVICE gamepad, float left, float right) {
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if (STATE[gamepad].fd != -1) {
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struct input_event play;
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/* delete any existing effect */
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if (STATE[gamepad].effect != -1) {
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/* stop the effect */
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play.type = EV_FF;
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play.code = STATE[gamepad].effect;
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play.value = 0;
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write(STATE[gamepad].fd, (const void*)&play, sizeof(play));
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/* delete the effect */
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ioctl(STATE[gamepad].fd, EVIOCRMFF, STATE[gamepad].effect);
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}
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/* if rumble parameters are non-zero, start the new effect */
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if (left != 0.f || right != 0.f) {
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struct ff_effect ff;
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/* define an effect for this rumble setting */
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ff.type = FF_RUMBLE;
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ff.id = -1;
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ff.u.rumble.strong_magnitude = (unsigned short)(left * 65535);
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ff.u.rumble.weak_magnitude = (unsigned short)(right * 65535);
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ff.replay.length = 5;
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ff.replay.delay = 0;
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/* upload the effect */
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if (ioctl(STATE[gamepad].fd, EVIOCSFF, &ff) != -1) {
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STATE[gamepad].effect = ff.id;
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}
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/* play the effect */
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play.type = EV_FF;
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play.code = STATE[gamepad].effect;
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play.value = 1;
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write(STATE[gamepad].fd, (const void*)&play, sizeof(play));
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}
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}
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}
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#else /* !defined(_WIN32) && !defined(__linux__) */
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# error "Unknown platform in gamepad.c"
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#endif /* end of platform implementations */
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GAMEPAD_BOOL GamepadIsConnected(GAMEPAD_DEVICE device) {
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return (STATE[device].flags & FLAG_CONNECTED) != 0 ? GAMEPAD_TRUE : GAMEPAD_FALSE;
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}
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GAMEPAD_BOOL GamepadButtonDown(GAMEPAD_DEVICE device, GAMEPAD_BUTTON button) {
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return (STATE[device].bCurrent & BUTTON_TO_FLAG(button)) != 0 ? GAMEPAD_TRUE : GAMEPAD_FALSE;
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}
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GAMEPAD_BOOL GamepadButtonTriggered(GAMEPAD_DEVICE device, GAMEPAD_BUTTON button) {
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return ((STATE[device].bLast & BUTTON_TO_FLAG(button)) == 0 &&
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(STATE[device].bCurrent & BUTTON_TO_FLAG(button)) != 0) ? GAMEPAD_TRUE : GAMEPAD_FALSE;
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}
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GAMEPAD_BOOL GamepadButtonReleased(GAMEPAD_DEVICE device, GAMEPAD_BUTTON button) {
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return ((STATE[device].bCurrent & BUTTON_TO_FLAG(button)) == 0 &&
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(STATE[device].bLast & BUTTON_TO_FLAG(button)) != 0) ? GAMEPAD_TRUE : GAMEPAD_FALSE;
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}
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int GamepadTriggerValue(GAMEPAD_DEVICE device, GAMEPAD_TRIGGER trigger) {
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return STATE[device].trigger[trigger].value;
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}
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float GamepadTriggerLength(GAMEPAD_DEVICE device, GAMEPAD_TRIGGER trigger) {
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return STATE[device].trigger[trigger].length;
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}
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GAMEPAD_BOOL GamepadTriggerDown(GAMEPAD_DEVICE device, GAMEPAD_TRIGGER trigger) {
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return STATE[device].trigger[trigger].pressedCurrent;
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}
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GAMEPAD_BOOL GamepadTriggerTriggered(GAMEPAD_DEVICE device, GAMEPAD_TRIGGER trigger) {
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return (STATE[device].trigger[trigger].pressedCurrent &&
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!STATE[device].trigger[trigger].pressedLast) ? GAMEPAD_TRUE : GAMEPAD_FALSE;
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}
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GAMEPAD_BOOL GamepadTriggerReleased(GAMEPAD_DEVICE device, GAMEPAD_TRIGGER trigger) {
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return (!STATE[device].trigger[trigger].pressedCurrent &&
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STATE[device].trigger[trigger].pressedLast) ? GAMEPAD_TRUE : GAMEPAD_FALSE;
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}
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void GamepadStickXY(GAMEPAD_DEVICE device, GAMEPAD_STICK stick, int *outX, int *outY) {
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*outX = STATE[device].stick[stick].x;
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*outY = STATE[device].stick[stick].y;
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}
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float GamepadStickLength(GAMEPAD_DEVICE device, GAMEPAD_STICK stick) {
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return STATE[device].stick[stick].length;
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}
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void GamepadStickNormXY(GAMEPAD_DEVICE device, GAMEPAD_STICK stick, float *outX, float *outY) {
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*outX = STATE[device].stick[stick].nx;
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*outY = STATE[device].stick[stick].ny;
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}
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float GamepadStickAngle(GAMEPAD_DEVICE device, GAMEPAD_STICK stick) {
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return STATE[device].stick[stick].angle;
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}
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GAMEPAD_STICKDIR GamepadStickDir(GAMEPAD_DEVICE device, GAMEPAD_STICK stick) {
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return STATE[device].stick[stick].dirCurrent;
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}
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GAMEPAD_BOOL GamepadStickDirTriggered(GAMEPAD_DEVICE device, GAMEPAD_STICK stick, GAMEPAD_STICKDIR dir) {
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return (STATE[device].stick[stick].dirCurrent == dir &&
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STATE[device].stick[stick].dirCurrent != STATE[device].stick[stick].dirLast) ? GAMEPAD_TRUE : GAMEPAD_FALSE;
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}
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/* initialize common gamepad state */
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static void GamepadResetState(GAMEPAD_DEVICE gamepad) {
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memset(STATE[gamepad].stick, 0, sizeof(STATE[gamepad].stick));
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memset(STATE[gamepad].trigger, 0, sizeof(STATE[gamepad].trigger));
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STATE[gamepad].bLast = STATE[gamepad].bCurrent = 0;
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}
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|
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/* Update individual sticks */
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static void GamepadUpdateCommon(void) {
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int i;
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for (i = 0; i != GAMEPAD_COUNT; ++i) {
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/* store previous button state */
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STATE[i].bLast = STATE[i].bCurrent;
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|
|
|
/* per-platform update routines */
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GamepadUpdateDevice((GAMEPAD_DEVICE)i);
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|
|
|
/* calculate refined stick and trigger values */
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if ((STATE[i].flags & FLAG_CONNECTED) != 0) {
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GamepadUpdateStick(&STATE[i].stick[STICK_LEFT], GAMEPAD_DEADZONE_LEFT_STICK);
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GamepadUpdateStick(&STATE[i].stick[STICK_RIGHT], GAMEPAD_DEADZONE_RIGHT_STICK);
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GamepadUpdateTrigger(&STATE[i].trigger[TRIGGER_LEFT]);
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|
GamepadUpdateTrigger(&STATE[i].trigger[TRIGGER_RIGHT]);
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}
|
|
}
|
|
}
|
|
|
|
/* Update stick info */
|
|
static void GamepadUpdateStick(GAMEPAD_AXIS* axis, float deadzone) {
|
|
// determine magnitude of stick
|
|
axis->length = sqrtf((float)(axis->x*axis->x) + (float)(axis->y*axis->y));
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|
|
|
if (axis->length > deadzone) {
|
|
// clamp length to maximum value
|
|
if (axis->length > 32767.0f) {
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|
axis->length = 32767.0f;
|
|
}
|
|
|
|
// normalized X and Y values
|
|
axis->nx = axis->x / axis->length;
|
|
axis->ny = axis->y / axis->length;
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|
|
|
// adjust length for deadzone and find normalized length
|
|
axis->length -= deadzone;
|
|
axis->length /= (32767.0f - deadzone);
|
|
|
|
// find angle of stick in radians
|
|
axis->angle = atan2f((float)axis->y, (float)axis->x);
|
|
} else {
|
|
axis->x = axis->y = 0;
|
|
axis->nx = axis->ny = 0.0f;
|
|
axis->length = axis->angle = 0.0f;
|
|
}
|
|
|
|
/* update the stick direction */
|
|
axis->dirLast = axis->dirCurrent;
|
|
axis->dirCurrent = STICKDIR_CENTER;
|
|
|
|
/* check direction to see if it's non-centered */
|
|
if (axis->length != 0.f) {
|
|
if (axis->angle >= PI_1_4 && axis->angle < PI_3_4) {
|
|
axis->dirCurrent = STICKDIR_UP;
|
|
} else if (axis->angle >= -PI_3_4 && axis->angle < -PI_1_4) {
|
|
axis->dirCurrent = STICKDIR_DOWN;
|
|
} else if (axis->angle >= PI_3_4 || axis->angle < -PI_3_4) {
|
|
axis->dirCurrent = STICKDIR_LEFT;
|
|
} else /* if (axis->angle < PI_1_4 && axis->angle >= -PI_1_4) */ {
|
|
axis->dirCurrent = STICKDIR_RIGHT;
|
|
}
|
|
}
|
|
}
|
|
|
|
/* Update trigger info */
|
|
static void GamepadUpdateTrigger(GAMEPAD_TRIGINFO* trig) {
|
|
trig->pressedLast = trig->pressedCurrent;
|
|
|
|
if (trig->value > GAMEPAD_DEADZONE_TRIGGER) {
|
|
trig->length = ((trig->value - GAMEPAD_DEADZONE_TRIGGER) / (255.0f - GAMEPAD_DEADZONE_TRIGGER));
|
|
trig->pressedCurrent = GAMEPAD_TRUE;
|
|
} else {
|
|
trig->value = 0;
|
|
trig->length = 0.0f;
|
|
trig->pressedCurrent = GAMEPAD_FALSE;
|
|
}
|
|
}
|