//===== Copyright (c) 1996-2005, Valve Corporation, All rights reserved. ======// // // Purpose: Linux Joystick implementation for inputsystem.dll // //===========================================================================// /* For force feedback testing. */ #include "inputsystem.h" #include "tier1/convar.h" #include "tier0/icommandline.h" #include "SDL.h" #include "SDL_gamecontroller.h" #include "SDL_haptic.h" // NOTE: This has to be the last file included! #include "tier0/memdbgon.h" static ButtonCode_t ControllerButtonToButtonCode( SDL_GameControllerButton button ); static AnalogCode_t ControllerAxisToAnalogCode( SDL_GameControllerAxis axis ); static int JoystickSDLWatcher( void *userInfo, SDL_Event *event ); ConVar joy_axisbutton_threshold( "joy_axisbutton_threshold", "0.3", FCVAR_ARCHIVE, "Analog axis range before a button press is registered." ); ConVar joy_axis_deadzone( "joy_axis_deadzone", "0.2", FCVAR_ARCHIVE, "Dead zone near the zero point to not report movement." ); static void joy_active_changed_f( IConVar *var, const char *pOldValue, float flOldValue ); ConVar joy_active( "joy_active", "-1", FCVAR_NONE, "Which of the connected joysticks / gamepads to use (-1 means first found)", &joy_active_changed_f); static void joy_gamecontroller_config_changed_f( IConVar *var, const char *pOldValue, float flOldValue ); ConVar joy_gamecontroller_config( "joy_gamecontroller_config", "", FCVAR_ARCHIVE, "Game controller mapping (passed to SDL with SDL_HINT_GAMECONTROLLERCONFIG), can also be configured in Steam Big Picture mode.", &joy_gamecontroller_config_changed_f ); void SearchForDevice() { int newJoystickId = joy_active.GetInt(); CInputSystem *pInputSystem = (CInputSystem *)g_pInputSystem; CInputSystem::JoystickInfo_t& currentJoystick = pInputSystem->m_pJoystickInfo[ 0 ]; if ( !pInputSystem ) { return; } // -1 means "first available." if ( newJoystickId < 0 ) { pInputSystem->JoystickHotplugAdded(0); return; } for ( int device_index = 0; device_index < SDL_NumJoysticks(); ++device_index ) { SDL_Joystick *joystick = SDL_JoystickOpen(device_index); if ( joystick == NULL ) { continue; } int joystickId = SDL_JoystickInstanceID(joystick); SDL_JoystickClose(joystick); if ( joystickId == newJoystickId ) { pInputSystem->JoystickHotplugAdded(device_index); break; } } } //--------------------------------------------------------------------------------------- // Switch our active joystick to another device //--------------------------------------------------------------------------------------- void joy_active_changed_f( IConVar *var, const char *pOldValue, float flOldValue ) { SearchForDevice(); } //--------------------------------------------------------------------------------------- // Reinitialize the game controller layer when the joy_gamecontroller_config is updated. //--------------------------------------------------------------------------------------- void joy_gamecontroller_config_changed_f( IConVar *var, const char *pOldValue, float flOldValue ) { CInputSystem *pInputSystem = (CInputSystem *)g_pInputSystem; if ( pInputSystem && SDL_WasInit(SDL_INIT_GAMECONTROLLER) ) { // We need to reinitialize the whole thing (i.e. undo CInputSystem::InitializeJoysticks and then call it again) // due to SDL_GameController only reading the SDL_HINT_GAMECONTROLLERCONFIG on init. SDL_DelEventWatch(JoystickSDLWatcher, pInputSystem); if ( pInputSystem->m_pJoystickInfo[ 0 ].m_pDevice != NULL ) { pInputSystem->JoystickHotplugRemoved(pInputSystem->m_pJoystickInfo[ 0 ].m_nDeviceId); } SDL_QuitSubSystem(SDL_INIT_GAMECONTROLLER); pInputSystem->InitializeJoysticks(); } } //----------------------------------------------------------------------------- // Handle the events coming from the GameController SDL subsystem. //----------------------------------------------------------------------------- int JoystickSDLWatcher( void *userInfo, SDL_Event *event ) { // This is executed on the same thread as SDL_PollEvent, as PollEvent updates the joystick subsystem, // which then calls SDL_PushEvent for the various events below. PushEvent invokes this callback. // SDL_PollEvent is called in PumpWindowsMessageLoop which is coming from PollInputState_Linux, so there's // no worry about calling PostEvent (which doesn't seem to be thread safe) from other threads. Assert(ThreadInMainThread()); CInputSystem *pInputSystem = (CInputSystem *)userInfo; Assert(pInputSystem != NULL); Assert(event != NULL); if ( event == NULL || pInputSystem == NULL ) { Warning("No input system\n"); return 1; } switch ( event->type ) { case SDL_CONTROLLERAXISMOTION: { pInputSystem->JoystickAxisMotion(event->caxis.which, event->caxis.axis, event->caxis.value); break; } case SDL_CONTROLLERBUTTONDOWN: pInputSystem->JoystickButtonPress(event->cbutton.which, event->cbutton.button); break; case SDL_CONTROLLERBUTTONUP: pInputSystem->JoystickButtonRelease(event->cbutton.which, event->cbutton.button); break; case SDL_CONTROLLERDEVICEADDED: pInputSystem->JoystickHotplugAdded(event->cdevice.which); break; case SDL_CONTROLLERDEVICEREMOVED: pInputSystem->JoystickHotplugRemoved(event->cdevice.which); SearchForDevice(); break; } return 1; } //----------------------------------------------------------------------------- // Initialize all joysticks //----------------------------------------------------------------------------- void CInputSystem::InitializeJoysticks( void ) { // assume no joystick m_nJoystickCount = 0; // abort startup if user requests no joystick if ( CommandLine()->FindParm("-nojoy") ) return; if ( !SDL_WasInit(SDL_INIT_GAMECONTROLLER) ) { const char *controllerConfig = joy_gamecontroller_config.GetString(); if ( strlen(controllerConfig) > 0 ) { DevMsg("Passing joy_gamecontroller_config to SDL ('%s').\n", controllerConfig); // We need to pass this hint to SDL *before* we init the gamecontroller subsystem, otherwise it gets ignored. SDL_SetHint(SDL_HINT_GAMECONTROLLERCONFIG, controllerConfig); } if ( SDL_InitSubSystem(SDL_INIT_GAMECONTROLLER) == -1 ) { Warning("Gamecontroller not found -- SDL_Init(SDL_INIT_GAMECONTROLLER) failed: %s.\n", SDL_GetError()); return; } SDL_AddEventWatch(JoystickSDLWatcher, this); } if ( !SDL_WasInit(SDL_INIT_HAPTIC) ) { if ( SDL_InitSubSystem(SDL_INIT_HAPTIC) == -1 ) { Warning("Joystick init failed -- SDL_Init(SDL_INIT_HAPTIC) failed: %s.\n", SDL_GetError()); return; } } memset(m_pJoystickInfo, 0, sizeof(m_pJoystickInfo)); for ( int i = 0; i < MAX_JOYSTICKS; ++i ) { m_pJoystickInfo[ i ].m_nDeviceId = -1; } const int totalSticks = SDL_NumJoysticks(); for ( int i = 0; i < totalSticks; i++ ) { if ( SDL_IsGameController(i) ) { JoystickHotplugAdded(i); } else { SDL_JoystickGUID joyGUID = SDL_JoystickGetDeviceGUID(i); char szGUID[sizeof(joyGUID.data)*2 + 1]; SDL_JoystickGetGUIDString(joyGUID, szGUID, sizeof(szGUID)); Msg("Found joystick '%s' (%s), but no recognized controller configuration for it.\n", SDL_JoystickNameForIndex(i), szGUID); } } if ( totalSticks < 1 ) { Msg("Did not detect any valid joysticks.\n"); } } // Update the joy_xcontroller_found convar to force CInput::JoyStickMove to re-exec 360controller-linux.cfg static void SetJoyXControllerFound( bool found ) { static ConVarRef xcontrollerVar( "joy_xcontroller_found" ); static ConVarRef joystickVar( "joystick" ); if ( xcontrollerVar.IsValid() ) { xcontrollerVar.SetValue(found); } if ( found && joystickVar.IsValid() ) { joystickVar.SetValue(true); } } void CInputSystem::JoystickHotplugAdded( int joystickIndex ) { // SDL_IsGameController doesn't bounds check its inputs. if ( joystickIndex < 0 || joystickIndex >= SDL_NumJoysticks() ) { return; } if ( !SDL_IsGameController(joystickIndex) ) { Warning("Joystick is not recognized by the game controller system. You can configure the controller in Steam Big Picture mode.\n"); return; } SDL_Joystick *joystick = SDL_JoystickOpen(joystickIndex); if ( joystick == NULL ) { Warning("Could not open joystick %i: %s", joystickIndex, SDL_GetError()); return; } int joystickId = SDL_JoystickInstanceID(joystick); SDL_JoystickClose(joystick); int activeJoystick = joy_active.GetInt(); JoystickInfo_t& info = m_pJoystickInfo[ 0 ]; if ( activeJoystick < 0 ) { // Only opportunistically open devices if we don't have one open already. if ( info.m_nDeviceId != -1 ) { Msg("Detected supported joystick #%i '%s'. Currently active joystick is #%i.\n", joystickId, SDL_JoystickNameForIndex(joystickIndex), info.m_nDeviceId); return; } } else if ( activeJoystick != joystickId ) { Msg("Detected supported joystick #%i '%s'. Currently active joystick is #%i.\n", joystickId, SDL_JoystickNameForIndex(joystickIndex), activeJoystick); return; } if ( info.m_nDeviceId != -1 ) { // Don't try to open the device we already have open. if ( info.m_nDeviceId == joystickId ) { return; } DevMsg("Joystick #%i already initialized, removing it first.\n", info.m_nDeviceId); JoystickHotplugRemoved(info.m_nDeviceId); } Msg("Initializing joystick #%i and making it active.\n", joystickId); SDL_GameController *controller = SDL_GameControllerOpen(joystickIndex); if ( controller == NULL ) { Warning("Failed to open joystick %i: %s\n", joystickId, SDL_GetError()); return; } // XXX: This will fail if this is a *real* hotplug event (and not coming from the initial InitializeJoysticks call). // That's because the SDL haptic subsystem currently doesn't do hotplugging. Everything but haptics will work fine. SDL_Haptic *haptic = SDL_HapticOpenFromJoystick(SDL_GameControllerGetJoystick(controller)); if ( haptic == NULL || SDL_HapticRumbleInit(haptic) != 0 ) { Warning("Unable to initialize rumble for joystick #%i: %s\n", joystickId, SDL_GetError()); haptic = NULL; } info.m_pDevice = controller; info.m_pHaptic = haptic; info.m_nDeviceId = SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(controller)); info.m_nButtonCount = SDL_CONTROLLER_BUTTON_MAX; info.m_bRumbleEnabled = false; SetJoyXControllerFound(true); EnableJoystickInput(0, true); m_nJoystickCount = 1; m_bXController = true; // We reset joy_active to -1 because joystick ids are never reused - until you restart. // Setting it to -1 means that you get expected hotplugging behavior if you disconnect the current joystick. joy_active.SetValue(-1); } void CInputSystem::JoystickHotplugRemoved( int joystickId ) { JoystickInfo_t& info = m_pJoystickInfo[ 0 ]; if ( info.m_nDeviceId != joystickId ) { DevMsg("Ignoring hotplug remove for #%i, active joystick is #%i.\n", joystickId, info.m_nDeviceId); return; } if ( info.m_pDevice == NULL ) { info.m_nDeviceId = -1; DevMsg("Got hotplug remove event for removed joystick %i, ignoring.\n"); return; } m_nJoystickCount = 0; m_bXController = false; EnableJoystickInput(0, false); SetJoyXControllerFound(false); SDL_HapticClose((SDL_Haptic *)info.m_pHaptic); SDL_GameControllerClose((SDL_GameController *)info.m_pDevice); info.m_pHaptic = NULL; info.m_pDevice = NULL; info.m_nButtonCount = 0; info.m_nDeviceId = -1; info.m_bRumbleEnabled = false; Msg("Joystick %i removed.\n", joystickId); } void CInputSystem::JoystickButtonPress( int joystickId, int button ) { JoystickInfo_t& info = m_pJoystickInfo[ 0 ]; if ( info.m_nDeviceId != joystickId ) { Warning("Not active device input system (%i x %i)\n", info.m_nDeviceId, joystickId); return; } ButtonCode_t buttonCode = ControllerButtonToButtonCode((SDL_GameControllerButton)button); PostButtonPressedEvent(IE_ButtonPressed, m_nLastSampleTick, buttonCode, buttonCode); } void CInputSystem::JoystickButtonRelease( int joystickId, int button ) { JoystickInfo_t& info = m_pJoystickInfo[ 0 ]; if ( info.m_nDeviceId != joystickId ) { return; } ButtonCode_t buttonCode = ControllerButtonToButtonCode((SDL_GameControllerButton)button); PostButtonReleasedEvent(IE_ButtonReleased, m_nLastSampleTick, buttonCode, buttonCode); } void CInputSystem::AxisAnalogButtonEvent( ButtonCode_t buttonCode, bool bState, int nLastSampleTick ) { int keyIndex = buttonCode - JOYSTICK_FIRST_AXIS_BUTTON; Assert(keyIndex >= 0 && keyIndex < ARRAYSIZE(m_appXKeys[0])); bool bExistingState = m_appXKeys[0][keyIndex].repeats > 0; if ( bState != bExistingState ) { if ( bState ) { PostButtonPressedEvent( IE_ButtonPressed, nLastSampleTick, buttonCode, buttonCode ); } else { PostButtonReleasedEvent( IE_ButtonReleased, nLastSampleTick, buttonCode, buttonCode ); } m_appXKeys[0][keyIndex].repeats = bState ? 1 : 0; } } void CInputSystem::JoystickAxisMotion( int joystickId, int axis, int value ) { JoystickInfo_t& info = m_pJoystickInfo[ 0 ]; if ( info.m_nDeviceId != joystickId ) { return; } AnalogCode_t code = ControllerAxisToAnalogCode((SDL_GameControllerAxis)axis); if ( code == ANALOG_CODE_INVALID ) { Warning("Invalid code for axis %i\n", axis); return; } int minValue = joy_axis_deadzone.GetFloat() * 32767; if ( abs(value) < minValue ) { value = 0; } // Trigger right and left both map to the Z axis, but they only have positive values. // To differentiate, right trigger is negative values, left is positive. switch ( axis ) { case SDL_CONTROLLER_AXIS_TRIGGERRIGHT: AxisAnalogButtonEvent( KEY_XBUTTON_RTRIGGER, value != 0, m_nLastSampleTick ); break; case SDL_CONTROLLER_AXIS_TRIGGERLEFT: AxisAnalogButtonEvent( KEY_XBUTTON_LTRIGGER, value != 0, m_nLastSampleTick ); break; case SDL_CONTROLLER_AXIS_LEFTX: AxisAnalogButtonEvent( KEY_XSTICK1_LEFT, value < 0, m_nLastSampleTick ); AxisAnalogButtonEvent( KEY_XSTICK1_RIGHT, value > 0, m_nLastSampleTick ); break; case SDL_CONTROLLER_AXIS_LEFTY: AxisAnalogButtonEvent( KEY_XSTICK1_UP, value < 0, m_nLastSampleTick ); AxisAnalogButtonEvent( KEY_XSTICK1_DOWN, value > 0, m_nLastSampleTick ); break; } InputState_t& state = m_InputState[ m_bIsPolling ]; state.m_pAnalogDelta[ code ] = value - state.m_pAnalogValue[ code ]; state.m_pAnalogValue[ code ] = value; if ( state.m_pAnalogDelta[ code ] != 0 ) { PostEvent(IE_AnalogValueChanged, m_nLastSampleTick, code, state.m_pAnalogValue[ code ] , state.m_pAnalogDelta[ code ] ); } } //----------------------------------------------------------------------------- // Process the event //----------------------------------------------------------------------------- void CInputSystem::JoystickButtonEvent( ButtonCode_t button, int sample ) { // Not used - we post button events from JoystickButtonPress/Release. } //----------------------------------------------------------------------------- // Update the joystick button state //----------------------------------------------------------------------------- void CInputSystem::UpdateJoystickButtonState( int nJoystick ) { // We don't sample - we get events posted by SDL_GameController in JoystickSDLWatcher } //----------------------------------------------------------------------------- // Update the joystick POV control //----------------------------------------------------------------------------- void CInputSystem::UpdateJoystickPOVControl( int nJoystick ) { // SDL GameController does not support joystick POV. Should we poll? } //----------------------------------------------------------------------------- // Purpose: Sample the joystick //----------------------------------------------------------------------------- void CInputSystem::PollJoystick( void ) { // We don't sample - we get events posted by SDL_GameController in JoystickSDLWatcher } void CInputSystem::SetXDeviceRumble( float fLeftMotor, float fRightMotor, int userId ) { JoystickInfo_t& info = m_pJoystickInfo[ 0 ]; if ( info.m_nDeviceId < 0 || info.m_pHaptic == NULL ) { return; } float strength = (fLeftMotor + fRightMotor) / 2.f; if ( info.m_bRumbleEnabled && abs(info.m_fCurrentRumble - strength) < 0.01f ) { return; } else { info.m_bRumbleEnabled = true; } info.m_fCurrentRumble = strength; if ( SDL_HapticRumblePlay((SDL_Haptic *)info.m_pHaptic, strength, SDL_HAPTIC_INFINITY) != 0 ) { Warning("Couldn't play rumble (strength %.1f): %s\n", strength, SDL_GetError()); } } ButtonCode_t ControllerButtonToButtonCode( SDL_GameControllerButton button ) { switch ( button ) { case SDL_CONTROLLER_BUTTON_A: // KEY_XBUTTON_A case SDL_CONTROLLER_BUTTON_B: // KEY_XBUTTON_B case SDL_CONTROLLER_BUTTON_X: // KEY_XBUTTON_X case SDL_CONTROLLER_BUTTON_Y: // KEY_XBUTTON_Y return JOYSTICK_BUTTON(0, button); case SDL_CONTROLLER_BUTTON_BACK: return KEY_XBUTTON_BACK; case SDL_CONTROLLER_BUTTON_START: return KEY_XBUTTON_START; case SDL_CONTROLLER_BUTTON_GUIDE: return KEY_XBUTTON_BACK; // XXX: How are we supposed to handle this? Steam overlay etc. case SDL_CONTROLLER_BUTTON_LEFTSTICK: return KEY_XBUTTON_STICK1; case SDL_CONTROLLER_BUTTON_RIGHTSTICK: return KEY_XBUTTON_STICK2; case SDL_CONTROLLER_BUTTON_LEFTSHOULDER: return KEY_XBUTTON_LEFT_SHOULDER; case SDL_CONTROLLER_BUTTON_RIGHTSHOULDER: return KEY_XBUTTON_RIGHT_SHOULDER; case SDL_CONTROLLER_BUTTON_DPAD_UP: return KEY_XBUTTON_UP; case SDL_CONTROLLER_BUTTON_DPAD_DOWN: return KEY_XBUTTON_DOWN; case SDL_CONTROLLER_BUTTON_DPAD_LEFT: return KEY_XBUTTON_LEFT; case SDL_CONTROLLER_BUTTON_DPAD_RIGHT: return KEY_XBUTTON_RIGHT; } return BUTTON_CODE_NONE; } AnalogCode_t ControllerAxisToAnalogCode( SDL_GameControllerAxis axis ) { switch ( axis ) { case SDL_CONTROLLER_AXIS_LEFTX: return JOYSTICK_AXIS(0, JOY_AXIS_X); case SDL_CONTROLLER_AXIS_LEFTY: return JOYSTICK_AXIS(0, JOY_AXIS_Y); case SDL_CONTROLLER_AXIS_RIGHTX: return JOYSTICK_AXIS(0, JOY_AXIS_U); case SDL_CONTROLLER_AXIS_RIGHTY: return JOYSTICK_AXIS(0, JOY_AXIS_R); case SDL_CONTROLLER_AXIS_TRIGGERRIGHT: case SDL_CONTROLLER_AXIS_TRIGGERLEFT: return JOYSTICK_AXIS(0, JOY_AXIS_Z); } return ANALOG_CODE_INVALID; }