Descent3/win32/WinController.cpp
2024-05-24 20:57:17 -04:00

1776 lines
53 KiB
C++

/*
* Descent 3
* Copyright (C) 2024 Parallax Software
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
--- HISTORICAL COMMENTS FOLLOW ---
* $Logfile: /DescentIII/Main/wincontroller/WinController.cpp $
* $Revision: 81 $
* $Date: 4/19/00 5:36p $
* $Author: Matt $
*
* Win32 controller interface
*
* $Log: /DescentIII/Main/wincontroller/WinController.cpp $
*
* 81 4/19/00 5:36p Matt
* Added command-line option to adjust mouse sensitivity
*
* 80 10/25/99 3:09p Kevin
* added -mlooksens
*
* 79 10/25/99 9:40a Kevin
* made mouselook less sensitive
*
* 78 9/23/99 12:04p Jeff
* ttok out framecap for joystick polling (samir)
*
* 77 8/19/99 10:41a Samir
* fixed potentially bad bugs.
*
* 76 8/17/99 2:09p Samir
* fixed U-axis get_controller_value bug.
*
* 75 8/11/99 6:06p Samir
* added flag to determine whether packet contained mouse info.
*
* 74 7/30/99 1:06p Samir
* fixed hat code for direct input and apply sensitivities for calibration
* of axes.
*
* 73 7/26/99 12:00p Samir
* added code to read config files for different controllers.
*
* 72 7/20/99 4:53p Samir
* added ability to manually set the deadzone for a controller.
*
* 71 7/16/99 11:16a Samir
* poll joystick and mouse axial movement once every 20-30 frames a sec to
* improve smoothness of motion.
*
* 70 6/11/99 1:15a Samir
* localization issues.
*
* 69 5/19/99 12:32p Kevin
* adjusted mouselook sensitivity
*
* 68 5/19/99 12:05p Samir
* made mouse less sensitive by default again since it was pumped up so
* high that the sliders didn't make much of a difference (not for
* mouselook).
*
* 67 5/19/99 11:18a Kevin
* fixed problem with mouselook and guided missiles
*
* 66 5/13/99 6:41p Samir
* made mouse even more 'sensitive'.
*
* 65 5/03/99 12:36p Samir
* poll mouse deltas and button masks not as often, to allow deltas to
* accumulate. also decreased normalizer for mouse axes'.
*
* 64 5/01/99 10:49a Kevin
* made mouselook obey player control masks (for training mission)
*
* 63 4/29/99 3:00p Samir
* don't specify joystick number for joystick #1.
*
* 62 4/29/99 2:23a Samir
* moved binding text functions to wincontroller.cpp and new text for
* multiple joysticks.
*
* 61 4/26/99 4:31p Samir
* get_mouse_raw_values now returns screen coords, not deltas.
*
* 60 4/24/99 5:39p Samir
* mouse control now framerate independant.
*
* 59 4/21/99 10:58a Samir
* set sensitivity for all controllers, not just active ones.
*
* 58 4/19/99 6:09p Kevin
* removed annoying mprintf
*
* 57 4/17/99 8:25p Samir
* fixed digital return values for mouse button states.
*
* 56 4/16/99 3:17p Kevin
* More mouselook support
*
* 55 4/16/99 2:02p Kevin
* Added mouselook support
*
* 54 4/09/99 12:02p Samir
* joystick changes (Win32 DirectInput support)
*
* 53 4/01/99 11:26a Samir
* correctly autodetect mouse buttons.
*
* 52 3/30/99 4:08p Matt
* Fixed compile warning.
*
* 51 3/29/99 6:44p Kevin
* For Samir
*
* 50 3/29/99 6:07p Samir
* don't use z axis for mouse again.
*
* 49 3/23/99 9:06p Samir
* new mouse interface implemented.
*
* 48 3/03/99 2:31p Samir
* don't look for Z-axis for mouse for now. buggy.
*
* 47 3/01/99 9:42a Matt
* Fixed compile warnings
*
* 46 3/01/99 12:18a Samir
* fixed evil bug with z axis mouse range being 0, hence get_axis_value
* would normalize the z axis with a bogus value, hence,
* get_controller_value was hosed for mouse axis reading, and
* configuration was messed up. Only found in optimized build.
*
* 45 2/26/99 2:10a Samir
* weird thing I did.
*
* 44 2/21/99 6:40p Samir
* mouse control will fake more axes and buttons.
*
* 43 2/16/99 11:59a Samir
* added proper constants for controller and binding null values.
*
* 42 1/29/99 2:31p Samir
* error checking for set_controller_function.
*
* 41 12/18/98 6:00p Samir
* added enable_function.
*
* 40 12/17/98 5:59p Samir
* modified mouse control.
*
* 39 12/02/98 12:48p Samir
* cleaned up get_axis_value.
*
* 38 10/24/98 2:18p Samir
* added mouse and joytick raw value retrieval functions.
*
* 37 10/21/98 7:19p Samir
* fixed idiotic bug in flush.
*
* 36 10/21/98 10:36a Samir
* added code to turn on or off joystick or mouse.
*
* 35 10/19/98 1:39p Samir
* took out mse_x message,.
*
* 34 10/19/98 10:48a Samir
* made mouse control a bit more responsive in some ways.
*
* 33 10/19/98 9:54a Samir
* fixed something, don't know what.
*
* 32 10/18/98 7:29p Samir
* made assign_function public.
*
* 31 10/17/98 7:31p Samir
* added invertible axes
*
* 30 9/10/98 12:39p Samir
* added senstivity issures for controller.
*
* 29 7/24/98 3:54p Samir
* improved mouse handling.
*
* 28 6/29/98 6:42p Samir
* Properly handle controller pausing and resumption.
*
* 27 6/18/98 4:48p Samir
* added changes for multiple configs for joystick controls.
*
* 26 6/02/98 4:37p Samir
* multiple joysticks supported.
*
* 25 6/01/98 4:27p Samir
* pov may return multiple positions.
*
* 24 5/15/98 3:13p Samir
* added 2 key support for controller functions.
*
* 23 5/12/98 3:10p Samir
* correctly ramp up controller axis values.
*
* 22 5/01/98 3:52p Samir
* added digital control for POV hats and joytick buttons.
*
* 21 4/08/98 3:43p Samir
* fixed some button/button capping problems.
*
* 20 4/02/98 8:04p Samir
* took out mprintf
*
* 19 4/02/98 7:57p Samir
* make sure controller is reset to -1 if element is invalid, BUT DON'T
* reset value. Only reset value when in assign_function, NOT in
* assign_element.
*
* 18 3/31/98 7:48p Samir
* probably fixed controller bugs.
*
* 17 3/31/98 6:14p Samir
* better checking when assigning values to elements.
*
* 16 3/16/98 3:25p Samir
* improved proofchecking of controller element validity when getting
* information.
*
* 15 2/24/98 11:03a Samir
* Added flush function to controller system.
*
* 14 2/17/98 10:59a Samir
* Mark all controllers not used as invalid.
*
* 13 2/17/98 10:10a Samir
* Fixed another logic bug, same function.
*
* 12 2/17/98 10:08a Samir
* Fixed logic bug in get_button_value.
*
* 11 2/16/98 9:28p Samir
* Fixed up some code to retrieve state of buttons, axes, etc.
*
* 10 2/16/98 3:04p Samir
* ctAxis instead of ctXAxis, ctYAxis, etc.
*
* 9 2/13/98 6:38p Samir
* Added get and set controller function.
*
* 8 12/10/97 11:16a Samir
* Joystick button timing should be fixed.
*
* 7 12/05/97 12:49p Samir
* POV timing support
*
* 6 12/05/97 10:58a Samir
* Null zone for joysticks applied here.
*
* 5 12/03/97 7:35p Samir
* Newer joystick library support and some POV.
*
* 4 11/05/97 3:46p Samir
* Use C runtime calls for thread creattion.
*
* 3 10/29/97 4:44p Samir
* Added ctDownCount format.
*
* 2 10/17/97 11:37a Samir
* Changed highest task priority from TIME_CRITICAL to HIGHEST.
*
* 10 6/09/97 12:21p Chris
*
* 9 5/21/97 3:51p Samir
* changed ct_need to ct_function
*
* 8 5/12/97 1:20p Samir
* Preemptive thread for joystick buttons.
*
* 7 4/23/97 1:07p Samir
* Now we can poll for either positonal or evaluator data.
*
* 6 4/16/97 3:29p Samir
* Moved timer poll outside button loop
*
* 5 4/16/97 1:04p Samir
* For get packet, allow one to return an alternate format value if that
* function supports it.
*
* 4 4/16/97 12:27p Samir
* Added mouse support.
*
* 3 4/14/97 12:55p Samir
* Controllers support timing of buttons presses.
*
* 2 4/11/97 2:13p Samir
* Win32 controller interface works for keyboards and DirectInput devices
* through (not mouse yet).
*
* $NoKeywords: $
*/
#include "Controller.h"
#include <math.h>
#include "pserror.h"
#include "ddio.h"
#include "joystick.h"
#include "Macros.h"
#include "inffile.h"
// Sorry! This is needed for the semi-hacky mouselook support
#include "descent.h"
#include "player.h"
#include "object.h"
#include "pilot.h"
#include "multi.h"
#include "game.h"
// End of hacky includes
extern float Mouselook_sensitivity;
extern float Mouse_sensitivity;
#define JOY_DEADZONE 0.20f
#define MOUSE_DEADZONE 0.00f
static float WinControllerTimer = 0.0f;
static int64_t g_last_frame_timer_ms = -1;
static float g_accum_frame_time = 0.0f;
// Functions to create and destroy a game controller object.
gameController *CreateController(int num_needs, ct_function *needs, char *remote_ip) {
return new gameWinController(num_needs, needs, remote_ip);
}
void DestroyController(gameController *ctl) { delete ctl; }
// gameWinController subset of gameController class
gameWinController::gameWinController(int num_funcs, ct_function *funcs, char *remote_adr)
: gameController(num_funcs, funcs) {
enum_controllers(remote_adr);
for (int i = 0; i < num_funcs; i++) {
assign_function(&funcs[i]);
}
m_Suspended = 0;
m_frame_timer_ms = -1;
m_frame_time = 1.0f;
g_last_frame_timer_ms = -1;
g_accum_frame_time = 0.0f;
gameWinController::flush();
}
gameWinController::~gameWinController() {}
// DDIO takes care of our keyboard information, so we don't need to check that control (preemptive)
// DDIO does handle the mouse, but we need to poll this information
// DDIO does handle to joystick or external controls but we also need to poll this information
#define CONTROLLER_POLLING_TIME 50
#define MOUSE_POLLING_TIME (1.0f / 20.0f)
void gameWinController::poll() {
int64_t cur_frame_timer_ms;
if (m_Suspended)
return;
cur_frame_timer_ms = timer_GetMSTime();
if (m_frame_timer_ms == -1) {
// don't poll this frame.
m_frame_timer_ms = cur_frame_timer_ms;
g_last_frame_timer_ms = cur_frame_timer_ms;
g_accum_frame_time = 0.0f;
return;
}
m_frame_time = (float)((cur_frame_timer_ms - m_frame_timer_ms) / 1000.0);
m_frame_timer_ms = cur_frame_timer_ms;
g_accum_frame_time += m_frame_time;
if (g_accum_frame_time >= MOUSE_POLLING_TIME) {
g_accum_frame_time = 0.0f;
}
for (int ctl = 0; ctl < m_NumControls; ctl++) {
if (m_ControlList[ctl].id >= CTID_EXTCONTROL0) {
extctl_getpos(m_ControlList[ctl].id);
} else if (m_ControlList[ctl].id == CTID_MOUSE) {
mouse_geteval();
}
}
}
void gameWinController::suspend() { m_Suspended = 1; }
void gameWinController::resume() {
m_Suspended = 0;
m_frame_timer_ms = -1;
m_frame_time = 1.0f;
}
// flushes all controller information
void gameWinController::flush() {
bool old_mse = m_MouseActive, old_joy = m_JoyActive;
ddio_KeyFlush();
ddio_MouseQueueFlush();
// does real flush
mask_controllers(false, false);
mask_controllers(old_joy, old_mse);
}
bool gameWinController::get_packet(int id, ct_packet *packet, ct_format alt_format) {
float val = (float)0.0;
int i;
ASSERT(id < CT_MAX_ELEMENTS);
packet->format = (alt_format != ctNoFormat) ? alt_format : m_ElementList[id].format;
alt_format = packet->format;
WinControllerTimer = timer_GetTime();
packet->flags = 0;
if (!m_ElementList[id].enabled) {
goto skip_packet_read;
}
// check if the element's controller is valid.
for (i = 0; i < CTLBINDS_PER_FUNC; i++) {
uint8_t value = m_ElementList[id].value[i];
int8_t controller = m_ElementList[id].ctl[i];
if (controller == -1 || m_ControlList[controller].id == CTID_INVALID) {
continue;
}
switch (m_ElementList[id].ctype[i]) {
case ctKey:
if (value) {
val = get_key_value(value, alt_format);
if (KEY_STATE(value))
packet->flags |= CTPK_ELEMENTACTIVE;
}
break;
case ctMouseAxis:
packet->flags |= CTPK_MOUSE;
case ctAxis:
val = get_axis_value(controller, value, alt_format, (m_ElementList[id].flags[i] & CTFNF_INVERT) ? true : false);
if (m_ElementList[id].flags[i] & CTFNF_INVERT) {
if (alt_format == ctDigital) {
val = (val == 0.0f) ? 1.0f : 0.0f;
} else if (alt_format == ctAnalog) {
val = -val;
}
}
break;
case ctMouseButton:
packet->flags |= CTPK_MOUSE;
case ctButton:
val = get_button_value(controller, alt_format, value);
break;
case ctPOV:
val = get_pov_value(controller, alt_format, 0, value);
break;
case ctPOV2:
case ctPOV3:
case ctPOV4:
val = get_pov_value(controller, alt_format, (m_ElementList[id].ctype[i] - ctPOV2) + 1, value);
break;
default:
Int3();
val = 0.0f;
}
if (val)
break;
}
skip_packet_read:
if (val)
packet->flags |= CTPK_ELEMENTACTIVE;
packet->value = val;
return true;
}
// returns the value of a requested controller type.
ct_config_data gameWinController::get_controller_value(ct_type type_req) {
// will return the current value of a requested control type.
ct_config_data val = MAKE_CONFIG_DATA(INVALID_CONTROLLER_INFO, NULL_BINDING);
int i, j;
switch (type_req) {
int pov_n;
case ctKey:
val = makeword(0, ddio_KeyInKey());
break;
case ctButton:
for (i = 2; i < m_NumControls; i++) {
for (j = 0; j < m_ControlList[i].buttons; j++) {
if (m_ExtCtlStates[m_ControlList[i].id].btnpresses[j] &&
!(m_ExtCtlStates[m_ControlList[i].id].buttons & (1 << j))) {
val = MAKE_CONFIG_DATA(CONTROLLER_CTL_INFO(i, NULL_CONTROLLER), CONTROLLER_CTL_VALUE(j + 1, NULL_BINDING));
return val;
}
}
}
break;
case ctMouseButton:
for (j = 0; j < CT_MAX_BUTTONS; j++) {
if (ddio_MouseBtnUpCount(j)) {
// mprintf(0, "MseBtn %d down\n", j);
val = MAKE_CONFIG_DATA(CONTROLLER_CTL_INFO(1, NULL_CONTROLLER), CONTROLLER_CTL_VALUE(j + 1, NULL_BINDING));
return val;
}
}
break;
case ctAxis:
for (i = 2; i < m_NumControls; i++) {
float pos;
float limit;
unsigned ctl = CONTROLLER_CTL_INFO(i, NULL_CONTROLLER);
if (m_ControlList[i].flags & CTF_V_AXIS) {
limit = (m_ControlList[i].sens[CT_V_AXIS - 1] > 1.5f) ? 0.95f
: (m_ControlList[i].sens[CT_V_AXIS - 1] > 1.0f) ? 0.80f
: (m_ControlList[i].sens[CT_V_AXIS - 1] / 2);
pos = get_axis_value(i, CT_V_AXIS, ctAnalog);
mprintf(0, "pos=%.2f\n", pos);
if (fabs(pos) > limit)
val = MAKE_CONFIG_DATA(ctl, CONTROLLER_CTL_VALUE(CT_V_AXIS, NULL_BINDING));
}
if (m_ControlList[i].flags & CTF_U_AXIS) {
limit = (m_ControlList[i].sens[CT_U_AXIS - 1] > 1.5f) ? 0.95f
: (m_ControlList[i].sens[CT_U_AXIS - 1] > 1.0f) ? 0.80f
: (m_ControlList[i].sens[CT_U_AXIS - 1] / 2);
pos = get_axis_value(i, CT_U_AXIS, ctAnalog);
if (fabs(pos) > limit)
val = MAKE_CONFIG_DATA(ctl, CONTROLLER_CTL_VALUE(CT_U_AXIS, NULL_BINDING));
}
if (m_ControlList[i].flags & CTF_R_AXIS) {
limit = (m_ControlList[i].sens[CT_R_AXIS - 1] > 1.5f) ? 0.95f
: (m_ControlList[i].sens[CT_R_AXIS - 1] > 1.0f) ? 0.80f
: (m_ControlList[i].sens[CT_R_AXIS - 1] / 2);
pos = get_axis_value(i, CT_R_AXIS, ctAnalog);
if (fabs(pos) > limit)
val = MAKE_CONFIG_DATA(ctl, CONTROLLER_CTL_VALUE(CT_R_AXIS, NULL_BINDING));
}
if (m_ControlList[i].flags & CTF_Z_AXIS) {
limit = (m_ControlList[i].sens[CT_Z_AXIS - 1] > 1.5f) ? 0.95f
: (m_ControlList[i].sens[CT_Z_AXIS - 1] > 1.0f) ? 0.80f
: (m_ControlList[i].sens[CT_Z_AXIS - 1] / 2);
pos = get_axis_value(i, CT_Z_AXIS, ctAnalog);
if (fabs(pos) > limit)
val = MAKE_CONFIG_DATA(ctl, CONTROLLER_CTL_VALUE(CT_Z_AXIS, NULL_BINDING));
}
if (m_ControlList[i].flags & CTF_Y_AXIS) {
limit = (m_ControlList[i].sens[CT_Y_AXIS - 1] > 1.5f) ? 0.95f
: (m_ControlList[i].sens[CT_Y_AXIS - 1] > 1.0f) ? 0.80f
: (m_ControlList[i].sens[CT_Y_AXIS - 1] / 2);
pos = get_axis_value(i, CT_Y_AXIS, ctAnalog);
if (fabs(pos) > limit)
val = MAKE_CONFIG_DATA(ctl, CONTROLLER_CTL_VALUE(CT_Y_AXIS, NULL_BINDING));
}
if (m_ControlList[i].flags & CTF_X_AXIS) {
limit = (m_ControlList[i].sens[CT_X_AXIS - 1] > 1.5f) ? 0.95f
: (m_ControlList[i].sens[CT_X_AXIS - 1] > 1.0f) ? 0.80f
: (m_ControlList[i].sens[CT_X_AXIS - 1] / 2);
pos = get_axis_value(i, CT_X_AXIS, ctAnalog);
if (fabs(pos) > limit)
val = MAKE_CONFIG_DATA(ctl, CONTROLLER_CTL_VALUE(CT_X_AXIS, NULL_BINDING));
}
}
break;
case ctMouseAxis: {
float pos = 0.0f;
unsigned ctl = CONTROLLER_CTL_INFO(1, NULL_CONTROLLER), i = 1;
ASSERT(m_ControlList[i].id == CTID_MOUSE);
if (m_ControlList[i].flags & CTF_V_AXIS) {
pos = get_axis_value(i, CT_V_AXIS, ctAnalog);
if (fabs(pos) >= 0.50f)
val = MAKE_CONFIG_DATA(ctl, CONTROLLER_CTL_VALUE(CT_V_AXIS, NULL_BINDING));
}
if (m_ControlList[i].flags & CTF_U_AXIS) {
pos = get_axis_value(i, CT_U_AXIS, ctAnalog);
if (fabs(pos) >= 0.50f)
val = MAKE_CONFIG_DATA(ctl, CONTROLLER_CTL_VALUE(CT_U_AXIS, NULL_BINDING));
}
if (m_ControlList[i].flags & CTF_R_AXIS) {
pos = get_axis_value(i, CT_R_AXIS, ctAnalog);
if (fabs(pos) >= 0.50f)
val = MAKE_CONFIG_DATA(ctl, CONTROLLER_CTL_VALUE(CT_R_AXIS, NULL_BINDING));
}
if (m_ControlList[i].flags & CTF_Z_AXIS) {
pos = get_axis_value(i, CT_Z_AXIS, ctAnalog);
if (fabs(pos) >= 0.90f)
val = MAKE_CONFIG_DATA(ctl, CONTROLLER_CTL_VALUE(CT_Z_AXIS, NULL_BINDING));
}
if (m_ControlList[i].flags & CTF_Y_AXIS) {
pos = get_axis_value(i, CT_Y_AXIS, ctAnalog);
// mprintf(0, "y=%.2f ", pos);
if (fabs(pos) >= 0.90f)
val = MAKE_CONFIG_DATA(ctl, CONTROLLER_CTL_VALUE(CT_Y_AXIS, NULL_BINDING));
}
if (m_ControlList[i].flags & CTF_X_AXIS) {
pos = get_axis_value(i, CT_X_AXIS, ctAnalog);
// mprintf(0, "x=%.2f\n", pos);
if (fabs(pos) >= 0.90f)
val = MAKE_CONFIG_DATA(ctl, CONTROLLER_CTL_VALUE(CT_X_AXIS, NULL_BINDING));
}
} break;
case ctPOV:
case ctPOV2:
case ctPOV3:
case ctPOV4:
if (type_req == ctPOV) {
pov_n = 0;
} else {
pov_n = (type_req - ctPOV2) + 1;
}
for (i = 2; i < m_NumControls; i++) {
float pos;
int ctl = CONTROLLER_CTL_INFO(i, -1);
if (m_ControlList[i].flags & (CTF_POV << pov_n)) {
pos = get_pov_value(i, ctDigital, pov_n, JOYPOV_RIGHT);
if (pos)
val = makeword(ctl, CONTROLLER_CTL_VALUE(JOYPOV_RIGHT, 0));
}
if (m_ControlList[i].flags & (CTF_POV << pov_n)) {
pos = get_pov_value(i, ctDigital, pov_n, JOYPOV_LEFT);
if (pos)
val = makeword(ctl, CONTROLLER_CTL_VALUE(JOYPOV_LEFT, 0));
}
if (m_ControlList[i].flags & (CTF_POV << pov_n)) {
pos = get_pov_value(i, ctDigital, pov_n, JOYPOV_DOWN);
if (pos)
val = makeword(ctl, CONTROLLER_CTL_VALUE(JOYPOV_DOWN, 0));
}
if (m_ControlList[i].flags & (CTF_POV << pov_n)) {
pos = get_pov_value(i, ctDigital, pov_n, JOYPOV_UP);
if (pos)
val = makeword(ctl, CONTROLLER_CTL_VALUE(JOYPOV_UP, 0));
}
}
break;
}
return val;
}
// temporarily enables or disables a function
void gameWinController::enable_function(int id, bool enable) { m_ElementList[id].enabled = enable; }
// returns information about a requested function
void gameWinController::get_controller_function(int id, ct_type *type, ct_config_data *value, uint8_t *flags) {
type[0] = m_ElementList[id].ctype[0];
type[1] = m_ElementList[id].ctype[1];
*value = makeword(CONTROLLER_CTL_INFO(m_ElementList[id].ctl[0], m_ElementList[id].ctl[1]),
CONTROLLER_CTL_VALUE(m_ElementList[id].value[0], m_ElementList[id].value[1]));
flags[0] = m_ElementList[id].flags[0];
flags[1] = m_ElementList[id].flags[1];
}
// sets the configuration of a function
void gameWinController::set_controller_function(int id, const ct_type *type, ct_config_data value, const uint8_t *flags) {
ct_element elem;
if (id >= CT_MAX_ELEMENTS)
return;
// auto assign keyboard controller if type is key.
if (type[0] == ctKey)
elem.ctl[0] = CONTROLLER_CTL1_INFO(0);
else
elem.ctl[0] = CONTROLLER_CTL1_INFO(CONTROLLER_INFO(value));
if (type[1] == ctKey)
elem.ctl[1] = CONTROLLER_CTL2_INFO(0);
else
elem.ctl[1] = CONTROLLER_CTL2_INFO(CONTROLLER_INFO(value));
elem.ctype[0] = type[0];
elem.ctype[1] = type[1];
elem.format = m_ElementList[id].format;
elem.value[0] = CONTROLLER_CTL1_VALUE(CONTROLLER_VALUE(value));
elem.value[1] = CONTROLLER_CTL2_VALUE(CONTROLLER_VALUE(value));
elem.flags[0] = flags[0];
elem.flags[1] = flags[1];
elem.enabled = m_ElementList[id].enabled;
// if controller doesn't exist, set it to invalid.
if (elem.ctl[0] > CT_MAX_CONTROLLERS)
elem.ctl[0] = NULL_WINCONTROLLER;
if (elem.ctl[1] >= CT_MAX_CONTROLLERS)
elem.ctl[1] = NULL_WINCONTROLLER;
assign_element(id, &elem);
}
// activates or deactivates mouse and or controller
void gameWinController::mask_controllers(bool joystick, bool mouse) {
int i, j;
m_JoyActive = joystick;
m_MouseActive = mouse;
if (!m_MouseActive) {
m_MseState.m_deltaX = 0;
m_MseState.m_deltaY = 0;
m_MseState.m_deltaZ = 0;
m_MseState.m_absX = 0;
m_MseState.m_absY = 0;
m_MseState.m_buttonMask = 0;
}
if (!m_JoyActive) {
for (int ctl = 0; ctl < m_NumControls; ctl++) {
if (m_ControlList[ctl].id >= CTID_EXTCONTROL0) {
// handle buttons
int dev = m_ControlList[ctl].id;
m_ExtCtlStates[dev].x = (m_ControlList[ctl].normalizer[0]);
m_ExtCtlStates[dev].y = (m_ControlList[ctl].normalizer[1]);
m_ExtCtlStates[dev].z = (m_ControlList[ctl].normalizer[2]);
m_ExtCtlStates[dev].r = (m_ControlList[ctl].normalizer[3]);
m_ExtCtlStates[dev].u = (m_ControlList[ctl].normalizer[4]);
m_ExtCtlStates[dev].v = (m_ControlList[ctl].normalizer[5]);
for (j = 0; j < JOYPOV_NUM; j++) {
m_ExtCtlStates[dev].pov[j] = JOYPOV_CENTER;
m_ExtCtlStates[dev].last_pov[j] = JOYPOV_CENTER;
}
for (j = 0; j < JOYPOV_NUM; j++) {
for (i = 0; i < JOYPOV_DIR; i++) {
m_ExtCtlStates[dev].povstarts[j][i] = (float)0.0;
m_ExtCtlStates[dev].povtimes[j][i] = (float)0.0;
m_ExtCtlStates[dev].povpresses[j][i] = 0;
}
}
m_ExtCtlStates[dev].buttons = 0;
for (i = 0; i < CT_MAX_BUTTONS; i++) {
m_ExtCtlStates[dev].btnpresses[i] = 0;
m_ExtCtlStates[dev].btntimes[i] = (float)0.0;
m_ExtCtlStates[dev].btnstarts[i] = (float)0.0;
}
}
}
}
}
// get raw values for the controllers
int gameWinController::get_mouse_raw_values(int *x, int *y) {
if (m_Suspended)
return 0;
*x = m_MseState.m_absX;
*y = m_MseState.m_absY;
return m_MseState.m_buttonMask;
}
unsigned gameWinController::get_joy_raw_values(int *x, int *y) {
unsigned btn = 0;
if (m_Suspended)
return 0;
for (int ctl = 0; ctl < m_NumControls; ctl++) {
int dev = m_ControlList[ctl].id;
if (dev >= CTID_EXTCONTROL0) {
*x = m_ExtCtlStates[dev].x;
*y = m_ExtCtlStates[dev].y;
btn = m_ExtCtlStates[dev].buttons;
if (*x || *y || btn)
return btn;
}
}
return 0;
}
// note controller is index into ControlList.
float gameWinController::get_axis_value(int8_t controller, uint8_t axis, ct_format format, bool invert) {
if (controller <= NULL_WINCONTROLLER || controller >= CT_MAX_CONTROLLERS)
return 0.0f;
struct gameWinController::t_controller *ctldev = &m_ControlList[controller];
if (ctldev->id == CTID_INVALID)
return 0.0f;
#ifdef _DEBUG
if (m_ControlList[controller].id == CTID_KEYBOARD) {
Int3();
return 0.0f;
}
#endif
// verify controller axis
const int axisIndex = axis - 1;
if (!CHECK_FLAG(ctldev->flags, 1 << axisIndex))
return 0.0f;
// get raw value
float axisval = 0.0f;
switch (axis) {
// note we take care of mouse controls and external controls here
case CT_X_AXIS:
axisval = (float)((ctldev->id == CTID_MOUSE) ? m_MseState.m_deltaX : m_ExtCtlStates[ctldev->id].x);
break;
case CT_Y_AXIS:
axisval = (float)((ctldev->id == CTID_MOUSE) ? m_MseState.m_deltaY : m_ExtCtlStates[ctldev->id].y);
break;
case CT_Z_AXIS:
axisval = (float)((ctldev->id == CTID_MOUSE) ? m_MseState.m_deltaZ : m_ExtCtlStates[ctldev->id].z);
break;
case CT_R_AXIS:
axisval = (float)m_ExtCtlStates[ctldev->id].r;
break;
case CT_U_AXIS:
axisval = (float)m_ExtCtlStates[ctldev->id].u;
break;
case CT_V_AXIS:
axisval = (float)m_ExtCtlStates[ctldev->id].v;
break;
default:
Int3(); // NOT A VALID AXIS
}
// create normalizer
float normalizer, nullzone;
if (ctldev->id == CTID_MOUSE) {
const float kMinFrameTime = 0.000001f;
if (m_frame_time < kMinFrameTime) {
m_frame_time = kMinFrameTime;
}
normalizer = ctldev->normalizer[axisIndex] * m_frame_time;
nullzone = MOUSE_DEADZONE;
} else {
// really small deadzones will not take joystick drift into account, hence your mouse control will be cancelled out.
normalizer = ctldev->normalizer[axisIndex];
nullzone = (m_ControlList[controller].deadzone < 0.05f) ? 0.05f : m_ControlList[controller].deadzone;
}
// joystick needs to be normalized to -1.0 to 1.0
float val = (axisval / normalizer) - ((ctldev->id == CTID_MOUSE) ? 0.0f : 1.0f);
// calculate adjusted value
if (val > nullzone) {
val = (val - nullzone) / (1.0f - nullzone);
} else if (val < -nullzone) {
val = (val + nullzone) / (1.0f - nullzone);
} else {
val = 0.0f;
}
val *= ctldev->sensmod[axisIndex] * ctldev->sens[axisIndex];
val += 1.0f;
if (val < 0.0f)
val = 0.0f;
if (val > 2.0f)
val = 2.0f;
// determine value based off requested format.
if (format == ctDigital) {
val = (val < 1.0f) ? 0.0f : 1.0f;
} else if (format == ctAnalog) {
val -= 1.0f;
} else {
val = 0.0f;
mprintf(1, "gameController::axis unsupported format for function.\n");
}
ct_packet key_slide1, key_bank;
get_packet(ctfTOGGLE_SLIDEKEY, &key_slide1);
get_packet(ctfTOGGLE_BANKKEY, &key_bank);
if (key_slide1.value || key_bank.value) {
// Don't do mouse look if either toggle is happening
return val;
}
if ((Current_pilot.mouselook_control) && (GAME_MODE == GetFunctionMode())) {
// Don't do mouselook controls if they aren't enabled in multiplayer
if ((Game_mode & GM_MULTI) && (!(Netgame.flags & NF_ALLOW_MLOOK)))
return val;
// Account for guided missile control
if (Players[Player_num].guided_obj)
return val;
if ((axis == CT_X_AXIS) && (ctldev->id == CTID_MOUSE) && (val != 0.0f)) {
if (!(Players[Player_num].controller_bitflags & PCBF_HEADINGLEFT) && val < 0.0f) {
val = 0.0f;
}
if (!(Players[Player_num].controller_bitflags & PCBF_HEADINGRIGHT) && val > 0.0f) {
val = 0.0f;
}
if (invert) {
val = -val;
}
matrix orient;
vm_AnglesToMatrix(&orient, 0.0f, val * Mouselook_sensitivity, 0.0f);
Objects[Players[Player_num].objnum].orient = Objects[Players[Player_num].objnum].orient * orient;
vm_Orthogonalize(&Objects[Players[Player_num].objnum].orient);
ObjSetOrient(&Objects[Players[Player_num].objnum], &Objects[Players[Player_num].objnum].orient);
return 0.0f;
}
if ((axis == CT_Y_AXIS) && (ctldev->id == CTID_MOUSE) && (val != 0.0f)) {
if (!(Players[Player_num].controller_bitflags & PCBF_PITCHUP) && val < 0.0f) {
val = 0.0f;
}
if (!(Players[Player_num].controller_bitflags & PCBF_PITCHDOWN) && val > 0.0f) {
val = 0.0f;
}
if (invert) {
val = -val;
}
matrix orient;
vm_AnglesToMatrix(&orient, val * Mouselook_sensitivity, 0.0f, 0.0f);
Objects[Players[Player_num].objnum].orient = Objects[Players[Player_num].objnum].orient * orient;
vm_Orthogonalize(&Objects[Players[Player_num].objnum].orient);
ObjSetOrient(&Objects[Players[Player_num].objnum], &Objects[Players[Player_num].objnum].orient);
return 0.0f;
}
}
// Adjust mouse sensitivity
if (((axis == CT_X_AXIS) || (axis == CT_Y_AXIS)) && (ctldev->id == CTID_MOUSE)) {
val *= Mouse_sensitivity;
}
return val;
}
float gameWinController::get_button_value(int8_t controller, ct_format format, uint8_t button) {
float val = (float)0.0;
if (controller <= NULL_WINCONTROLLER || controller >= CT_MAX_CONTROLLERS) {
return 0.0f;
}
if (m_ControlList[controller].id == CTID_INVALID) {
return 0.0f;
}
#ifdef _DEBUG
if (m_ControlList[controller].id == CTID_KEYBOARD) {
Int3();
return 0.0f;
}
#endif
if (button == NULL_BINDING) {
return val;
}
// buttons are idenitifed as 0=none, 1 = button 1, etc. so if we have a valid button, then
// decrement counter.
button--;
// verify valid button.
if ((unsigned)button >= m_ControlList[controller].buttons)
return val;
switch (format) {
// note we take care of mouse controls and external controls here
case ctDownCount:
if (m_ControlList[controller].id == CTID_MOUSE) {
val = (float)ddio_MouseBtnDownCount(button);
} else {
val = (float)m_ExtCtlStates[m_ControlList[controller].id].btnpresses[button];
m_ExtCtlStates[m_ControlList[controller].id].btnpresses[button] = 0;
}
break;
case ctTime:
if (m_ControlList[controller].id == CTID_MOUSE) {
val = ddio_MouseBtnDownTime(button);
} else {
if (!(m_ExtCtlStates[m_ControlList[controller].id].buttons & (1 << button))) {
val = m_ExtCtlStates[m_ControlList[controller].id].btntimes[button];
m_ExtCtlStates[m_ControlList[controller].id].btnstarts[button] = (float)0.0;
m_ExtCtlStates[m_ControlList[controller].id].btntimes[button] = (float)0.0;
} else {
val = WinControllerTimer - m_ExtCtlStates[m_ControlList[controller].id].btnstarts[button];
m_ExtCtlStates[m_ControlList[controller].id].btnstarts[button] = WinControllerTimer;
m_ExtCtlStates[m_ControlList[controller].id].btntimes[button] = (float)0.0;
}
}
break;
case ctDigital:
if (m_ControlList[controller].id == CTID_MOUSE) {
if (m_MseState.m_buttonMask & (1 << button))
val = 1.0f;
} else if (m_ExtCtlStates[m_ControlList[controller].id].buttons & (1 << button)) {
val = 1.0f;
}
break;
default:
mprintf(1, "gameController::button unsupported format for function\n");
}
return val;
}
// do some pov stuff
float gameWinController::get_pov_value(int8_t controller, ct_format format, uint8_t pov_number, uint8_t pov) {
float val = (float)0.0;
if (controller <= NULL_WINCONTROLLER || controller >= CT_MAX_CONTROLLERS) {
return val;
}
if (m_ControlList[controller].id == CTID_INVALID) {
return val;
}
#ifdef _DEBUG
if (m_ControlList[controller].id == CTID_KEYBOARD) {
Int3();
return 0.0f;
}
#endif
if (!(m_ControlList[controller].flags & (CTF_POV << pov_number))) {
return val;
}
int pov_index = pov / (JOYPOV_MAXVAL / JOYPOV_DIR);
int cur_pov_index = m_ExtCtlStates[m_ControlList[controller].id].pov[pov_number] / (JOYPOV_MAXVAL / JOYPOV_DIR);
switch (format) {
// note we take care of mouse controls and external controls here
case ctDownCount:
if (pov_index == JOYPOV_DIR)
val = 0.0f;
else {
val = m_ExtCtlStates[m_ControlList[controller].id].povpresses[pov_number][pov_index];
m_ExtCtlStates[m_ControlList[controller].id].povpresses[pov_number][pov_index] = 0;
}
break;
case ctDigital: {
if (m_ExtCtlStates[m_ControlList[controller].id].pov[pov_number] == JOYPOV_CENTER)
val = 0.0f;
else if ((cur_pov_index == 0 || cur_pov_index == 1 || cur_pov_index == 7) && (pov == JOYPOV_UP))
val = 1.0f;
else if ((cur_pov_index == 1 || cur_pov_index == 2 || cur_pov_index == 3) && (pov == JOYPOV_RIGHT))
val = 1.0f;
else if ((cur_pov_index == 3 || cur_pov_index == 4 || cur_pov_index == 5) && (pov == JOYPOV_DOWN))
val = 1.0f;
else if ((cur_pov_index == 5 || cur_pov_index == 6 || cur_pov_index == 7) && (pov == JOYPOV_LEFT))
val = 1.0f;
break;
}
case ctTime:
if (cur_pov_index == pov_index) {
val = WinControllerTimer - m_ExtCtlStates[m_ControlList[controller].id].povstarts[pov_number][pov_index];
m_ExtCtlStates[m_ControlList[controller].id].povstarts[pov_number][pov_index] = WinControllerTimer;
m_ExtCtlStates[m_ControlList[controller].id].povtimes[pov_number][pov_index] = 0.0f;
} else {
val = m_ExtCtlStates[m_ControlList[controller].id].povtimes[pov_number][pov_index];
m_ExtCtlStates[m_ControlList[controller].id].povstarts[pov_number][pov_index] = 0.0f;
m_ExtCtlStates[m_ControlList[controller].id].povtimes[pov_number][pov_index] = 0.0f;
}
break;
default:
mprintf(1, "gameController::pov unsupported format for function\n");
}
return val;
}
// get keyboard info
float gameWinController::get_key_value(int key, ct_format format) {
float val = (float)0.0;
ASSERT(key < DDIO_MAX_KEYS);
switch (format) {
// note we take care of mouse controls and external controls here
case ctDigital:
if (KEY_STATE(key))
val = 1.0f;
break;
case ctDownCount:
val = (float)ddio_KeyDownCount(key);
break;
case ctTime:
val = (float)ddio_KeyDownTime(key);
break;
default:
mprintf(1, "gameController::key unsupported format for function\n");
}
return val;
}
int gameWinController::assign_function(ct_function *func) {
// for now this is a straight forward translation (that is, no mapping of needs to controller
// list to create elements.
ct_element elem;
int i;
for (i = 0; i < CTLBINDS_PER_FUNC; i++) {
elem.ctl[i] = NULL_WINCONTROLLER;
switch (func->ctype[i]) {
int pov_n;
case ctNone:
break;
case ctKey:
elem.ctl[i] = 0;
break;
case ctAxis:
elem.ctl[i] = get_axis_controller(func->value[i]);
break;
case ctButton:
elem.ctl[i] = get_button_controller(func->value[i]);
break;
case ctMouseAxis:
elem.ctl[i] = 1;
break;
case ctMouseButton:
// find a free mouse button.
if ((m_ControlList[1].btnmask & (1 << (func->value[i] - 1))) &&
((func->value[i] - 1) < m_ControlList[1].buttons)) {
elem.ctl[i] = 1;
}
break;
case ctPOV:
case ctPOV2:
case ctPOV3:
case ctPOV4:
if (func->ctype[i] == ctPOV) {
pov_n = 0;
} else {
pov_n = (func->ctype[i] - ctPOV2) + 1;
}
elem.ctl[i] = get_pov_controller(pov_n);
break;
}
elem.ctype[i] = func->ctype[i];
elem.value[i] = func->value[i];
}
elem.format = func->format;
elem.flags[0] = func->flags[0];
elem.flags[1] = func->flags[1];
elem.enabled = true;
assign_element(func->id, &elem);
return func->id;
}
// sets up an elements information structure
void gameWinController::assign_element(int id, ct_element *elem) {
// assign element, check to see if valid.
int i;
m_ElementList[id].format = elem->format;
m_ElementList[id].flags[0] = elem->flags[0];
m_ElementList[id].flags[1] = elem->flags[1];
m_ElementList[id].enabled = elem->enabled;
// look through each controller and validate each element
for (i = 0; i < CTLBINDS_PER_FUNC; i++) {
m_ElementList[id].ctl[i] = elem->ctl[i];
m_ElementList[id].value[i] = elem->value[i];
m_ElementList[id].ctype[i] = elem->ctype[i];
if (m_ElementList[id].ctl[i] != NULL_WINCONTROLLER) {
// this function shouldn't do any error checking!!!! keep same controller values and bindings unless
// bindings are truly bogus.
switch (m_ElementList[id].ctype[i]) {
case ctMouseButton:
case ctButton:
if (elem->value[i] > CT_MAX_BUTTONS) {
m_ElementList[id].ctl[i] = NULL_WINCONTROLLER;
m_ElementList[id].value[i] = NULL_BINDING;
}
break;
case ctMouseAxis:
case ctAxis:
// if (!(m_ControlList[elem->ctl[i]].flags & (1<<(elem->value[i]-1))))
// m_ElementList[id].ctl[i] = NULL_WINCONTROLLER;
break;
case ctPOV:
case ctPOV2:
case ctPOV3:
case ctPOV4:
// if (!(m_ControlList[elem->ctl[i]].flags & CTF_POV))
// m_ElementList[id].ctl[i] = NULL_WINCONTROLLER;
break;
case ctKey:
break;
default:
m_ElementList[id].value[i] = NULL_BINDING;
m_ElementList[id].ctl[i] = NULL_WINCONTROLLER;
}
} else {
m_ElementList[id].value[i] = NULL_BINDING;
}
}
}
int8_t gameWinController::get_axis_controller(uint8_t axis) {
// start from controller 2 because 0, and 1 are reserved for keyboard and mouse
if (axis == NULL_BINDING)
return NULL_WINCONTROLLER;
for (int i = 2; i < m_NumControls; i++)
if ((m_ControlList[i].flags & (1 << (axis - 1))) && m_ControlList[i].id != CTID_INVALID)
return i;
return NULL_WINCONTROLLER;
}
int8_t gameWinController::get_button_controller(uint8_t btn) {
unsigned mask;
// buttons range from 1-CT_MAX_BUTTONS
ASSERT(btn <= CT_MAX_BUTTONS);
if (btn == NULL_BINDING)
return NULL_WINCONTROLLER;
mask = 1 << (btn - 1);
// start from controller 2 because 0, and 1 are reserved for keyboard and mouse
for (int i = 2; i < m_NumControls; i++)
//@@ if (((unsigned)btn < m_ControlList[i].buttons) && !(m_ControlList[i].btnmask & mask) &&
//(m_ControlList[i].id
//!= CTID_INVALID)) {
if (((unsigned)btn < m_ControlList[i].buttons) && (m_ControlList[i].id != CTID_INVALID)) {
//@@ m_ControlList[i].btnmask |= mask;
return i;
}
return NULL_WINCONTROLLER;
}
// returns the controller with a pov hat
int8_t gameWinController::get_pov_controller(uint8_t pov) {
// start from controller 2 because 0, and 1 are reserved for keyboard and mouse
uint16_t pov_flag = CTF_POV << (pov);
for (int i = 2; i < m_NumControls; i++)
if ((m_ControlList[i].flags & pov_flag) && m_ControlList[i].id != CTID_INVALID)
return i;
return NULL_WINCONTROLLER;
}
// enumerate all controllers on system
bool gameWinController::enum_controllers(char *remote_adr) {
const float kNormalizerMouseX = 640.0f;
const float kNormalizerMouseY = 480.0f;
const float kNormalizerMouseZ = 100.0f;
int num_devs = 0, dev;
int i;
for (i = 0; i < CT_MAX_CONTROLLERS; i++)
m_ControlList[i].id = CTID_INVALID;
// Add keyboard controller
m_ControlList[num_devs].id = CTID_KEYBOARD;
m_ControlList[num_devs].buttons = 0;
m_ControlList[num_devs].flags = 0;
num_devs++;
// add mouse controller
int left, top, right, bottom, zmin, zmax; // btns, axes,
int nbtns, naxis, btnmask;
ddio_MouseGetLimits(&left, &top, &right, &bottom, &zmin, &zmax);
btnmask = ddio_MouseGetCaps(&nbtns, &naxis);
// we will try to support a mouse with 3 axis and N_MSEBTNS buttons.
m_ControlList[num_devs].id = CTID_MOUSE;
m_ControlList[num_devs].buttons = nbtns;
m_ControlList[num_devs].flags = CTF_X_AXIS | CTF_Y_AXIS; // | (naxis>=3 ? CTF_Z_AXIS : 0);
m_ControlList[num_devs].btnmask = btnmask;
m_ControlList[num_devs].normalizer[0] = kNormalizerMouseX;
m_ControlList[num_devs].normalizer[1] = kNormalizerMouseY;
m_ControlList[num_devs].normalizer[2] = kNormalizerMouseZ;
m_ControlList[num_devs].sens[0] = 1.0f;
m_ControlList[num_devs].sens[1] = 1.0f;
m_ControlList[num_devs].sens[2] = 1.0f;
m_ControlList[num_devs].sensmod[0] = 1.0f;
m_ControlList[num_devs].sensmod[1] = 1.0f;
m_ControlList[num_devs].sensmod[2] = 1.0f;
num_devs++;
// we should initialize multiple controls
// before doing this, MAKE SURE REMOTE CONTROL SUPPORTS IT.
for (dev = JOYSTICK_1; dev <= JOYSTICK_8; dev++) {
tJoyInfo jc;
// check if device is plugged in.
if (joy_IsValid(dev)) {
// query the joystick's capabilites to see if joystick is truly valid
joy_GetJoyInfo((tJoystick)dev, &jc);
m_ControlList[num_devs].id = dev;
m_ControlList[num_devs].buttons = jc.num_btns;
m_ControlList[num_devs].btnmask = 0;
m_ControlList[num_devs].flags =
CTF_X_AXIS | CTF_Y_AXIS | ((jc.axes_mask & JOYFLAG_ZVALID) ? CTF_Z_AXIS : 0) |
((jc.axes_mask & JOYFLAG_RVALID) ? CTF_R_AXIS : 0) | ((jc.axes_mask & JOYFLAG_UVALID) ? CTF_U_AXIS : 0) |
((jc.axes_mask & JOYFLAG_VVALID) ? CTF_V_AXIS : 0) | ((jc.axes_mask & JOYFLAG_POVVALID) ? CTF_POV : 0) |
((jc.axes_mask & JOYFLAG_POV2VALID) ? CTF_POV2 : 0) | ((jc.axes_mask & JOYFLAG_POV3VALID) ? CTF_POV3 : 0) |
((jc.axes_mask & JOYFLAG_POV4VALID) ? CTF_POV4 : 0);
m_ControlList[num_devs].normalizer[0] = (jc.maxx - jc.minx) / 2.0f;
m_ControlList[num_devs].normalizer[1] = (jc.maxy - jc.miny) / 2.0f;
m_ControlList[num_devs].normalizer[2] = (jc.maxz - jc.minz) / 2.0f;
m_ControlList[num_devs].normalizer[3] = (jc.maxr - jc.minr) / 2.0f;
m_ControlList[num_devs].normalizer[4] = (jc.maxu - jc.minu) / 2.0f;
m_ControlList[num_devs].normalizer[5] = (jc.maxv - jc.minv) / 2.0f;
for (i = 0; i < CT_NUM_AXES; i++) {
m_ControlList[num_devs].sens[i] = 1.0f;
m_ControlList[num_devs].sensmod[i] = 1.0f;
}
m_ControlList[num_devs].deadzone = JOY_DEADZONE;
mprintf(0, "Controller %s found.\n", jc.name);
// okay, now search for a '****.ctl' file in the current directory.
parse_ctl_file(num_devs, jc.name);
num_devs++;
if (num_devs == CT_MAX_CONTROLLERS)
break;
}
}
for (i = num_devs; i < CT_MAX_CONTROLLERS; i++) {
m_ControlList[i].id = CTID_INVALID;
}
m_NumControls = num_devs;
gameWinController::flush();
return 1;
}
// ---------------------------------------------------------------------------
// controller functions
void gameWinController::extctl_getpos(int id) {
tJoyPos ji;
float timer_val;
int i;
if (!m_JoyActive) {
return;
}
timer_val = timer_GetTime();
joy_GetRawPos((tJoystick)id, &ji);
// if (g_accum_frame_time == 0.0f) {
m_ExtCtlStates[id].x = (int)ji.x;
m_ExtCtlStates[id].y = (int)ji.y;
m_ExtCtlStates[id].z = (int)ji.z;
m_ExtCtlStates[id].r = (int)ji.r;
m_ExtCtlStates[id].u = (int)ji.u;
m_ExtCtlStates[id].v = (int)ji.v;
for (i = 0; i < JOYPOV_NUM; i++) {
// when pov changes position and new position is not in center, then set a new start time.
m_ExtCtlStates[id].last_pov[i] = m_ExtCtlStates[id].pov[i];
m_ExtCtlStates[id].pov[i] = ji.pov[i];
int pov_index = m_ExtCtlStates[id].pov[i] / (JOYPOV_MAXVAL / JOYPOV_DIR);
int last_pov_index = m_ExtCtlStates[id].last_pov[i] / (JOYPOV_MAXVAL / JOYPOV_DIR);
if (m_ExtCtlStates[id].pov[i] != m_ExtCtlStates[id].last_pov[i]) {
if (m_ExtCtlStates[id].pov[i] != JOYPOV_CENTER)
m_ExtCtlStates[id].povstarts[i][pov_index] = timer_val;
if (m_ExtCtlStates[id].last_pov[i] != JOYPOV_CENTER)
m_ExtCtlStates[id].povtimes[i][last_pov_index] = timer_val - m_ExtCtlStates[id].povstarts[i][last_pov_index];
m_ExtCtlStates[id].povpresses[i][pov_index]++;
}
if (m_ExtCtlStates[id].pov[i] != JOYPOV_CENTER) {
m_ExtCtlStates[id].povtimes[i][pov_index] = timer_val - m_ExtCtlStates[id].povstarts[i][pov_index];
}
}
// }
// handle buttons
for (i = 0; i < CT_MAX_BUTTONS; i++) {
// case if we read time before doing this again.
if ((ji.buttons & (1 << i)) && (m_ExtCtlStates[id].btnstarts[i] == (float)0.0))
m_ExtCtlStates[id].btnstarts[i] = timer_val;
if ((ji.buttons & (1 << i)) && !(m_ExtCtlStates[id].buttons & (1 << i))) {
m_ExtCtlStates[id].btnpresses[i]++;
m_ExtCtlStates[id].btnstarts[i] = timer_val;
// mprintf(0, "Start time for %d = %f\n", i, timer_val);
}
if (ji.buttons & (1 << i)) // if button is down
m_ExtCtlStates[id].btntimes[i] = timer_val - m_ExtCtlStates[id].btnstarts[i];
else if (m_ExtCtlStates[id].buttons & (1 << i)) // if button is up and last pass it was down.
m_ExtCtlStates[id].btntimes[i] = timer_val - m_ExtCtlStates[id].btnstarts[i];
}
m_ExtCtlStates[id].buttons = ji.buttons;
}
void gameWinController::extctl_geteval(int id) {}
void gameWinController::mouse_geteval() {
if (!m_MouseActive)
return;
if (g_accum_frame_time != 0.0f)
return;
int x, y, dx, dy;
uint32_t btnmask = (uint32_t)ddio_MouseGetState(&x, &y, &dx, &dy);
m_MseState.m_deltaX = dx;
m_MseState.m_deltaY = dy;
m_MseState.m_deltaZ = 0;
m_MseState.m_absX = x;
m_MseState.m_absY = y;
m_MseState.m_buttonMask = btnmask;
mprintf_at(1, 5, 30, "btnmask=%08d\n", btnmask);
}
// gets sensitivity of axis item
float gameWinController::get_axis_sensitivity(ct_type axis_type, uint8_t axis) {
axis--;
ASSERT(axis < CT_NUM_AXES);
switch (axis_type) {
case ctMouseAxis:
return m_ControlList[1].sens[axis];
case ctAxis:
return m_ControlList[2].sens[axis];
default:
Int3();
}
return 0.0f;
}
// sets sensitivity of axis item
void gameWinController::set_axis_sensitivity(ct_type axis_type, uint8_t axis, float val) {
int i;
axis--;
ASSERT(axis < CT_NUM_AXES);
switch (axis_type) {
case ctMouseAxis:
m_ControlList[1].sens[axis] = val;
break;
case ctAxis:
for (i = 2; i < CT_MAX_CONTROLLERS; i++)
m_ControlList[i].sens[axis] = val;
break;
default:
Int3();
}
}
// toggles use of deadzone for controllers. ctl can be 0 to ???
// dead zone is from 0.0 to 0.5
void gameWinController::set_controller_deadzone(int ctl, float deadzone) {
if (ctl < 0 || ctl >= (m_NumControls - 2)) {
return;
}
if (deadzone < 0.0f)
deadzone = 0.0f;
if (deadzone > 0.9f)
deadzone = 0.9f;
m_ControlList[ctl + 2].deadzone = deadzone;
}
char Ctltext_AxisBindings[][16] = {"", "X-axis", "Y-axis", "Z-axis", "R-axis", "U-axis", "V-axis"};
char Ctltext_BtnBindings[][16] = {"", "btn1", "btn2", "btn3", "btn4", "btn5", "btn6", "btn7", "btn8",
"btn9", "btn10", "btn11", "btn12", "btn13", "btn14", "btn15", "btn16", "btn17",
"btn18", "btn19", "btn20", "btn21", "btn22", "btn23", "btn24", "btn25", "btn26",
"btn27", "btn28", "btn29", "btn30", "btn31", "btn32"};
char Ctltext_PovBindings[][16] = {"", "pov-U", "pov-R", "pov-D", "pov-L"};
#define NUM_AXISBINDSTRINGS (sizeof(Ctltext_AxisBindings) / sizeof(Ctltext_AxisBindings[0]))
#define NUM_BTNBINDSTRINGS (sizeof(Ctltext_BtnBindings) / sizeof(Ctltext_AxisBindings[0]))
// retrieves binding text for desired function, binding, etc.
const char *gameWinController::get_binding_text(ct_type type, uint8_t ctrl, uint8_t bind) {
static char binding_text[16];
const char *str;
if (ctrl == NULL_CONTROLLER) {
return NULL;
}
switch (type) {
int pov_n;
case ctAxis: {
ASSERT(bind < NUM_AXISBINDSTRINGS);
str = Ctltext_AxisBindings[bind];
if ((ctrl - 2) > 0) {
sprintf(binding_text, "J%d:%s", (ctrl - 2) + 1, str);
} else {
return str;
}
break;
}
case ctMouseAxis: {
str = ddio_MouseGetAxisText(((int8_t)bind) - 1);
return str;
}
case ctButton: {
ASSERT(bind < NUM_BTNBINDSTRINGS);
str = Ctltext_BtnBindings[bind];
if ((ctrl - 2) > 0) {
sprintf(binding_text, "J%d:%s", (ctrl - 2) + 1, str);
} else {
return str;
}
break;
}
case ctMouseButton: {
str = ddio_MouseGetBtnText(((int8_t)bind) - 1);
return str;
}
case ctPOV:
case ctPOV2:
case ctPOV3:
case ctPOV4: {
uint16_t povpos = bind;
if (type == ctPOV) {
pov_n = 0;
} else {
pov_n = (type - ctPOV2) + 1;
}
if (povpos == JOYPOV_UP)
str = Ctltext_PovBindings[1];
else if (povpos == JOYPOV_DOWN)
str = Ctltext_PovBindings[3];
else if (povpos == JOYPOV_LEFT)
str = Ctltext_PovBindings[4];
else if (povpos == JOYPOV_RIGHT)
str = Ctltext_PovBindings[2];
else
str = Ctltext_PovBindings[0];
if ((ctrl - 2) > 0) {
if (pov_n) {
sprintf(binding_text, "J%d:%s%d", (ctrl - 2) + 1, str, pov_n);
} else {
sprintf(binding_text, "J%d:%s", (ctrl - 2) + 1, str);
}
} else {
if (pov_n) {
sprintf(binding_text, "%s%d", str, pov_n);
} else {
return str;
}
}
break;
}
case ctKey:
break;
default:
if (type == ctNone) {
Int3();
}
binding_text[0] = 0;
}
return binding_text;
}
// CTL file parser
#define N_CTLCMDS 9
#define CTLCMD_NAME 0
#define CTLCMD_AXIS 1
#define CTLCMD_DEAD 2
#define CTLCMD_SX 3
#define CTLCMD_SY 4
#define CTLCMD_SZ 5
#define CTLCMD_SR 6
#define CTLCMD_SU 7
#define CTLCMD_SV 8
const char *CTLCommands[N_CTLCMDS] = {"name", "axis", "deadzone", "sensmodx", "sensmody",
"sensmodz", "sensmodr", "sensmodu", "sensmodv"};
int CTLLex(const char *command) {
int i;
for (i = 0; i < N_CTLCMDS; i++) {
if (strcmp(CTLCommands[i], command) == 0)
return i;
}
return INFFILE_ERROR;
}
// okay, now search for a '****.ctl' file in the current directory.
void gameWinController::parse_ctl_file(int devnum, const char *ctlname) {
// parse each file until we find a name match, no name match, just return
char filename[_MAX_FNAME];
int i;
if (ddio_FindFileStart("*.ctl", filename)) {
do {
InfFile file;
bool found_name = false;
if (file.Open(filename, "[controller settings]", CTLLex)) {
// parse each line, setting the appropriate values, etc.
while (file.ReadLine()) {
int cmd;
char operand[128];
while ((cmd = file.ParseLine(operand, INFFILE_LINELEN)) > INFFILE_ERROR) {
// we want to assert that the name command comes before any other to verify
// this is the file we really want to change.
switch (cmd) {
case CTLCMD_NAME:
if (strcmp(ctlname, operand) != 0)
goto cancel_file_parse;
found_name = true;
break;
case CTLCMD_DEAD: // deadzone
if (!found_name)
goto cancel_file_parse;
else {
m_ControlList[devnum].deadzone = atof(operand);
}
break;
case CTLCMD_AXIS: // allowable axis.
// format of command is "+Z-R"
// this would add a Z axis to the controller. -R would remove the Rudder.
// you can do this for X,Y,Z,R,U,V.
if (!found_name)
goto cancel_file_parse;
else {
int slen = strlen(operand);
for (i = 0; i <= slen; i += 2) {
int axis_flag;
if ((i + 1) <= slen) {
char axis_cmd = tolower(operand[i + 1]);
if (axis_cmd == 'x')
axis_flag = CTF_X_AXIS;
else if (axis_cmd == 'y')
axis_flag = CTF_Y_AXIS;
else if (axis_cmd == 'z')
axis_flag = CTF_Z_AXIS;
else if (axis_cmd == 'r')
axis_flag = CTF_R_AXIS;
else if (axis_cmd == 'u')
axis_flag = CTF_U_AXIS;
else if (axis_cmd == 'v')
axis_flag = CTF_V_AXIS;
else
axis_flag = 0;
if (operand[i] == '+') {
m_ControlList[devnum].flags |= axis_flag;
} else if (operand[i] == '-') {
m_ControlList[devnum].flags &= (~axis_flag);
} else {
goto cancel_file_parse;
}
} else {
break; // this should break out of the axis search but continue with the file
}
}
}
break;
case CTLCMD_SX: // allow modification of global sensitivity modifiers
case CTLCMD_SY:
case CTLCMD_SZ:
case CTLCMD_SR:
case CTLCMD_SU:
case CTLCMD_SV: {
int idx = (cmd - CTLCMD_SX);
m_ControlList[devnum].sensmod[idx] = atof(operand);
break;
}
}
}
}
cancel_file_parse:
file.Close();
}
} while (ddio_FindNextFile(filename));
ddio_FindFileClose();
}
}
// These functions allow one to find a file
// You use FindFileStart by giving it a wildcard (like *.*, *.txt, u??.*, whatever). It returns
// a filename in namebuf.
// Use FindNextFile to get the next file found with the wildcard given in FindFileStart.
// Use FindFileClose to end your search.
bool ddio_FindFileStart(const char *wildcard, char *namebuf);
bool ddio_FindNextFile(char *namebuf);
void ddio_FindFileClose();